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 
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  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, 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
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  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. 
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  Dyv6-02 
   
   
   
   
  Into the Dragon’s Maw 
   
  A Two-Round D&D® LIVING GREYHAWK
  ® 
  Dyvers Regional Adventure 
   
  By Kevin Elmore 
  with Andy Terrill and Crystal Elmore 
  Triad Edit: Joseph L. Selby 
  Circle Edit: Tim Sech 
   
   
  The Dyvers Anti-Slavery League is close to discovering the location of a slaver cell in the area. The DASL needs the PCs’ 
  help in uncovering this information. Once they know where the slavers are headquartered, an intrepid strike force 
  needs to defeat the leader and free the slaves. The fourth and final part of the Most Despicable Evil series, a two-round 
  adventure for character levels 1 to 14 (APLs 2-12). This adventure follows the events of Dyv5-03 Dining with the 
  Dragon. In service of the greater good, laws will be broken in this adventure. 
   
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  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 character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read 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: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find 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 players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 2 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay two Time Unit 
  per round, all others pay four 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. 
   
  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 who 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 
   
  In CY 591, Lord Darian Kesser, the sole member of 
  House Kesser, met with the Dyvers Anti-Slavery League 
  in a clandestine meeting. Lord Kesser revealed that a 
  woman named Nisha approached him, offering a way to 
  score some wealth. When Kesser learned it involved 
  slavery, he pressed her for more information. He 
  discovered that Nisha could introduce him to a slaver 
  cell, Kesser agreed. 
   
  The DASL and Kesser agreed that the slaver cell 
  needed to be brought down, but since slavers routinely 
  used pawns and patsies, it did no good to focus on Nisha. 
  In order to ensure success, the DASL and Kesser agreed 
  to limit the number of people involved with the plot. The 
  DASL recruited Warfungle, a gnome wizard skilled with 
  subterfuge. Kesser called on Parm, an old friend of his 
  father’s who was a member of the Shadowind Monastery 
  until CY 585. Kesser, Parm, and Warfungle worked 
  together to establish House Kesser’s credentials in the 
  slaver cell. 
   
  In this task, Lord Kesser acted as the financier, Parm 
  acted as his intermediary to protect Kesser, and 
  Warfungle stayed behind the scenes. After buying one or 
  two slaves through Nisha, Kesser expressed an interest in 
  larger investments. In CY 593, Parm began dealing with 
  two slavers, Hak and Jeeters. Using an isolated barn on 
  the lands tilled by Yarrick Dun, Parm purchased larger 
  shipments of slaves and established a relationship with 
  Hak and Jeeters. 
   
  This relationship was strengthened when Parm 
  rescued Hak and Jeeters from an attack. Warfungle 
  manipulated a group of adventurers and Yarrick’s son so 
  they would meet in a dangerous situation. When the 
  adventurers returned the boy to the farm, they 
  discovered the slavers. Parm guarded the escape of Hak 
  and Jeeters, allowing the other slavers to be captured, 
  including Yarrick Dun. This display strengthened 
  Kesser’s relationship with the slavers. 
   
  As Kesser increased his slave purchase, Hak and 
  Jeeters introduced Parm to their superior, a hobgoblin 
  named Minsk, in CY 594. Now aware of the next tier, 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 3 
  Kesser had no need for Hak and Jeeters. Parm revealed 
  himself to the DASL by staging a weak kidnapping 
  attempt on Yarrick Dun, who was being transferred from 
  the Maraven prison to Dyvers. 
   
  Since Parm began distancing himself from Hak and 
  Jeeters, they took matters into their own hands and 
  attempted their own kidnapping of Yarrick. Realizing 
  that Hak and Jeeters suspected some subterfuge, Parm 
  and Warfungle sent a strike force to Maraven to catch 
  them in the act. With the deaths of Hak and Jeeters, the 
  Parm’s secrets were kept hidden from Minsk. 
   
  Unfortunately for Lord Kesser, his activities were 
  discovered by an enterprising influence. Thurgen, a spy 
  for House Pengallen, discovered that Kesser was a double 
  agent working for the DASL. When Derreg Lord 
  Pengallen learned of this, he chose not to reveal Kesser. 
  Instead, he blackmailed Darian into doing some of the 
  dirty work for Pengallen. While this had the added 
  benefit of cementing Kesser’s alias, it also meant hurting 
  some of the slaves Kesser tried to rescue. Some of the 
  slaves had to go through House Pengallen and the 
  Slaver’s Guild in the Alliance, an outcome Kesser did not 
  relish. 
   
  Between freeing slaves and contributing to 
  Pengallen’s cause, Kesser’s coffers were becoming 
  shallower and shallower. Kesser tried to learn more about 
  the head of the slaver cell, but Minsk wanted more 
  assurance. In an act of desperation, Lord Kesser and the 
  DASL organized an event that would shut Kesser off 
  from every contact, leaving only the ultimatum of 
  Minsk’s superior, a human named Lycanth Rollen. 
   
  Lord Kesser arranged a dinner party as a way to 
  gather most of the Gentry together. At the same time, 
  operatives on the behalf of the DASL sneaked into his 
  manor and discovered freed slaves posing as prisoners. 
  The operatives, along with the faux slaves, revealed 
  Kesser’s slavery connection in front of the assembled 
  guests. 
   
  An unexpected boon to this plan was that the high 
  priests of Xerbo and Zilchus, Asyth and Jereader 
  Zomawyn, and the head of the constabulary, Colonel 
  Tohmas Dolorrak, were in attendance as well. With the 
  two high priests, Colonel Dolorrak, and the “Big Six” 
  present, Kesser was the subject of the largest disgrace to 
  hit the Dyvers rumor mill. 
   
  Fortunately for Lord Darian Kesser, he was arrested 
  and escorted out of his home before Iuzian agents 
  attacked the Gentry at the party. Kesser’s name has been 
  cursed doubly: For being a slaver and for hosting what 
  became known as the “Kesser Massacre.” 
  Adventure Summary 
   
  This series includes DYV3-03 Tickling the Tail of the 
  Dragon, DYV4-06 Tiptoeing Among Dragons, and 
  DYV5-03 Dining with the Dragon. Even if the PCs have 
  not played these events, they are asked to undergo this 
  task because of their reputations (deserved or not). Parm 
  and Warfungle are friendlier to the PCs if they 
  participated in the scenarios earlier in the series. 
  Otherwise, they maintain a detached professionalism.  
  Introduction: The PCs are invited to talk with Jal Torak 
  of the Dyvers Anti-Slavery League. 
  Encounter 1: The PCs are informed by Jal Torak that the 
  incarcerated Lord Darian Kesser is an agent of the DASL. 
  They are asked to aid in the rescue and escape of Lord 
  Kesser and to escort him to a rendezvous point. 
  Encounter 2: The PCs stage a jailbreak that frees Kesser 
  from incarceration. 
  Encounter 3: While attempting to break Kesser out of 
  prison, the PCs have to contend with Stiletto and/or 
  Dirk, assassins sent by the Alliance to punish Kesser for 
  his unapproved slavery 
  Encounter 4: The PCs travel into the Gnarley Forest so 
  that Warfungle can teleport Kesser to the PCs. Before 
  they reach the Gnarley Forest, they are attacked by 
  burrowing monsters. 
  Encounter 5: A thunderstorm besets the PCs, 
  threatening to batter them with hail and broken branches 
  within the Gnarley Forest. They may even find some 
  clues as to what else is happening in the Gnarley. 
  Encounter 6: The PCs meet a small gathering of fey who 
  may give them information about the nature of the 
  Gnarley Forest and what’s happening there. 
  Encounter 7: Inside the Gnarley Forest, bugbear scouts 
  attack the PCs, thinking they intend to spy on the armies 
  of Turrosh Mak. 
  Encounter 8: The PCs escort Lord Darian Kesser into the 
  Gnarley Forest. Warfungle teleports to the Kesser (or 
  teleports Kesser to the PCs if he had to break him out of 
  prison) to complete the ruse. 
  Encounter 9: The PCs and Kesser meet up with a band of 
  orcs sent by the slaver leader in order to guide them more 
  easily to the rendezvous point. The orc leader, Graw Pak, 
  reveals that they have been bought by Turrosh Mak and 
  attempts to kidnap Kesser. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 4 
  Encounter 10: Wyndella, a paladin of St. Cuthbert, seeks 
  revenge against Lord Kesser when she divines his 
  location. Unbeknownst to her, Lycanth Rollen is scrying 
  her, as he knows she is a threat to Kesser. If the PCs are 
  not discreet in dealing with Wyndella, they may tip their 
  hand. 
  Encounter 11: Minsk meets with the PCs to take Kesser 
  to the headquarters. The PCs return to Dyvers and wait 
  for a message sent by Kesser a week later. The PCs 
  prepare to assault the secret headquarters. 
  Encounter 12: The PCs encounter a captive rust monster 
  along the way. PCs may choose to kill it or try to control 
  it. 
  Encounter 13: This is a freeform encounter where the 
  PCs infiltrate the base. It could end up being a frontal 
  assault, a stealth mission, or a trap. 
  Encounter 14: The PCs meet Lycanth Rollen and his 
  forces. Depending on the APL and whether Kesser is a 
  prisoner or not, Lycanth may be killed by Kesser. 
  Conclusion: Exonerated, Darian Kesser leaves Dyvers 
  until he can come to terms with what he has done. 
   
  Important Notes 
   
  On the whole, this module is linear in nature. It still has 
  several variants that could aid or hinder the PCs. While 
  reading the entire module is necessary to portray the 
  story to the players, circumstances sometimes do not 
  allow for this. For that reason, the author points out the 
  following for DMs: 
  • 
  Graw Pak does not want to kill Kesser. She does try 
  to kill the PCs. 
  • 
  Wyndella has an enchanted item that allows her to 
  pinpoint Kesser, similar to locate creature but 
  without the limitations.  
  • 
  If the PCs don’t tell anyone about Kesser’s secret, 
  they receive Player’s Handout #3 after Encounter 
  11. 
  • 
  If the PCs tell NPCs about Kesser’s secret, they have 
  a cumulative chance of alerting Lycanth. This chance 
  shoots up to 100% if they tell Wyndella. If Lycanth 
  learns of their plan, the PCs receive Player’s 
  Handout #2. 
  • 
  The front door (DM Aid #4) should not be 
  encountered. It is available in case the PCs decide to 
  take the more difficult route. They are fully aware of 
  the back door (DM Aid #5) and are encouraged to 
  sneak in that way. 
  • 
  At APLs 8 through 12, Encounter 14 has two 
  versions of Lycanth. If the PCs maintain Kesser’s 
  secret, then use the stats for Lycanth (not aware). If 
  Lycanth learns of Kesser’s duplicity because of Loose 
  Lips, then use the stats for Lycanth (aware). His 
  spell selection changes drastically if he knows 
  combat is imminent. 
   
  Slave PCs from Dyv4−05 
  Tiptoeing Among Dragons 
   
  If a PC has been captured by the slavers in the last 
  encounter of Dyv4-05 Tiptoeing Among Dragons, he 
  either could have escaped after 10 TUs or refrain from 
  playing the character until this adventure. If Into the 
  Dragon’s Maw is the first adventure played since his 
  capture in Dyv4-05 Tiptoeing Among Dragons, then he 
  has spent the past 1 to 3 years living as a slave. Recently, 
  the DASL rescued him, and he’s spent some of that time 
  reclaiming his wealth, i.e., his equipment and gold 
  remain the same as they were at the end of Dyv4-05 
  Tiptoeing Among Dragons.  
   
  The PC may not realize it at the beginning of the 
  scenario, but he has a slight advantage. He has spent time 
  in many slaver holding cells, including Lycanth’s base. 
  Due to the secretive nature of the slavers, the PC has 
  always been blindfolded while traveling so he doesn’t 
  know the location of the base, but once he enters the 
  back door of Lycanth’s base, he realizes where he is. Give 
  the PC DM Map #5, the map of the lower level of the 
  slaver base; the PC doesn’t know anything about the 
  upper level except that there is an elevator and two 
  ladders connected to it.  
   
  Furthermore, if Kesser is found out by Lycanth, his 
  doctored note alerts the PC when he realizes where they 
  are. Kesser tells the DASL that there is only one entrance, 
  but the former slave PC knows that it is a lie. 
   
  Isn’t Kesser a Bad Guy? 
   
  Many PCs discovered Kesser’s secret in Dyv5-03 Dining 
  with the Dragon when they learned that the slaves they 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 5 
  rescued were actually freed slaves who now work with 
  the DASL and Kesser. While those PCs played along with 
  the charade as the slaves tearfully testified to the horrors 
  of Kesser’s slave trade and ensured his incarceration, 
  some PCs never discovered the secret. Unaware of this 
  duplicity, the PCs are faced with two conflicting stories: 
  Kesser is a slaver or Kesser is a double agent working for 
  the DASL. Due to the overwhelming evidence in the 
  modules preceding this one, it may be difficult for the 
  PCs to accept this assignment. 
   
  If the PCs played Dyv4-05 Tiptoeing Among 
  Dragons or Dyv5-03 Dining with the Dragon, they are 
  familiar with Jal Torak, who has been upfront and 
  trustworthy. His own incredulous reaction to the news 
  that he and Kesser are on the same side may not win the 
  PCs over. In those two modules, Parm has revealed 
  himself as an agent of the DASL, though it was under the 
  guise of working against Kesser. The fact that he reverses 
  this story may prompt the PCs to realize Kesser’s role, 
  but, knowing this, they may have a hard time trusting 
  Parm.  
   
