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  Dragon Scales at 
  Dragon Scales at 
  Dragon Scales at 
  Dragon Scales at 
  Morningtide
  Morningtide
  Morningtide
  Morningtide    
   
  A One
  A One
  A One
  A One----round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure    
   
   
  by Sean K Reynolds
  by Sean K Reynolds
  by Sean K Reynolds
  by Sean K Reynolds    
   
   
   
   
   
  Strange black currents and droves of beached fish are being linked to a strange new cult in the city of Greyhawk. Are the 
  cultists responsible, or just part of a larger danger? An adventure for beginning characters, using 3rd edition D&D® 
  rules. For characters levels 1-4. 
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademarks of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Dragon Scales at Morningtide 
   
  Page 2 
  This is a standard RPGA Network tournament. A four-hour 
  time block has been set aside for this event. It is a good idea 
  to ask each player to put a name tag in front of him or her. 
  The tag should have the player's name at the bottom, and 
  the character's name, race, and gender at the top. This 
  makes it easier for the players to keep track of who is 
  playing which character. 
   
  The actual playing time will be about three hours. 
  Make sure you use the last 20 to 30 minutes of the event 
  time block to have the players capsulize their characters for 
  each other and vote. The standard RPGA Network voting 
  procedures will be used. Complete the Judge's Summary 
  before you collect the players' scoring sheets. This way you 
  will not be influenced by their ratings and comments. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  
   
  A note about the text: Some of the text in this scenario 
  is written so that you may present it as written to the 
  players, while other text is for your eyes only. Text for the 
  players will be in bold italics
  bold italics
  bold italics
  bold italics. It is strongly recommended 
  that you paraphrase the player text, instead of reading it 
  aloud, as some of the text is general and must be adapted to 
  the specific situation or to actions of the player characters.  
   
   
  Living Greyhawk Tier System
  Living Greyhawk Tier System
  Living Greyhawk Tier System
  Living Greyhawk Tier System    
  To determine the party's tier, add the total levels of all the 
  characters. In addition, add the levels of any companion 
  creatures that have one or more classes, and half the hit 
  dice of any animals (animals are defined as creatures with 
  an intelligence less than low) which can enter combat on 
  the side of the PCs. Compare the total to the chart below 
  to find the tier. 
   
  Characters of a level higher than the highest tier of 
  the scenario are not allowed to play the scenario. For 
  example, a scenario for tiers 3-7 cannot be played by 
  characters over 14th level. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Level Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd level 
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th level 
   
  Note that the adventure itself is not tiered, but we want 
  you to be used to seeing the tier chart. 
   
   
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk    
  PCs in Living Greyhawk events must pay a lifestyle cost 
  associated with the economic level of the place where the 
  adventure takes place. Lifestyle costs include expenses 
  incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing 
  in levels. It does not cover cost of adventuring 
  equipment. PCs must pay for things bought during the 
  adventure (from equipment to drinks and meals and 
  lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the 
  economic level that the PC wants to maintain, and there 
  are 
  Charisma-related 
  penalties 
  and 
  bonuses 
  for 
  maintaining certain lifestyles. 
  • 
  Destitute:
  Destitute:
  Destitute:
  Destitute: You have no living space, and must carry 
  all your gear everywhere. You stink and are 
  undernourished. You suffer a –3 on Charisma-related 
  skill checks. 
  • 
  Poor:
  Poor:
  Poor:
  Poor: You sleep in the common room of an inn, or 
  perhaps the loft of a stable. Your clothing is generally 
  worn and patched.You suffer –2 on Charisma-related 
  skill checks. 
  • 
  Low:
  Low:
  Low:
  Low: You rent a small room at a tavern, perhaps 
  shared with one or two other individuals. If you own 
  a home it is a one-room shack. It wouldn’t be wise to 
  leave anything of value laying around. You suffer –1 
  on Charisma-related skill checks. 
  • 
  Medium: 
  Medium: 
  Medium: 
  Medium: You are moderately successful, and your 
  equipment is plain but sturdy. You have your own 
  room in an inn or boarding house, where you can 
  leave items of moderate value without worrying 
  about them disappearing. 
  • 
  High: 
  High: 
  High: 
  High: You rent a roomy house or apartment, or own 
  a nice home. You own clothes for many occasions, 
  and can entertain anyone without feeling overly 
  ashamed. You receive a +1 bonus on Charisma-
  related skill checks.  
  • 
  Luxury: 
  Luxury: 
  Luxury: 
  Luxury: You have the best of everything – spacious 
  living quarters, exotic food, expensive clothes. Your 
  success is the envy of many. You have a +2 bonus on 
  Charisma-related skill checks. Equipment left at 
  home is generally quite secure. 
   
  Penalties or bonuses to CHA-related skills should be 
  applied at the DM’s discretion, and can sometimes 
  backfire – for example, a PC with a poor lifestyle would 
  not have a penalty when talking to a beggar, but would 
  when talking to a city official.  A PC with a high lifestyle 
  should have a penalty when dealing with a group of street 
  thugs, where a PC with a destitute lifestyle might not. 
  You are encouraged to roleplay these reactions whenever 
  possible. 
   
  Have the players deduct the lifestyle costs for their 
  characters before play starts, noting the lifestyle on the 
  log sheet. 
   
  Lifestyle  
  Cost 
  Charisma-related mod 
   Destitute 
  0 
  -3 
   Poor 
  2 
  -2 
   Low 
  10 
  -1 
   Medium 
  50 
  0 
   High 
  200 
  +1 
   Luxury 
  1000 
  +2 
   
   
  
   
  Dragon Scales at Morningtide 
   
  Page 3 
  Judge Introduction
  Judge Introduction
  Judge Introduction
  Judge Introduction    
  The rise of the orcish warlord Turrosh Mak in the Pomarj 
  resulted in the deaths of thousands as his humanoid 
  armies marched northward along the Wild Coast in 
  search of loot, slaves, and glory. Little is known about his 
  origin, but he is said to have strange advisors from far 
  lands or odd religions. 
   
  What is not known outside of the Pomarj is that not 
  all of the humanoids are happy with his rule. The orcs are 
  the dominant creature, and smaller beings such as 
  goblins, kobolds, and the oft-forgotten xvarts are forced to 
  do the tedious labor and are often little more than slaves 
  to their bigger allies. One tribe of xvarts has sent a group 
  of clerics to the city of Greyhawk with a dual purpose: 
  recruit worshippers for their god Raxivort, and encourage 
  the people of the city to take arms against the orcish 
  hordes so that the Pomarj may be free again. They plan to 
  accomplish these tasks by using their affinity toward rats 
  to clean out some of the infested buildings in the city, 
  using the fame and goodwill for such acts to increase the 
  public awareness of their cause and hopefully push the 
  leaders of Greyhawk into action. 
   
  Meanwhile, the cult of the Earth Dragon (a group 
  allied to Turrosh Mak) has sent its own representatives to 
  sow panic and fear among the populace. Two clerics of 
  the Earth Dragon, accompanied by two disguised 
  animated skeletons, have taken over three of the sturdier 
  buildings in the poor part of Greyhawk known as Shack 
  Town, converted them to a single large building, and are 
  using it as a base of operations. They have extended a 
  narrow pipe through the floor of their shack, the other 
  end opening underwater over a hundred feet away 
  upriver, and through this they have been pouring a 
  strange poison into the water. This poison causes portions 
  of the river to turn black at times, and fish that breathe to 
  the water tie and wash up on shore, and people that drink 
  from the black water become sickened. The clerics are 
  now ready to begin preaching the glories of the Earth 
  Dragon and promise that he can turn back this dark 
  tide—they have the antidote which cures sick people and 
  returns the water to its normal color. 
   
  The Living Greyhawk Gazetteer is a useful book for 
  running this scenario, but is not required. Greyhawk: The 
  Adventure Begins can be used to provide information on 
  the surrounding areas if the characters go wandering far 
  afield, but is also not essential for this scenario. 
   
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  During a good meal at a restaurant in the River Quarter of 
  the city of Greyhawk, the heroes hear a disturbance 
  outside. Investigating, they find a pair of short blue 
  humanoids arguing with three clerics of Pholtus. The 
  adventurers can defuse the situation before it turns into 
  an actual fight or just delay them until the Watch arrives. 
  If questioned by the adventurers, the xvarts explain their 
  mission. The heroes hear rumors of portions of the river 
  turning black, fish dying, people getting sick from the 
  water, and a new cult that claims it can prevent the 
  sickness. 
   
  Investigation of the cultists reveals that they are 
  active in Shack Town, where most people have to drink 
  directly from the river because there are no wells. Later, 
  the adventurers can watch a cleric of the cult—the Earth 
  Dragon cult—heal someone sickened by the water and 
  extol the virtues of his god … and possibly notice there is 
  something strange about the cult’s methods. 
   
  The heroes again run into the odd blue humanoids 
  (xvarts), who are again preaching in the River Quarter. 
  They witness a demonstration of the xvarts’ clerical 
  power as the creatures lead all of the rats out of a 
  warehouse, asking only that prayers of thanks be made to 
  Raxivort for his help.  
   
  The heroes continue to hear about the sickness and 
  dead fish caused by the black currents. Investigating, they 
  find that the current has not been seen upstream of Shack 
  Town, and many people in that place attest to seeing it 
  start in one particular section of the water. The heroes 
  may find the source of the poison—a metal tube 
  extending from the riverbed about a hundred feet from 
  the shore. The heroes are ambushed by a bunch of poor 
  thieves in Shack Town. 
   
