TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  <zeiftriad@yahoogroups.com> for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  ZEF6I-01 
   
   
   
   
   
  Mouqollad al-Zeif 
   
  A One-Round D&D® Living Greyhawk™ 
   Zeif Regional Adventure 
  by Michael Ray Deal version 1.1 
  Editor: Jon Dawes, Cory Fliegel; Cartography: Michael Deal and Cory Fliegel; Playtesting: Jon Dawes, 
  Steve Bell, Duncan Armitage, Neal Bennet, Mike Strobel; Additional Playtesting: Matt Coles, Cory 
  Fliegel, Abbey Johnston, Dave Nelson, Nick Nuspl, Justin White 
   
   
  The big city of Antalotol beckons you with promises of income and adventure. SKILLED adventurers need 
  only apply. Well suited for diplomats, trackers and “knowledgeable” adventurers.  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just 
  DM). Sometimes (and almost all the time in the 
  cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK PC. Second PC 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 PC 
  creation 
  and 
  development, 
  RPGA 
  event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PCS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies 
  of the following D&D books: PC’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides PC 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 non-player characters 
  (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a 
  RPGA Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because PCs bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of 
  the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1. Determine the PC 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 PC 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 PC’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 PCs 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 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 2 
  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 
  character's PC 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 PCs 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 PCs 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 PC. 
  2. Advise PCs to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, set 
  in Zeif.  Characters native to Zeif pay one Time 
  Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Trade is as precious in Zeif as water. Many try 
  desperately to gain the upper hand. Thus Baubu 
  Bhot sends several groups into the Barrier peaks 
  in search of dwarven craftsmanship. This is a test 
  of many survival skills and diplomacy as the 
  dwarves are nearly impossible to find and even 
  harder to convince to trade with the Baklunish of 
  Zeif. 
  Adventure Summary 
  Encounter 1: 
  The PCs meet each other in Antalotol while 
  gathering information/looking for adventure.  
   
  A flyer on a public board at the local produce 
  market lures the PCs to a notoriously honest 
  member of the merchants’ alliance, the Mouqollad.  
   
  Baubu Bhot hires the PCs to make contact 
  with dwarves in the Barrier Peaks and arrange a 
  trade meeting. Baubu would like to tap into this 
  resource and has hired several groups to try and 
  make contact.  
   
  The PCs are given a letter of introduction and 
  sample trade items, and told to stay north of 
  Ulakand. 
   
  The PCs can gather information on Baubu 
  Bhot, dwarves, and the Mouqollad, which may 
  come in handy when dealing with the dwarves.  
  Encounter 2: 
  Once the PCs enter the Barrier Peaks, they will 
  encounter an evil clan-exiled goliath with a large 
  club. He has just finished murdering another group 
  hired by Baubu Bhot to find dwarves.   
  Encounter 3: 
  Next, the PCs will encounter some old ruins. While 
  walking down a narrow street lined by 10'-high 
  crumbling hole-filled stonewalls they are attacked 
  by a vargouille.  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 3 
  Encounter 4: 
  Next, the PCs will find an old mineshaft. 100 yards 
  in, the shaft opens up into a larger chamber. 
  Leaning against a wall, motionless, is a young 
  dwarf in a very cliché pirate’s outfit. He is 
  motionless because of centipede poison; in fact, 
  he is about to be eaten by a large monstrous 
  centipede. 
   
  This young dwarf is the key to the PCs finding 
  the dwarves and having a successful negotiation. 
  Encounter 5: 
  Once the PCs make it to the dwarf’s stronghold, 
  they must try to convince the dwarves (via 
  diplomacy) to meet with Baubu Bhot. 
   
  If the PCs have not noticed the assassin, he 
  will try to kill a dwarf and make it look like the PCs 
  did it. Hopefully, the PCs foil the assassin’s plans 
  and impress the dwarves. 
  Encounter 6: 
  The PCs meeting with the dwarves is interrupted 
  by a mining accident, after which they are given 
  the Chief’s decision.  
   
  Successful or not, the PCs return to Antalotol 
  is uneventful.  
  Preparation for Play 
  Look at each character sheet and make note of 
  each PC’s Sense Motive, Spot, and Search 
  modifiers. During the adventure ask for D20 rolls 
  and apply the modifier yourself.  
  Introduction 
  Welcome to Antalotol! You have all come 
  seeking some sort of unusual and adventurous 
  employment. 
   
  Antalotol lies almost in the center of Zeif, 
  amidst a sea of grass. It is the smallest of the 
  four major cities found in the Sultanate of Zeif. 
  Horses and grains are her major resources. 
  The majority of the population of Antalotol is 
  Baklunish; next are orcs and half-orcs. These 
  are 
  distant 
  descendents 
  of 
  nonhuman 
  mercenaries used by the Baklunish Empire 
  before the Invoked Devastation.   
   
  On your way here you were witness to 
  great 
  caravans 
  guarded 
  by 
  Paynim 
  mercenaries, 
  nomadic 
  tribesman 
  of 
  the 
  Paynims and the Dry Steppes, both headed 
  away from and towards Antalotol. Not only is 
  Antalotol a trade destination, it is also a 
  welcome layover on the way west to the other 
  great cities of Zeif.  
   
  Since trade and religion are virtually 
  indistinguishable in Zeif, and merchants like to 
  take care of things in house, another important 
  resource of Antalotol are her rogues, spies, 
  and assassins.  
  Encounter One: Mouqollad 
  You find yourselves amongst a group of like-
  minded folk reading the flyers on the public 
  post that lies at the entrance to the meat and 
  produce market in Antalotol. You must strain 
  on your toes and stretch your neck to see the 
  most interesting flyer on the post: 
   
  “Merchant 
  seeking 
  groups 
  of 
  4-6 
  adventurers to travel to the Barrier Peaks, 
  locate dwarves, and negotiate a trade meeting. 
  For an interview, please contact the offices of 
  BB Armory at 438 Merchant’s Way between 
  mid-morn and mid afternoon.”  
  See appendix 3 for a player handout. 
  Allow the PCs to introduce themselves to one 
  another. 
  Development: If the PCs take the time to gather 
  information about Baubu Bhot, dwarves, and the 
  Mouqollad consortium, they can gain the following 
  information with the appropriate rolls. 
  GM Note: With new players or PCs the DM should 
  feel free to ask them “So what do you know about 
  Dwarves?” or “Do you always work for those who 
  you do not know?” Some players may not even 
  think to gather information about such things. As 
  an Introductory module, err on the side of the 
  players. 
   
  Baubu Bhot: 
  DC 10:  
  • 
  A 
  well-respected, 
  notoriously 
  honest 
  businessman, he has made a fortune in 
  the armor trade, specializing in rare 
  materials and hard to find magical 
  upgrades.  
  DC 15:  
  • 
  He supplies all the armor for the Spahis, 
  Knights of the Sultanate.  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 4 
  • 
  Baubu is an Appraiser of Merit, a mediator 
  of disputes between merchants.  
  DC 20:  
  • 
  His full name is Busaid bin Baububhot al-
  Zeif. Only people very close to him would 
  call him Busaid. Baububhot is his father’s 
  name; “al-” means of or from.  
  • 
  It is rumored that Baubu is an agent 
  monitoring the Mouqollad consortium’s 
  interests in Antalotol.  
  DC 25:  
  • 
  A rival merchant of Baubu Bhot, Aziz bin 
  Baharat, operator of Usta-Samat Arms, is 
  rumored 
  to 
  be 
  secretly 
  soliciting 
  assassins. Aziz cannot match Baubu’s 
  quality, so he goes for quantity. He is a 
  notoriously dishonest businessman. It is 
  also said he deals in the black market.  
   
   
  Mouqollad Consortium: 
  DC 10:  
  • 
  The Mouqollad consortium is an alliance of 
  merchants headquartered in the city of 
  Zeif.  
  • 
  Trade and divine worship are virtually 
  indistinguishable in Zeif. Temples in Zeif 
  are found at the center of wherever 
  merchants gather.  
  DC 15:  
  • 
  The Mouqollad have agents that seek out 
  and shut down any black markets and 
  their merchants.  
  • 
  A group of high-ranking clerics of Mouqol, 
  called the Worthy Elders, leads the 
  consortium.  
  DC 20:  
  • 
  The consortium maintains agents in all 
  Baklunish cities to monitor their interests. 
  They discreetly strive to secure influence 
  in all levels of government and police their 
  own constituents.  
  • 
  An Appraiser of Merit is the equivalent of a 
  mediator. They settle disputes between 
  merchants. The Mouqollad always strives 
  to handle problems in house.  
  DC 25:  
  • 
  The owner of BB Armory is rumored to be 
  the agent that monitors Antalotol for 
  headquarters.  
   