  PCs who are not familiar with the preceding 
  modules may simply distrust the conspirators due to the 
  story they tell. Jal encourages them to ask around before 
  making their decision. A man’s reputation is not proof of 
  his character, but it might tell the PCs enough. 
   
  In the end, the PCs simply have to accept them at 
  their word, or they do not participate in the adventure. 
  Jal, Warfungle, and Parm relent to tests, such as zone of 
  truth. Any Sense Motive checks reveal they are sincere. 
  Put simply, they are done lying and manipulating the 
  PCs. With the information they have, they need to free 
  Kesser before Minsk’s superior tires of offering his 
  hospitality. 
  Kesser as a Combatant 
   
  In this scenario, the PCs are armed escorts for Darian 
  Kesser. It is their job to protect him. Still, it could be 
  possible that the PCs are overwhelmed and Kesser has to 
  fight. At higher APLs, the opposition would slaughter 
  Kesser, but at lower APLs, Kesser could be a more 
  formidable fighter than the PCs. If the PCs are having 
  difficulty, Kesser can use whatever weapon given to him. 
  If Kesser contributes significantly to a combat, then 
  award the PCs as if they defeated the encounter, but 
  reduce the award by one half to represent the impact the 
  NPC has on the challenge level.  
   
  Kesser has impressive skills, such as Diplomacy, but 
  they are not as effective in this module. His deal with 
  Minsk is decided from the beginning, so he cannot bring 
  the PCs along. Wyndella is so hateful toward him, he 
  cannot convince her to be anything but Hostile. Finally, 
  Graw Pak is interested in helping him betray Minsk for a 
  profit. Since she knows his secret, it behooves Kesser to 
  let the PCs kill her. His Disguise skill may seem useful, 
  but he approaches Graw Pak and Minsk directly and is 
  found by Wyndella’s lenses. 
   
  Should Kesser be killed, the module may be over, 
  depending on where he was killed.  
   
  If he is killed during the prison break, then the PCs 
  can have him raised at a temple if they do not have the 
  means to do it themselves. This raises questions from 
  church officials, which can result in Lycanth finding out 
  about Kesser’s involvement. See Encounter 2 for more 
  details. If the PCs cannot afford to pay for Kesser’s 
  resurrection, the DASL pools its resources to pay for the 
  spell. 
   
  If Kesser is killed on the way to meeting with 
  Minsk, then the PCs are in a tough spot. If they delay the 
  meeting by more than a few days, Minsk abandons the 
  meeting, which ends the module. Kesser is truly in 
  danger of dying only from the burrowing creatures, the 
  bugbears, and Wyndella; Graw Pak merely wishes to 
  kidnap him. If Wyndella kills Kesser and the PCs do not 
  have a means to raise him or take him to a city quickly, 
  then the module is over, as the opportunity is lost. 
   
  If Kesser is killed in the slaver base, Parm pays to 
  have him raised, as detailed in the Conclusion. There is 
  no penalty for the PCs. 
  Loose Lips 
   
  This scenario is played under the assumption that the 
  PCs are at least moderately discreet in their dealings. 
  Still, breaking a gentryman out of prison is a difficult task 
  made easier if the PCs blab about the true nature of the 
  prison break. Lycanth Rollen has many information 
  gatherers, and these people may learn the truth about 
  Kesser if word gets around.  
   
  For each NPC that learns about Kesser’s escape from 
  the PCs, there is a chance word filters to Lycanth through 
  his network of spies. The percentage chance increases 
  exponentially according to the number of leaks. See 
  below: 
  # leaks 
  % chance 
  # leaks 
  % chance 
  1 
  5% 
  4 
  50% 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 6 
  2 
  15% 
  5 
  75% 
  3 
  30% 
  6 
  100% 
  For example, if the PCs share information with a 
  constable in order to learn the jail’s layout, roll the 
  chance for discovery with a 5% chance. If the PCs then 
  use this information to get past the jailer, there is a 15% 
  chance with another roll. If the PCs then try to get Graw 
  Pak off their back by telling her of Kesser’s duplicity, the 
  chance shoots up to 30%. Roll each check as the chance 
  increases. Naturally, if the person is killed before he has a 
  chance to reveal the secret to someone else, it does not 
  count.  
   
  If Wyndella learns of Kesser’s plan, then Lycanth 
  finds out immediately. It is sheer happenstance that he 
  gets to overhear the PCs explain Kesser’s plan to infiltrate 
  the slaver headquarters. Wyndella’s discovery overrides 
  any of the numbers above, even if she is the first one they 
  tell. 
   
  If Lycanth Rollen learns of Kesser’s treachery, 
  because of the PCs revealing it to Wyndella or other 
  parties, then run Encounter 13 keeping in mind that 
  Lycanth knows of Kesser’s betrayal. Kesser also sends a 
  note (Player’s Handout #2). 
   
  Spot and Sense Motive 
   
  There may be situations that require secret Spot or Sense 
  Motive rolls. The DM may want to gather the characters’ 
  modifiers before the adventure and use them in certain 
  situations so the players don’t know that something is up. 
   
  Introduction 
   
  NOTE: Give members of the Alliance Player Handout 
  #1. 
   
  The PCs receive a summons to meet with Jal Torak 
  of the DASL. Read the following: 
  Jal Torak, a hardened man known for being an overt 
  member of the Dyvers Anti-Slavery League, has 
  requested a meeting with you. Such meetings are not 
  unusual, though this particular meeting place is. He 
  has asked to meet in one of the cisterns of the sewers. 
  According to the instructions, you can meet Jal by 
  entering the sewers through Evernight Street. 
   
  For those PCs that question the meeting place, a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check (DC 11) reveals that it is illegal for citizens to enter 
  the sewers unless they are a member of the Constabulary 
  assigned to that area (Sewer Patrol) or a member of the 
  Dyvers Vermin and Pest Contractors. 
   
  Any inquiries prior to the meeting on the identity or 
  reputation of Jal Torak warrants a Gather Information 
  check (DC 14), a Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check (DC 20), or a Bardic Knowledge 
  check (DC 20). Success tells the player that Jal is a 
  member in good standing with the DASL. He often talks 
  with nonmembers and coordinates anti-slavery activities. 
   
  The PCs may make special preparations for the 
  encounter, but there is nothing extraordinary about the 
  meeting. Arriving at the sewer entrance in Evernight 
  Street, they are met by a dwarven member of the Sewer 
  Patrol (this is Pug Nootin, if any PC knows him from 
  Dyv5-03 Dining with the Dragon or Dyv5-06 Matters of 
  the Heart). He escorts them down the correct sewer 
  tunnel to the meeting. 
   
  Encounter 1: Final Meeting 
   
  Sitting at a makeshift table are three people: the first 
  has a knife scar along his face and looks dour and 
  upset; the second is a bald Baklunish man whose 
  expressionless face betrays no emotion; and the third 
  is a gnome who fixes his gaze on you momentarily 
  before casting his eyes about the tunnel. The bald 
  man smiles slightly at your approach and motions you 
  to gather on the surprisingly clean sewer floor around 
  the table. He says, “Welcome, fellow conspirators, to 
  what I hope is the sunset of a slaver cell that has been 
  plaguing the Free Lands for years. Before I address 
  you all, are you familiar with one another?” 
   
  This is a moment for the players to introduce 
  themselves if they have not adventured before. Also, the 
  players can get to know the NPCs if they have not played 
  the previous modules. The three NPCs introduced are: 
  � Jal Torak: This gruff human is disgusted with the 
  evils of slavery and wants only to wipe it out. He is 
  currently upset, as he has just learned of his role in 
  the Kesser setup. Convinced that he was hot on the 
  trail of a big-time slaver, Jal rejoiced at the arrest of 
  Lord Darian Kesser. Jal has just been told that he and 
  Kesser are on the same side, souring him on his 
  experience in the DASL. A proud man, Jal Torak 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 7 
  does not appreciate the fact that he is just a pawn in 
  this delicate game, something the PCs may 
  empathize with. 
  � Parm: The Baklunish man is a former member of the 
  Shadowind Monastery. He worked with Lord 
  Darian’s father, Hugginsworth Kesser, until his 
  death. When Darian became involved with the 
  DASL, he asked his trusted family friend to help. 
  Parm is an organized man who applies his monastic 
  training to maintain a stoic outward appearance and 
  perform whatever unsavory task is required. This has 
  helped him infiltrate the slavers, who view his calm 
  demeanor as that of a cold-blooded killer. Around 
  the PCs, Parm warms considerably, but he maintains 
  his professionalism. 
  � Warfungle: Working from the shadows, this 
  stealthy gnome illusionist has used his magic to add 
  credibility to Parm’s cover stories, spy on slavers, and 
  organize raids on exposed cells. In this encounter, he 
  acts as a sentry. He has placed alarm spells in the 
  tunnels that mentally alert him of intruders, and he 
  scans the area with detect magic and see invisibility. 
  Once he recognizes the PCs as allies, he no longer 
  scrutinizes them and keeps vigil against uninvited 
  guests. 
  After introductions have been made, Parm begins the 
  meeting. 
  Nodding curtly, Parm speaks lowly, his voice just 
  loud enough to echo off the tunnel walls to your ears. 
  “As you know, Lord Darian Kesser is in prison for his 
  involvement in the slave trade. What only a tiny 
  minority knows is that Lord Kesser, my employer, is 
  in league with the Dyvers Anti-Slavery League.” At 
  this, Jal scowls at Parm as the monk continues, 
  “Darian’s intent the past several years has been to 
  ingratiate himself into the employ of a slaver lord. 
  He’s had to work with many minions before learning 
  of the head of this dragon. To do so, he’s had to ignore 
  certain atrocities committed to good, living creatures. 
  Furthermore, he sacrificed all his friendships and 
  good reputation within the Gentry. Now that Darian 
  has proven himself to be as low as his employer, he 
  has been granted an invitation to work within the 
  slaver headquarters…if he is able to free himself from 
  his current imprisonment.” 
   
  This comment elicits a scoff from Jal as he barks, 
  “Sure, as long as his boss isn’t working for the DASL 
  too. Seems every festering slaver out there is really a 
  good guy.” A look of sadness momentarily crosses 
  Parm’s face but vanishes again as he asks you to help 
  Lord 
  Darian 
  Kesser 
  infiltrate 
  the 
  slavers’ 
  headquarters. 
   
  For the most part, Jal, Parm, and Warfungle are 
  working as a team, though Jal’s mind is not on the 
  mission. For nearly 4 years, he’s been convinced that 
  Darian Kesser is goblin droppings. It was only a couple 
  years ago that he learned that Kesser’s servant, Parm, was 
  an agent for the DASL. Now he’s learned that Parm has 
  been lying about Kesser in order to spur the lower levels 
  of the DASL to expose the gentryman. He answers 
  questions as best he can, though his responses are laced 
  with sarcasm and doubt. The trio shares the following 
  with the players: 
  • 
  Lord Darian Kesser is currently held in a basement 
  cell at one of the prisons. 
  • 
  Parm has arranged a meeting place at a spot in the 
  Gnarley Forest where Kesser will meet with an 
  escort who’ll take him to the headquarters. At that 
  point, Kesser plans to alert the DASL of the location 
  of the headquarters so a strike can be organized. 
  • 
  Leaguemen attempted to free Kesser once already, 
  but before they even entered the prison, their covers 
  were blown. Most of the other active Dyversian 
  raiders and abolitionists have gone to the Woolly 
  Bay to deal with the orc raiding parties moving up 
  the Wild Coast. 
  • 
  The DASL needs the party break Kesser out of prison 
  and transport him through the Gnarley to a 
  designated meeting point where Warfungle can 
  meet with them. 
   
  For the prison break, there is a dimensional lock 
  in the cells. Kesser must be rescued the old 
  fashioned way. 
  • 
  Warfungle is going to use an experimental potion 
  similar to misdirection. It transfers traits of a 
  captured slaver onto Kesser. This means that Kesser 
  detects as evil in order to fool his employer. If the 
  party insists, they may test Kesser for evil before he 
  quaffs the potion. 
  • 
  From there, the PCs must escort Kesser to a 
  rendezvous with a band of orcs who are unhappy 
  with Blackthorn’s presence. 
   
  This band can escort Kesser and the PCs to the 
  rendezvous point with Minsk, Kesser’s contact 
  with the slaver lord, who takes Kesser to the 
  headquarters. 
  • 
  Once Kesser has had an opportunity to infiltrate the 
  slaver headquarters, a league strikeforce can assault 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 8 
  the base. It is imperative that the PCs do not follow 
  Minsk or Kesser so that his cover is not blown. 
  • 
  Parm cannot accompany the party; he must 
  immediately leave in order to infiltrate a group of 
  slavers that may be related to Minsk’s employer. 
  • 
  As the PCs are masquerading as amoral mercenaries 
  with no interest in stopping slavery, it is important 
  to hide their true nature. Good clerics and paladins 
  may 
  want 
  to 
  consider 
  casting 
  undetectable 
  alignment, and anyone carrying Jephtheh’s Tube of 
  Preparation from Dyv 5-03 Dining with the Dragon 
  may want to conceal it. (NOTE: For purposes of this 
  adventure, no one casts detect good or cares about 
  the scroll tube, but paranoia is healthy in 
  adventuring groups.) 
  • 
  The DASL has less money in its treasury, as House 
  Kesser fronted a lot of its activities. Since Lord 
  Kesser paid blackmail money to Pengallen to ensure 
  his silence, Darian Kesser has had to sell many of his 
  possessions and stage the discovery that shortly 
  preceded what became known as the Kesser 
  Massacre. As a result, the DASL has no money it can 
  pay the PCs. The PCs are invited to be the strike 
  force that hits the slavers headquarters, keeping 
  whatever plunder they find, which should get them 
  some coin. 
   