  Having disposed of the thieves, the party is avoided 
  by most people in Shack Town. Wandering among the 
  buildings close to where the tube originates, they come 
  across the Earth Dragon cultists again, who have been 
  acquiring followers among the poor. If confronted, the 
  cultists direct their new minions to chase off the 
  unbelievers. 
   
  Should the confrontation turn into an outright fight, 
  the cultists flee into their “temple” and dump all of the 
  remaining poison into the river. They hold the antidote 
  hostage, threatening to smash it if they aren’t allowed to 
  go free. The cultists also set their “temple” on fire, which 
  threatens to spread to other parts of Shack Town. The 
  timely arrival by one of the xvart clerics may help the 
  adventurers turn the tide and save the lives of dozens of 
  people, whether by rescuing the antidote or stopping the 
  spread of fire. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  The Low Seas Tavern in Greyhawk’s River Quarter is spoken of 
  The Low Seas Tavern in Greyhawk’s River Quarter is spoken of 
  The Low Seas Tavern in Greyhawk’s River Quarter is spoken of 
  The Low Seas Tavern in Greyhawk’s River Quarter is spoken of 
  by many as a place with good food and excellent drinks, and 
  by many as a place with good food and excellent drinks, and 
  by many as a place with good food and excellent drinks, and 
  by many as a place with good food and excellent drinks, and 
  caters to adventurers and other unusual people. It also has a 
  caters to adventurers and other unusual people. It also has a 
  caters to adventurers and other unusual people. It also has a 
  caters to adventurers and other unusual people. It also has a 
  standing policy of no weapons larger than daggers, making it a 
  standing policy of no weapons larger than daggers, making it a 
  standing policy of no weapons larger than daggers, making it a 
  standing policy of no weapons larger than daggers, making it a 
  place where the occasional fights aren’t likely to become too 
  place where the occasional fights aren’t likely to become too 
  place where the occasional fights aren’t likely to become too 
  place where the occasional fights aren’t likely to become too 
  bloody. Its owner, One
  bloody. Its owner, One
  bloody. Its owner, One
  bloody. Its owner, One----Eye Halloran, is a retired adventurer 
  Eye Halloran, is a retired adventurer 
  Eye Halloran, is a retired adventurer 
  Eye Halloran, is a retired adventurer 
  missing 
  missing 
  missing 
  missing one eye (covered by a patch) and sporting a wooden leg 
  one eye (covered by a patch) and sporting a wooden leg 
  one eye (covered by a patch) and sporting a wooden leg 
  one eye (covered by a patch) and sporting a wooden leg 
  and many scars; he tells outrageous stories about his exploits, 
  and many scars; he tells outrageous stories about his exploits, 
  and many scars; he tells outrageous stories about his exploits, 
  and many scars; he tells outrageous stories about his exploits, 
  although the details vary as to whether he was a thief, knight, 
  although the details vary as to whether he was a thief, knight, 
  although the details vary as to whether he was a thief, knight, 
  although the details vary as to whether he was a thief, knight, 
  wizard, or cleric, if not all of the above. At the moment Halloran 
  wizard, or cleric, if not all of the above. At the moment Halloran 
  wizard, or cleric, if not all of the above. At the moment Halloran 
  wizard, or cleric, if not all of the above. At the moment Halloran 
  is not
  is not
  is not
  is not present, and the lunch crowd has mostly disappeared.
   present, and the lunch crowd has mostly disappeared.
   present, and the lunch crowd has mostly disappeared.
   present, and the lunch crowd has mostly disappeared.    
   
  The characters may be separate or together at this point as 
  they see fit (if they know each other and want to sit 
  together, they can, if they don’t know each other, there is 
  
   
  Dragon Scales at Morningtide 
   
  Page 4 
  plenty of room for them to spread out). The Low Seas 
  Low Seas 
  Low Seas 
  Low Seas 
  Tavern and Environs
  Tavern and Environs
  Tavern and Environs
  Tavern and Environs map gives a rough layout of the 
  interior of the place. 
   
   
  Encounter One: Religious Conflict
  Encounter One: Religious Conflict
  Encounter One: Religious Conflict
  Encounter One: Religious Conflict    
  Loud noises like shouting outside break the contented quiet of 
  Loud noises like shouting outside break the contented quiet of 
  Loud noises like shouting outside break the contented quiet of 
  Loud noises like shouting outside break the contented quiet of 
  the end of lunch. Two sets of voices are becoming increa
  the end of lunch. Two sets of voices are becoming increa
  the end of lunch. Two sets of voices are becoming increa
  the end of lunch. Two sets of voices are becoming increasingly 
  singly 
  singly 
  singly 
  louder, with one half of the conversation spoken by someone 
  louder, with one half of the conversation spoken by someone 
  louder, with one half of the conversation spoken by someone 
  louder, with one half of the conversation spoken by someone 
  with an odd accent.
  with an odd accent.
  with an odd accent.
  with an odd accent.    
   
  If the people in the tavern investigate (the employees 
  ignore the commotion unless it actually enters the 
  building), they see a small crowd gathered. Note that 
  anyone coming from the tavern won’t be carrying a 
  weapon larger than a dagger unless they spend a round to 
  claim their weapon from the employee watching the 
  weapons locker. At the center of the crowd are three 
  humans dressed in white robes and bearing long staves 
  with a sun-symbol on top. The two men and the woman 
  are berating a pair of figures standing on crates, calling 
  them “heathens” and “followers of chaos.” The elevated 
  figures are 3 ft. tall, with bright blue skin, fierce orange 
  eyes, and chain shirts. Each of these thin, bald creatures 
  carries a dagger at its side and wears an iron amulet in the 
  shape of a hand blazing with flame. The blue figures have 
  their hands raised at shoulder’s height, as if trying to calm 
  the robed figures, explaining that they “mean no harm” 
  and “have a permit to be here.” 
   
  The robed figures are clerics of Pholtus, a particularly 
  intolerant bunch of people and particularly so this close 
  to their temple (it’s about 600 ft. away to the southeast). 
  The blue people are xvarts, small feisty humanoids from 
  the Pomarj. The clerics of Pholtus have little tolerance for 
  other religions or creatures of a chaotic or evil bent. 
  While the xvarts do serve an evil god (Raxivort), they 
  themselves are not evil and do have the permission of the 
  city watch to be in Greyhawk. 
   
  The Pholtus-worshippers continue to verbally attack 
  the xvarts, who grow frustrated and anxious to leave 
  without a fight. The crowd looks content to see what 
  happens. The city watch arrives in 3d6 minutes to 
  separate the two groups. 
  • 
  If the heroes don’t intervene, the clerics of Pholtus 
  attack the xvarts, who try to flee immediately (using 
  their change self spells to disguise themselves as 
  halflings to evade pursuit). 
  • 
  If the heroes attempt to calm the clerics of Pholtus, 
  have them make Diplomacy checks (DC 15); a 
  success indicates the clerics restrain themselves at 
  least until the city watch arrives, a failure means the 
  clerics launch an attack on the xvarts (primarily) and 
  any 
  PC 
  that 
  attempted 
  to 
  influence 
  them 
  (secondarily), striking to subdue (as they hope to 
  subject anyone caught to some questioning, and 
  hope for a conversion to the One True Path). If the 
  characters are particularly persuasive or abusive, 
  modify the DC by ±2. The xvarts try to flee as soon as 
  possible, as above. 
   
  Statistics for the xvarts, clerics of Pholtus, and city watch 
  are in the appendix. Note that taking items from fallen 
  clerics of Pholtus is likely to bring about accusations of 
  stealing, for while the clerics themselves aren’t very 
  popular, letting an armed gang of adventurers attack 
  people in the street and take their money is a bad 
  precedent. 
   
  When the watch arrives, they force apart anyone 
  fighting. Their attitude conveys that they have had to deal 
  with the Pholtites before, but the xvarts are a new 
  problem. If any of the xvarts are present and conscious, 
  he presents a paper to one of the guards, which is signed 
  by a captain of the watch and says that the xvarts are 
  known humanoids and are allowed within the city limits 
  for a period of one week as long as they commit no evil. 
  The xvarts insist they were simply telling of the 
  oppression of Turrosh Mak and hoping to generate 
  sympathy for their cause, and the human clerics began 
  accosting them for no reason (any observers in the crowd 
  can verify this story). Given this information, and being 
  familiar with how the followers of the Blinding Light 
  operate, they escort the clerics of Pholtus away and let the 
  xvarts go. 
   
  If the heroes incapacitate the clerics of Pholtus, they 
  should remain at the scene until the watch arrives so they 
  may explain the situation, otherwise the clerics (who are 
  not evil) are likely to be beaten or robbed while they 
  cannot defend themselves (as the haughtily superior 
  Pholtites aren’t well-liked by the common folk of the 
  River Quarter). The guards are inclined to accept the 
  word of the adventurers over the NPC clerics, especially 
  if a paladin or cleric of a good deity is in the group. The 
  watch carries the clerics back to their temple and 
  suggests the adventurers make themselves scarce before 
  the church decides to retaliate. 
   
  If either of the xvarts were knocked unconscious 
  during the fight, he is taken by the watch to the jail until 
  he recovers, unless the PCs volunteer to care for him 
  until that time. When the xvart comes to his senses, he 
  introduces himself as Harsk, a cleric of the xvart god 
  Raxivort, and says that he appreciates their help but really 
  needs to find where his friend Jurg ran off to. If 
  questioned about his reasons for being here, he explains. 
   