   
  Dwarves: 
  DC 10:  
  • 
  Dwarves are known to have strongholds in 
  the Barrier Peaks and mine her precious 
  metals; where one might be found exactly 
  is anyone’s guess. You are given a 
  description of a series of landmarks to 
  look for once you enter the Barrier Peaks. 
  You are told that these landmarks will lead 
  you deep into the mountains. Once there, 
  you should look for dwarf tracks and caves 
  or mineshafts.  
  • 
  Dwarves live communally in clans lead by 
  a chief.  
  DC 15:  
  • 
  Dwarves prefer to barter because they 
  usually have plenty of silver and gold. 
  They want raw materials and finished 
  goods.  
  • 
  Disrespecting old dwarves is unacceptable 
  to any dwarf.  
  • 
  Dwarves do not trust clan-less dwarves.  
  DC 20:  
  • 
  Dwarf strongholds always have baths; they 
  are very fond of a soak after digging 
  tunnels all day. The baths are segregated.  
  • 
  A dwarf chief is often referred to as 
  “grandpa”, because the chief is usually the 
  oldest member of the clan and clans are 
  extended families.  
  • 
  A council of elders advises the chief.  
  • 
  A Clan Warden is a military leader.  
  DC 25:  
  • 
  A dwarf can identify another clan by the 
  geometric pattern of stitching on the 
  clothes he wears.  
  • 
  Dwarves prize mental privacy.  
  • 
  One dwarven ideal is, “He who holds to his 
  duty and obeys the law, even at great cost 
  to himself, is hailed a hero among his 
  clan”.  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 5 
  It is currently noon. If the PCs decide to inquire 
  about the job, continue with the box text. 
  It takes less than ten minutes to find the 
  offices of BB Armory from here. In fact, you are 
  accompanied by a group of four young 
  adventurers that are also interested in the job. 
  This group goes in ahead of you. (See the 
  descriptions below if necessary) 
   
  After a fifteen-minute wait you are lead into 
  the office of Baubu Bhot. The four young 
  adventurers you followed here are exiting and 
  smiling as if they got the job. 
   
  Waiting to greet you, before a low round 
  table surrounded by cushions, is a Baklunish 
  man, short in stature, but tall in presence.  
   
  He wears a bright red robe with gold BB’s 
  stitched all over it. On his head is a gold turban 
  similarly stitched with red BBs. Pinned to the 
  turban is a sapphire bigger than a halfling’s 
  fist.  All his fingers have multiple rings on 
  them; around his neck are chains of every 
  material you could name. 
   
   
  “Welcome, my friends! I am Baubu Bhot, 
  owner of BB Armoury. Please sit down.” He 
  gestures for all of you to be seated around the 
  table. “Please, help yourselves,” he says, 
  pointing 
  towards 
  the 
  hookah 
  pipe 
  that 
  dominates the center of the table. Around the 
  pipe are assorted fruits, vegetables, meats, and 
  cheeses, as well as liquid refreshments.  
   
  “Thank you for answering my ad. I am 
  looking for determined individuals to make 
  contact with and set up a trade meeting with 
  dwarves that reside in the Barrier Peaks. I will 
  give you ten Magi each for your time, five now 
  and five when you return, successful or not. I 
  will provide you magical transportation to and 
  from the Peaks, as it would take ten days to get 
  to the Barrier Peaks from here, and I do not 
  want others to beat you to the dwarves. It is up 
  to you to find them, because nobody knows 
  exactly where the dwarves reside. I will provide 
  you with examples of the best materials my 
  current suppliers can offer and examples of my 
  armour crafters’ craftsmanship to show the 
  dwarves. I hope the dwarves can improve both 
  for me. Are you interested?” 
  Note: one Magus is equal to a single platinum 
  piece, or ten gold pieces. He is offering them 
  100gp total. 
   Baubu Bhot: Male Baklunish Expert 16 
  Appearance: See box text.  
  Personality: Baubu is a take-charge kind of guy. 
  He knows what he wants and he knows how to get 
  it. He is honest but has no problem exploiting 
  someone’s ignorance. “Live and learn”, Baubu 
  likes to say.  
  Of course the PCs may have a few questions: 
  “Who were those other people” 
  • 
  The Barrier Peaks span a long distance 
  young friend. It will take many teams to 
  look for these elusive dwarves. All teams 
  have a writ from me with my seal. If you 
  run into any other groups in there feel free 
  to ask who they work for. If it’s me, give 
  them a hand if they need it. 
  “Anyone else we should know about?” 
  • 
  “Well, you never know who else may be in 
  those mountains. I have both friends and 
  rivals that are trying to negotiate this trade 
  deal.” 
  “How are we to get back?” 
  • 
  Here is an enchanted Sandstone. Just 
  crush this and spread the powder around 
  your group in a circle. My house wizard will 
  be scrying for this circle and whisk you 
  back to my domicile. 
  When the PCs are ready to leave…      
  Bauba Bhot has you escorted to an ornate 
  room in his Ulu Karama. It is full of magical 
  glyphs and symbols that almost radiate magic 
  from 
  them. 
  An 
  elderly 
  Baklunish 
  man 
  approaches. By his attire, you guess this must 
  be the man who will transport you to and from 
  the Peaks. 
  “Step into the circle on the floor. Be sure to 
  keep your arms at your sides. Wouldn’t want 
  you to appear missing a limb or two!” 
  He mutters and incantation of power and the 
  world blurs for a moment. When everything 
  comes back into focus, you are no where near 
  Antalotol. You now stand before the great 
  Barrier Peaks. A voice inside your head tells 
  you to crush the sandstone and create a circle 
  around your party once you wish to return.  
  For those that wish to Spellcraft (DC 24), that was 
  a Teleportation Circle. 
  If a player tries to Detect Magic they only receive 
  that there are several “Stong Auras” in the room. 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 6 
  They will not have the three rounds to focus. The 
  wizard will not chat with the party. He will only tell 
  them how to get back if they ask. 
  The other party (if the players so desire to know): 
   Ray 
  Bint 
  Dawn 
  al-Antalotol: 
  Female 
  Baklunish Wiz1 
   Appearance: Ray is a tall slender attractive 
  woman. She wears her long hair in braids that she 
  wraps around her head and secures with a silver 
  clasp. Her deeply tanned skin is conditioned with 
  olive oil. Her robe is a patchwork of brightly colored 
  cloth.  
   
  Drambe Bin Ziel al-Antalotol: Male Baklunish 
  Ftr1 
   Appearance: He wears a chain shirt with two 
  scimitars, and looks to be very light on his feet. 
  Drambe is tall and slender, like Ray.  
   Saleh 
  Bin 
  Fulani 
  al-Antalotol: 
  Male 
  Baklunish Clr1 
   Appearance: Saleh is a portly cleric of 
  Mouqol. He sweats a lot, eats a lot, and smiles a 
  lot.  
   Thok: Male half-orc Bbn1 
   
  Appearance: Large and in charge.    
   
  Encounter Two: Help a 
  Brother Out 
  The PCs cannot take mounts of size large or 
  greater into the Barrier Peaks because many trails 
  are too narrow. 
  Before the PCs enter the Barrier Peaks, you must 
  determine how many days they will search before 
  finding encounters three and four.  
  Have the PCs roll Knowledge (geography) checks 
  (DC 10) each day. (These checks can be made 
  untrained). This represents how good each PC is 
  at spotting landmarks and reaching them. As long 
  as at least one PC succeeds, the party progresses 
  in the right direction; if not, the journey takes an 
  additional day.  
  The first successful Knowledge (geography) check 
  gets the PCs to the box text below. The second 
  successful Knowledge (geography) gets the PCs 
  to Encounter 4. The third successful Knowledge 
  (geography) gets the PC’s to Encounter 5.  
  Any PC with the Track feat can also make one 
  Survival check (DC 15) per day to make progress 
  as above. This represents a PC finding dwarf 
  tracks and keeping the party on track.  
  Give each PC a Spot check (DC 25) for each day 
  of travel into the Barrier Peaks, to notice someone 
  following them. This represents the closest the 
  rogue ever gets to the PCs each day as he follows 
  them. Hajji takes ten on his Hide checks and stays 
  at least forty feet away from the PCs (21+4=25). 
  If the PCs make the Spot check and decide to 
  question the follower, he will use his Bluff skill to 
  profess his innocence and resume following the 
  PCs. (You should use all your DM skills to get Hajji 
  to the dwarf stronghold). It would take another DC 
  25 Spot check to notice him again. 
  If the PCs do not believe him they can try 
  Diplomacy or Intimidate to get the truth out of him. 
  Hajji is considered unfriendly. 
  The PCs can try to hide from Hajji: compare Hajji’s 
  Spot +7 to the worst Hide check of the PCs. The 
  PCs get a +4 to their Hide check because they 
  start at least 40’ away from Hajji.  
  If the PCs do lethal damage to Hajji without good 
  reason, note on their ARs that they performed an 
  evil act. It is not wrong to follow someone; it is 
  wrong to assault someone. Hajji will try to escape 
  and then try to follow the PCs once again. 
   Hajji Bin Jimjaji al-Antalotol: Male Baklunish 
  Rog3, see Appendix 1. 
   
  Appearance: Grassland pastels color his puffy 
  shirt and pants. A gold sash encompasses his 
  waist and secures his weapons. He is smelly and 
  unwashed. His skin is deeply tanned and he has a 
  mustache that is waxed and curled at the ends. A 
  black turban covers his bald head. His boots have 
  long curled toes. Under his clothing is leather 
  armor.  
   
  Personality: He is a fairly sharp, up and 
  coming rogue. This is a big job for an influential 
  client, which he wants to do well.  
  The truth behind Hajji: Hajji was hired by a rival 
  of BB Armory to make sure the dwarves never do 
  business with Baubu Bhot. The rival gave him the 
  three potions of invisibility. Don’t forget to give the 
  PCs their daily Hajji Spot check, DC 25 (40’ away).  
  Once they make the first Knowledge (Geography) 
  or Survival check read the following: 
  The Barrier Peaks are a nice change of pace 
  from the endless plains of tall grass.  
   
  Your first day’s travel into the peaks has 
  led you to a game trail that leads in three 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 7 
  different directions. It is starting to get dark, so 
  you decide to make camp and pick a trail 
  tomorrow when, not far off, you hear the clash 
  of swords and the screams of mortally 
  wounded humans crying out for help.  
  If the PCs go to investigate, continue with the box 
  text.  
   