  Warfungle has two gifts for the PCs should they 
  accept. He has a scroll of extended iron silence* 
  (see Appendix 2: New Rules Items) and a pearl 
  of power (1st level). 
  PCs worrying that they may be deceived may attempt a 
  Sense Motive check (DC 15). All three men are telling 
  the truth. All three men also acknowledge that what they 
  are doing is breaking the law, but they are sure that such 
  actions serve the greater good and that once Kesser 
  exposes the slaver cell, his name will be exonerated and 
  his conviction reversed. If some PCs are hesitant, they 
  also point out that technically, he never committed the 
  crimes he now serves the sentence for. The “slaves” that 
  were found in the basement of Kesser Manor had already 
  been freed and were simply acting the part in an effort to 
  see him convicted to ingratiate him to the slaver cell. In 
  the grand scheme of things, Kesser has been falsely 
  imprisoned. 
   
  Allow the PCs a chance to determine the route they 
  wish to take. When the PCs are ready, continue to 
  Encounter 2: Jailbreak. Failure to break Kesser out of 
  prison means the entire adventure if over. 
   
  NOTE: If the PCs refuse to break Kesser out of jail, 
  there is a long silence at the end of which, Warfungle 
  stands up and commits to breaking Kesser out himself. 
  He asks that the PCs at least meet him in the Gnarley, if 
  they would at least be willing to help in that regard. If 
  they agree, skip to Encounter 4: Hazardous Travel. If 
  they refuse, the adventure is over. 
   
  Encounter 2: Jailbreak 
   
  Due to its complex nature and need for stealth, it is 
  imperative that everyone is prepared. Depending on the 
  abilities of the characters, this next encounter may be 
  completed by a partial party (avoiding combat, 
  bluffing/sneaking past, etc). 
  NOTE: This encounter stands a good chance of running 
  concurrently with Encounter 3. It is important that the 
  DM is familiar with both Encounters 2 and 3 when 
  running the jailbreak.  
  WORD ON THE STREET 
  Resourceful parties who take to the streets can inquire on 
  various manners related to Kesser. Each attempt at 
  Gather Information takes the standard 1d4+1 hours. For 
  every extra hour (up to 5) the PCs are willing to spend on 
  this endeavor, they receive a +2 bonus to the Gather 
  Information check. Spending an appropriate Influence 
  Point for that area of knowledge grants the inquirer 
  another +3 bonus to the check. There is no limit to the 
  amount of influence spent.  
   
  NOTE: Just asking about the jail does not risk 
  alerting Lycanth in the final encounter. If the PCs are 
  more blunt in their questioning (such as asking about the 
  DASL’s interest in Kesser), then feel free to consider 
  anywhere from one to five people knowing about Kesser. 
  Sometimes, suspicion is enough for Lycanth to question 
  Kesser. 
   
  To determine what the PCs learn about each bit of 
  information, consult the charts below. The PCs learn 
  everything at the Gather Information check, as well as 
  everything less than that number. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 9 
  About Darian Kesser 
  < 11 
  Well, he’s a slaver, isn’t he? What more do 
  you need to know? 
  11-17 
  He’s been moved to a new jail, and don’t 
  think no one’s noticed. 
  18-23 
  Popular subject. I mean, I heard someone else 
  asking about him. No, don’t remember who it 
  was. 
  24-29 
  Someone’s taken an interest in Kesser. I think 
  he plans to spring him. 
  30-35 
  I heard other criminals were awfully peeved 
  about Kesser selling slaves in the city without 
  giving them their cut. They sent someone on 
  the inside to take care of him. 
  > 36 
  Kesser’s been targeted by an Alliance assassin 
  named Vincent Fleet. 
   
   
  About the Alliance (or Vincent Fleet) 
  < 30 
  What Alliance? That’s crazy talk, fool. 
  30-34 
  I heard the Alliance was awfully peeved about 
  Kesser selling slaves in the city without 
  giving them their cut. They sent someone on 
  the inside to take care of him. 
  35-39 
  Kesser’s been targeted by an Alliance assassin 
  named Vincent Fleet. He’s supposed to strike 
  within the next 2 days. 
  40-44 
  Vinnie’s considered a rising star in the 
  Alliance. Well, by that, I mean that he 
  supposedly successfully completed two really 
  high profile jobs recently, although I don’t 
  know what those might be. 
  45-50 
  Vinnie’s got this code of honor. He only kills 
  those who try to kill him. Oh, and the guy 
  he’s paid to kill. Of course him. But Fleet 
  doesn’t like it when things get messy when 
  they don’t need to be. 
  > 50 
  I didn’t tell him anything, but I heard Fleet’s 
  been asking about you. You do have a bit of a 
  reputation, so he might know what you’re 
  capable of. 
   
   
  About the jail 
  < 5 
  It’s called Pylar jail in memory of the man 
  who was murdered in the nearby alley within 
  sight of some apathetic constables. The jail 
  serves to remind them that their job is to 
  protect people and not simply collect taxes. 
  5-15 
  Pylar jail is part of a network. If the Dyvers 
  flag is replaced with a black flag, the other 
  constable stations know that there is trouble. 
  It also has a powerful spell in place that kills 
  intruders who don’t speak the password, 
  whatever that is. 
  16-20 
  The ground level of Pylar jail comprises the 
  front desk, interrogation rooms, and offices. 
  Under the ground level are some jail cells and 
  a shaft for dumping waste into the sewer. The 
  whole place is rigged to shut off magic. 
  21-26 
  Actually, the jail’s not protected against all 
  magic. Wizards can’t teleport in or out. And 
  there’s someone from the Dweomercrafter’s 
  Guild who comes in every day at noon and 
  midnight to maintain the alarms. 
  27-31 
  There’s a secret door that leads to some 
  special cells. They hold people there that 
  need special holding. I don’t even want to 
  think about what some of them corrupt 
  guards could do to someone hidden away 
  down there. You can enter the prison safely if 
  you speak the password of, “Justice.” 
  32-35 
  Yeah, I’ve seen one of them secret rooms. 
  Door is by the stairs. I was thrown in there 
  once for chucking a rock at Lord Grandhog. 
  > 35 
  Wanna know something else about that 
  secret floor? It doesn’t see much use. Only 
  special people that the guards like to beat get 
  put down there. Now, I got out of there, cuz I 
  got some friends, but for 100 wheatsheafs, I’ll 
  tell you a little secret. That secret is that I 
  spent some time digging a hole. It was 
  supposed to open up into the shaft that leads 
  to the sewer. I don’t know if I missed it or just 
  didn’t dig far enough. But I bet you your life 
  that the guards don’t go down there often 
  enough to find that hole. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 10 
   
  About the jailers 
  < 10 
  Nobody’s talking. 
  10-14 
  Everyone knows that Krawl is about as 
  crooked as they come. For that reason, they 
  don’t let him into the files room or anywhere 
  without another jailer with him. He’s usually 
  working there during the day. 
  15-19 
  Sergeant Ulthar is serious about his job. He 
  works during the day with Krawl, to make 
  sure he doesn’t get into trouble. I think if 
  Ulthar could, he’d can Krawl. He must be 
  getting pressure to keep Krawl on the payroll. 
  20-23 
  Winnphid is the only woman working there. 
  She works nights. In many cases, she’s just 
  like one of the guys, but she’s had to defend 
  herself against some unwanted advances. She 
  almost relishes in using her feminine wiles to 
  agitate the prisoners. She has a soft spot for 
  antique 
  weapons 
  (another 
  Gather 
  Information check of DC 18 can locate an 
  Aerdi-era mace for only 120 gp).  
  24-27 
  Olphren is a half-orc who works during the 
  night. Having been rescued by slavers 2 years 
  ago, he views his new freedom as a new lease 
  on life granted to him by the gods. He is very 
  loyal to the constabulary and cannot be 
  bought off. 
  28-35 
  Hurkl is a covert member of the DASL. He is 
  responsible for Olphren getting his post in 
  the constabulary. Hurkl is unaware of 
  Kesser’s loyalty to the DASL and is not yet at 
  the level of trust to have that information 
  (meaning that he would blab to someone, 
  possibly letting Lycanth know). He is eager to 
  serve the DASL and may be easily duped into 
  leaving his post if a credible story were 
  concocted. Hurkl normally works the day 
  shift. 
  > 36 
  Vonig is a member of the Alliance who uses 
  Krawl’s crookedness to hide his own 
  allegiance. He usually works the night shift. 
  If a member of the Alliance gives him a pass 
  phrase, Vonig allows him to do whatever he 
  wants within the jail that doesn’t compromise 
  his cover as a constabulary member. 
  VINCENT ASKS AROUND 
  While the PCs are planning to break Kesser out of prison, 
  Vinnie does some inquiring of his own. He spends 1d4+1 
  hours asking about Kesser. If he succeeds at a Gather 
  Information check of DC 20, he is aware that the PCs 
  intend to break Kesser out. He spends another 1d4+1 
  hours learning about the PCs.  
   
  The Gather Information DC is 20 minus the APL. 
  Vinnie receives a +1 bonus for each PC whose home 
  region is Dyvers. He receives an additional +2 bonus for 
  each PC that is a member of the Alliance. What Vinnie 
  learns depends on the amount by which he beat the DC: 
  0-5 
  The race and gender of each PC. 
  6-10 
  The timeframe of the rescue. 
  11-15 
  The general roles of each PC (cleric, arcane, 
  heavy, etc.). 
  16-20 
  Any meta-orgs the PCs are members of. 
  21+ 
  Common tactics of PCs (if you are not 
  familiar with the players, you may need to pry 
  this information from them). 
   
  PYLAR JAIL LOCATIONS 
  Unless otherwise noted, the following is true of the 
  prison: 
  • 
  The ceilings are 9 feet high. 
  • 
  The walls are 18 inches of stone with Hardness 8, 
  270 hit points, and Break DC 42. 
  • 
  The wooden doors are 3 inches thick with Hardness 
  5, 30 hit points, and Break DC 23. 
  • 
  The prison bars are 2 inches thick and are reinforced 
  with an arcane lock spell with Hardness 10, 60 hit 
  points, and Break DC 38. 
  • 
  Most of the prison is under the effect of a 
  forbiddance spell, cast by an 11th-level Lawful 
  Neutral cleric. The password to enter the protected 
  area is “Justice.” 
  Foyer (1) 
  Unlike most foyers, this one is not for decoration 
  purposes. The crest of Dyvers is inlaid in the floor, and in 
  several languages above the inner doors is the phrase, 
  “Visitors do not enter without alerting the constables by 
  ringing the bell to gain admittance.” 
   
  The reason for the written phrases is the forbiddance 
  spell that is in effect over most of the jail. It is set to do no 
  damage to Lawful Neutral people. Anyone else takes 
  damage based on the spell description. For that reason, 
  the constables (even the Lawful Neutral ones, just in 
  case) speak the password of “In Justice’s Service” when 
  they enter the prison. It is common practice for the 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 11 
  constables to not openly share the password, though 
  some criminals have been made to say the password 
  before being dragged into the prison. The password can 
  be learned with a Gather Information check of DC 27, 
  per the Word on the Street section above. 
   
  Naturally, if the PCs can entice a constable to blab, 
  they may learn the password through that method. 
   
  The inner doors are normally unlocked, but a bell by 
  the door alerts the constable on desk duty, so he can 
  approach any visitors. If someone convinces the 
  constable that he needs to see a prisoner (Bluff check [DC 
  20] or a bribe of 100 gp), he can learn the password, as 
  well. 
  Lobby (2) 
  There is always at least one constable manning the desk 
  in the lobby. Depending on how busy the constabulary is, 
  there may be more. The first 5 feet of the room are not 
  affected by the forbiddance spell. A line has been etched 
  into the floor to indicate where people should not cross, 
  if they have not received permission.  
   
  Each of the two doors has an alarm spell cast by 
  Graunderak the Guard. The password changes each day, 
  but the PCs can learn this if they pry this from any of the 
  constables (Intimidate check [DC 20], Bluff Check [DC 
  30], Diplomacy check [DC 40], or a bribe of 600 gp). 
  Interrogation Rooms (3, 4, 5) 
  Each room contains a chair with manacles for the wrists 
  and ankles. These rooms hold no interest for the PCs, but 
  they may make good staging areas or hiding places as the 
  PCs sneak around the jail. 
  File Room (6) 
  This room contains several scrolls and books on shelves. 
  Records include personnel information, criminal records, 
  and routine maintenance. If the PCs spend 2 hours 
  examining the documents and succeed at a Search check 
  of DC 20, they can find incriminating information on 
  certain citizens. This time is reduced to 1 hour on a 
  Search check of DC 30, and it is further reduced to half 
  an hour on a Search check of DC 35. This information 
  can be sold on the black market for 2,000 gp. 
   
  Due to the orderly method of the scrolls, Kesser’s file 
  can be found easily enough. He is documented as being 
  in Cell 11, which may confound anyone who learns that 
  there are 10 cells in the lower level. 
   
  The door that leads to the hallway is protected by an 
  alarm spell cast by Graunderak the Guard. The password 
  changes each day, but the PCs can learn this if they pry 
  this from any of the constables of Graunderak. 
  Sergeant Ulthar’s Office (7) 
  This office contains various paperwork documenting 
  recent events. Searching this room yields nothing 
  extraordinary. There are some recent arrests, but they are 
  the usual miscreants of the city. It does not contain 
  anything worthy of blackmail that the File Room 
  contains. 
  Flag Room (8) 
  The flagpole is embedded in the floor here with a 2-foot-
  wide hole in the ceiling. Due to the position of the 
  flagpole, this means that breaking into this room requires 
  squeezing through a 1-foot gap. Folded neatly next to the 
  flagpole is a spare Dyvers flag, a red flag, a yellow flag, a 
  black flag, and a blue flag. In ordinary circumstances, 
  Pylar Jail flies the Dyvers flag. The other flags are raised 
  only when circumstances warrant it. 
   