  “My homeland, the Pomarj is ru
  My homeland, the Pomarj is ru
  My homeland, the Pomarj is ru
  My homeland, the Pomarj is ruled by the half
  led by the half
  led by the half
  led by the half----orc warleader, 
  orc warleader, 
  orc warleader, 
  orc warleader, 
  Turrosh Mak. He is very powerful, and is respected and feared 
  Turrosh Mak. He is very powerful, and is respected and feared 
  Turrosh Mak. He is very powerful, and is respected and feared 
  Turrosh Mak. He is very powerful, and is respected and feared 
  by the major tribes. However, most people outside the Pomarj do 
  by the major tribes. However, most people outside the Pomarj do 
  by the major tribes. However, most people outside the Pomarj do 
  by the major tribes. However, most people outside the Pomarj do 
  not know that he is not supported by all. The orcs are the 
  not know that he is not supported by all. The orcs are the 
  not know that he is not supported by all. The orcs are the 
  not know that he is not supported by all. The orcs are the 
  dominant creature, and smaller beings su
  dominant creature, and smaller beings su
  dominant creature, and smaller beings su
  dominant creature, and smaller beings such as goblins, kobolds, 
  ch as goblins, kobolds, 
  ch as goblins, kobolds, 
  ch as goblins, kobolds, 
  and xvarts are forced to do the tedious labor, and are often little 
  and xvarts are forced to do the tedious labor, and are often little 
  and xvarts are forced to do the tedious labor, and are often little 
  and xvarts are forced to do the tedious labor, and are often little 
  more than slaves to their bigger allies. My tribe has sent a small 
  more than slaves to their bigger allies. My tribe has sent a small 
  more than slaves to their bigger allies. My tribe has sent a small 
  more than slaves to their bigger allies. My tribe has sent a small 
  group to this city with a dual purpose: recruit worshippers for 
  group to this city with a dual purpose: recruit worshippers for 
  group to this city with a dual purpose: recruit worshippers for 
  group to this city with a dual purpose: recruit worshippers for 
  our god Raxivort, and encourage t
  our god Raxivort, and encourage t
  our god Raxivort, and encourage t
  our god Raxivort, and encourage the people of the city to take 
  he people of the city to take 
  he people of the city to take 
  he people of the city to take 
  arms against the orcish hordes so that the Pomarj may be free 
  arms against the orcish hordes so that the Pomarj may be free 
  arms against the orcish hordes so that the Pomarj may be free 
  arms against the orcish hordes so that the Pomarj may be free 
  again. I understand that if your people attacked the Pomarj, you 
  again. I understand that if your people attacked the Pomarj, you 
  again. I understand that if your people attacked the Pomarj, you 
  again. I understand that if your people attacked the Pomarj, you 
  would not be doing it to help us, but to destroy a threat to you, 
  would not be doing it to help us, but to destroy a threat to you, 
  would not be doing it to help us, but to destroy a threat to you, 
  would not be doing it to help us, but to destroy a threat to you, 
  but it helps us, and both of our 
  but it helps us, and both of our 
  but it helps us, and both of our 
  but it helps us, and both of our peoples would rather have it the 
  peoples would rather have it the 
  peoples would rather have it the 
  peoples would rather have it the 
  way it used to be, with small tribes ruling small places and no 
  way it used to be, with small tribes ruling small places and no 
  way it used to be, with small tribes ruling small places and no 
  way it used to be, with small tribes ruling small places and no 
  big armies everywhere.
  big armies everywhere.
  big armies everywhere.
  big armies everywhere.    
  
   
  Dragon Scales at Morningtide 
   
  Page 5 
      
  “We plan to accomplish these tasks by using our affinity 
  “We plan to accomplish these tasks by using our affinity 
  “We plan to accomplish these tasks by using our affinity 
  “We plan to accomplish these tasks by using our affinity 
  toward rats to clean out some of the infested buildings in the city, 
  toward rats to clean out some of the infested buildings in the city, 
  toward rats to clean out some of the infested buildings in the city, 
  toward rats to clean out some of the infested buildings in the city, 
  using the
  using the
  using the
  using the fame and goodwill for such acts to increase the 
   fame and goodwill for such acts to increase the 
   fame and goodwill for such acts to increase the 
   fame and goodwill for such acts to increase the 
  awareness of our cause and hopefully push the leaders of 
  awareness of our cause and hopefully push the leaders of 
  awareness of our cause and hopefully push the leaders of 
  awareness of our cause and hopefully push the leaders of 
  Greyhawk into action. We do not wish you any harm, and 
  Greyhawk into action. We do not wish you any harm, and 
  Greyhawk into action. We do not wish you any harm, and 
  Greyhawk into action. We do not wish you any harm, and 
  could not harm you if we tried
  could not harm you if we tried
  could not harm you if we tried
  could not harm you if we tried—
  —
  —
  —my tribe is nearly a month 
  my tribe is nearly a month 
  my tribe is nearly a month 
  my tribe is nearly a month 
  away by foot and has no interest in c
  away by foot and has no interest in c
  away by foot and has no interest in c
  away by foot and has no interest in coming here.”
  oming here.”
  oming here.”
  oming here.” 
   
  After this explanation, the xvart takes his leave of the 
  adventurers to go find his friend, who is supposed to 
  rendezvous at a point outside of town if separated. The 
  third member of their group is also waiting there; the 
  xvart declines any escort to the rendezvous point, for he 
  wishes to keep the location secret to protect himself and 
  his fellows (the site is at a particular tree in a small grove 
  half an hour from on the western shore). 
   
  Proceed to Encounter 2: A New Cult
  Encounter 2: A New Cult
  Encounter 2: A New Cult
  Encounter 2: A New Cult. 
   
   
  Encounter Two: A 
  Encounter Two: A 
  Encounter Two: A 
  Encounter Two: A New Cult
  New Cult
  New Cult
  New Cult    
  After dealing with the xvarts, the adventurers are free to 
  return to their meals and then go about other business. A 
  few blocks from the Low Seas Tavern, they come across 
  two clerics making a speech. The clerics are dressed in 
  brown robes embroidered with gold thread in the shape 
  of a coiled dragon. The female is taking a more active role 
  in the speech while the male is wearing a face of serenity 
  and hope. A small crowd of dirty and dejected people, 
  many of which look like they live in Shack Town, are 
  gathered around the clerics, listening intently. When the 
  PCs pass by this area, the woman is saying: 
   
  “Strange currents of black water bring disease to the people of 
  “Strange currents of black water bring disease to the people of 
  “Strange currents of black water bring disease to the people of 
  “Strange currents of black water bring disease to the people of 
  Greyhawk! Fish killed by the hundreds wash up on the shore, 
  Greyhawk! Fish killed by the hundreds wash up on the shore, 
  Greyhawk! Fish killed by the hundreds wash up on the shore, 
  Greyhawk! Fish killed by the hundreds wash up on the shore, 
  reeking of death and caus
  reeking of death and caus
  reeking of death and caus
  reeking of death and causing sickness in the people who find 
  ing sickness in the people who find 
  ing sickness in the people who find 
  ing sickness in the people who find 
  them. Yet the clerics and the city oligarchs do nothing, for these 
  them. Yet the clerics and the city oligarchs do nothing, for these 
  them. Yet the clerics and the city oligarchs do nothing, for these 
  them. Yet the clerics and the city oligarchs do nothing, for these 
  things are only harming the people in Shack Town! I, Haleer, 
  things are only harming the people in Shack Town! I, Haleer, 
  things are only harming the people in Shack Town! I, Haleer, 
  things are only harming the people in Shack Town! I, Haleer, 
  and my colleague Konten have heard of these troubles and have 
  and my colleague Konten have heard of these troubles and have 
  and my colleague Konten have heard of these troubles and have 
  and my colleague Konten have heard of these troubles and have 
  come to the city to help you! 
  come to the city to help you! 
  come to the city to help you! 
  come to the city to help you! With the power of the Earth 
  With the power of the Earth 
  With the power of the Earth 
  With the power of the Earth 
  Dragon, our great and powerful god, we will cure the sickness 
  Dragon, our great and powerful god, we will cure the sickness 
  Dragon, our great and powerful god, we will cure the sickness 
  Dragon, our great and powerful god, we will cure the sickness 
  caused by these dark currents and help the little people of Shack 
  caused by these dark currents and help the little people of Shack 
  caused by these dark currents and help the little people of Shack 
  caused by these dark currents and help the little people of Shack 
  Town when others would not. For if the sickness is not stopped 
  Town when others would not. For if the sickness is not stopped 
  Town when others would not. For if the sickness is not stopped 
  Town when others would not. For if the sickness is not stopped 
  now, it may spread to the rest of the
  now, it may spread to the rest of the
  now, it may spread to the rest of the
  now, it may spread to the rest of the city. If whatever causes the 
   city. If whatever causes the 
   city. If whatever causes the 
   city. If whatever causes the 
  black currents has not abated by then, we will root out its source 
  black currents has not abated by then, we will root out its source 
  black currents has not abated by then, we will root out its source 
  black currents has not abated by then, we will root out its source 
  and destroy it!”
  and destroy it!”
  and destroy it!”
  and destroy it!”    
   
  The speech gets scattered cheers from the people in the 
  crowd. Haleer announces that the two of them will begin 
  treating the sick people at nnnnoon
  oon
  oon
  oon the next day; from an 
  open area in the center of Shack Town. If the heroes try 
  to talk to the clerics of the Earth Dragon, they can only do 
  so for a short while—Konten insists that they have to 
  speak in other parts of the city and make preparations for 
  tomorrow’s work. They can take the time to explain that 
  the Earth Dragon is a powerful spirit who lives under a 
  mountain to the south, he watches over his people and 
  makes their land fertile, and is very generous to those 
  who praise and worship him. 
   
  If there is an obvious paladin or cleric in the group, 
  the heroes can make Sense Motive checks (DC 15) to 
  realize that both of the NPCs are disdainful of the PC 
  cleric or paladin. 
   