  You crest a small ridge that looks down on 
  a small camp. You see the four adventurers 
  you met on the way to BB Armory being 
  slaughtered by an unusually large medium-
  sized humanoid wielding a large club.  
   
  As you take this all in, the club wielder 
  drops the last of the group and admires his 
  handy work. He grins broadly as he wipes the 
  gore from his crude club onto the tunic of his 
  last victim.  
  A Knowledge (nature) check (DC 11) is needed to 
  identify the creature as a goliath. This will also tell 
  the PC that a goliath counts as large when it is 
  advantageous to him (Powerful Build); a DC 16 
  tells the PC that a goliath can jump and climb very 
  well (Mountain Movement); a DC 21 tells the PC 
  that a goliath is acclimated to life at high altitude 
  (Acclimated). 
   
  The goliath will begin to loot the bodies if the 
  PCs do not make their presence known. The 
  goliath will spend five rounds per individual looting, 
  and then he will loot the tents, taking ten rounds for 
  each.  
   
  Roll initiative and let the PCs decide what they 
  want to do. Keep in mind the NPCs are dead. 
    
  See map 1 in Appendix 2 for encounter layout. 
  Every boulder is as tall as it is wide (use skinny 
  side for rectangular boulders) and has a Climb DC 
  15.   
   APL 1(EL 3) 
  Graal: Male goliath Ftr2, hp 22, see Appendix 
  One.  
  Appearance: 7’ 6” tall, bald, with blue eyes, and 
  gray skin mottled with light and dark patches.  
  Personality:   Very, very, angry because he just 
  got kicked out of his clan for being EVIL. “I’ll 
  show you evil MUHAHAHAHAH!”  
  Tactics: This is a “thrill them, don’t kill them” 
  encounter, even though the goliath can very easily 
  kill PCs. 
  If the PCs engage the goliath in melee he will try to 
  demoralize, using Intimidate (+10, Powerful Build 
  counts as large +4), the most powerful looking PC 
  in the group. The goliath is surprised to see the 
  PCs and is not prepared for another fight. He 
  hopes to scare them away so he can “Greyhawk” 
  the bodies and make his escape.  
  Intimidate to demoralize is a standard action that is 
  opposed by the targets modified level check (1d20 
  + target’s character level + target’s Wisdom + 
  target’s modifiers on saves against fear). You can 
  only demoralize someone you threaten in melee. 
  Once the goliath has tried to demoralize a PC, give 
  the PCs a Sense Motive opposed by the goliath’s 
  Bluff (+1) to notice that he is tired and does not 
  want another fight right now. Now the PCs can try 
  to demoralize the goliath, and if successful he will 
  flee the encounter using his Mountain Movement 
  skills.  
  If the goliath goes below fifteen hit points he will try 
  to escape from the PCs by making use of his 
  Mountain Movement skills.   
   
  Development: The dead NPCs are the same 
  the PCs met in Antalotol.   
  If the PCs manage to capture the goliath he is 
  Hostile for Diplomacy purposes. If the PCs can 
  make him indifferent he will talk to them. 
  If the PCs can intimidate him he will talk to them.  
   
  The goliath has the following information. 
  • 
  The dwarves are about two days travel 
  deeper into the Barrier Peaks, if you know 
  where you are going. He will guide the 
  PCs, 
  but 
  try 
  to 
  escape 
  at 
  every 
  opportunity.  
  • 
  He was banished from his clan because 
  he murdered his brother. He killed his 
  brother because he didn’t want to share 
  his family’s resources with him. He thought 
  nobody saw him do it, but his brother’s 
  girlfriend did and told the clan elders. He 
  will kill her someday.  
  • 
  The goliath’s clan lives about four days 
  travel from here. 
  The other party has some gear that the PCs can 
  loot if they wish. They can gather the following 
  items: 
  • 
  Spell Component Pouch (2), Quarterstaff 
  & Dagger (Wizards) 
  • 
  2 scimitars and Chain Shirt (Fighter) 
  • 
  Mace, Chain shirt and Holy symbol of 
  Moquol (Cleric) 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 8 
  • 
  Chain Shirt, Great Axe (Barbarian) 
  • 
  Other mundane adventuring gear such as 
  rope, 
  pitons, 
  torches, 
  flint 
  & 
  Steel, 
  waterskins and trail rations. Also there is a 
  writ from BB Armoury stating that they 
  work for the company to negotiate trade. 
  The wizard’s spellbook was destroyed in 
  the campfire during the fight. 
  Treasure:  
  APL 1: Loot – 870gp, Coin – 14 gp. 
   
  Development: At this point have the PCs again 
  make another Knowledge (Geography) (DC 10) or 
  Survival Check (DC 15) to find the right path. If 
  not, they waste one day. Once they succeed in the 
  check move to Encounter Three.  
   
  Remember to also have the PCs make a Spot (DC 
  28) to see Hajji following them form 80’ away. Hajji 
  stays a bit further back now that he has sized up 
  the parties abilities. 
  Encounter Three: Flying 
  Head 
  The game trail you have been following begins 
  to reveal ancient paving stones. Soon you are 
  walking amongst the long abandoned ancient 
  dwellings of a city, marked only by paved 
  streets and crumbling walls of worked stone. 
  Erosion has rendered the identification of this 
  city beyond your capabilities.  
   
  What strange race built this place? What 
  happened to them? Were they good or evil? 
  The wind winding through the ruins whispers 
  and moans the answers unintelligible to you.  
  The street is 10’ wide and the walls no less than 
  15’ tall. The street stretches uninterrupted for 100’ 
  in both directions from the PCs. See map 2, 
  Appendix 2.  
  The walls are peppered with tiny or smaller holes; 
  the vargouille is squeezed into one of the tiny 
  holes. There is a tiny hole large enough for the 
  vargouille or any small or medium creature to 
  squeeze through every 10’ on either wall. On either 
  side of the walls are more streets and remains of 
  buildings. 
   
  Masonry Walls: 1 ft. thick; Hardness 8; hp 90; 
  AC 5; Break DC 35; Climb DC 15. 
  APL 1 (EL 2) 
  Vargouille: hp 5; see Monster Manual page 254. 
  A Knowledge (the planes) check (DC 11) will 
  identify the vargouille and tell the PC that its shriek 
  can paralyze; a DC 16 reveals that its kiss can turn 
  one into a vargouille within 24 hours; a DC 21 
  indicates that its poisonous bite can only be healed 
  with magic.  
   
   
  Tactics: The vargouille is waiting for a victim to 
  pass by. The PCs do not have line of sight to the 
  vargouille until they are standing next to the hole 
  he is hiding in.  
  If the PCs are Moving Silently while passing 
  through the ruins, roll a Listen check for the 
  vargouille versus the PCs’ worst Move Silent 
  check. The PCs receive a -2 penalty on the roll 
  because of all the loose rubble on the ground. 
  Remember that PCs that are moving faster than 
  half their normal movement, but less than their full 
  movement, receive a -5 penalty on Move Silently 
  checks.  
  If the PCs are simply walking through the ruins the 
  vargouille will hear them coming with a Listen DC 
  5. The PCs are 10’ away from the vargouille for 
  each point the Listen check beats the DC 5 by. 
  If the vargouille does not hear the PCs, and the 
  lead PC in the marching order indicated that he 
  was hiding, have the leading PC make a Spot 
  check (DC 19). If successful, this PC will notice the 
  Vargouille hiding in a hole in the wall, five feet 
  ahead of where he is standing. (It is taking ten on 
  its Hide check.) The vargouille also gets a Spot 
  check to notice the PC. The PCs may try to spring 
  their own surprise here, but remember that the 
  vargouille gets Spot and Listen checks every round 
  that they spend preparing. (Spot checks are only 
  allowed if there is line of sight.) 
  A PC with detect evil running could detect the 
  vargouille from 60’ away. In this case, let the PCs 
  try to set up a surprise round as above, provided 
  the vargouille hasn’t already detected them. If both 
  sides are aware, simply start normal combat 
  rounds with the “detecting” PC at 60’ from the 
  vargouille. Remember that there is still no line of 
  sight at this point, nor is the vargouille making 
  noise, so the PCs will only know that there is an 
  evil presence, at first. The vargouille will ready to 
  use its Shriek ability once it hears a PC come 
  within 30’. 
  If a PC passes directly in front of the vargouille 
  before combat rounds begin, there is no cover and 
  neither can hide from the other, so have everyone 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 9 
  roll initiative and start combat without a surprise 
  round. 
  If the vargouille heard the PCs approaching, he will 
  get a surprise round. At the start of the surprise 
  round, the PC with the lowest Move Silently check 
  is 10’ away from the vargouille for each point by 
  which the Listen check exceeds the Move Silently 
  check (or DC 5, if the PCs weren’t trying to keep 
  quiet). If this would cause the encounter distance 
  to be greater than 30’, simply start the encounter 
  with the “noisy” PC at 30’ from the vargouille.  
  The vargouille will use the surprise round to 5’ 
  adjust into the street and Shriek at the PCs.  
  His next action will be to use his Kiss ability on 
  paralyzed PCs, or simply bite them if none are 
  paralyzed.  
  This vargouille is the last of a larger group that has 
  haunted these ruins for hundreds of years. A 
  wicked race of men lived and performed many foul 
  deeds here until the dwarves came and eradicated 
  them. If captured, the vargouille will divulge the 
  above information. 
   