  At this moment, the red, yellow, and blue flags have 
  no importance for the jail. The black flag always indicates 
  trouble that requires the aid of other constables. If the 
  black flag is raised, constables from other stations arrive 
  within 2 minutes.  
   
  If the jail is attacked, one of the constables tries to 
  enter the Flag Room to raise the black flag. Within 2 
  minutes, the number of constables doubles. If the flag is 
  still flying after 5 minutes, the number quintuples. If the 
  flag is still flying after 10 minutes, the constables 
  deputize members of the Dweomercrafter’s Guild to add 
  arcane might. If the PCs are fighting the constables for 10 
  minutes, then the case is already lost. Declare the fight 
  over when the mages arrive. 
   
  The hole in the ceiling is protected by an alarm spell 
  cast by Graunderak the Guard. The password changes 
  each day, but the PCs can learn this if they pry this from 
  any of the constables of Graunderak. 
   
  The forbiddance spell extends 15 feet above the jail, 
  which also includes the flagpole. 
  Break Room (9) 
  This simple room has a table with cards and dice. 
  Constables cool their heels here after walking their beats.  
  Guard Room (10) 
  At the bottom of these two flights of stairs is a guard post. 
  There is always at least one guard here. Most of the time, 
  a second constable stands guard, as well. A weapon rack 
  sits against the wall, along with the keys. Another set of 
  stairs leads down to the lower level. 
   
  The weapon rack actually houses a secret door to a 
  staircase leading to the secret level. This secret level is 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 12 
  where the constabulary keeps the “special” guests. Either 
  they are high-profile criminals or they are especially 
  disliked and are treated to some of the constables’ 
  hospitality. The secret door can be found with a Search 
  check (DC 30). 
   
  The secret door is protected by an alarm spell cast by 
  Graunderak the Guard. The password changes each day, 
  but the PCs can learn this if they pry this from any of the 
  constables (Intimidate check [DC 20], Bluff Check [DC 
  30], Diplomacy check [DC 40], or a bribe of 600 gp). 
  Lower Level Cells (11) 
  These 10 cells are kept locked, even if they are empty. 
  Currently, there are four ruffians kept as prisoners. The 
  PCs may be able to learn some things about the 
  constables, but the prisoners don’t know a lot. The only 
  locations they know are the Foyer, the Lobby, one of the 
  Interrogation Rooms, and the cells.  
   
  Any prisoner who realizes that the PCs are not really 
  constables begs to be set free. If they are not convinced to 
  be Friendly (Diplomacy check [DC 20], Bluff check [DC 
  30], or an Intimidate check [DC40]), they threaten to 
  raise the alarm. If the PCs do not cave in, they alert the 
  guards.  
  Closet (12) 
  The closet at the rear of the cells contains linens and 
  cleaning supplies. There are also buckets that are used to 
  dump waste down the grate through the door on the 
  west.  
   
  The grate covers a 2-foot-wide shaft leading to the 
  sewer. This shaft can be climbed by anyone that is Small-
  sized. Medium creatures can climb it, but they must 
  squeeze. 
   
  The Climb check for parallel walls coated with slime 
  is DC 15. Embedded in the walls are wicked barbs 
  pointing upward. These barbs are designed to prevent a 
  successful escape by diving down the sewage chute. Any 
  downward motion causes 2d4 points of damage for every 
  5 feet of movement. Upward motion causes 1d4 point of 
  damage for every 5 feet of movement. This damage is 
  negated if the Climb check is made by 5 or more. 
   
  The sewer grate is protected by an alarm spell cast by 
  Graunderak the Guard. The password changes each day, 
  but the PCs can learn this if they pry this from any of the 
  constables (Intimidate check [DC 20], Bluff Check [DC 
  30], Diplomacy check [DC 40], or a bribe of 600 gp). 
   
  The forbiddance spell extends about 5 feet below the 
  secret level. It affects the first 20 feet of the sewer shaft. 
  Secret Cells (13) 
  These four cells are often used to place prisoners with 
  high profiles or are exceptionally hated. Kesser fits the 
  bill for both. Darian Kesser is located in the northwest 
  cell, and he has been beaten several times.  
   
  Anyone who beats a Spot check (DC 35) notices a 
  tunnel under the bed in the southwest cell. Searching 
  this cell automatically finds the tunnel. This tunnel has 
  been created by a former occupant. He knew of the 
  sewage shaft and was making his way there. With a little 
  extra digging, the PCs can break through into the sewage 
  shaft. There is no need to make a Knowledge 
  (architecture and engineering) check to avoid a cave-in; 
  all the hard work has already been done. 
  JAILER BIOGRAPHIES 
  Pylar Jail is usually manned by eight constables, 
  including the named constables (such as Ulthar, Hurkl, 
  and Vonig). The day shift begins at dawn, and the night 
  shift begins at dusk, with about 10 minutes of 
  overlapping shifts as the constables come on duty. If 
  Pylar Jail is on high alert (because of a failed escape 
  attempt or because Vinnie decides to make life more 
  difficult for the PCs by triggering an alarm), then the 
  number of constables doubles. Some of the named 
  constables may even be working double shifts. Some of 
  the constables that may be of interest to the PCs are: 
  Sergeant Ulthar: This human takes his role as constable 
  to heart. He is aware that there are corrupt constables, 
  and he roots them out as soon as he finds them out. He 
  feels that being a constable is a serious responsibility and 
  loathes laziness. Weakness: Could be called out of the 
  Pylar Jail if there is a riot or another constable watch 
  station in distress.  
  Hurkl: This human is a member of the DASL (DASL 
  members can make a Knowledge [VTF] check of DC 15 
  to realize this). For all intents and purposes, he is as loyal 
  as Ulthar and Olphren. Weakness: His zeal for the DASL 
  could cause him to work against the constabulary. If he is 
  told of Kesser’s plan and is made Helpful through a 
  Diplomacy check (his attitude starts off as Indifferent to 
  PCs and Friendly to known DASL members), he is 
  willing to look the other way. His discretion is not that 
  impressive, which is why he wasn’t clued in by the DASL 
  to begin with, and this leak could make its way to 
  Lycanth, per Loose Lips. 
  Krawl: This human has not been fired only because 
  Sergeant Ulthar has been repeatedly told by his superiors 
  that Krawl is to continue employment there. In reality, 
  the Alliance put some pressure on the constabulary to 
  keep Krawl there. Krawl’s greedy nature keeps Sergeant 
  
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  Ulthar busy and unable to investigate the Alliance’s real 
  plant, Vonig. Weakness: Krawl could give out what little 
  information he has or sneak someone in for only a few 
  drinks, but only if Sergeant Ulthar is not around. Off-
  hours conversations are best.  
  Olphren: This half-orc is a surprisingly loyal constable. 
  His mere presence is enough to silence rowdy prisoners. 
  He only knew a life of misery and chaos as a slave. Now 
  that he’s free, he’s embraced the disciplined lifestyle of a 
  human-run constabulary. Weakness: Could be called out 
  of the Pylar Jail if there is a riot or another constable 
  watch station in distress. 
  Vonig: This human is a member of the Smuggler’s Guild 
  who operates within Pylar Jail primarily because Sergeant 
  Ulthar is too busy trying to keep Krawl in line. This gives 
  Vonig the freedom to pass contraband during his patrols 
  or to accidentally leave a key within reach of a captured 
  Alliance member. He is aware of Vinnie and knows he 
  likely would be paralyzed and tied up...again. Weakness: 
  Anyone who uses the Alliance pass phrase can usually get 
  what he needs from Vonig. If Vonig is forced to choose 
  between Vinnie or a PC, then the PC must succeed at a 
  properly worded Diplomacy check (DC 25). If the PC is a 
  member of the Smuggler’s Guild, he receives a +5 
  circumstance bonus.  
  Winnphid: This half-elf is the only woman working in a 
  profession dominated by men. She has honed her boxing 
  skills so that she can silence any impudence with a harsh 
  strike. As a result, she tends to be a bit rougher than the 
  other constables on male prisoners. She embraces her 
  elven heritage and likes to imagine that she’ll live as long 
  as an elf. She is smitten with history, especially in terms 
  of warfare. Weakness: Antique or impressive weapons 
  gifted to her can loosen her lips. If the weapon is magical, 
  she may become so enamored of it that she forgets her 
  post.  
  Graunderak the Guard: Graunderak is not actually a 
  constable. Instead, he is a dwarven wizard sent daily by 
  the Dweomercrafter’s Guild to maintain the defenses of 
  the Pylar Jail. At noon, Graunderak casts alarm on key 
  points. After he casts his spells, he returns to the 
  Dweomercrafter’s Guild. Weakness: Even for a dwarf, 
  Graunderak is not an imposing figure. He took to 
  scholarly pursuits in order to stay out of danger. A 
  successful Intimidate check of DC 15 can get the location 
  of the alarm spells. An Intimidate check of DC 22 can 
  also get the passwords. He has a love for scholarly 
  discussions, and he could let loose his information if 
  someone succeeds in a Diplomacy check that makes him 
  Helpful (his initial attitude is Indifferent). For every 
  Knowledge skill that has at least 5 ranks, the PC gets a +2 
  synergy bonus to his Diplomacy check. 
  If the PCs are really interested in other constables, make 
  some up as you see fit. For the most part, the constables 
  are honest enough. Unlike other constables, these people 
  cannot be bribed (except where noted), because they 
  know their livelihoods are in serious jeopardy if they 
  compromise the security of Pylar Jail. It’s one thing to 
  take some wheatsheafs from a thug in the street, and it’s 
  another thing to be responsible for the escape of former 
  Lord Darian Kesser or anyone else in the prison.  
  BREAKING IN 
  There is no way to cover all the possible ways that PCs 
  may break into the Pylar Jail. Some things they do may be 
  covered in this section, and others may take you by 
  surprise. The key here is to maintain an atmosphere of 
  suspense. Even if the PCs have just the perfect skills for 
  pulling off this task, make them sweat over the small 
  stuff. Let them know that if they fail in springing Kesser, 
  they could fail the entire mission. Below are some 
  possible routes that the PCs may take. 
  Disguise 
  Something that may be easier is to disguise a PC as 
  someone who belongs there. Apply the usual gender and 
  racial modifiers for the Disguise check. Ulthar and Vonig 
  are middle-aged, Graunderak is old, and the other 
  constables are adults. Disguising one’s self as a constable 
  that’s on duty (and who will not be in the prison for 
  whatever reason the PCs devise) warrants a regular 
  check. Disguising one’s self as Grauderak the Guard at 
  noontime also warrants a regular check. Wearing a 
  disguise of someone who should be off duty warrants a –
  2 to the Disguise check. All the constables are considered 
  to be associates, so they receive +6 to their Spot checks. 
  The PC still needs to make Bluff checks to pass himself 
  off as the NPC in conversation.  
  Transferring a Prisoner Into Pylar Jail 
  If the PCs wish to disguise themselves as constables from 
  another watch station who are delivering a prisoner, then 
  this requires a simple Disguise check (as they are not 
  trying to look like anyone in particular), but it also 
  requires a Forgery check versus Sergeant Ulthar’s 
  Forgery check. Ulthar receives a +2 bonus, due to 
  knowing the document. The PC can receive a +8 bonus if 
  he has access to similar orders (easy enough for Constable 
  PCs). Attempting to transfer in a prisoner at night 
  prompts the constable to summon Sergeant Ulthar, who 
  arrives 20 minutes later. Sergeant Ulthar does not accept 
  any prisoner transfers at night, and any insistence that 
  the transfer happens at night is met with suspicion, 
  possibly putting the prison on high alert. Ulthar sends 
  one of his constables with the PCs to lock away the 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 14 
  prisoner. Obviously, if the prisoner is wearing armor or 
  showing weapons, this negates the bluff.  
  Transferring Darian Kesser Out of Pylar Jail 
  Trying to transfer Kesser out of prison is more difficult, 
  as he can only be moved with a direct order by Colonel 
  Dolorrak. This requires a Forgery check versus Sergeant 
  Ulthar’s Forgery check. Ulthar receives a +6 bonus, due 
  to knowing Dolorrak’s signature, knowing the transfer 
  order intimately, and being more suspicious than usual. 
  This also requires a significant sample of Dolorrak’s 
  handwriting. Constable PCs can obtain these easily, 
  while other PCs may need to put forth extra effort. 
  Ulthar insists on sending two of his more trusted 
  constables with them. A Diplomacy check that gets him 
  to Friendly convinces him otherwise, as long as the PCs 
  have four “guards” to escort Kesser. If there are not four 
  guards, then Ulthar supplements their numbers with 
  guards of his own. This is not negotiable.  
  Sneaking 
  Sneaking into the prison is not as easy as it may seem. It 
  requires cover or concealment. In some places, there is 
  cover, but the hallways are often kept free of clutter. Any 
  unnatural darkness or fog alerts the constables, and they 
  raise the distress flag. Invisible PCs or those that can hide 
  in plain sight have an easier time, though they still need 
  to contend with the alarm spells.  
  Diversion 
  As the Pylar Jail covers an area a few blocks in size, it is 
  possible to reduce the number of constables inside the 
  station. This could range from starting a riot (five Sense 
  Motive checks of DC 20 should clue the PCs into what 
  could be done to light a powder keg) to raising the 
  distress flag of a neighboring watch station (use the same 
  stats as the Pylar Jail). While working with a skeleton 
  crew, the Pylar Jail still keeps three constables on duty: 
  One near the ladder to the flag, one at the welcome desk, 
  and one watching the cells. How long these diversions 
  last depends on how effective the PCs are.  
  Getting Arrested 
  A PC could decide to get arrested and try to break out 
  Kesser from the inside. Although many PCs may be 
  capable of accomplishing this, the time in which it would 
  take for the PC to be arrested, judged, convicted, 
  sentenced, and committed to Pylar jail would be well 
  beyond the timetable of this adventure. 
  Tunneling in 
  Digging underneath the city is a dangerous proposition. 
  Using picks or spells like stone shape requires a 
  Knowledge (Architecture and Engineering) check (DC 
  14) to avoid collapsing a building onto them. In addition 
  to the damage of a cave-in (minimum 10d6 damage), the 
  city certainly arrests the PCs. 
   