  Statistics for the clerics of the Earth Dragon are in 
  the appendix. 
   
  Proceed to Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God. 
   
   
  Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God
  Encounter 3: Saved By the Rat God    
  The next day the heroes are witness to an unusual 
  demonstration of the power of Raxivort. Six members of 
  the city watch are keeping a crowd of curious onlookers 
  from approaching a warehouse in the River Quarter. The 
  people in the crowd are jockeying for positions where the 
  warehouse can be seen, but they are not pressing toward 
  the building, so the watch’s job is easy and they are 
  relaxed. A warehouse guard (a man in leather armor with 
  a club) and a skinny dark-haired man in expensive clothes 
  stand near the main door. 
   
  A blue figure
  A blue figure
  A blue figure
  A blue figure—
  —
  —
  —one of the xvarts
  one of the xvarts
  one of the xvarts
  one of the xvarts—
  —
  —
  —steps through the open door of 
  steps through the open door of 
  steps through the open door of 
  steps through the open door of 
  the warehouse. Raising his hands, he speaks to the crowd. 
  the warehouse. Raising his hands, he speaks to the crowd. 
  the warehouse. Raising his hands, he speaks to the crowd. 
  the warehouse. Raising his hands, he speaks to the crowd. 
  “People of Greyhawk! As proof that my people mean 
  “People of Greyhawk! As proof that my people mean 
  “People of Greyhawk! As proof that my people mean 
  “People of Greyhawk! As proof that my people mean you no 
  you no 
  you no 
  you no 
  harm, and as a demonstration of our ability, my fellows and are 
  harm, and as a demonstration of our ability, my fellows and are 
  harm, and as a demonstration of our ability, my fellows and are 
  harm, and as a demonstration of our ability, my fellows and are 
  going to rid this warehouse of rats.
  going to rid this warehouse of rats.
  going to rid this warehouse of rats.
  going to rid this warehouse of rats.    
      
  “The god of my people, Raxivort, has an affinity for rats, 
  “The god of my people, Raxivort, has an affinity for rats, 
  “The god of my people, Raxivort, has an affinity for rats, 
  “The god of my people, Raxivort, has an affinity for rats, 
  and his clerics may speak to them like the gnomes speak to the 
  and his clerics may speak to them like the gnomes speak to the 
  and his clerics may speak to them like the gnomes speak to the 
  and his clerics may speak to them like the gnomes speak to the 
  burrowing creatures. We h
  burrowing creatures. We h
  burrowing creatures. We h
  burrowing creatures. We have spoken to the rats that live here, 
  ave spoken to the rats that live here, 
  ave spoken to the rats that live here, 
  ave spoken to the rats that live here, 
  and they have agreed to leave this warehouse where you store 
  and they have agreed to leave this warehouse where you store 
  and they have agreed to leave this warehouse where you store 
  and they have agreed to leave this warehouse where you store 
  food. We will take the rats across the river and release them in 
  food. We will take the rats across the river and release them in 
  food. We will take the rats across the river and release them in 
  food. We will take the rats across the river and release them in 
  the fields there, where they will eat insects that attack human 
  the fields there, where they will eat insects that attack human 
  the fields there, where they will eat insects that attack human 
  the fields there, where they will eat insects that attack human 
  crops. If you wish us to pe
  crops. If you wish us to pe
  crops. If you wish us to pe
  crops. If you wish us to perform a similar service for your home 
  rform a similar service for your home 
  rform a similar service for your home 
  rform a similar service for your home 
  or business, we ask only a small payment and a word of thanks 
  or business, we ask only a small payment and a word of thanks 
  or business, we ask only a small payment and a word of thanks 
  or business, we ask only a small payment and a word of thanks 
  to Raxivort. See this feat, and know that our peoples can live in 
  to Raxivort. See this feat, and know that our peoples can live in 
  to Raxivort. See this feat, and know that our peoples can live in 
  to Raxivort. See this feat, and know that our peoples can live in 
  peace!”
  peace!”
  peace!”
  peace!”    
      
  With the conclusion of his words, the xvart steps out of the 
  With the conclusion of his words, the xvart steps out of the 
  With the conclusion of his words, the xvart steps out of the 
  With the conclusion of his words, the xvart steps out of the 
  doorway and begins w
  doorway and begins w
  doorway and begins w
  doorway and begins walking in the direction of Zagyg’s Bridge. 
  alking in the direction of Zagyg’s Bridge. 
  alking in the direction of Zagyg’s Bridge. 
  alking in the direction of Zagyg’s Bridge. 
  Trailing behind him is a pack of nearly three dozen rats, which 
  Trailing behind him is a pack of nearly three dozen rats, which 
  Trailing behind him is a pack of nearly three dozen rats, which 
  Trailing behind him is a pack of nearly three dozen rats, which 
  elicits gasps of surprise. After the rats comes another xvart with a 
  elicits gasps of surprise. After the rats comes another xvart with a 
  elicits gasps of surprise. After the rats comes another xvart with a 
  elicits gasps of surprise. After the rats comes another xvart with a 
  similar entourage. Once the gang has passed, the warehouse 
  similar entourage. Once the gang has passed, the warehouse 
  similar entourage. Once the gang has passed, the warehouse 
  similar entourage. Once the gang has passed, the warehouse 
  guard closes the door
  guard closes the door
  guard closes the door
  guard closes the door, and two of the watch step over to lead the 
  , and two of the watch step over to lead the 
  , and two of the watch step over to lead the 
  , and two of the watch step over to lead the 
  xvarts so they aren’t disturbed by passersby. The crowd begins to 
  xvarts so they aren’t disturbed by passersby. The crowd begins to 
  xvarts so they aren’t disturbed by passersby. The crowd begins to 
  xvarts so they aren’t disturbed by passersby. The crowd begins to 
  applaud lightly, gaining some momentum after a few seconds.
  applaud lightly, gaining some momentum after a few seconds.
  applaud lightly, gaining some momentum after a few seconds.
  applaud lightly, gaining some momentum after a few seconds.    
   
  If the heroes try to talk to the xvarts, the city watch asks 
  them to keep their distance, but one of the xvarts (who 
  was present at the altercation with the clerics of Pholtus 
  the day before) interjects that they would welcome the 
  company, at which point the guard shrugs and lets them 
  approach. If the heroes volunteer to take over the escort 
  duty, the guards accept and head back to their unit; the 
  heroes should make sure the xvarts get across the bridge 
  unmolested, otherwise any news of trouble or dereliction 
  of their agreed-upon duty gets back to the watch and may 
  result in negative consequences later (mainly cooler 
  attitudes from any watchmen they meet). Note that the 
  xvarts still avoid allowing the heroes to discover their 
  rendezvous point. 
   
  The xvarts are pleased with how the rat-removal 
  proceeded. The rats scamper about, never straying more 
  than about five feet from one of the xvarts, acting more 
  
   
  Dragon Scales at Morningtide 
   
  Page 6 
  like pets than scavenging vermin. The xvarts are telling 
  the truth about releasing the rats on the other side of the 
  river; they have no intention of letting the rats come to 
  harm or letting them infest another place in the city. 
  They realize that they cannot hope to solve all of the city’s 
  rat problems (and have no real intention of doing so), but 
  they feel that their actions can convince people to listen 
  to them and possibly help with their quest to overthrow 
  Turrosh Mak. 
   
  The xvarts tamed the rats with the animal friendship 
  ability of their Animal domain. The xvarts are not 
  exploiting the animals and will feed them before 
  dismissing them once the fields on the other side of the 
  Selintan are reached. 
   
  When the heroes, xvarts, and rats reach the bridge, 
  have the characters make Spot checks (DC 10). Those 
  who succeed notice several dozen dead fish floating in 
  the calm parts of the shoreline of the river, and a thin 
  streak of black water in the middle of the river, winding 
  its way downstream. The streak is no more than a foot 
  wide and about ten feet long. The current time is about 
  two and a half hours before noon (and thus the same time 
  before the demonstration by the clerics of the Earth 
  Dragon). Proceed to Encounter 4: Black Currents
  Encounter 4: Black Currents
  Encounter 4: Black Currents
  Encounter 4: Black Currents. 
   
   
  Encounter 4: Black Currents
  Encounter 4: Black Currents
  Encounter 4: Black Currents
  Encounter 4: Black Currents    
  The dead fish all have a bad smell (in addition to smelling 
  like fish) and a grayish coloration on their fleshy parts (as 
  opposed to their scales, and in addition to wherever they 
  normally have a grayish coloration), particularly the gills. 
  Cutting open a fish reveals that it hasn’t eaten anything 
  unusual. The use of a detect poison spell reveals that the 
  fish have been poisoned (see below for the poison 
  statistics). Anyone who handles a fish for more than one 
  round gets a small (and undetectable without magic) 
  amount of poison residue on their hands; unless the 
  character washes thoroughly after handling the fish, the 
  next time he eats he needs to make a Fortitude save or be 
  affected by the poison. However, because the amount is 
  so small, the DC is only 5 instead of the usual 13. 
   
  If the heroes investigate the black current, they need 
  to travel fast as the poisoned area has an effective speed of 
  6 ft. per round, and will be difficult to locate once it 
  passes out of view. Once a character is in the water, the 
  current pulls them downstream at a speed of 6 ft. per 
  round as well. The water is calm, and so any Swim checks 
  made are DC 10 (characters can take 10). Remember that 
  a character suffers a –1 penalty on Swim checks for each 5 
  pounds of gear carrying or wearing. 
   