  Treasure: If the PCs Search the original hole 
  the vargouille was in, DC 10, they will find a Cloak 
  of Charisma +2 and a potion of Remove Curse. 
  (Detect Magic gives faint Transmutation of the 
  Cloak and Faint Abjuration on the potion.) 
  APL 1: Loot – 0 gp, Coin – 0 gp, Magic – 230 gp 
  (62gp is from the potion if they drink it) 
  Development: At this point have the PCs again 
  make another Knowledge (Geography) (DC 10) or 
  Survival Check (DC 15) to find the right path. If 
  not, they waste one day. Once they succeed in the 
  check move to Encounter Four.  
   
  Remember to also have the PCs make a Spot (DC 
  28) to see Hajji following them form 80’ away. Hajji 
  stays a bit further back now that he has sized up 
  the parties abilities. 
  Encounter Four: Big Bug vs. 
  Dwarf Pirate 
  After making the skill check read or paraphrase 
  the following: 
  For days you have wandered the Peaks and 
  still you have found little evidence of dwarves. 
  You haven’t even found a cave until now. 
   
  What you stand before is not technically a 
  cave but judging by the tool marks, a mine. It is 
  a hole into the Barrier Peaks nonetheless and 
  hopefully it leads to dwarves. 
  If the PCs enter, put them in marching order and 
  continue with box text. There are no light sources 
  in the mine. Outside light extends 20’ into the 
  mineshaft.  
   
  The first 100 yards of the mine are very 
  cramped and show no signs of recent use, 
  although you do surprise a few bats, which 
  give you a nice rush of adrenalin after your last 
  encounter with the flying head. That’s odd… 
  one of the bats looked like a brightly colored 
  parakeet.  
   
  After about 100 yards, the mineshaft opens 
  up into a large chamber. On the right, 20’ 
  ahead of you, leaning motionless against the 
  wall, is a young dwarf dressed like a pirate. 
  Before the dwarf and blocking any progress 
  beyond 20’ into the chamber is a large 
  centipede. He is about to eat the dwarf. 
  The dwarf cannot move on his own until he rests 
  for eight hours, because his Dexterity has been 
  reduced to zero by the centipede poison coursing 
  through his veins. 
  Give the centipede a Listen check +0 to hear the 
  PCs approach. If the PCs are simply walking 
  through the mineshaft the centipede will hear them 
  coming with a Listen DC 5. The PCs are 10’ away 
  from the centipede for each point by which the 
  Listen check beats the DC 5.  
  If the PCs are Moving Silently, they take a –2 
  because of the rubble on the ground. Use the 
  worst roll by the PCs in place of the DC 5 above. 
  If the centipede does not hear the PCs approach, 
  the PCs will get a surprise round. If the PCs do 
  nothing, the centipede will take a 1d4 hit point 
  chomp out of the dwarf. If not interrupted, he will 
  continue until the dwarf is gone, and then he will 
  move towards the heart of the mountain.  
   
  If the centipede does hear the PCs, he will 
  attack them: roll initiative.  
  APL 1 (EL 1) 
  Monstrous Centipede, large: hp 13; see 
  Monster Manual page 286. 
  Tactics: Pretty simple… more food to eat – attack!  
  If the centipede goes below 5 hit points he will try 
  to escape through the maze of tunnels.   
  Ragen has been hit badly and the wound looks 
  nasty. When revived to 1 HP he asks the following:  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 10 
  “Have you seen my bird, Polly? I can’t go on 
  without ‘im.” He tries to stand but his legs look 
  wobbly. “Musta taken a dose of that bug juice. 
  “Can ye please get ‘im for me before he takes 
  off for good?” 
  The PCs caught a glimpse of Polly when they first 
  entered the mine. Polly was flying for his life from 
  the centipede.  
  Polly: Male parakeet (use Raven stats); see 
  Monster Manual page 278.  
  Polly will land and wait on a tree near the entrance 
  to the mine. The following are some ways the PCs 
  could retrieve Polly. 
  • 
  It will take a Spot DC 16 (Take 10 +2 Dex +3 
  30’ away) to see Polly in any tree he happens 
  to be in. Polly is always 30’ up a tree.  
  • 
  A Climb DC 15 will get a PC within reach of 
  Polly. This can also be done with a grappling 
  hook, Use Rope DC 16 (30’ up), and a knotted 
  rope (Climb DC 5). Once a PC is within reach 
  of Polly use the grapple rules. If Polly wins, he 
  flies to a nearby tree and lands 30’ up. If he 
  loses, the PC has him. 
  • 
  If a PC has line of sight and Polly can hear the 
  PC, he can try a Handle Animal check (DC 15) 
  to coax Polly onto his hand. If the PC fails, 
  Polly flies to a nearby tree and lands 30’ up. 
  The PC can try to Spot Polly again and then try 
  Handle Animal, this time at DC 17 because 
  Polly has become wary. Each fail and retry 
  makes the Handle Animal check two points 
  harder. If they ask for food for Polly, Ragen 
  gives them birdseed. This grants a +4 
  Circumstance bonus to the Handle Animal 
  Check. 
  • 
  A PC can try to snare Polly. First, he must 
  make a Knowledge Nature (DC 10) to devise a 
  suitable snare. Second, he must make a 
  Survival check (DC 10) to build the snare. 
  Third, roll a Wisdom check (+2) for Polly; if the 
  result is lower than the Survival check rolled by 
  the PC Polly is caught in the snare. If Polly 
  beats the Survival check he flies to a nearby 
  tree and lands 30’ up, ignoring the snare. 
  • 
  A PC can try spells such as Sleep, Hypnotism, 
  Color Spray, or Ray of Enfeeblement. Any 
  failed attempts send Polly to a nearby tree 30’ 
  up. 
   
  Jolly Roger a.k.a. Ragen Gimglan (Gimglan, 
  in Common, means Cheerfully Lost): Male 
  dwarf Swashbuckler 1, 11 hp (currently 6 hp). Bluff 
  +5, Craft Armor +4, Tumble +6, Use Rope +4, 
  Profession (Sailor) +2 (He has read a lot of books 
  on how to sail) 
   Appearance: Ragen has a red scarf tied 
  around his head; his pirate hat fell on the floor 
  when he became paralyzed. He wears black 
  knickers and a puffy white shirt with especially 
  puffy sleeves. A broad black belt with an enormous 
  brass buckle secures a falchion to his waist. Black 
  boots, that easily reach his knees and fold back 
  down, complete the ensemble. In his shirt pocket 
  is an eye patch and some birdseed.    
   Personality: Ragen is a bit off – harmless, but 
  determined to do it his way.  
   He is very friendly and talkative, especially if a 
  PC shares his interest in pirates and sailing.  
   
  Ragen talks loudly and gestures wildly with his 
  hands. He will tell the PCs all about the ocean, 
  even though he has never seen it. The experience 
  is much like being at the ocean because he gets 
  so carried away that he begins to froth at the 
  mouth and spray the PCs as he talks. 
   
   
  Development: Ragen Gimglan, or Jolly Roger, as 
  he likes to be called, is obsessed with pirates. He 
  was on his way to the Bakhoury Coast to become 
  a pirate when he ran into the centipede.  
  Ragen is 35 years old – not quite an adult. His 
  father is the Chief of their clan and its greatest 
  armor craftsman. He thinks his son has lost his 
  mind, but loves him greatly, and, since Ragen is 
  his only male heir, the Chief has great aspirations 
  for him.  
  Ragen is very intelligent and excels at whatever he 
  chooses to do. He loves his father, but the mines 
  bore him. He longs to travel Oerth by sea, robbing 
  the rich and feeding the poor, ideally.   
  In his current state, he will plead with the PCs not 
  to take him back home. He will offer to give the 
  PCs directions to his clan’s stronghold if they take 
  care of him for the next 16 hours (+2 Dex).  
  The PCs can use Diplomacy, Intimidate, or Bluff 
  (PC must come up with a plausible lie) to convince 
  Ragen to lead them to his clan’s stronghold. 
  Ragen is friendly, but he must be made helpful 
  with a Diplomacy check (DC 20). If the PCs try to 
  Bluff Ragen, his Sense Motive modifier is +0  
  The following modifiers apply to the PCs’ checks, 
  whether they are making the attempt or trying to 
  aid another’s attempt. 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 11 
  • 
  Baklunish PCs suffer a –2 penalty, because 
  the Gimglan clan does not trust the Baklunish 
  people.  
  • 
  PCs that express an interest in pirates and/or 
  sailing get a +2 bonus. 
  • 
  PCs 
  that 
  helped 
  find 
  Ragen’s 
  bird, 
  successfully, get a +2 bonus. 
  • 
  PCs that display a “care less” attitude about 
  Ragen’s bird get a –4 penalty. 
  • 
  Dwarf PCs get a +2 bonus. 
  • 
  Swashbuckler PCs get a +2 bonus. 
  • 
  PCs with ranks in Profession Sailor get a +2 
  bonus. 
  • 
  PCs that successfully perform a pirate song 
  (Perform DC 10) get a +2 bonus. 
  • 
  PCs that have a bird Familiar or Animal 
  Companion get a +2 bonus. 
   