  The PCs can find the proper exit tunnel where the 
  constables dump the prisoners’ waste by searching the 
  sewers and making a Search check (DC 15). Each Search 
  attempt takes an hour. The tunnel is just barely large 
  enough for a small character. The Climb DC is 15. A 
  medium character must squeeze. Embedded in the walls 
  are wicked barbs pointing upward. These barbs are 
  designed to prevent a successful escape by diving down 
  the sewage chute. Any downward motion causes 2d4 
  points of damage for every 5 feet of movement. Upward 
  motion causes 1d4 point of damage for every 5 feet of 
  movement. This damage is negated if the Climb check is 
  made by 5 or more. The shaft is 40 feet long. 
   
  A Search check inside the sewer shaft of DC 26 
  reveals a hollow sound, indicating another passageway on 
  the other side of just a couple inches of stone (elves, 
  dwarves, and any other PCs with stonecunning get a 
  check automatically). This is an escape tunnel that was 
  started by a prisoner. He was released before he needed 
  to finish his escape tunnel. Breaking through this stone 
  opens up another halfling-sized tunnel that leads to one 
  of the cells. Fortunately for the PCs, the hole is concealed 
  under the bed, and the constables have been too lazy to 
  clean it out. 
  Frontal Assault 
  It’s strange to think that a group of adventurers would 
  decide that a task requiring finesse would charge the 
  constabulary 
  instead. 
  Still, 
  never 
  underestimate 
  desperation. A frontal assault is simply a bad idea. Even if 
  the PCs are able to stop the raising of the distress flag, the 
  commotion that accompanies such an assault would draw 
  the attention of the forces of law and order in the city 
  within minutes. Soon, the Dweomercrafter’s Guild would 
  be alerted to the attack, and the PCs risk facing several 
  fighters and warriors, as well as arcane support. The most 
  guaranteed way to succeed at this method is to move in 
  rapidly, smash the doors quickly, and leave without being 
  followed. Otherwise, the assassins of Dyvers can catch up 
  and overcome them. If the PCs take too long in this 
  attempt, feel free to wrap things up by throwing them in 
  jail and ending the module.  
  Buying Kesser 
  PCs may put their hopes on the mercenary nature of 
  Dyvers, and the guards at this jail are all Dyvers citizens. 
  They can be bought for the right price, but all of them 
  know Darian Kesser’s value. If the PCs negotiate a price, 
  the guards agree to “misplace” Kesser for 10,000 gp. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 15 
  BREAKING OUT 
  Once the PCs secure Kesser, there are a number of ways 
  to get him out. 
  Teleport 
  Due to the forbiddance spell, most of the prison is under 
  the effect of a dimensional anchor. Pylar Jail could only 
  afford one 60-foot-cube as the area of effect for the 
  forbiddance spell. This covers the lower level, the secret 
  level, and the upper level, except for a 5-foot band at the 
  front of the lobby and the foyer (marked on DM Map #1 
  in yellow). The cube extends to 15 feet above the prison 
  and 5 feet below. 
  Disguise 
  If the PCs used a disguise to infiltrate the prison, then 
  they may be able to get away with a disguise in escaping. 
  Walking in with three disguised PCs and walking out 
  with two PCs and a disguised Kesser works, as long as the 
  third PC figures out how to get out on his own. A 
  powerful wizard may cast polymorph any object to make 
  Kesser into a cloak for a brief while. In addition to the 
  usual Disguise and Bluff checks for the PCs, Kesser has to 
  make his, as well, which shouldn’t be much of a 
  challenge. 
  Sneaking 
  In addition to the challenge of PCs hiding in a prison 
  lacking a lot of concealment, Kesser has to make Hide 
  and/or Move Silently rolls, which are not his strong suits. 
  This can be alleviated by casting invisibility and silence. 
  If the guards notice magical darkness or fog, they raise 
  the alarm and the distress flag, though Kesser likely 
  escapes before reinforcements can arrive.  
  Tunneling 
  See the portion on Breaking In for the challenge of 
  digging through the ground. Escaping through the waste 
  tunnel has its own problems, as the tunnel is lined with 
  upward-pointing barbs that are encrusted with disease.  
  Fighting Retreat 
  This is much more plausible than a Frontal Assault, and it 
  may well be the default tactic used if the PCs’ original 
  plan should fail. The PCs may be able to incapacitate the 
  constables before reinforcements can arrive. Unless the 
  PCs can ensure that no one can see them, the people on 
  the streets can direct other constables to them. A 
  distraction or splitting of the party can help throw the 
  constables off their trail. If anyone kills a guard in view of 
  Kesser, then Kesser must report him at the end of the 
  module. 
  Due 
  to 
  mitigating 
  circumstances, 
  the 
  punishment is reduced to only 50 TUs in prison. If the 
  PC has earned the Enmity of Sir Darian Kesser from 
  Dyv 3-03 Tickling the Tail of the Dragon, then Kesser is 
  slow to react, letting the PC languish in prison for 102 
  TUs. The PC may forego the Respect of Vincent Fleet 
  (if he earned it) to reduce the sentence to only 10 TUs. 
  APL 2 (EL 5) 
  �Sgt. Ulthar: Male human Ftr4, hp 36; see Appendix 
  1. 
  �Constables (2): Male human Ftr1, hp 12, 12, see 
  Appendix 1. 
  APL 4 (EL 7) 
  �Sgt. Ulthar: Male human Ftr6, hp 52; see Appendix 
  1. 
  �Constables (4): Male human Ftr1, hp 12 see 
  Appendix 1. 
  APL 6 (EL 10) 
  �Sgt. Ulthar: Male human Ftr8, hp 68; see Appendix 
  1. 
  �Constables (2): Male human Ftr4/rog2, hp 48, see 
  Appendix 1. 
  APL 8 (EL 12) 
  �Sgt. Ulthar: Male human Ftr10, hp 94; see Appendix 
  1. 
  �Constables (2): Male human Ftr4/Rog4, hp 60, see 
  Appendix 1. 
  APL 10 (EL 14) 
  �Sgt. Ulthar: Male human Ftr12, hp 112; see 
  Appendix 1. 
  �Constables (4): Male human Ftr4/Rog4, hp 60, see 
  Appendix 1. 
  APL 12 (EL 15) 
  �Sgt. Ulthar: Male human Ftr13, hp 121; see 
  Appendix 1. 
  �Constables (3): Male human Ftr5/Rog5, hp 84, see 
  Appendix 1. 
  Tactics: Read the personalities of some of the constables 
  for an idea of what they may do. Some are more idealistic 
  than others and may actually fight to the death (or 
  unconscious, for the PCs’ sake) to protect the jail. The 
  constables work together and try to raise the distress flag 
  to let other constabulary stations know they need 
  reinforcements. 
  Treasure: 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 16 
  APL 2 - L: 148, C: 16, M: potion of cure moderate wounds 
  (25 gp per character), potion of enlarge (20 gp per 
  character). 
  APL 4 - L: 304, C: 16, M: potion of cure serious wounds 
  (62 gp per character), potion of enlarge (20 gp per 
  character), +1 breastplate (112 gp per character), potion of 
  bull's strength (25 gp per character). 
  APL 6 - L: 403, C: 16, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), ring of protection +1 (166 
  gp per character), 4 potions of cure light wounds (16 gp 
  per character). 
  APL 8 - L: 503, C: 16, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), 4 potions of 
  cure moderate wounds (100 gp per character). 
  APL 10 - L: 449, C: 16, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), 4 potions of 
  cure moderate wounds (100 gp per character). 
  APL 12 - L: 503, C: 16, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), gauntlets of 
  strength +2 (333 gp per character), 4 potions of cure 
  moderate wounds (100 gp per character). 
   
  NOTE: Although a number of constables have been 
  described in this encounter, they may not necessarily 
  confront the PCs if combat begins. The party is not the 
  only intruder in the building and the apprentice assassin, 
  Dirk, makes his own mistakes. Occasionally some of the 
  constables leave to investigate some of his mistakes. 
  Dead Kesser 
  Ironically, Kesser is easier to rescue when he’s dead. The 
  PCs don’t really know this, and they may find out if 
  Vinnie succeeds in assassinating Kesser. If Kesser is 
  killed in the prison, the constables turn him over to the 
  Cathedral of Pelor. While Kesser was a known slaver, he 
  used to be Gentry. While nobody believes that he 
  deserves any Pelorite rights, the constabulary at least 
  wants it to be known that they tried to send Kesser’s 
  spirit to someplace good where he might redeem his evil 
  ways. The PCs can claim the body from the Cathedral of 
  Pelor and have it resurrected at the normal price. This 
  requires exposing Kesser to multiple people. If the PCs 
  take this route, treat the chance of Lycanth discovering 
  Kesser’s plans as going up by three people (see Loose 
  Lips above). If the PCs simply recover the body with a 
  Diplomacy check of DC 25, then the chance of Lycanth 
  discovering Kesser’s plans go up by only two people. An 
  Influence Point with Pelor spent with the intent of 
  silencing the clerics reduces the number of people by one 
  per Influence Point, with a minimum of one person 
  gabbing in either case. 
  FAILURE 
  There are a number of ways to fail this task. Some failures 
  are more drastic than others. It could range from simply 
  bribing the right people to failing the entire mission. 
  Dead Kesser 
  See the entry under Breaking Out for what happens 
  when Kesser dies. That assumes the PCs are able to 
  escape with his body. 
  Dead PC 
  The dead PC is kept in the constabulary while a cleric is 
  summoned the next day to cast speak with dead. Since 
  the PC is involved with a break-in, the constabulary 
  wants to know why and how he bypassed their defenses. 
  Secrets could possibly be revealed, maybe even alerting 
  Lycanth to Kesser’s deception, unless the PCs can recover 
  the body before the priest arrives. If the PCs cannot, then 
  they later learn that the dead PC has been 
  unceremoniously dumped into the sewer so it could feed 
  the cubes. If the PCs do not recover the body within 5 
  hours, it is consumed entirely by gelatinous cubes. A 
  Gather Information check (DC 30), a Bluff or Diplomacy 
  check (DC 40), or a bribe of 250 gp reveals the location of 
  the body. Otherwise the party only has a 10% chance of 
  finding the body before it is fully devoured. Certain 
  spells may improve this chance. 
  Arrest 
  If a PC is knocked unconscious and left behind, he is 
  arrested and charged with various crimes. 
  Assault 
   
  Assaulting a city official has a more severe penalty 
  than the normal assault charge. The tax is 100 gp and 5 
  TUs in jail. Each additional person assaulted adds 1 TU to 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 17 
  the sentence. See DM’s Handout #1: Dyversian Law for 
  assault against non-city officials. 
   
  NOTE: If Lord Kesser completes his mission and is 
  exonerated, he speaks on behalf of the jailed PC(s). This 
  reduces the sentence to only 1 TU and no GP fine. If the 
  PC has Enmity of Sir Darian Kesser from Dyv3-03 
  Tickling the Tail of the Dragon, then Kesser drags his 
  feet, reducing the sentence to 3 TUs instead. 
  Murder 
   
  Murder of a public official is a much more serious 
  crime. The death of constable members is a crime not 
  even Lord Kesser can prevent them from suffering the 
  penalty. See DM’s Handout #1: Dyversian Law. 
   
  NOTE: If Vincent Fleet is killed, the PCs are not 
  charged as he is a known assassin. Those that contribute 
  to his death gain the Enmity of Vincent Fleet when he 
  comes back to life. 
   
  NOTE: If the entire party is arrested, then the 
  module is over. They serve their sentences, and Kesser 
  remains in jail. 
  Relocation 
  While Pylar Jail may be on high alert at some point in 
  time, Kesser still remains in the sub-basement cell. If 
  Sergeant Ulthar is concerned about his prison’s security 
  (such as by a failed frontal assault or a failed attempt to 
  sneak into Kesser’s cell), then he requests a prisoner 
  transfer to Colonel Dolorrak. Six hours later, Dolorrak 
  approves the request, and Kesser is lost to the PCs. The 
  DASL cannot ascertain where Kesser is. The moment is 
  lost and so is the module. 
   
  Encounter 3: Complication 
   
  Lord Darian Kesser has the attention of more than just 
  the DASL. The Alliance has been flexing its muscles 
  lately to remind some people of who is in charge of 
  Dyvers. As Kesser engaged in slavery without giving the 
  Alliance its cut, the Alliance has determined to make an 
  example of Kesser. 
  VINCENT FLEET 
   
  The person assigned to make this example is the 
  halfling, Vincent Fleet, a former adventurer and footpad, 
  he’s now an up-and-coming assassin in the Alliance. After 
  successfully completing two difficult contracts, Vinnie 
  has taken on two younger associates in an effort to 
  demonstrate his leadership skills. He and his men have 
  been 
  charged 
  with 
  infiltrating 
  the 
  prison 
  and 
  assassinating 
  Kesser, 
  a 
  warning 
  to 
  all 
  aspiring 
  entrepreneurs who don’t believe in giving the Alliance its 
  due. From his contacts, Vinnie has learned that some 
  adventurers plan to break someone out of the prison and 
  intends to use the distraction to perform his duty. How 
  much Fleet learns depends on Stiletto’s Gather 
  Information checks (listed above). 
   