  The black current appears to be normal water except 
  for its coloration; there is no oil or debris causing the 
  streak, although discolored water would normally mix 
  fairly quickly in a river (the poison has a moderate-
  strength chemical affinity for itself, making it slow to 
  dissolve into the main part of the river). Although the 
  river starts to become clouded after a depth of 5 feet, the 
  top is clear enough to determine that the black water is 1-
  2 feet deep. The streak detects as poison with the 
  appropriate spell (such as detect poison) or skill (such as 
  Alchemy). 
   
  Touching the black water has no immediate ill effect, 
  but a character who touches it or whose face enters it 
  runs a risk of ingesting it later from remnants left on the 
  hands or lips if it isn’t thoroughly washed off (use the 
  same DC as if the character had handled a poisoned fish). 
  Any creature inhaling or swallowing the water suffers the 
  normal effects of the poison (which is why the fish are 
  dying—they can’t handle the Con damage). 
   
  Black current poison:
  Black current poison:
  Black current poison:
  Black current poison: ingested DC 13, 1 Con, 1d8 Con, 
  100 gp (available only from the church of the Earth 
  Dragon). 
   
  After the heroes have examined the fish and/or the black 
  current, they may want to investigate where the current 
  might be coming from. Thorough questioning of local 
  cityfolk (or the use of a Gather Information check, DC 
  15) allows the heroes to find that the black current has 
  always been spotted first in the northwestern part of the 
  city, if not in Shack Town, then very close to it. 
   
  Continuing their investigation in Shack Town, the 
  heroes find the place to be dismal and depressing. The 
  place is the poorest part of the city, and not even within 
  the city walls. The buildings here are ramshackle, made of 
  thin wood, and are barely enough to keep out the 
  weather, let alone afford any privacy. Some peoples’ 
  homes are little more than canvas lean-tos erected against 
  the city wall or a shack. The people here are hungry, 
  sullen, and poor. Scrawny children run loose in the area, 
  but animals (mainly chickens and goats) are much less 
  frequent, and dogs are driven off. The only source of 
  water is the river itself. Some supplement their food by 
  hunting in the nearby North Hills Park, but doing so is 
  illegal and punishable by labor. Just over the city wall is 
  the High Quarter—the place where the most affluent of 
  the city live and conduct business, and the contrast 
  between their dull lives and the lives of those within the 
  city makes the people of Shack Town that much more 
  bitter. Some people beg in the streets, while others glare 
  menacingly at any visitors who appear more well off than 
  they. The one truly permanent building is the shrine of 
  St. Cuthbert, a small brick building inhabited by an older 
  cleric, Nicholai [Clr3 (St. Cuthbert): hp 15; Heal +10]. the 
  city watch almost never comes here, more out of 
  disregard for the inhabitants than fear of the criminal 
  element. 
   
  Questioning the people who live near the water (or 
  making a DC 15 Gather Information check) reveals that 
  the black current has been appearing only in the vicinity 
  of Shack Town, never upstream of it. Although the exact 
  location varies, it is usually in a particular 200 ft. span of 
  the river. If the heroes decide to search that portion of 
  the river and upstream (as the material has to be moving 
  downstream, and therefore the source is either directly 
  below or upstream of the location the current is spotted), 
  let all searching characters make a Search check (DC 20) 
  every hour. Keep track of how long they search, 
  especially if they plan to see the Earth Dragon clerics in 
  
   
  Dragon Scales at Morningtide 
   
  Page 7 
  action (if they take too long, they have to wait until 
  tomorrow to see them work). 
   
  The water starts to become cloudy with silt and 
  debris by the time the bottom of the river is reached (30 
  ft. depth), and with the slight decrease in illumination at 
  that depth and the need for frequent trips to the surface 
  for air, this is a lengthy and difficult task. Unless 
  characters find something stable to which they can tether 
  themselves and rest occasionally, they are also going to 
  have to make Swim checks (DC 20) each hour of 
  swimming or take 1d6 points of subdual damage from 
  fatigue. They can rent a beat-up but seaworthy six-person 
  canoe from a nearby family of refugees for 10 sp per day, 
  which includes an anchor attached to a 50 ft. rope (the 
  canoe is sufficient to negate the need for checks to avoid 
  fatigue). 
   
  A successful Search means they find the end of a clay 
  pipe that moves toward the eastern shore (toward Shack 
  Town). If forced (Strength check DC 10) the pipe can be 
  pulled free—it is a 4 ft. segment in a series of segments 
  leading toward the shore. If the pipe is pulled free, a small 
  amount of black water seeps from the far end, identical to 
  the black current they saw earlier (with the same dangers 
  if someone touches it, as described earlier). They can 
  uproot a dozen more clay pipes before they become 
  buried too deep to access. However, they continue to 
  point toward the shore, and it’s likely that the heroes 
  realize that whoever responsible must be living in or near 
  that part of Shack Town. 
   
  When they are finished searching, they need to 
  return (or stow) the canoe and have to pass through 
  Shack Town regardless of their plans (looking for the 
  other end of the pipe, watching the Earth Dragon cultists, 
  or even returning to the city). During this trip they are 
  due to be waylaid by some hungry thieves. Make sure you 
  know if they put their armor back on and organize their 
  gear as normal, or if they remain unarmored after their 
  underwater excursion (intending to dry off or take a bath 
  first, for example). Proceed to Encounter 5: A Motley 
  Encounter 5: A Motley 
  Encounter 5: A Motley 
  Encounter 5: A Motley 
  Band
  Band
  Band
  Band. 
   
   
  Encounter 5: A Motley Band
  Encounter 5: A Motley Band
  Encounter 5: A Motley Band
  Encounter 5: A Motley Band    
  The activity of the armored and (comparatively) wealthy 
  adventurers has attracted the attention of some of the 
  worse elements of Shack Town. Seeing their opportunity 
  when the heroes are worn out from swimming (and 
  possibly unarmored as well), the thieves set up a simple 
  ambush against the heroes. There are a total of six thieves 
  in this ambush, all weak from hunger. They have all 
  suffered subdual damage from lack of food and are –2 to 
  Strength and Dexterity from fatigue (these modifiers are 
  included in the statistics below). Knowing the layout of 
  Shack Town better than the heroes, two of the thieves act 
  as lookouts, directing their friends to a position along the 
  path of the heroes. Two of the thieves pretend to be 
  sleeping beggars, two hide in nearby shacks, and the two 
  lookouts jump in from between nearby buildings. 
   
  As the thieves are not trying to be silent (it’s a noisy 
  place) or hidden (they’re completely out of sight), all the 
  heroes have to help them realize they’re about to be 
  attacked are Sense Motive checks with a DC of 20 to 
  realize the “sleeping” beggars are just acting (the 
  characters may make Wisdom checks if they don’t have 
  the Sense Motive skill). Characters who make their check 
  may act in the surprise round (taking a partial action), 
  those who fail cannot act until the first regular round. All 
  of the thieves take partial actions in the surprise round, 
  with two of them actually able to make attacks. 
   
  Tactics:
  Tactics:
  Tactics:
  Tactics: The “sleeping” thieves stand up from their 
  prone positions (a move-equivalent action that does not 
  draw an attack of opportunity) when a hero enters a 
  square adjacent to them. The thieves in the homes make a 
  partial charge (a partial action; see the Player’s Handbook, 
  Table 8-3 on page 127) from their hiding places and attack 
  (charge while the lookouts approach with a regular move 
  (a partial action) but cannot attack in the surprise round. 
  If there are more thieves than there are characters, they 
  double up on the weakest-looking hero, hoping to knock 
  that one out quickly. Their main goal is to acquire some 
  money. If an adventurer is knocked unconscious, one of 
  the thieves uses his next turn’s action to steal the fallen 
  character’s money pouch, call to his friends that he has 
  the loot, and flee; once a thief has fled with stolen money, 
  the others use the full move action to get away from the 
  fight without drawing attacks of opportunity. They try to 
  position themselves to get sneak attacks if possible. Note 
  that the watch frowns on lethal fighting, even in Shack 
  Town, and characters that strike for normal damage with 
  their weapons might be reported to the authorities (or at 
  least earn the dislike of the people in Shack Town). 
   
  The thieves also respond to bribes or thrown money. 
  A 1 gp offer requires a Sense Motive check (DC 20) from 
  the targeted thief; success means the thief takes the 
  money and runs, failure means the thief hopes for a 
  better bargain and continues to fight. Every additional gp 
  offered beyond the first decreases the DC by 5 (so 2 gp 
  has a DC of 15, 3 gp has a DC of 10, and so on). In this 
  situation, the other thieves do not flee the scene once a 
  friend gets money—they stick around, hoping for a 
  similar offer or opportunity. Statistics for the thieves are 
  in the appendix. 
   
  If three or more of the thieves are slain or rendered 
  unconscious, the rest flee at the first opportunity. The 
  fallen can be dropped off at the nearest watch station 
  (within the city walls) or left where they are (if they’re 
  not dying). Once the thieves are dealt with, the heroes 
  can get on with their plans. If they go watch the clerics of 
  the Earth Dragon perform their healing, proceed to 
  Encounter 6: Preaching The Faith
  Encounter 6: Preaching The Faith
  Encounter 6: Preaching The Faith
  Encounter 6: Preaching The Faith. If they try to find 
  which building conceals the other end of the pipe, 
  proceed to Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House.  
   
   
  Encounter 6: Preaching the Faith
  Encounter 6: Preaching the Faith
  Encounter 6: Preaching the Faith
  Encounter 6: Preaching the Faith    
  As noon approaches the next day, a crowd begins to 
  gather in the center of Shack Town, a place where a few 
  
   
  Dragon Scales at Morningtide 
   
  Page 8 
  larger shacks once stood but were accidentally burned 
  down. Now the black earth in this area is often used as a 
  meeting-place, and is considered neutral ground by the 
  people of Shack Town. The open area is a rough circle 
  with an approximate diameter of 20 ft. 
   