  If the PCs try to Intimidate Ragen, his character 
  level is 1 and his Wisdom modifier is +0.  
  • 
  If the PCs threaten Ragen’s bird, they get a +2 
  bonus. 
  • 
  If every PC in the party is Baklunish, they get a 
  +2 bonus. 
  • 
  If there is a dwarf in the party, they get a –2 
  penalty. 
  If the PCs simply agree to guard Ragen for 24 
  hours, he will give them directions and draw a map 
  to his clan’s stronghold. The directions will be for 
  the longest, most indirect route he can think of; this 
  will give him maximum escape time. If one of them 
  looks rather ill from the vargouille, Ragen will cut 
  the trip to a single day. After all, they did save him 
  from a grizzly fate. 
  If the PCs make a Knowledge (dungeoneering) 
  check (DC 15), they question the complexity and 
  length of the route presented to them. A Sense 
  Motive check opposed by Ragen’s Bluff of +5 
  reduces the Knowledge (dungeoneering) check to 
  DC 10, allowing PCs untrained in the skill to make 
  the attempt.  
  Ragen will say that his directions provide the best 
  way to get to his clan’s stronghold. If the PCs want 
  a more direct route, move on to Diplomacy or 
  Intimidate, as above. Success indicates that he 
  gives the PCs a more direct route. 
  If the PCs follow the directions given to them by 
  Ragen, they must make a series of Knowledge 
  (dungeoneering) checks (DC 10) to recognize the 
  landmarks. (There are hundreds of tunnels down 
  here.) If the PCs are using the long route, they 
  may make one check per day; using the direct 
  route, they may make the attempt once every three 
  hours. After three successful checks, the PCs find 
  the dwarf stronghold.  
  PCs with the Track feat can try a Survival check 
  (DC 
  15) 
  in 
  place 
  of 
  the 
  Knowledge 
  (dungeoneering) check. This represents finding 
  signs of the passage of dwarves. Don’t forget that 
  Hajji is still following the PCs, so they will get their 
  daily Spot check. 
  If Ragen is dead, or refuses to help the PCs, they 
  can try to retrace his footsteps using the Track 
  feat. The PCs must make three successful 
  Survival checks (DC 20). They may try once every 
  3 hours.  
   Encounter Five: Hard Sell 
  You finally reach what must be a dwarf 
  stronghold. The rough-hewn stone has given 
  way to intricately carved patterns, friezes, and 
  busts. These lead to an ornately etched iron 
  door. The etchings are all geometric patterns 
  except at the center, which says, in Common, 
  “Cheerfully Lost”. Hanging from a chain 
  attached to the door is a masterwork hammer.   
  See Appendix 2 map 5. All ceilings are 6’ high 
  here.  
   
  Iron Door: 3 inches thick; Hardness 10; hp 90; 
  Break DC 30; Climb DC 25. 
   
  The PCs must knock on the gate with the 
  hammer to get the attention of the guards; there 
  are always two guards at the gate. A guard will 
  open a 2”x2” secret door in the gate (Search DC 
  35) and ask the PCs what they want. 
  If the PCs have Ragen with them, they are 
  escorted to the Clan Warden, who has guards 
  escort Ragen to his home.  The Clan Warden tells 
  the PCs that they can meet with the Chief and 
  Circle of Elders tomorrow. The PCs are then 
  escorted to the guest quarters. Once there, they 
  are told they may roam freely about the stronghold, 
  but to please be respectful of the residents and 
  stay out of the working mines.   
  If the PCs do not have Ragen with them, they must 
  request an audience with the Chief. The guards 
  are indifferent and must be made friendly, 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 12 
  Diplomacy check (DC 15). Successful PCs will be 
  taken to see the Clan Warden, and then taken to 
  the guest quarters.  
  If the PCs fail this check, a guard will go get the 
  on-duty Clan Warden who will speak with the PCs. 
  The Clan Warden is indifferent and must be made 
  friendly, Diplomacy check (DC 15). Successful 
  PCs will be taken to the guest quarters. 
  If the PCs fail with this Clan Warden they can wait 
  for the next one to come on duty, there are 4 total. 
  Apply the following to any Diplomacy checks with 
  the guards and the Clan Warden.  
  • 
  Baklunish folk in party: –2 penalty. (They are 
  perceived as dishonest by this clan.)  
  • 
  Clan less dwarf in party: –1 penalty. 
  • 
  Dwarf in party and has a clan: +2 bonus. 
  • 
  Showing the letter, and sample goods given 
  them by Baubu Bhot: +2 bonus. 
  • 
  Mentioning Ragen: +2 bonus. 
  • 
  Diplomacy failed with previous Clan Warden, 
  these are cumulative: -1 penalty.  
  The PCs can try to Bluff their way into the 
  stronghold. The guards and the Clan Warden each 
  have a Sense Motive modifier of +1. 
  The PCs will be put in the guest quarters; see map 
  4 Appendix 2. They are told they may roam freely 
  about the stronghold, but to please be respectful of 
  the residents and stay out of the working mines.   
  It is easy for Hajji to follow the PCs through the 
  gate, because the guards leave it open while they 
  escort the PCs to the Clan Warden’s office. If the 
  PCs warn the guards about Hajji he can sneak in 
  when they let someone else enters later. The front 
  gate is busy with the comings and goings of 
  dwarves, traders, and peaceful dungeon denizens.  
  Once they are inside the stronghold, a cleric will 
  happily heal any PCs that need it.  
  Civilian dwarves can be found in all areas at all 
  hours. They do not interfere with PCs. They will 
  make small talk and give directions to Council 
  Elders, if asked. 
  Small talk… 
  • 
  The Chief’s son has lost his mind. 
  • 
  The stronghold is crowded and overdue for 
  and expansion. 
  • 
  A new mineshaft was shut down due to 
  methane gas pockets. 
  • 
  Tell me of your home or your greatest 
  adventure.  
  The Gimglan clan consists of approximately 200 
  dwarves; of these, one is Chief, six are on the 
  Council of Elders, and four are Clan Wardens.  
  The Gimglan clan mines mainly iron. They have 
  minor veins of mithril, so they guard this precious 
  commodity for their clans personal equipment. 
  They craft iron into regular and masterwork armor, 
  mostly.    
   
  Dwarf Guard: Male dwarf Ftr1, hp 12. See 
  Appendix 1.  
   
  Clan Warden: Male dwarf Ftr6, hp 61. See 
  Appendix 1  
  Development: If the PCs cannot gain entrance to 
  the stronghold with Ragen or Diplomacy, their only 
  other option is to break down the gate. After ten 
  rounds of the PCs bashing at the gate, twenty 
  guards and the on-duty Clan Warden will arrive, 
  prepared to defend the gate with whatever force is 
  necessary. The Chief will accompany the Clan 
  Warden, and if the PCs stop banging on the gate 
  and mention to the Chief that they saw his son, 
  Ragen; he will let them in with a successful 
  Diplomacy check (DC 20).  
  • 
  Baklunish folk in party: –2 penalty. (They are 
  perceived as dishonest by this clan.)  
  • 
  Clan less dwarf in party: –1 penalty. 
  • 
  Dwarf in party and has a clan: +2 bonus. 
  • 
  Showing the writ and sample goods given 
  them by Baubu Bhot: +2 bonus. 
  • 
  Mentioning Ragen: +4 bonus.  
   
  If the PCs try to bluff the Chief, his Sense Motive is 
  +16. If the PCs are caught lying they are jailed and 
  questioned about Ragen. If their story checks out, 
  they are escorted out of the mines, and asked 
  never to return. If the PCs killed Ragen, the 
  dwarves execute them.  
  The dwarves do not have a jail, so they will put the 
  PCs in the guest quarters with a 24-hour guard. 
  Guest Quarters: 
  The secret door at the end of the hall leads to 
  more extended family quarters.   
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 13 
  While the PCs are getting settled, Ragen’s mom, 
  Ebony, will personally call on the PCs and ask if 
  they have any useful information about her son. 
  She will encourage the PCs to seek out the Circle 
  of Elders and give their sales pitch before they 
  meet tomorrow.  
  Hajji wants to get out of here as soon as possible, 
  so he will seize this opportunity to complete his 
  mission.  
  Hajji will drink a potion of invisibility, and follow 
  Ebony into the room. After she asks the PCs about 
  her son, Hajji will use his surprise round to sneak 
  attack her once (more than once if he misses) and 
  try to escape the stronghold. 
   
  Mom, Ebony Gimglan: Female dwarf Expert 
  3, hp 17, AC 10.   
   
  Appearance: Robust and huggable, Ebony 
  has long, jet-black hair, stone gray eyes, and rosy-
  red cheeks. Her hair is in an incredibly complicated 
  braid; surely it took hours to complete. 
  The dominant pattern stitched into the cloth of her 
  colorful clothing appears to be a question mark 
  with a smiley face.  
   
  Personality: Ebony is usually very friendly and 
  helpful. She loves to chat while engraving, but is 
  currently under a lot of stress from worry about her 
  son and his father.  
  Ebony loves to engrave intricate patterns on stone 
  and metal. 
  Before Hajji stabs Ebony:  
  • 
  Give the PCs a Listen check opposed by his 
  “take ten” Move Silently check of 21. If they 
  hear Hajji, they get to act in the surprise round. 
  • 
  Give the PCs a Spot check (DC 21) to see 
  Hajji’s footprints on the furs that carpet the 
  room, as he approaches his victim. If they Spot 
  Hajji, they get to act in the surprise round. 
  • 
  An animal companion with the Scent ability 
  automatically gets to act in the surprise round. 
  If any of the above conditions is met have the PCs 
  roll Initiative. Hajji will attempt the assassination on 
  his Initiative. If he strikes her read the following: 
  Ebony screams in agony, and falls to her knees 
  trying to retrieve the dagger sticking out of her 
  back.  
  At this point, the players may roll initiative if they 
  have not done so already. Remember, in a 
  surprise round only a Standard or Move action 
  may be taken. 
  If the PCs chase Hajji, the guard posted in the 
  communal living area will think the PCs have done 
  something wrong, because he heard Ebony 
  scream, and sound an alarm.  
  Tactics: Hajji will try to Tumble (+11) past the 
  guard. If the guard doesn’t stop Hajji, he will try to 
  stop a PC. 
  If the guards at the gate see the PCs running 
  towards the gate they will think that they have done 
  something wrong, because an alarm has been 
  sounded.  They will try to stop the PCs using non-
  lethal force, unless the PCs use lethal force. 
  Hajji will only do non-lethal damage to the PCs, 
  because he wants to preserve the illusion of them 
  working together. 
  Hajji will make his way back to the gate, drinking 
  another potion of invisibility on the way. Hajji will 
  open the gate and exit the stronghold. The 
  dwarves on guard will be unable to stop him if he is 
  invisible. 
   