  Vincent Fleet is a professional in the true tradition of 
  Dyvers. He believes in honor among thieves…or at least, 
  a type of honor unique to thieves. He kills only those that 
  have to be killed (most recently, they typically have a 
  price on their heads). Everyone else he merely subdues or 
  paralyzes. He understands killing to be the heinous act 
  that it is, and doesn’t dirty his hands if he doesn’t need to. 
  Other young assassins often drench the streets with 
  blood in an effort to get noticed but are most frequently 
  noticed by the constabulary first. It is Fleet’s ethic of life 
  and death that allows him to continue his job generally 
  unmolested by the constables. After all, Vinnie is a more 
  preferable opponent than a bloodthirsty assassin who 
  kills everyone he meets. 
   
  Fleet expects the same professionalism from the PCs 
  if their paths cross in the night. His associates, Stilleto 
  and Dirk, both wield saps. Should a PC inflict lethal 
  damage, Fleet glares at the PC and tells him that he’s used 
  his one free chance. If that PC continues to use lethal 
  damage, Vinnie uses lethal damage on that PC, with the 
  intent to kill. All others he subdues or paralyzes. If he has 
  a chance, he’ll place manacles on paralyzed PCs so the 
  constabulary can find them. 
  Stiletto 
  Stiletto is a seasoned assassin, but has never truly made 
  his mark with the Alliance. He prefers to keep his profile 
  low and as such, often turns jobs down. Having heard of 
  Vincent Fleet’s dramatic rise within the Alliance and the 
  halfling’s work ethic, Stiletto has adopted the ethos as his 
  own as well. He now passes this principle on to those that 
  study under him. 
   
  Stiletto is Dirk’s mentor and the closest thing the 
  youngster has to a father figure. Although feelings of 
  affection aren’t something assassins are known for, Dirk 
  is the closest thing to family Stiletto has and, to his 
  detriment, he does concern himself with the boy’s well-
  being. 
  Dirk 
  Nobody in Dyvers knows Dirk’s real name, and no one 
  really cares that much. When he was caught stealing, 
  Stiletto offered to teach him the trade of the Assassin’s 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  Guild. Thus, Dirk chose his name to represent his 
  apprenticeship to Stiletto. 
   
  Dirk has adopted Stiletto’s work ethic, using only a 
  sap unless someone inflicts lethal damage on him. Just 
  like Stiletto, Dirk gives one warning and then uses lethal 
  damage. He does not give up any advantage in combat by 
  dropping his sap and drawing a new weapon, but if he has 
  a choice, he chooses lethal damage against those who 
  offended him. 
   
  Dirk shows up in all APLs, but he is alone at APLs 2 
  and 4. At those APLs, substitute Dirk for Stiletto in the 
  tactics.  
  Vinnie Makes His Move 
  If Vinnie knows the timeframe of the rescue, then he 
  tries to sneak in during that time, using the PCs as a 
  distraction, if necessary. The PCs won’t know anything is 
  up unless they find out that the assassins have been 
  asking about them. If Vinnie knows the general 
  capabilities of the PCs, then he may adjust his plans 
  accordingly. For example, if a mage is known to cast 
  teleport, Stiletto does not wait for the PCs to escort 
  Kesser outside of the range of the forbiddance; he strikes 
  first. If the PCs are incapable of teleporting, he may let 
  them do the hard work of rescuing Kesser and then 
  strike from the alleys. Use your best judgment. Stiletto 
  and Dirk are just two men (or just Dirk alone), so they 
  know they cannot defeat the PCs; they simply need to 
  assassinate Kesser and escape. The group has been paid to 
  perform the assassination within 2 days. If the PCs do not 
  stage a rescue in 2 days, the assassins make their move. 
  The PCs may learn that the corpse of Kesser is located at 
  the Cathedral of Pelor. 
   
  Knowing the mercenary nature of adventurers in 
  Dyvers, Vinnie attempts to speak with them first and 
  offer them a deal in an effort to avoid any unnecessary 
  bloodshed. Insert him into the jailbreak in an appropriate 
  situation, more appropriately as the PCs are attempting to 
  make their way out of the jail. 
   
  Once Vinnie has spoken to the party and made his 
  offer, he leaves his associates to close the deal (if he hasn’t 
  already). He does not appear in this adventure again. 
   
  You smell the cigar smoke before you see the 
  halfling round the corner. Dressed like a seasoned 
  adventurer, a halfling stands at the end of the hallway 
  watching you with a concerned look. 
   
  “I had a feeling Kesser would have adventurers 
  rushing to his aid. Warfungle and his crew probably 
  offered you the job? I can’t blame you for taking it. I 
  might have taken it myself, when I was younger. We 
  have a problem, though. You see, I have my own job 
  and you’re in the way. Now, I don’t believe in killing 
  where killing isn’t needed, so I have a deal You leave 
  me Kesser, and I’ll make it worth your while. You 
  don’t, and I’ll have my boys take their saps and beat 
  you over the head senseless. What do you think?” 
   
  If a PC should decide not to listen to Vinnie’s offer 
  and simply attacks the halfling, his AC is 47. He does not 
  engage the PCs, but waits for Stiletto and Dirk to attack 
  the group while they’re distracted (at the appropriate 
  APLs, he waits three rounds, giving Stiletto the time he 
  needs to perform a paralyzing attack). Once his associates 
  engage the party, Vinnie backs away and lets them work. 
   
  If the PCs accept Vinnie’s offer, they earn the 
  Respect of Vincent Fleet and earn full gold for this 
  adventure. The adventure ends, though. If the PCs 
  attempt to bribe Vinnie instead, he’s willing to forget 
  about his job for 2000 gp × APL. If the PCs have 
  adventured with Vinnie before or can succeed at a 
  properly worded Diplomacy check (DC 30), he’ll accept a 
  bribe of 1000 gp × APL. 
  Stiletto and Dirk 
   
  If Stiletto knows a PC is a member of a Dyvers meta-
  org, he tries to use that against the PC. He has contacts 
  within a few organizations that could remove the PC 
  from the picture, as seen below: 
  Alliance: Stiletto arranges for the PC to be assigned to a 
  task in Caltaran. When the PC is contacted by the 
  Alliance, he could talk his way out of the task by 
  matching or beating Stiletto’s Diplomacy check. If the PC 
  is only of the Dungeoneer level, he receives a –5 penalty. 
  If the PC accepts his assignment, he is no longer a part of 
  the rescue attempt. If the PC refuses the assignment and 
  could not match Stiletto’s Diplomacy check, then he is 
  removed from the Alliance. This is certain death for the 
  character, and the character is removed from play at the 
  end of the adventure. 
   
  Ambitious Alliance PCs may decide to turn the 
  tables on Stiletto and convince the Alliance to assign him 
  to another task. This requires an opposed Diplomacy roll 
  as stated above, as well as three Influence Points within 
  the Alliance. Only Alliance members can hope to divert 
  Stiletto. 
  Constabulary, Bardic Hegemony, Pit Fighter’s Guild, 
  and Circle of the Crimson Stone: Stiletto has pull 
  within these organizations, though not as much as with 
  the Alliance. Stiletto convinces these organizations to 
  assign the PC to a task elsewhere. When the PC is 
  contacted by this organization, he could talk his way out 
  of the task by matching or beating Stiletto’s Diplomacy 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  check. The PC receives a +5 bonus, since he is more 
  persuasive within the group. If the PC accepts the 
  assignment, he is no longer a part of the rescue attempt. 
  If the PC refuses the assignment and could not match 
  Stiletto’s Diplomacy check, then he is demoted one level 
  within the organization for his insubordination. He is not 
  removed from its ranks. If a PC is a member of more than 
  one of these groups, Stiletto only chooses one randomly. 
  If a PC is a member of one of these groups and the 
  Alliance, Stiletto always uses the Alliance. 
  APL 2 (EL 3) 
  �Dirk: Male human Rog3; hp 17; see Appendix 1. 
  APL 4 (EL 7) 
  �Dirk: Male human Rog7; hp 37; see Appendix 1. 
  APL 6 (EL 8) 
  �Dirk: Male human Rog5; hp 27; see Appendix 1. 
  �Stiletto: Male human Rog5/Asn2; hp 30; see 
  Appendix 1. 
  APL 8 (EL 10) 
  �Dirk: Male human Rog7; hp 37; see Appendix 1. 
  �Stiletto: Male human Rog5/Asn4; hp 47; see 
  Appendix 1. 
  APL 10 (EL 12) 
  �Dirk: Male human Rog9; hp 47; see Appendix 1. 
  �Stiletto: Male human Rog5/Asn6; hp 70; see 
  Appendix 1. 
  APL 12 (EL 14) 
  �Dirk: Male human Rog11; hp 57; see Appendix 1. 
  �Stiletto: Male human Rog5/Asn8; hp 82; see 
  Appendix 1. 
  Tactics: Just as the PCs have many options, Vinnie and 
  his associates also have a wide range of tactics before 
  them. You may apply the tactics listed here or construct 
  your own that makes sense for the assassins of the 
  Alliance. If Vincent learns a lot about the PCs, he prefers 
  some tactics to others. For example, if the PCs have a 
  high-level cleric, then Vinnie knows not to rely on the 
  hat of disguise, as the PCs may have true seeing. This is 
  an encounter where a DM who is familiar with the rules 
  can make things much more difficult than a DM who has 
  a passing knowledge of the rules. For the former, keep in 
  mind that Stiletto is not an arcane scholar. He 
  understands basic spells that could impede his progress, 
  such as teleport, see invisibility, and fly, but he may not 
  consider the creative use of other spells, such as stone 
  shape, prying eyes, and solid fog. Play Stiletto and Dirk as 
  cunning stalkers, but they are not omniscient. Before the 
  assault, Dirk uses Use Magic Device to cast Rary’s 
  telepathic bond from a scroll. This allows them to 
  coordinate their activities while hidden and silent. It also 
  allows them to split up. They only have one scroll, so if 
  they are forced to lay low and come back later, they lose 
  this benefit. 
  Some of the tactics Stiletto and Dirk may employ would 
  be: 
  Unseen assailants - Going invisible, the duo sneaks in 
  through the front door. They usually wait until Vonig is 
  on duty who purposely does not notice the door opening. 
  If the PCs make their move during a different time, then 
  the assassins must piggy-back onto a constable as he 
  opens the doors to enter. It’s impossible for Stiletto to 
  open the secret door without alerting the guard there, so 
  he uses his death touch to paralyze the guard. Dirk ties 
  him up and gags him. 
  Cunning disguise - Using the hat of disguise, Stiletto 
  and Dirk enter as constables. Usually, this works out with 
  Stiletto being invisible with Dirk being the constable. It 
  has the added advantage of Dirk opening doors for 
  Stiletto. There may be a chance that the constables see 
  through this ruse if the real constable shows up. 
  Ambush - If the jail is a hotbed of activity due to the 
  alarm being raised, Stiletto may decide to wait in an alley 
  across the street. Dirk may wait in the sewers and alert 
  Stiletto with the telepathic bond if he spots Kesser 
  escaping below the jail. Stiletto may need to do some fast 
  hiding to follow the PCs and study Kesser long enough 
  to strike.  
  One-on-one - Stiletto and Dirk are not combat monkeys. 
  Their stealth is their strength, and they play up to that. 
  They are also opportunists. If they realize the party is 
  splitting up, they may target individual PCs to weaken 
  the group. Stiletto performs his death attack to paralyze 
  the PC (unless they fought before and the PC earned his 
  enmity). They tie up the PC and gag him. If they have the 
  luxury to do so, they pummel him with so much 
  nonlethal damage that the PC is out for hours, which is 
  really unfortunate if the constables discover him at the 
  scene of the crime. If a lone PC acts as a lookout, Stiletto 
  may even disguise himself as that PC in order to get close 
  to Kesser. If you’re comfortable with this approach, the 
  player could even role-play Stiletto masquerading as the 
  PC. 
  Lone wolf - At APLs 2 and 4, Dirk does not have many 
  options. Stiletto deems the job easy enough for Dirk to 
  accomplish without his help. Dirk only has the 
  information Stiletto provides. Without a death attack or 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  an ally to flank with, Dirk is not effective against the PCs. 
  His goal is to pretend to break Kesser out of prison 
  (possibly allying with the PCs) and lead him to the sewer 
  grate so he can escape. Dirk knows about the barbs and 
  intends to slice Kesser to ribbons by convincing him that 
  a cushion waits for him down below. Due to Kesser’s 
  desire to be freed, he fails his Sense Motive check, 
  though the PCs may realize he’s lying. After Kesser jumps 
  down the sewer tunnel, Dirk climbs down to finish the 
  job (the trail of blood is easy to follow if Kesser should 
  survive). Falling through 40 feet of barbs and landing on 
  the sewer walkway 50 feet underground results in 16d4 + 
  4d6 lethal damage and 1d6 nonlethal damage.  
  Treasure: 
  APL 2 - L: 70, C: 16, M: hat of disguise (150 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character). 
  APL 4 - L: 70, C: 16, M: hat of disguise (150 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character). 
  APL 6 - L: 137, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of protection +1 
  (166 gp per character), +1 shadowed chain shirt (500 gp 
  per character). 
  APL 8 - L: 137, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character), +1 shadowed chain shirt (500 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  amulet of health +2 (333 gp per character). 
  APL 10 - L: 175, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character), bag of holding type II (416 gp per character), 
  +1 shadowed studded leather armor (410 gp per 
  character), gloves of dexterity +4 (1333 gp per character), 
  amulet of health +2 (333 gp per character). 
  APL 12 - L: 186, C: 16, M: +1 merciful sap (691 gp per 
  character), hat of disguise (150 gp per character), elixir of 
  sneaking (20 gp per character), potion of invisibility (25 
  gp per character), ring of climbing (208 gp per character), 
  ring of protection +1 (166 gp per character), bag of 
  holding type II (416 gp per character), +1 shadowed 
  studded leather armor (410 gp per character), headband 
  of intellect +2 (333 gp per character), gloves of dexterity 
  +4 (1333 gp per character), amulet of health +2 (333 gp 
  per character), mask of lies* (1416 gp per character), cloak 
  of resistance +1 (83 gp per character). 
  Vinnie’s Reward 
  Although a member of the Alliance, Vincent isn’t a fan of 
  the slavers and took this job as a matter of personal 
  advancement rather than profit. As long as PCs didn’t 
  violate his own personal ethics (dealing lethal damage 
  only when it’s necessary), Vinnie doesn’t hold a grudge. 
  Depending on how the PCs conduct themselves, they 
  may earn one of the following benefits or penalties: 
  • 
  Enmity of Vincent Fleet: There’s no reason why 
  death can’t be civilized, a lesson you failed to learn, 
  but Vinnie plans to teach you. The next time you die 
  while in the Free Lands of Dyvers, you must succeed 
  at a DC 20 Fortitude save after receiving a raise dead, 
  resurrection, or true resurrection cast by an NPC or 
  lose a second level. Vinnie slays you immediately on 
  your return. (This effect does not occur following a 
  reincarnate.) 
  • 
  Respect of Vincent Fleet: You played by the rules 
  and earned Vinnie’s regard. The next time you are 
  killed by a death effect, you must only pay for a raise 
  dead rather than a resurrection. Vinnie takes care of 
  the rest. (This favor does not apply to the casting of a 
  true resurrection.) 
  • 
  Neither the Enmity nor the Respect of Vincent 
  Fleet: If the PCs begin by earning Vinnie’s favor or 
  disfavor and then modify their tactics toward the 
  opposite (switching from lethal to nonlethal damage, 
  or vice versa), they do not receive the boon or the 
  hindrance. 
  NOTE: PCs can only have the Respect OR Enmity of 
  Vincent Fleet and only if they earned it. 
   