  Of the forty people gathered here, at least a third of 
  them appear to be ill. All of the ill people have a grayish 
  complexion, especially in the corners of the eyes and 
  inside the mouth (a symptom of the black current 
  poison). All of them fell ill after drinking from the 
  Selintan or eating fish recently caught in the river. They 
  feel weak and barely alive. 
   
  Just before noon, the two clerics arrive. Eschewing 
  any formalities, they praise the Earth Dragon and ask 
  people to bring forth those affected by the black water 
  sickness. Their healing procedures involve prayers to the 
  Earth Dragon, chewing of sacred herbs, waving sticks of 
  burning incense, and placing rock crystals on certain 
  parts of the afflicted’s body. Every person brought to the 
  clerics begins to feel better once the ritual is over. 
   
  Characters with Spellcraft can attempt to determine 
  what spells are being used as part of these rituals (DC 15). 
  Those that succeed realize that the only spells these 
  clerics are using are 0- and 1st-level spells, none of which 
  have any ability to negate disease (cure minor wounds, 
  resistance, bless, protection from chaos, and so on). It is 
  possible that the clerics of the Earth Dragon are using the 
  Heal skill to treat the disease, but such an action usually 
  takes a while and rarely has an immediate visible effect. 
   
  What the clerics are actually doing is administering 
  the poison’s antidote, which has been smeared onto the 
  “sacred herbs” and counteracts all effects of the poison. 
  Only a small amount of the antidote is needed to treat a 
  single person, and if enough antidote was introduced to 
  the water at the same place where the poison was being 
  introduced, it would almost completely negate the 
  effects, even if introduced up to a minute later. 
   
  Unfortunately for the heroes, there are no other 
  spellcasters on-hand to back up any claims of fraud, and 
  as the victims of the “disease” are recovering, the crowd is 
  happy enough with the results, whether or not some 
  unknown adventurers claim the clerics aren’t really 
  casting spells. If confronted, the clerics point at the 
  recovered victims and say that the proof is obvious to 
  anyone, and that the heroes must be agents of a rival faith, 
  out to discredit and defame the good works the Earth 
  Dragon is trying to do. 
   
  After healing all of the “disease” victims present, the 
  clerics ask the crowd to join in a group prayer of thanks 
  to the Earth Dragon, after which they excuse themselves, 
  stating that they will continue in two days after they 
  recover their power through rest and prayer. 
   
  By now the adventurers should suspect that the 
  clerics of the Earth Dragon are up to something 
  suspicious, if not outright involved in the origins of the 
  black currents. Should the heroes decide to delay until 
  the next time the clerics perform these “cures,” remind 
  them that the currents have continued to appear, and any 
  delays are likely to result in more people becoming ill and 
  even dying. Now would be a good time to speak to the 
  clerics privately, perhaps at their residence. 
   
   
  Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House
  Encounter 7: The Dragon’s House    
  Konten and Haleer have set up shop in Shack Town very 
  close to the river. Having acquired three shacks in close 
  proximity, they nailed boards to the outer walls to enclose 
  the central area, roofed it, and divided the rooms to suit 
  their needs. All of their building’s walls are made of 3/4 
  in. wood (hardness 5). Each 3 ft. by 3 ft. section has 15 hit 
  points; a small character can pass through a hole this big 
  as a move-equivalent action, while a medium-size 
  character needs two adjacent holes this size to get 
  through using a move-equivalent action (they could use a 
  full-round action to get through a single hole that size). 
   
  Their home is guarded by two animated skeletons 
  dressed in padded armor (their faces and hands are 
  wrapped so none of their bones show), which have been 
  ordered to attack anyone that enters except Konten and 
  Haleer. The skeletons were animated by animate dead 
  spells in potion (oil) form, given to Konten; they obey 
  only his orders. Any outsiders who ask questions about 
  the skeletons are told that they are monks sworn to 
  silence in the service of the Earth Dragon. 
   
  The main door to their home has no lock, but 
  Konten orders the skeletons to stand in the entryway as 
  he closes the door, physically blocking the way into the 
  house (the skeletons only attack if someone enters the 
  house or if they are attacked, so opening the door just 
  shows them standing threateningly). When they are at 
  home, the clerics have the skeletons stand in area CCCC. 
   
  Note that the people of Shack Town have learned to 
  leave well enough alone. Unless they are threatened 
  directly, they ignore sounds of fighting and pleas for 
  help, although some of the more curious might peek 
  from their doorways or lean-tos to see what’s going on. At 
  no point do they get involved with the heroes’ battle with 
  the Earth Dragon cultists. 
   
  A. Entryway
  A. Entryway
  A. Entryway
  A. Entryway    
  This small entryway has no features except for the two large 
  This small entryway has no features except for the two large 
  This small entryway has no features except for the two large 
  This small entryway has no features except for the two large 
  nails pounded into the eastern wall, each of which holds a 
  nails pounded into the eastern wall, each of which holds a 
  nails pounded into the eastern wall, each of which holds a 
  nails pounded into the eastern wall, each of which holds a 
  brown traveling cloak. Most of the north wall of this former 
  brown traveling cloak. Most of the north wall of this former 
  brown traveling cloak. Most of the north wall of this former 
  brown traveling cloak. Most of the north wall of this former 
  shack has been cut away to allo
  shack has been cut away to allo
  shack has been cut away to allo
  shack has been cut away to allow access to the central area.
  w access to the central area.
  w access to the central area.
  w access to the central area.    
   
  B. Bedroom
  B. Bedroom
  B. Bedroom
  B. Bedroom    
  This room holds nothing more than a pair of normal bedrolls.
  This room holds nothing more than a pair of normal bedrolls.
  This room holds nothing more than a pair of normal bedrolls.
  This room holds nothing more than a pair of normal bedrolls.    
   
  A fairly large knothole in the north wall of this room 
  makes it easy to look into this room from the outside. 
  However, nothing of interest occurs in this room but 
  sleep, and the clerics usually keep the door to area DDDD 
  closed. 
   
  C. Pipe and Skeletons
  C. Pipe and Skeletons
  C. Pipe and Skeletons
  C. Pipe and Skeletons    
  This is some sort of storage room, mainly for about 20 stacked 
  This is some sort of storage room, mainly for about 20 stacked 
  This is some sort of storage room, mainly for about 20 stacked 
  This is some sort of storage room, mainly for about 20 stacked 
  clay pipes, each a few inches in diameter and about 4 ft long.
  clay pipes, each a few inches in diameter and about 4 ft long.
  clay pipes, each a few inches in diameter and about 4 ft long.
  clay pipes, each a few inches in diameter and about 4 ft long.    
  
   
  Dragon Scales at Morningtide 
   
  Page 9 
   
  The pipes are identical to the clay pipe extending from 
  the floor in area DDDD. If the clerics are present, this room 
  also contains the two animated skeletons, although it is 
  unlikely that the adventurers will make it into this room 
  before the skeletons are commanded to attack. 
   
  D. Main Liv
  D. Main Liv
  D. Main Liv
  D. Main Living Area
  ing Area
  ing Area
  ing Area    
  This trapezoidal room has two doors, two wood barrels, two 
  This trapezoidal room has two doors, two wood barrels, two 
  This trapezoidal room has two doors, two wood barrels, two 
  This trapezoidal room has two doors, two wood barrels, two 
  simple wood chairs, a clay pipe extending from the floor, and a 
  simple wood chairs, a clay pipe extending from the floor, and a 
  simple wood chairs, a clay pipe extending from the floor, and a 
  simple wood chairs, a clay pipe extending from the floor, and a 
  large clay flask in the northwest corner.
  large clay flask in the northwest corner.
  large clay flask in the northwest corner.
  large clay flask in the northwest corner.    
   
  The clay pipe is a few inches in diameter. The pipe 
  connects with other pipes in a series, all buried 
  underground with the use of a few stone shape spells on 
  scrolls that were given to Konten. The barrels contain the 
  poison (made from a plant that grows only in the 
  mountains of the Pomarj) that has been causing the 
  “sickness.” The flask holds the poison’s antidote; a few 
  drops will cure a poisoned person in 1d4 rounds. 
   
  There is a secret door in the wall behind the 
  barrels—little more than two of the wall-boards that are 
  supported by a pair of thin nails, easily pushed free of the 
  crossbeams to make an exit. 
   
  If the clerics are home, they refuse to allow anyone in, 
  claiming that they have blessed the earth of their humble 
  dwelling in the name of the Earth Dragon, and it is a 
  blasphemy to allow people not of the faith to tread upon 
  it (not true, but it deters most would-be visitors). They do 
  not allow anyone into their home without a fight. 
   
  Should a battle occur, Konten orders the two 
  skeletons to attack the intruders. Note that he does this 
  verbally 
  unless 
  restricted 
  from 
  making 
  noise 
  (commanding undead can be done mentally as a standard 
  action). He does not call them skeletons out loud, as he 
  wishes to preserve the “monk” façade. Meanwhile, Haleer 
  casts bane against the heroes. The clerics use their spells 
  and weapons as they see fit, allowing the skeletons to take 
  the front rank, and using their prepared healing spells to 
  aid each other if need be. 
   
  If both of the skeletons are destroyed and Haleer is 
  injured, Konten dumps one of the barrels of poison in 
  area DDDD into the pipe (a move and a standard action). On 
  his next action, Konten grabs the vial of antidote in area 
  DDDD and threatens to smash it, using it as a bargaining chip 
  to allow himself and Haleer to escape. If the fight turns 
  into negotiation, proceed to Encounter 8: Hard Choices
  Encounter 8: Hard Choices
  Encounter 8: Hard Choices
  Encounter 8: Hard Choices. 
   