  After Hajji stabs Ebony: 
  • 
  A guard in the communal living area sounds 
  an alarm. 
  • 
  A Clan Warden and 20 guards will arrive at the 
  gate in 10 rounds after the alarm is sounded.  
  • 
  If Ebony lives, and the PCs cause no harm to 
  any dwarves, a Diplomacy DC 1 will settle the 
  matter. If the PCs get less than 1, they are 
  ejected 
  from 
  the 
  mines. 
  Use 
  the 
  Bonus/penalties outlined above to modify the 
  Diplomacy check.  
  • 
  If Ebony dies and/or the PCs injure some 
  dwarves defending themselves; Diplomacy 
  (DC 15) make the dwarves indifferent, but they 
  will put the PCs under house arrest for a day 
  or two so they can confirm their story. 
  Diplomacy (DC 25) will make the dwarves 
  friendly, and avoid house arrest.  If the PCs 
  get less than 15 they are ejected from the 
  mines, and told never to return. If the PCs get 
  less than 5 the dwarves become hostile, and 
  beat them unconscious, leaving them outside 
  naked with no gear whatsoever.   
  • 
  If Hajji is captured he will claim to be working 
  with the PCs, Bluff +8. If the Chief believes 
  Hajji (Sense Motive +16), he ejects both Hajji 
  and the PCs from the stronghold. (If Ebony is 
  dead he kills Hajji and ejects the PCs from the 
  stronghold.) The PCs may assist the Chief’s 
  Sense Motive by offering counter-arguments.  
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 14 
  APL 1 (EL 3) 
   Hajji Bin Jimjaji al-Antalotol: Male Baklunish 
  Rog3, see Appendix 1. 
   Appearance: Grassland pastels color his puffy 
  shirt and pants. A gold sash encompasses his 
  waist and secures his weapons. He is smelly and 
  unwashed. His skin is deeply tanned and he has a 
  mustache that is waxed and curled at the ends. A 
  black turban covers his baldhead. His boots have 
  long curled toes. Under his clothing is leather 
  armor.  
   Personality: He is a fairly sharp, up and 
  coming rogue. This is a big job for an influential 
  client, which he wants to do well.  
   The truth behind Hajji: Hajji was hired by a 
  rival of BB Armory to make sure the dwarves never 
  do business with Baubu Bhot. The rival gave him 
  the three potions of invisibility and told him to kill a 
  dwarf and make it look like Baubu’s people did it.  
  Remember that Hajji may have used some of his 
  potions of invisibility.  
  APL 1: Loot – 7 gp, Coin – 2 gp, Magic 15 gp –
  potion of invisibility 150 gp, potion of invisibility 150 
  gp, potion of invisibility 150 gp, potion of cure light 
  wounds 25 gp.  
  After Hajji has been dealt with, you may seek out 
  the Elders and give them your sales pitch.  
  Give the PCs a chance to seek out and meet with 
  each Elder if they like. If the PCs convince at least 
  4 of the dwarves to side with them, the Chief will 
  meet with Baubu Bhot.  
  You decide where they are to be found at this time 
  in the stronghold. Any civilian dwarf can direct the 
  PCs to a particular Elder.  
  Small talk… 
  • 
  The Chief’s son has lost his mind. 
  • 
  The stronghold is crowded and overdue for 
  and expansion. 
  • 
  A new mineshaft was shut down due to 
  methane gas pockets. 
  • 
  Tell me of your home or your greatest 
  adventure.  
   Chief, Grind Gimglan (Cheerfully Lost): 
  Male dwarf Expert 16. 
   Appearance: Grind is usually wearing a 
  leather apron and heavy coveralls. All are riddled 
  with holes from sparks off the forge. 
   His hands are thickly callused. His beard is 
  usually in two braids that are pulled back over 
  his shoulders so they don’t get in the way or set 
  afire so easily.   
   Personality: When taking care of official 
  business, Grind simply dons a silver circlet and 
  heads to the meeting hall. He always handles 
  clan affairs quickly but wisely, so he can get 
  back to his first love: crafting armor.  
   Trade Opinion: Having his armor seen and 
  appreciated by folk outside the stronghold 
  appeals to his ego, but he would rather not deal 
  with Baklunish people. Grind is Indifferent. 
   It will take a Diplomacy check (DC 15) to get 
  him on the PCs’ side.  
  • 
  Any Baklunish: -2 penalty 
  • 
  Any PC with Craft (armor): +2 bonus 
  • 
  PCs returned Ragen to his clan: +2 bonus 
  • 
  PCs caught Hajji: +2 bonus 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
   
   Church Elder, Hel: Male dwarf Clr8.  
   Appearance: Hel wears a dark robe with an 
  even darker hammer and anvil stitched onto the 
  back. Hel has a wooden leg, a memento from 
  his adventuring days.  
   Personality: Hel used to spread the word of 
  Moradin above ground and especially to clan-
  less dwarves. After he lost his leg to a bulette, it 
  became too hard to get around, so he went back 
  home to preach to his clan and advise the Chief. 
   Trade Opinion: Hel feels that trading with the 
  Baklunish would be fine; he dealt with many 
  during his adventuring days. He would like all the 
  armor they trade to be stamped with the symbol 
  of Moradin in order to spread the word of his 
  greatness. Hel is Friendly. 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 15 
   It will take a Diplomacy check (DC 1) to get 
  him on the PCs’ side. 
  • 
  Any worshiper of Moradin: +2 bonus  
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus  
   
  Militia Elder, Daldel: Male dwarf Ftr12.   
  Appearance: Daldel always has at least a chain 
  shirt on even when he sleeps. If not in chain, he is 
  in his gold celestial full plate.  
  Personality: 
  A 
  grizzled, 
  battle-hardened, 
  grumpy old dwarf, Daldel makes all military 
  decisions for the stronghold and advises the Chief. 
  Trade Opinion: Daldel does not like outsiders, 
  especially Baklunish outsiders. He doesn’t like the 
  fact that they are allowed to freely explore the 
  stronghold. He feels only clan dwarves deserve to 
  wear their armor. Daldel is Unfriendly.  
  It will take a Diplomacy check (DC 25) to get him 
  on the PCs’ side.  
  • 
  Any lawful good dwarf fighter: +2 Bonus 
  • 
  PCs caught Hajji: +2 bonus 
  • 
  Any Baklunish: -2 penalty 
  • 
  Clan less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
   
   Craftsman Elder, Bazdel: Male dwarf Expert 
  10.  
   Appearance: Bazdel is a “neat-nick”. If his 
  leather apron gets a hole burned in it, he passes 
  it on to an apprentice and takes a new one for 
  himself.  
  Bazdel keeps his beard so short he cannot braid 
  it, which is very unusual for a dwarf.  
   Personality: Bazdel manages the craftworks 
  and is second in skill only to the Chief, whom he 
  advises. 
   Trade Opinion: Bazdel would love to expand 
  the shop and make more armor. He has been 
  planning an expansion for years and the extra 
  income would finance it. Bazdel is Friendly. 
  It will take a Diplomacy check (DC 1) to get him 
  on the PCs’ side.  
  • 
  Any Baklunish: -2 penalty 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
   Engineer Elder, Faldel: Male dwarf Expert 8.  
   Appearance: Faldel usually has a helmet on 
  his head with a small everburning lantern on it. 
  He almost always has an apprentice in tow, 
  packing his surveying equipment to the next 
  project.  
   Personality: Faldel talks fast and walks fast. 
  He loves to speak of the next big project for the 
  clan. He is always pushing to expand the 
  stronghold’s mines.  
   Trade Opinion: Faldel would prefer not to 
  deal with the Baklunish, but more income would 
  fund expansion. Faldel is Indifferent.  
  It will take a Diplomacy check (DC 15) to get him 
  on the PCs’ side. 
  • 
  Any PC with Knowledge (Engineering): +2 
  bonus 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 16 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
   
  Food Procurement/Prep Elder, Nuro: Female 
  dwarf Expert 6  
  Appearance: Nuro wears beautiful, multicolored, 
  patterned 
  dresses. 
  Her 
  hair 
  is 
  always 
  in 
  complicated braids. She always smells like bread 
  or cookies.  
  Personality: Nuro is the only female on the 
  Circle of Elders. She feels this is not enough and is 
  always pushing for more female representation 
  when an opening in the Circle comes up. 
  Trade Opinion: If any PCs are female and they 
  support her opinion about more women on the 
  Circle of Elders, they will automatically get her 
  vote. Nuro is, otherwise, Indifferent.  
  It will take a Diplomacy check (DC 15) to get her 
  support.  
  • 
  Any PC with ranks in Profession (cook) or 
  similar: +2 bonus 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
   