  Encounter 4: Hazardous Travel 
   
  NOTE: If the PCs approach Lord Kesser in hopes of 
  speaking with him, he thanks them for their aid, but 
  explains that he is not ready to speak. He still needs to 
  process the horrors he has just survived as well as the 
  horrors he is about to undertake. 
   
  In this encounter, the PCs are tasked to travel south 
  into the Gnarley Forest, with Darian Kesser if they 
  participate in the jailbreak. Parm warns them that 
  Turrosh Mak’s forces have been active lately, so they 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  should remain vigilant against danger. The PCs are asked 
  to travel for a few days; Warfungle will scry on them so 
  he can teleport to them and give Kesser the potion 
  (bringing Kesser if he has to break Kesser out alone). 
  Since the PCs are supposed to be in an isolated part of the 
  forest, they are asked to avoid villages and major roads. 
   
  This encounter assumes the PCs are traveling on foot 
  or horseback toward the forest. The creatures surface 
  only a few hours north of the forest’s boundaries. If the 
  PCs are traveling through other means, such as wind 
  walk or overland flight, allow them to see a disturbance 
  in the ground. The PCs should be aware that burrowing 
  creatures could be a hazard to travelers. If they continue 
  on, the creatures are not considered defeated; someone 
  else deals with them later. 
   
  Read or paraphrase the following, assuming 
  conventional travel: 
  Though the task sounds simple, the recent incursion 
  of Turrosh Mak’s forces makes traveling through the 
  Gnarley Forest a more hazardous task. With the forest 
  only a few hours away, the treetops come into view, as 
  the clouds above you darken and rumble with 
  thunder. The upcoming storm is the least of your 
  worries, as the ground answers the rumbling by 
  bursting open to reveal a creature(s) intent on you. 
   
  Since the burrowing creatures detected the PCs and 
  the PCs could easily hear them approaching, there is no 
  surprise round. The creature(s) simply attacks the PCs in 
  the interest of food. If reduced to 10% of hit points, the 
  predator turns tail and flees in defeat. If the purple worm 
  is defeated and an over-abundance of damage is done to 
  it, the body is hacked up for trophies, or if it is otherwise 
  skinned, the PCs find 1000 gp worth of gems in its 
  gizzard. 
  APL 2 (EL 3) 
  �Ankheg: hp 28; see Monster Manual page 14. 
  APL 4 (EL 5) 
  �Ankhegs (2): hp 30, 26; see Monster Manual 
  page 14. 
  APL 6 (EL 7) 
  �Bullete: hp 94; see Monster Manual page 30. 
  APL 8 (EL 9) 
  �Bulletes (2): hp 97, 91; see Monster Manual page 30. 
  APL 10 (EL 11) 
  �Purple worm: hp 162 (wounded); see Monster 
  Manual page 211. 
  APL 12 (EL 12) 
  �Purple worm: hp 200; see Monster Manual 
  page 211. 
  Tactics: The tactics are simple for this creature(s): Eat 
  what it can. It can be driven away with enough damage, 
  but it is hungry and will fight for its food. This may mean 
  that the purple worm is content with three PCs in its 
  belly and tries to burrow away to save itself.  
  Treasure:  
  APL 2 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 6 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 8 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  Encounter 5: Stormy Weather 
   
  In this encounter, the PCs are beset by a nasty storm, 
  formed by the recent activities of the Gnarley Druids and 
  the Blackthorn Druids. Massive hailstones rain on the 
  party unless the PCs can find sufficient shelter. 
   
  This encounter assumes the PCs take a day to reach 
  the Gnarley Forest, as it happens in the morning. If the 
  PCs reach the forest in less than a day through magical 
  means, such as phantom steed or wind walk, then this 
  encounter takes place after Encounter 7. Such is the 
  advantage of speed.  
   
  After the PCs awaken and enter the forest, read or 
  paraphrase the following: 
  Though morning comes, it is hard to discern the 
  location of the sun due to the storm clouds rolling 
  overhead. Lately, nature has reacted angrily to the war 
  between the Gnarley Druids and the forces of 
  Blackthorn. It comes as no surprise when the clouds 
  let loose its fury in a torrential downpour. Somewhat 
  surprising is the full fury as fist-sized hailstones 
  pound the forest around you, snapping branches and 
  imbedding into the ground around your feet. 
   
  It is not possible to evade the hailstones. The only 
  way to avoid taking damage is to take shelter. A 
  successful Survival check finds cover for one or more 
  people (see table): 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 22 
  Survival check 
  # protected 
  15 
  1 
  18 
  2 
  21 
  3 
  24 
  4 
  27 
  5 
  30 
  6+ 
   
  NOTE: For purposes of Large creatures, they count 
  as two Medium creatures. 
   
  After the first volley of damage at APLs 4-12, any 
  unprotected PCs can attempt to make another Survival 
  check with a +2 circumstance bonus. The next volley 
  occurs 3 rounds later for purposes of spell-casting. 
  Casting a spell during the hail storm requires a 
  concentration check based on the damage taken. There is 
  also a 20% chance of spell failure due to the roar of the 
  storm. 
  APL 2 
  �Hailstones: CR 2; mechanical; location trigger; no 
  reset; no attack roll required (2d6, bludgeoning); multiple 
  targets; Search Automatic; Survival DC 20. 
  APLs 4-12 
  �Hailstones: CR 2; mechanical; location trigger; no 
  reset; no attack roll required (2d6, bludgeoning); multiple 
  targets; Search Automatic; Survival DC 20. 
   
  NOTE: At APLs 4-12, there is a 3-round delay and 
  then damage is applied a second time. Both times, the 
  PCs may make attempts to find shelter. 
   
  A Knowledge (local: Velverdyva, Tuflik, Fals Trade 
  Route) check or a Knowledge (geography) check (DC 13) 
  reveals that hail is an extremely rare occurrence in the 
  Free Lands. Similar to snow, the area rarely has 
  temperature variance below freezing able to cause hail. A 
  Spellcraft check (DC 17) reveals that the hail is natural, 
  but the storm itself is caused by a control weather spell. 
   
  Cautious parties with access to the control weather 
  spell may cast it as a reaction to the intensifying storm 
  clouds upon waking in the morning. Because of the 
  casting time, once the storm hits, it is too late to cast 
  control weather to alter the situation. The hail passes 
  after 2 minutes, long before the caster can complete the 
  spell. The storm can be dispelled (DC 24). A caster with 
  creative applications of wall of fire, solid fog, or other 
  useful spells may get up to a +5 circumstance bonus to 
  the Survival check or even totally nullify the need for the 
  check. 
   
  If all six PCs find cover, roll randomly (unless they 
  all find cover together). One of the PCs, when hiding, 
  finds a gnome in the same location. He is unmoving and 
  does not acknowledge the arrival of the character. If the 
  PC investigates, he quickly realizes the gnome is dead (a 
  Heal check [DC 15] confirms this). A Search check (DC 
  10) reveals a number of slashing wounds (a Heal check 
  [DC 20] confirms these wounds were caused by a bladed 
  weapon rather than an animal’s claws). Clutched firmly 
  in the gnome’s hand is a parchment. If the PC opens the 
  parchment, he finds a charcoal sketch (the gnome’s 
  fingers are blackened, so he most likely drew the 
  picture). The picture appears to be an orc encampment, 
  but two figures stand out from all the rest. In the center 
  of the drawing are what appear to be a black elf and a 
  black dwarf, a drow and a duergar. The gnome has no 
  other possessions of value, but he has two notable 
  insignias sewn to his shirt. On his left sleeve is an acorn 
  (the symbol of the Gnarley Druids). On the right is the 
  crest of the city of Dyvers. 
   
  If the PCs continue into the Gnarley, proceed to 
  Encounter 6: Friendly Fey Fellowship. 
   
  Encounter 6: Friendly Fey 
  Fellowship 
   
  In this encounter, the PCs come across a small group of 
  fey who offer to exchange information. 
   
  It is assumed this encounter follows the storm in 
  Encounter 5. If the PCs reach the Gnarley Forest in 
  under a day, the storm has not happened yet. Modify the 
  description of the fey so they are not damaged. Should 
  the PCs travel through expeditious means, such as wind 
  walk or phantom steed, Hopper tries to flag them down. 
  Before the fey talk with the PCs, they administer a test. 
  Read or paraphrase the following: 
   
  From behind a tree, a one-foot tall shaggy 
  humanoid with a face only a rat could love leaps out. 
  In a high-pitched chitter, he says, “It’s ‘bout time you 
  got here. We got the goody-two-shoe elves on the run. 
  Let’s chase them down and make them lick our feet!” 
  He motions behind him to three torches moving 
  quickly away but stops to see if you follow him. 
   
  A Knowledge (Nature) check of DC 11 reveals the 
  creature to be a jermlaine, an evil fey known to not be 
  one for a fair fight. In actuality, Hopper uses his disguise 
  self spell to look like a jermlaine. Tasha has dancing 
  lights floating 100 feet away to look like humanoids are 
  fleeing the scene.  
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  If the PCs prepare to attack Hopper instead, he 
  shouts out, “No, no, it was just a test. You must be 
  decent folks after all.” He reverts back to his grig form. 
  If the PCs balk, he reveals himself as he explains that 
  truly evil people would have chased after wounded elves 
  without hesitation. If the PCs do not attack Hopper, 
  Tasha makes herself visible, and Alashandra steps out of a 
  tree. 
   
  Should the PCs play along and chase after the elves, 
  they stumble into shallow quicksand. Alashandra steps 
  out of a nearby tree, and Hopper reveals himself, singing, 
  “We got the Blackthorn dupes. Charm them, 
  Alashandra, and make them do good things instead!” 
  A few moments of negotiating may convince the fey that 
  the PCs do not mean them any harm.  
   
  If the PCs attack the fey even after knowing their 
  intent, the fey flee as best they can. 
  All APLs  
  �Hopper: Tiny male grig; hp 2; see Monster Manual 
  page 235. 
  �Tasha: Small female pixie; hp 1 (wounded), see 
  Monster Manual page 236. 
  �Alashandra: Medium female dryad; hp 5 (wounded), 
  see Monster Manual page 90. 
  As the fey talk with the PCs, they are open and 
  forthcoming: 
  Hopper 
  looks 
  like 
  himself, 
  Tasha 
  suppresses her greater invisibility, and Alashandra sits 
  openly in the clearing. The three of them banded 
  together 3 weeks ago in response to the increased orc 
  presence in the Gnarley Forest. The morning storm 
  surprised them, but Hopper successfully hid, while Tasha 
  suffered a nasty bruise that spread from her shoulder to 
  her hip. Alashandra suffered the most, as her tree lost 
  several branches, resulting in a broken arm for her.  
   
  Once the fey warm up to the PCs, they are quite 
  gregarious, despite the state their home is in. Hopper 
  leaps from person to person and from topic to topic. 
  Tasha flirts with any male PC, trying to prove to herself 
  that a dryad’s presence does not hamper her style. 
  Alashandra calmly sits back, content with the knowledge 
  that she can charm any male, so she makes no coquettish 
  moves, remaining subdued in her conversation. 
   