  If Konten is the only one left standing, he grabs the 
  antidote, leaps out the secret door in area DDDD, and throws 
  his flask of alchemist’s fire at the shack, setting it aflame 
  (and drinking his potion of expeditious retreat the next 
  round). At this point, the heroes can try to apprehend 
  him, but also need to pay attention to the fire, which 
  begins to consume the shack and may spread to other 
  nearby shacks and therefore threaten much of Shack 
  Town.  Any reasonable precautions (pouring water 
  from waterskins onto nearby shacks, hauling water from 
  the river, throwing dirt on smoldering areas, casting create 
  water, and so on) taken by the heroes prevent the fire 
  from spreading, although the exact methods used may 
  draw the ire of nearby residents (dumping water on a 
  leaky roof, even to stop a potential fire, is going to annoy 
  the people under that roof). 
   
  It is the evil cleric’s hope that the adventurers are too 
  distracted by the fire to pursue him. Should they 
  continue the pursuit, he throws the flask of antidote into 
  the shallows of the river, betting that the hero is more 
  interested in keeping the antidote from being carried 
  away than chasing after him. 
   
   
  Encounter 8: Hard Choices
  Encounter 8: Hard Choices
  Encounter 8: Hard Choices
  Encounter 8: Hard Choices    
  With the poison dumped into the water, the cleric 
  explains that if the antidote is poured in after it within a 
  minute, its effects are negated. Any later than that, the 
  best you can hope for is a partial result. He is willing to 
  turn over the antidote if he and Haleer are allowed to go 
  free; he will wait until Haleer can leave the house, will 
  place the antidote on the ground, and leave himself. If 
  pursued, he throws his alchemist’s fire at one of the 
  nearby shacks, causing it to catch fire and threaten to 
  expand to other nearby shacks, as described above. 
  Remember the one
  Remember the one
  Remember the one
  Remember the one----minute time limit!
  minute time limit!
  minute time limit!
  minute time limit! 
   
  When dealing with this encounter, remember that 
  the clerics would rather escape and continue in their 
  mortal service to the Earth Dragon than die as martyrs. If 
  their only option is surrendering, they take it, although 
  they hold out as long as possible with the antidote before 
  handing it over. If they can, they drink their potions of 
  expeditious retreat during the negotiations. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  They can tell the watch what was going on and explain 
  that it’s a poison. If they have the antidote, they can pour 
  some in the pipe and save some to treat people. The 
  people of Shack Town are happy. 
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  Sum the experience award values for the objectives that 
  the PCs accomplished. For items with value ranges, 
  assign a value in the range based on how well the PCs 
  accomplished the stated item. For any item with a value 
  range, you may award different amounts within the range 
  to different PCs.  Give the total value to each PC. 
   
  Defeat the hungry thieves 
  100 xp 
  Prevent a fight with the clerics of Pholtus 
  100 xp 
   OR 
  Defeat the clerics of Pholtus 
  75 xp 
  Defeat the padded skeletons 
  50 xp 
  Defeat the clerics of the Earth Dragon 
  150 xp 
  Provide antidote to cure the poison affliction 
  50 xp 
   
  
   
  Dragon Scales at Morningtide 
   
  Page 10 
  Roleplaying—award for consistent character 
  portrayal that adds to the fun of the game 
  0-50 xp 
  Total possible experience:
  Total possible experience:
  Total possible experience:
  Total possible experience:    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  PCs may keep items from the scenario which are listed on 
  the treasure list or which meet the following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the PCs cannot keep it. Items 
  of this nature can be sold for 50% of book value, or 
  recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  PC to form relationships with NPCs, but these will 
  not be certed and cannot bring material benefit to 
  the PC. Contacts (sources of extra information) must 
  be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some PCs. Items which are worth more than 5,000 
  gp, which are of personal significance to the owner 
  (including family heirlooms), and magical items will 
  be discovered in the possession of the PC by one 
  means or another. The PC who stole them must 
  return the item and pay a fine equal to three times 
  the value of the item stolen, In addition, the PC 
  caught receives one Infamy point for being a known 
  thief. For other items which meet the criteria in #1 
  above, use your judgment on whether a PC thief gets 
  away with the theft or not.  
   
  Any item retained according to these rules which does 
  not have a certificate will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away any 
  item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  • 
  2 suits of scale mail (value 50 gp each, can be sold for 
  25 go each) 
  • 
  2 heavy picks (value 8 gp each, can be sold for 4 go 
  each) 
  • 
  2 steel holy symbols of the Earth Dragon (value 10 gp 
  each) 
  • 
  2 slings (no value) 
  • 
  20 sling bullets (no real value) 
  • 
  2 potions of expeditious retreat (value 50 gp each) 
  • 
  potion of cure light wounds (value 50 gp) 
  • 
  vial of alchemist’s fire (value 20 gp) 
  • 
  125 gp 
  • 
  75 sp. 
   
  
   
  Dragon Scales at Morningtide 
   
  Page 11 
  Appendix 1: NPCs
  Appendix 1: NPCs
  Appendix 1: NPCs
  Appendix 1: NPCs    
   
  Xvarts:
  Xvarts:
  Xvarts:
  Xvarts:    
  Harsk, Jurg, and Nesk, male xvart Clr2 (Raxivort):
  Harsk, Jurg, and Nesk, male xvart Clr2 (Raxivort):
  Harsk, Jurg, and Nesk, male xvart Clr2 (Raxivort):
  Harsk, Jurg, and Nesk, male xvart Clr2 (Raxivort): CR 2; 
  Small Humanoid (3 ft. tall); HD 2d8; hp 15; Init +1 (Dex); 
  Spd 20 ft.; AC 16 (+1 size, +4 chain shirt, +1 Dex); Atk +0 
  melee (1d4-1/crit 19–20/x2, dagger), +2 ranged (1d4-
  1/crit 19–20/x2, dagger); SC darkvision 60 ft., rebuke 
  undead, spells; AL CN; SV Fort +3, Ref +1, Will +4. 
   
  Str 8, Dex 13, Con 11, Int 12, Wis 13, Cha 10. 
   
  Skills: Diplomacy +6, Heal +6, Hide +5, Knowledge 
  (Religion) +2, Listen +2, Move Silently +3, Speak 
  Language (Common). Feats: Toughness 
   
  Special 
  Characteristics: 
  Speaks 
  goblin 
  (native 
  language). Bonus language: draconic. Animal domain: 
  Can cast animal friendship once per day (up to 16 HD of 
  animal friends at a time). Trickery Domain: Bluff, 
  Disguise, and Hide are Class skills. Domain spell is 
  marked with an asterisk. Speak with animals once per day 
  (rodents only, as a 1st-level caster). 
   
  Possessions: Chain shirt, iron holy symbol, dagger, 4 
  days of dried rations, waterskin, large sack, 5 gp, 10 sp. 
   
  Spells Prepared (4/4): 0—cure minor wounds, detect 
  magic, light, resistance; 1st—bane, cause fear, change self*, cure 
  light wounds. 
   
  Clerics of Pholtus:
  Clerics of Pholtus:
  Clerics of Pholtus:
  Clerics of Pholtus:    
  Corrin, female human Clr2 (Pholtus):
  , female human Clr2 (Pholtus):
  , female human Clr2 (Pholtus):
  , female human Clr2 (Pholtus): CR 2; Medium-
  size humanoid; HD 2d8; hp 12; Init +1 (Dex); Spd 30 ft.; 
  AC 11 (+1 Dex); Atk +1 melee (1d6, staff); SC spells, turn 
  undead; AL LN; SV Fort +3, Ref +1, Will +7. 
   
  Str 10, Dex 13, Con 10, Int 12, Wis 14, Cha 14. 
   
  Skills: Heal +7, Intimidate +4, Knowledge (Religion) 
  +6, Sense Motive +4, Spellcraft +2. Feats: Combat Casting, 
  Iron Will 
   
  Special Characteristics: Law domain: Casts Law spells 
  (marked in the spell list with (L)) at +1 caster level. Sun 
  domain: Can do greater turning once per day, destroying 
  undead that would normally be turned. Domain spell is 
  marked with an asterisk. 
   
  Possessions: Staff, silver holy symbol, 35 gp, 20 sp. 
   
  Spells Prepared (4/4): 0—guidance, light, mending, 
  resistance; 1st—command, detect chaos, protection from 
  chaos*(L), shield of faith.  
   
  Tosh and Veloth, ma
  , ma
  , ma
  , male human Clr1 (Pholtus):
  le human Clr1 (Pholtus):
  le human Clr1 (Pholtus):
  le human Clr1 (Pholtus): CR 1; 
  Medium-size humanoid; HD 1d8; hp 8; Init +0; Spd 30 ft.; 
  AC 10; Atk +0 melee (1d6, staff); SC spells, turn undead; 
  AL LN; SV Fort +2, Ref +0, Will +5. 
   
  Str 10, Dex 11, Con 10, Int 11, Wis 12, Cha 12. 
   
  Skills: Heal +5, Intimidate +2, Knowledge (Religion) 
  +4, Sense Motive +2. Feats: Iron Will 
   
  Special Characteristics: Law domain: Casts Law spells 
  (marked in the spell list with (L)) at +1 caster level. Sun 
  domain: Can do greater turning once per day, destroying 
  undead that would normally be turned. Domain spell is 
  marked with an asterisk. 
   
  Possessions: Staff, silver holy symbol, 10 gp, 10 sp. 
   
  Spells Prepared (3/3): 0—guidance, light, resistance; 1st—
  detect chaos, protection from chaos*(L), shield of faith.  
   