  Freshwater, Waste Disposal, and Baths 
  Elder, Kilmor: Male dwarf Expert 6  
   Appearance: Kilmor wears leather armor. He 
  is very skinny for a dwarf, probably from all the 
  walking he does. He actually has some color to his 
  skin from being out in the sunlight so often.  
   Personality: Kilmor has perhaps the most 
  important 
  job: 
  securing 
  freshwater, 
  safely 
  disposing 
  of 
  waste, 
  and 
  maintaining 
  the 
  segregated baths and water pumps. This forces 
  Kilmor to go above ground more than anyone 
  else in the stronghold. Kilmor enjoys his trips to 
  the surface; he has a bit of the wanderlust. 
   Trade 
  Opinion: 
  Kilmor 
  has 
  dealt 
  with 
  outsiders and is not against setting up trade if it 
  would benefit the clan. Kilmor is Indifferent.  
   It will take a Diplomacy check (DC 15) to get 
  him on the PCs’ side.  
  • 
  If the PCs point out how the clan will benefit 
  from trade with BB Armory: +2 bonus 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus  
   
   Clan Warden, Ovtor: Male dwarf Ftr6  
   Appearance: When on duty, Ovtor wears full 
  plate. When off duty, Ovtor likes to dress 
  casually, but he always wears belt, ankle, and 
  wrist weights, so when he puts his armor on it 
  feels light.  
   
  Personality: Ovtor is way beyond driven. He is 
  “Number One” of the four Clan Wardens. He 
  hopes to replace Daldel someday. 
   
  Trade Opinion: It sounds like a security risk 
  and that is not good. Ovtor is Unfriendly.  
  It will take a Diplomacy check (DC 25) to get him 
  on the PCs’ side.  
  • 
  If the PCs captured Hajji: +2 bonus 
  • 
  Any Baklunish: -2 penalty 
  • 
  Clan-less dwarf in the party: -1 penalty 
  • 
  Ebony died at the hands of the assassin: -4 
  penalty 
  • 
  A PC makes a passionate speech, using a 
  Perform (oratory) check (DC 15): +1 bonus 
  • 
  A PC does an interpretive dance about what 
  he went through to get here and how confident 
  he is in Baubu Bhot, using Perform (dance) 
  check 
  (DC 
  15), 
  or 
  something 
  similarly 
  impressive: +1 bonus 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 17 
  Encounter Six: The Big 
  Meeting 
  Meeting time. 
  You are led to a meeting hall. Seated around a 
  great stone table is the clan Chief and the 
  Circle of Elders. Guards flank the Chief and all 
  the exits.  
   
  Carved into the wall above the Chief’s 
  head, in both Dwarven and Common, and in 
  extremely ornate script, are the words, “Honor 
  Duty Bravery Stoicism Loyalty”.  
   
  Grind Gimglan stands and says, “With the 
  help of my trusted advisers I have decided (to 
  meet/not to meet) with your client, Baubu 
  Bhot” 
  When the Chief is finished there is a loud 
  explosion.  
   
  Miners have pierced a methane gas pocket in 
  the rock and it has exploded, trapping and injuring 
  many miners. See map 5, Appendix 2.  
  The shift supervisor reports, “There are at least 
  ten dwarves trapped in the mineshaft.  
   
  “We need to squeeze past a cave-in with 
  fresh airlines to help purge the lethal gasses. 
  Then we need to extinguish any fires still 
  burning and rescue any trapped miners.”  
   
  The PCs can pick from the following tasks to help 
  the rescue, or do nothing. A dwarf can step in and 
  do anything a PC can’t do. The dwarf will be +5 at 
  whatever skill is being used.  
   
  The trapped dwarves can hold their breath for 
  28 rounds; each has a Constitution of 14 
  (suffocating smoke). Roll initiative and begin 
  working through the skills needed to save the 
  dwarves. If it takes more than 28 rounds, you must 
  make a Constitution check DC 10 +1 per failed 
  rounds for each trapped dwarf. The first failure 
  puts the dwarf at 0 hit points. The second failure 
  puts the dwarf at –1 hit points. The third failure 
  puts the dwarf at DEAD.  
   
  There is no light in the tunnel. The dwarves will 
  not allow any open flame lighting devices because 
  they could ignite pockets of methane gas. If the 
  PCs need help with lighting, a dwarf cleric will cast 
  light for them twice.  
  • 
  A fresh air hose needs to be taken beyond a 
  15’ long stretch of rubble blocking the 
  mineshaft in order to purge the flammable 
  gasses. A PC can squeeze (each square 
  counts as 2) through a small gap in the rubble. 
  The hose snags several times as the PC drags 
  it through the gap. Have the PC make 3 
  successful Use Rope checks (DC 15). Add 1 
  round to the time it takes the PC to squeeze 
  through the gap for each unsuccessful 
  attempt. This represents time fiddling with the 
  hose to get it loose again.   
  • 
  Once the PCs are past the rubble, they find a 
  water pump and fire hose. Flying debris in the 
  explosion damaged the pump’s moving parts. 
  A PC can repair the water pump; it will take a 
  Craft (metalworking), Knowledge (Engineering) 
  or Profession (Engineering) check DC 15 to 
  get it running again. The PC will need tools, or 
  the above checks will have a –2 penalty. 
  Masterwork tools can be found in the debris 
  near the pump, Search check (DC 15). This 
  grants a +2 bonus to the above checks. 
  • 
  A PC can help remove rubble that blocks the 
  mineshaft just past the water pump. Only one 
  person can pull rubble at a time, he then 
  hands it to a chain of dwarves that has formed 
  behind him. He must make a Strength DC 15 
  check to clear a 5’ square; three squares must 
  be cleared.  
  • 
  The PC removing debris is now confronted 
  with a raging fire. The explosion ignited timber 
  tunnel supports and piles of timber waiting to 
  be taken to the shafts below. If the pump is 
  working a PC can extinguish one 5’ square per 
  round; four squares are burning. A PC could 
  create water and extinguish one 5’ square. Any 
  PC spending 10 rounds fighting the fire takes 
  1d6 fire damage. Any PC fighting the fire and 
  wearing metal armor is affected as if by a heat 
  metal spell.  
  • 
  The PCs must now Climb (DC 15) down the 
  elevator shaft 30’. The chain that drew the 
  elevator up and down is intact but affected as 
  if by a heat metal spell. Count the chain as 
  having been heated for 3 rounds plus the 
  number of rounds since the PCs put out the 
  last fire. The elevator car lies smashed on the 
  floor below. Instead of climbing, the PCs could 
  secure a rope, with a Use Rope check (DC 
  10). Climbing down a rope requires a DC 10 
  check, while climbing a knotted rope requires 
  a DC 5 check.  Remember, a PC climbs at 
  quarter speed, and, if he fails a check by 4 or 
  less, he makes no progress that round. If he 
  fails by 5 or more, he falls to the floor below, 
  taking 1d6 damage per 10’ fallen. If they PCs 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 18 
  find creative ways to cool the chain down 
  (such as create water or ray of frost) reward 
  them by allowing them to climb down a bit 
  faster (half movement). 
  • 
  Four dwarves lay in a heap amidst the 
  smashed remains of the elevator car. They are 
  all at 0 hit points, and have not stabilized.  
  Four shafts exit the elevator landing. There are 
  a total of six shafts down here, and a dwarf lies 
  dazed at the end of each shaft, but holding his 
  breath. The last 3 squares of each shaft are 
  under the effect of smoke. Each round a PC is 
  in the smoke and not holding his breath he 
  must make a Fortitude save (DC 15 +1 per 
  previous check) or start choking. After 2 
  consecutive rounds of choking the PC takes 
  1d6 nonlethal damage. The shortest shaft is 
  where the methane gas was unwittingly tapped 
  and the explosion occurred. Dwarves that are 
  at –1 and dragged out of the smoke still need 
  to be stabilized.   
  Development: Once the dwarves have been 
  rescued and the fires put out the PCs are free to 
  leave. If they had failed in the negotiations read the 
  following aloud: 
  Chief Gimglan approaches you as the smoke 
  clears from the fire. “You have risked your 
  lives for those you barely know. Perhaps we 
  have misjudged you and your kinsmen. Please 
  tell Bauba Bhot that the Clan Gimglan would 
  be proud to trade with him. Even if he proves 
  to have half your character, he will be a great 
  man. Go with pride and the tanks of our clan.” 
  If they have completed the trade mission (or 
  continue from the above text): 
  “You have traveled far and braved much; I 
  hope you are happy with the results. If not, 
  focus on the journey, for that is truly the 
  greatest gift of life. The Gimglan clan wishes 
  you good luck in your future journeys.” 
   At this point the characters may break open the 
  Enchanted Sandstone and complete their task. 
  Read the conclusion. 
  Conclusion 
  Once again the world of the Barrier Peaks 
  fades away and in return you stand in the 
  home of Baubu Bhot. He stands with his 
  wizardly companion; an anxious look replaces 
  his normally broad grin. He waits to hear your 
  tales of the expedition to the Peaks. 
   
  Whether you are successful or not, Baubu 
  Bhot thanks you for your assistance in this 
  endeavor and promises to contact you in the 
  future if in need of your skills.  
   