  City Watch:
  City Watch:
  City Watch:
  City Watch:    
  City Watc
  City Watc
  City Watc
  City Watch, male or female human Ftr1 (6):
  h, male or female human Ftr1 (6):
  h, male or female human Ftr1 (6):
  h, male or female human Ftr1 (6): CR 1; 
  Medium humanoid; HD 1d10; hp 10; Init +1 (Dex); Spd 
  30 ft.; AC 16 (chain shirt, small shield, Dex); Atk +2 melee 
  (1d8, longsword), +2 ranged (1d8, light crossbow); AL LN; 
  SV Fort +2, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10.  
   
  Skills: Climb +1, Jump +1, Listen +2, Spot +2. Feats: 
  Alertness, Weapon Focus (longsword). 
   
  Earth Dragon Clerics:
  Earth Dragon Clerics:
  Earth Dragon Clerics:
  Earth Dragon Clerics:    
  Konten,
  Konten,
  Konten,
  Konten, male human Clr2 (Earth Dragon):
   male human Clr2 (Earth Dragon):
   male human Clr2 (Earth Dragon):
   male human Clr2 (Earth Dragon): CR 2; 
  Medium-size humanoid; HD 2d8; hp 14; Init +0; Spd 20 
  ft.; AC 14 (+4 scale); Atk +2 melee (1d6+1/crit 20/x3, 
  heavy pick), +1 ranged (1d4, sling bullet); SC rebuke 
  undead, spells; AL LE; SV Fort +6, Ref +0, Will +4. 
   
  Str 12, Dex 10, Con 12, Int 11, Wis 12, Cha 10. 
   
  Skills: Concentration +5, Diplomacy +1, Heal +6, 
  Knowledge (Religion) +4, Spellcraft +1. Feats: Great 
  Fortitude, Martial Weapon Proficiency (heavy pick). 
   
  Special Characteristics: Law domain: Casts Law spells 
  (marked in the spell list with (L) – none currently 
  prepared) at +1 caster level. Earth Domain: Turn or 
  destroy air creatures as a good cleric turns or destroys 
  undead, rebuke or command earth creatures as an evil 
  cleric rebukes or commands undead. Domain spell is 
  marked with an asterisk. 
   
  Possessions: Scale mail, steel holy symbol, heavy pick, 
  sling, 10 sling bullets, potion of expeditious retreat, potion of 
  healing, vial of black current poison antidote, alchemist’s 
  fire, 70 gp, 40 sp. 
   
  Spells Prepared (4/4): 0—cure minor wounds, guidance, 
  resistance, virtue; 1st—bless, cure light wounds, doom, 
  protection from chaos*.  
   
  Haleer, female human Clr1 (Earth Dragon):
  Haleer, female human Clr1 (Earth Dragon):
  Haleer, female human Clr1 (Earth Dragon):
  Haleer, female human Clr1 (Earth Dragon): CR 1; 
  Medium-size humanoid; HD 1d8; hp 9; Init +1; Spd 20 ft.; 
  AC 15 (+1 Dex, +4 scale); Atk +1 melee (1d6+1/crit 20/x3, 
  heavy pick), +1 ranged (1d4, sling bullet); SC rebuke 
  undead, spells; AL LE; SV Fort +3, Ref +0, Will +3. 
   
  Str 12, Dex 12, Con 12, Int 11, Wis 13, Cha 15. 
  Skills: Concentration +3, Diplomacy +6, Heal +3, 
  Knowledge (Religion) +3, Spellcraft +1. Feats: Martial 
  Weapon Proficiency (heavy pick). 
   
  Special Characteristics: Law domain: Casts Law spells 
  (marked in the spell list with (L)) at +1 caster level. Earth 
  Domain: Turn or destroy air creatures as a good cleric 
  turns or destroys undead, rebuke or command earth 
  creatures as an evil cleric rebukes or commands undead. 
  Domain spell is marked with an asterisk. 
   
  Possessions: Scale mail, steel holy symbol, heavy pick, 
  sling, 10 sling bullets, potion of expeditious retreat, 55 gp, 35 
  sp. 
  
   
  Dragon Scales at Morningtide 
   
  Page 12 
   
  Spells Prepared (3/3): 0—cure minor wounds, resistance, 
  virtue; 1st—bane, cure light wounds, protection from chaos*.  
   
  Padded Skeletons
  Padded Skeletons
  Padded Skeletons
  Padded Skeletons (3):
  (3):
  (3):
  (3): CR 1/3; Medium-size undead; HD 
  1d12; hp 6; Init +5 (Dex, improved initiative); Spd 30; AC 
  14 (+1 Dex, +2 natural, +1 padded armor); Atks +0 melee 
  (1d4/1d4, claws); SD half damage from slashing weapons, 
  immune to cold, no damage from piercing weapons; AL 
  N; SV Fort +0, Ref +1, Will +2. . . .     
   
  Str 10, Dex 12, Con –, Int –, Wis 10, Cha 11. 
   
  Feats:::: Improved Initiative. 
   
  Hungry Thieves
  Hungry Thieves
  Hungry Thieves
  Hungry Thieves    
  Hungry thieves,
  Hungry thieves,
  Hungry thieves,
  Hungry thieves, male and female human Rog1 (6):
   male and female human Rog1 (6):
   male and female human Rog1 (6):
   male and female human Rog1 (6): CR 1; 
  Medium-size humanoid; HD 1d6; hp 4 (normally 6); Init 
  +5 (Dex, Improved Initiative); Spd 30 ft.; AC 12 (Dex); 
  Atk -1 melee (1d6-1 subdual, sap), +1 ranged (1 point, 
  thrown rock); AL CN; SV Fort +0, Ref +2, Will +0. 
   
  Str 8 (normally 10), Dex 12 (normally 14), Con 11, 
  Int 8, Wis 10, Cha 10.  
   
  Skills: Intimidate +2, Listen +4, Move Silently +5, 
  Pick Pocket +3. Feats: Improved Initiative. 
   
  Possessions: Nothing of value other than their clothing 
  and their saps (which are nothing more than dirt and 
  stones tied up in a cloth). 
   
   
  
   
  Dragon Scales at Morningtide 
   
  Page 13 
  Appendix 2: The Earth Dra
  Appendix 2: The Earth Dra
  Appendix 2: The Earth Dra
  Appendix 2: The Earth Dragon Cult
  gon Cult
  gon Cult
  gon Cult    
  The Earth Dragon is an ancient deity of the Flanaess, a 
  remnant of an era when spirits of nature were worshiped 
  as gods. Unlike most of the gods of Greyhawk, the Earth 
  Dragon is not a part of a sophisticated theology. It is just 
  the spirit of Mount Drachenkopf, although it long ago 
  spread its influence to all of the Drachensgrab Hills in 
  the Pomarj. Worship of the Earth Dragon is limited to a 
  relatively small geographic area where its power is 
  strongest. Its relationship to its worshipers hearkens back 
  to a simpler time. In return for obeisance and sacrifice, 
  the Earth Dragon protects its worshipers from harm and 
  makes them prosperous. But it can also be an angry god, 
  and it destroys as easily as it creates.  
   
  Although most gods live on the Outer Planes, 
  because the Earth Dragon is a spirit of the world it 
  remains on Oerth. Its domain is where it has always been, 
  beneath Mount Drachenkopf. Legend says it lives in an 
  expansive 
  underground 
  lair 
  avoided by all the 
  subterranean races. Especially faithful worshipers are 
  sometimes brought to the Earth Dragon’s lair to bask in 
  their deity’s glory. The temple of Mount Drachenkopf has 
  a shaft of unknown depth that is used to drop sacrifices 
  down into the god’s realm. The magic of the shaft 
  transports victims safely to its lair, where the god devours 
  them. 
   
  Dogma:
  Dogma:
  Dogma:
  Dogma: "The Earth Dragon provides. The great god 
  is the spirit of the earth, and those who worship and obey 
  it will be protected. The Earth Dragon knows all the 
  secrets of the land, and favors its chosen with knowledge 
  and power. Those who worship, sacrifice, and spread the 
  faith please the god." 
   
  Clerics of the Earth Dragon wear brown robes 
  embroidered with cloth of gold and gemstones. During 
  ceremonies, they wear the bronzed skulls of young 
  dragons on their heads. These skulls are gathered during 
  initiation rites to become a high-level priest. Candidates 
  must hunt and slay a young, good-aligned dragon to 
  prove their worthiness. 
  Adventuring clerics of the Earth Dragon favor scale mail 
  and shields emblazoned with the coiled dragon symbol of 
  their god. They prefer to wear sturdy, reinforced garb 
  more appropriate for forays into the mines and 
  mountains rather than their ceremonial raiment. 
   
  Domains
  Domains
  Domains
  Domains Earth, Evil, Law, Protection; Weapons
  Weapons
  Weapons
  Weapons pick 
  (light or heavy). 
   
  App
  App
  App
  Appendix 3: Xvarts
  endix 3: Xvarts
  endix 3: Xvarts
  endix 3: Xvarts    
  Xvarts are small (3 ft. high) blue-skinned humanoids, 
  generally evil in nature, somewhere between the strength 
  of goblins and kobolds. Xvarts worship the god Raxivort 
  and favor short swords, daggers, and nets for catching and 
  killing prey. They have an affinity for rodents (mice, rats, 
  bats, and so on); once per day a xvart can speak with 
  animals as a spell-like ability to speak with a rodent. This 
  ability is innate to xvarts (and is similar to a gnome’s 
  ability to communicate with burrowing mammals). Treat 
  the xvart as a 1st-level caster for those spell effects 
  dependent on level (such as duration). 
  
   
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  Dragon Scales at Morningtide 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR1-01 - Dragonscales at Morningtide.pdf