  You are paid as promised and, if you 
  successfully 
  negotiated 
  a 
  deal 
  with 
  the 
  dwarves, earn the favor of BB Armory. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value 
  (objectives 
  plus 
  roleplaying) 
  to 
  each 
  character. 
  Encounter Two 
  Defeat Goliath       
   
  APL 1  
   
   
  90 xp 
   
  Encounter Three 
  Defeat Vargouille 
   
  APL 1  
   
   
  60 xp 
  Encounter Four 
  Defeat Centipede 
   
  APL 1  
   
   
  30 xp 
  Encounter Five 
  Defeat Rogue 
   
  APL 1  
   
   
  90 xp 
  Story Award 
  Dwarf is willing to meet with Baubu Bhot 
   
  APL 1 
   
   
  90 xp 
  Discretionary roleplaying award 
  PCs interacted with the dwarf NPCs and helped 
  with the mine explosion 
   
  APL 1  
   
   
  90 xp 
   
  Total possible experience: 
   
  APL 1  
   
   
  450 xp 
   
   
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 19 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  Introduction 
   
  APL 1: L:  gp; C: 100 gp; M: 0 gp 
   
  Encounter Three:   
   
  APL 1: L: 87 gp; C: 14 gp; M: 0 gp 
  Encounter Four:   
   
  APL 1: L: 0 gp; C: 0 gp; M: 235 gp (less 62 if 
  they drank the potion) 
  Encounter Six:   
   
  APL 1: L: 7 gp; C: 2 gp; M: 15 gp (less 12 gp if 
  Hajji manages to drink his last potion of invisibility) 
   
    
  Total Possible Treasure 
  APL 1: L: 94 gp; C: 116 gp; M: 240 gp  - Total: 460 
  gp (max is 450, but they could lose some coin if 
  they need to drink the potions) 
   
  Special 
  If the PCs convinced the Chief to meet with Baubu 
  Bhot they get the following.  
  Favor of Busaid bin Baububhot al-Zeif:  BB 
  Armory coupon good for one, to be named later, 
  surprise.  
  Favor of Ragen Gimglan and clan: For saving 
  Ragen from certain death he, and/or his family, will 
  someday reward the PC. 
    
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 20 
  Appendix One – NPCs 
  Hajji Bin Jimjaji al-Antalotol: Male Baklunish 
  Rog3; CR 3; Medium Humanoid (human); HD 
  3d6+0; hp 14; Init +7; Spd 30 ft; AC 15 (+3 Dex, 
  +2 leather armor), touch 13, flat-footed 12; Base 
  Atk +2; Grp +3; Atk +3 melee (2d4+1/18-20x2, 
  falchion, slashing); Full Atk +3 melee (2d4+1/18-
  20x2, falchion, slashing); Space/Reach 5 ft./5 ft.; 
  SA Sneak attack +2d6; SQ trapfinding, evasion, 
  trap sense +1; AL NE; SV Fort +1, Ref +6, Will 
  +2; Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha 
  10.  
   
  Skills and Feats: Bluff +8, Climb +7, Disable 
  Device +8, Hide +11, Intimidate +10, Jump +9, 
  Spot +7, Move Silently +11, Open Lock +9, 
  Search +8, Tumble +11; Improved Initiative, 
  Persuasive, Stealthy. 
   
  Possessions: potion of invisibility x3, potion 
  of cure light wounds, leather armor, falchion, 
  kukri, backpack, bedroll, water skin, whetstone, 
  flint and steel, 5 days rations, candle x3, torch 
  x3, 10 gp. 
   
  Physical 
  Description: 
  Filthy, 
  stinking, 
  Baklunish rogue trying to make a buck so he can 
  feed his evil family. 
   
  Goliath: Male goliath Ftr2; CR 3; Medium 
  Monstrous Humanoid; 2d10+6; hp 22; Init +0; 
  Spd 30ft; AC 14 (+0 Dex, +4 chain shirt), touch 
  10, flat-footed 14; Base Atk +2; Grp +11 
  (powerful 
  build 
  counts 
  as 
  large 
  when 
  advantageous); Atk +7 melee (1d8+7 x2, large 
  club, bludgeon); Space/Reach 5 ft./5 ft.; SA; SQ 
  Darkvision 
  60’, 
  Powerful 
  Build, 
  Mountain 
  Movement, Acclimated; AL NE; SV Fort +6, Ref 
  +0, Will +0; Str 20, Dex 10, Con 16, Int 10, Wis 
  10, Cha 12.  
   
  Skills and Feats Intimidate +8, Climb +6, 
  Jump +6; Endurance, Diehard, Skill Focus: 
  Intimidate.  
  Mountain Movement: Make standing jumps as 
  if running. Can engage in accelerated climbing 
  without –5 penalty. 
  Acclimated: No penalties for altitude. 
  Powerful Build: Counts as a large creature 
  when advantageous.  
   
  Possessions: 
  chain 
  shirt, 
  large 
  club, 
  whetstone, and water skin. 
   
  Physical Description: 7’ 6” tall, bald, blue 
  eyes, gray skin mottled with light and dark 
  patches. Very, very angry, because he just got 
  kicked out of his clan for being Evil.  
  Dwarf Guard: Male Dwarf Ftr1; CR 3; Medium 
  Humanoid (dwarf); HD 1d10+2; hp 12; Init +0; 
  Spd 20 ft; AC 18 (+0 Dex, +8 full plate armor), 
  touch 10, flat-footed 18; Base Atk +2; Grp +3; 
  Atk +3 melee (1d12+3 x3, greataxe, slashing); 
  Full Atk +3 melee (1d12+3 x3, greataxe, 
  slashing); Space/Reach 5 ft./5 ft.; SA; SQ; AL 
  LG; SV Fort +2, Ref +0, Will +1; Str 14, Dex 10, 
  Con 14, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +0, Intimidate +4, 
  Jump +0; Power Attack, Cleave. 
   
  Possessions: potion of cure light wounds, full 
  plate armor, greataxe. 
   
  Physical Description: Proud dwarf warrior in 
  shiny plate. 
   
  Clan Warden: Male Dwarf Ftr6; CR 3; Medium 
  Humanoid (dwarf); HD 6d10+21; hp 61; Init +0; 
  Spd 20 ft; AC 20 (+0 Dex, +10 full plate +2), 
  touch 10, flat-footed 20; Base Atk +6/+1; Grp 
  +8/+3; Atk +9 melee (1d12+5 x3, greataxe, 
  slashing); Full Atk +9/+4 melee (1d12+5 x3, 
  greataxe, slashing); Space/Reach 5 ft./5 ft.; SA; 
  SQ; AL LG; SV Fort +7, Ref +2, Will +3; Str 15, 
  Dex 10, Con 14, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Climb +6, Intimidate +9, 
  Jump +6; Power Attack, Cleave, Weapon Focus 
  (greataxe), Weapon Specialization (greataxe), 
  Toughness (x3). 
   
  Possessions: potion of cure serious wounds, 
  full plate +2, greataxe. 
   
  Physical Description: Proud dwarf warrior in 
  shiny plate. 
   
   
   
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 21 
  Appendix Two: New Rules Items 
  Goliath Racial Traits 
  • 
  +4 Strength, -2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk 
  sometimes gets in the way when they’re trying to be nimble. 
  • 
  Goliath base land speed is 30 feet. 
  • 
  Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size. 
  However, see the powerful build ability description below for more details. 
  • 
  Monstrous Humanoid: As monstrous humanoids, goliaths are proficient with all simple weapons, 
  but they have no proficiency with any armor or shield. 
  • 
  Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one 
  size category larger. Whenever a goliath is subject to a size modifier or special size modifier for 
  an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the 
  goliath is treated as one size larger if doing so is advantageous to him. A goliath is also 
  considered to be one size larger when determining whether a creature’s special attacks based on 
  size (such as improved grab or swallow whole) can affect him. A goliath can use weapons 
  designed for a creature one size larger without penalty. However, his space and reach remain 
  those of a creature of his actual size. The benefits of this racial trait stack with the effects of 
  powers, abilities, and spells that change the subject’s size category. 
  • 
  Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most 
  forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can 
  make standing long jumps and high jumps. A goliath can engage in accelerated climbing 
  (climbing half his speed as a move action) without taking the -5 penalty on the Climb check. 
  • 
  Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take the 
  penalies for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s 
  Guide. Unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitude 
  even if they spend a long time at a lower elevation. 
  • 
  +2 bonus on Sense Motive checks: When speaking to one another, goliaths tend to augment their 
  verbal communication with subtle body language. They are likewise able to “read” the 
  unintentional body language of others. 
  • 
  Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran. 
  • 
  Favored Class: Barbarian. A multiclass goliath’s barbarian class does not count when determining 
  whether he takes an experience point penalty (see the XP for Multiclass Characters section, page 
  60 of the Player’s Handbook). The tribal life of the goliaths produces many barbarians. 
  • 
  Level adjustment +1. 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 22 
  Appendix Three: Maps for Encounter 1 
   
   
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 23 
  Appendix Four: Maps for Encounter 3 and 4 
   
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 24 
  Appendix Five: Maps for The Dwarven Enclave 
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 25 
  Appendix Six: Maps for The Dwarven Mines
  
  ZEFI6-01 Mouqollad al-Zeif 
   
  Page 26 
  Appendix Seven: Player Handout #1 
   
  Merchant seeking groups of 4-6 
  adventurers to travel to the 
  Barrier Peaks, locate dwarves, 
  and negotiate a trade meeting. 
   
  For an interview please contact 
  the offices of 
  BB Armory 
  438 MerchantÊs Way 
  Between mid-morn and mid-
  afternoon. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Intro mods/ZEFi6-01 - Mouqollad al-Zeif/ZEFi6-01 - Mouqollad al-Zeif.pdf