  In addition to asking the PCs for tales of their own, 
  the fey share the following information (with fey being 
  how they are, feel free to embellish on the stories a bit): 
  • 
  Those disgusting orcs are led by a beast of a half-
  man named Gnasher Barrock. 
  • 
  The ground opened up, and dark beings walk 
  through the Gnarley Forest. 
  • 
  The great dragon is on the prowl. 
  If the PCs specifically ask about drow or duergar 
  • 
  A crack has opened into the Oerth. Dark things 
  emerge, things not of nature but of the blackness of 
  the under places. Tentacles, claws, and eyes all about. 
  They move through the shadows and stalk the forest 
  at night. No one knows what they are called, so they 
  all call them Nightmares. They disappear when the 
  sun rises. 
  During the conversation, the PCs may make Spot checks 
  against the Hide checks of the bugbears from Encounter 
  7: Stalkers in the Woods. As the bugbears hide 100 feet 
  from the fey, the PCs have a –10 to their checks. If the 
  bugbears remain hidden, then they wait until the PCs 
  leave. After the PCs travel 150 feet, the bugbears attack 
  the fey. A Listen check of 10 alerts the PCs to the sound 
  of arrows flying and bodies hitting the mud. If the PCs 
  are still unaware of the bugbears, they follow the PCs. 
   
  If the PCs do hear the bugbears and move to 
  investigate, the higher-level bugbear moves with his 
  Trackless Step (if applicable) and hides. The other 
  bugbear moves away and leaves obvious tracks. They 
  hope to split the PCs when they investigate the attacked 
  fey. 
   
  Encounter 7: Stalkers in the 
  Woods 
   
  In this encounter, a pair of bugbear scouts attacks the 
  PCs. The bugbears are sent into the Gnarley Forest to 
  eliminate any small groups, which would only distract 
  the larger armies of the orcish forces. The mood should 
  convey the heavy-handedness of the invading forces. 
   
  It is assumed that this encounter takes place after the 
  hailstorm in Encounter 5. While the PCs might be 
  injured, the bugbears were able to find suitable shelter 
  and are unwounded. Should the PCs travel through more 
  expeditious means, such as wind walk or phantom steed, 
  and ignore Encounter 6, one bugbear tries to catch their 
  attention while the higher-level bugbear prepares to 
  ambush them. Once the bugbears make their attempt to 
  stop them, it is up to the PCs to stop and fight or 
  continue on. Bypassing them allows the bugbears to 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 24 
  continue killing all forest creatures they find, so the PCs 
  fail the encounter by ignoring them. 
   
  There are two ways the bugbears encounter the PCs. 
  Either the PCs detect the bugbears at the fey meeting 
  (before or after the fey are killed) or the bugbears stalk 
  the PCs and attack at a moment of weakness. It is the 
  judge’s discretion as to how the bugbears attack the PCs, 
  but they won’t wait more than an hour to strike. If the 
  bugbears are able to track the PCs, they prefer staying 200 
  feet back to make detection more difficult.  
   
  The bugbears are crafty and know they cannot win 
  with a frontal assault. They attempt to divide the party 
  with tricks and false tracks. If the party forces them to 
  flee, the bugbears do not return to harass the PCs. They 
  figure an orc army would enjoy the challenge. The 
  higher-level bugbear has no problem with sacrificing the 
  lower-level bugbear for his own survival. 
  APL 2 (EL 3) 
  �Bugbears (2): Medium male bugbear; hp 16, 10; see 
  Monster Manual page 29. 
  APL 4 (EL 5) 
  �Bugbear Ranger: Male bugbear Rgr2; hp 38; see 
  Appendix 1. 
  �Bugbears (2): Medium male bugbear; hp 16, 10; see 
  Monster Manual page 29. 
  APL 6 (EL 7) 
  �Bugbear Ranger: Male bugbear Rgr4; hp 52; see 
  Appendix 1. 
  �Wolf Companion: Medium animal; hp 13; see 
  Appendix 1. 
  �Bugbears (2): Male bugbears Rgr2; hp 38; see 
  Appendix 1. 
  APL 8 (EL 9) 
  �Bugbear Ranger: Male bugbear Rgr6; hp 66; see 
  Appendix 1. 
  �Wolf Companion: Medium animal; hp 35; see 
  Appendix 1. 
  �Bugbears (2): Male bugbears Rgr4; hp 52; see 
  Appendix 1. 
  �Wolf Companions (2): Medium animals; hp 13; see 
  Appendix 1. 
  APL 10 (EL 11) 
  �Bugbear Ranger: Male bugbear Rgr8; hp 91; see 
  Appendix 1. 
  �Wolf Companion: Medium animal; hp 35; see 
  Appendix 1. 
  �Bugbears (2): Male bugbears Rgr6; hp 66; see 
  Appendix 1. 
  �Wolf Companions (2): Medium animals; hp 35; see 
  Appendix 1. 
  APL 12 (EL 13) 
  �Bugbear Ranger: Male bugbear Rgr10; hp 107; see 
  Appendix 1. 
  �Wolf Companion: Medium animal; hp 35; see 
  Appendix 1. 
  �Bugbears (2): Male bugbears Rgr8; hp 91; see 
  Appendix 1. 
  �Wolf Companions (2): Medium animals; hp 35; see 
  Appendix 1. 
  Tactics: The bugbears are experienced in using the forest 
  to their advantage.  The senior ranger (if applicable) 
  hides, while the junior ranger acts as the bait.  The wolf 
  animal companions (if applicable) follow the junior 
  ranger.  Though they are primarily melee rangers, they 
  have no compunction with softening the PCs with a few 
  arrow shots.  This forces PCs to come at them so that they 
  can quick draw their weapons for a full attack at high 
  APLs. 
  Treasure:  
  APL 2 - L: 3 gp; C: 16 gp; M: 0 gp 
  APL 4 - L: 52 gp, C: 16 gp, M: potion of bear's endurance 
  (25 gp per character), potion of bull's strength (25 gp per 
  character), potion of cure light wounds (4 gp per 
  character). 
  APL 6 - L: 115 gp, C: 16 gp, M: +1 studded leather armor 
  (97 gp per character), gauntlets of strength +2 (333 gp per 
  character), potion of bear's endurance (25 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character), potion of bear's endurance (25 gp per 
  character), potion of bull's strength (25 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 8 - L: 51 gp, C: 16 gp, M: 2 +1 studded leather armor 
  (195 gp per character), 2 +1 morning stars (384 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  character), 2 potion of bear's endurance (50 gp per 
  character), 2 potion of cure moderate wounds (50 gp per 
  character), scroll of barkskin (12 gp per character). 
  APL 10 - L: 0 gp, C: 16 gp, M: 2 +1 studded leather armor 
  (195 gp per character), 4 +1 morning stars (769 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 25 
  character), amulet of health +2 (333 gp per character), 
  potion of cat's grace (25 gp per character), 2 potion of 
  cure moderate wounds (50 gp per character), 2 scroll of 
  barkskin (50 gp per character), potion of bear's endurance 
  (25 gp per character). 
  APL 12 - L: 53 gp, C: 16 gp, M: 2 +1 studded leather armor 
  (195 gp per character), 4 +1 morning stars (769 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  character), 2 amulet of health +2 (666 gp per character), 2 
  potion of cat's grace (50 gp per character), potion of cure 
  serious wounds (62 gp per character), 2 scroll of barkskin 
  (50 gp per character), potion of cure moderate wounds 
  (25 gp per character). 
   
  Encounter 8: Into the Woods 
   
  When the PCs are at least 3 days outside of Dyvers, they 
  are scryed on by Warfungle. He teleports to their 
  location to administer his potion and then moves on to 
  perform the next task for the DASL. He does not divulge 
  any details, stressing that the individual cells must not 
  learn too much about each other. 
   
  NOTE: If the PCs refused to break Lord Kesser out 
  themselves but came here waiting for Warfungle, he 
  appears in a far less healthy state. The gnome is badly 
  bloodied, and his left arm is mangled beyond use. When 
  he arrives, he collapses to the ground. Unless the PCs 
  offer some type of healing of perform a Heal check (DC 
  15), he dies at their feet.  As Warfungle is key to keeping 
  Lycanth’s forces spread thin, this means that the PCs face 
  four times the usual opposition in Encounter 13. 
  Lord Darian Kesser 
   
  Portray Kesser as a tired man. He has spent months 
  in prison, and his time there was not at all pleasant. He 
  has resisted interrogation, knowing he would betray the 
  slavers soon enough. After a day of travel and decent 
  food, Kesser’s demeanor improves.  
   
  Kesser no longer has anything to hide from the PCs. 
  He recognizes those who were involved with exposing 
  Kesser’s slavery ring and congratulates them on their 
  fight for the DASL. He regards coolly anyone who has 
  the Ire of a Stranger from Dyv3-03 Tickling the Tail of 
  the Dragon. Kesser realizes that violence was necessary 
  when the PCs thought Parm was a slaver, but he does not 
  condone the excessive force they inflicted on him. If 
  pressed for information, he gives the PCs the information 
  he knows from the Adventure Summary. 
   
  Though beaten and hungry, Lord Darian Kesser 
  still retains his regal bearing. He says to you, “My 
  friends, the years have been quite tiresome, and I 
  hope to bring this to a close. I am supposed to meet 
  with a slaver named Minsk at a clearing 2 days 
  southwest of Beltander. 
   
  “I do not need to point out that we need to avoid 
  the villages along the way, as I could be recognized 
  and attacked. We must travel through the more 
  dangerous parts of the Gnarley. Minsk has arranged 
  to bolster our numbers with a small band of orcs who 
  resent Turrosh Mak’s incursion.” Pulling out a crude 
  map from a spot on his body never searched by the 
  guards, Kesser points to a spot that should only be a 
  day away from your current location. 
   
  Lord Darian Kesser sighs and says, “I’ll be glad 
  when I can stop fraternizing with these creatures. I’m 
  ready for this to end.” 
   
  Lord Kesser is willing to discuss the trials he has 
  endured over the past 5 years (see the Adventure 
  Background for information) but is ready to continue 
  when the party is. When the PCs are finished, continue 
  to Encounter 9: Armed, Armored, and Amore Escort. 
   
  Encounter 9: Armed, Armored, 
  and Amore Escort 
   
  In this encounter, the PCs and Kesser meet up with Graw 
  Pak, an “associate” of Kesser. She and her small group of 
  orcs are familiar with this portion of the Gnarley Forest 
  and are willing to escort Kesser’s party to the rendezvous 
  point. Unbeknownst to Kesser is that Graw Pak has been 
  approached by the forces of Turrosh Mak. She has been 
  offered a good bounty for his knowledge of the city of 
  Dyvers. Graw Pak attempts to win Kesser over, which 
  involves slaughtering the PCs first. 
   
  As the PCs reach the meeting point, read or 
  paraphrase the following: 
  As the sun starts to dip toward the horizon, a handful 
  of orcs greets you, led by a hulking woman with 
  narrow eyes. She stands guarded, and the orcs hold 
  their weapons at the ready. Her nostrils flare as she 
  stares Kesser down. Suddenly, she lunges forward and 
  embraces Kesser, pulling him tight to her bosom. In a 
  gravelly voice she says, “By the one eye, I miss you, 
  Darian. How is my sweet pot of entrails?” 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  With his face pressed against her chest, Lord 
  Kesser casts you an embarrassed glance. He manages 
  to say, “This is Graw Pak. I’ve worked with her 
  before.” He momentarily looks surprised as Graw Pak 
  lifts his head up and plants a wet orcish kiss on his 
  lips, but true to his role, Kesser gives a contented 
  moan as he returns the kiss. At least one would hope 
  he’s only acting. 
   
  Once Kesser and Graw Pak greet one another, the 
  other orcs relax. Kesser explains to any curious PCs that 
  he met Graw Pak during one of his meetings with slavers. 
  If he can safely relay this information, he reveals that 
  while undercover, he’s had to engage in a few unsavory 
  acts in order to gain favors within the slaver organization. 
  It is not something he is proud of, but it probably got him 
  close to Lycanth a year sooner. 
   
  The orcs are guarded around the PCs but make no 
  hostile action. They may let slip a joke about elves or 
  gnomes, but they are under orders by Graw Pak to not 
  provoke her lover’s company. Graw Pak, however, 
  watches the PCs but mostly stays near Kesser, cooing in 
  an atypical orcish manner.  
  Gone Camping 
  After a few hours of travel, read or paraphrase the 
  following: 
   
  You travel for a few hours when Graw Pak barks 
  in both Common and Orcish, “We camp here for the 
  night.” The other orcs grumble and protest, with 
  reminders in Orcish that they don’t sleep at night. 
  She snarls and backhands one of the orcs, which 
  silences the others. She gives Lord Kesser a toothy 
  smile and says, “Darian is tired. He is our guest. We 
  camp now!” 
   
  Reluctantly, the orcs do make camp, though they 
  complain on how stupid it is that they have to sleep at the 
  same time as the weak humans and elves. Graw Pak erects 
  a tent, which she shares with Kesser. The PCs may 
  protest this, but Kesser insists. He must maintain his 
  cover. If the PCs still insist, Graw Pak accuses the PCs of 
  stealing her lover, and a fight breaks out. 
   
  That night, the orcs keep guard around the tent, not 
  allowing any PC to come within 30 feet. Anyone who is 
  spotted within 30 feet is told to stay back. If the PC 
  refuses, Graw Pak shouts for the PC to go away or face the 
  Hades. Kesser tries to maintain his cover by brusquely 
  dismissing the PC. If a PC still refuses, Graw Pak grabs a 
  weapon, charges out of the tent, and prepares to sever 
  many limbs. In this case, PCs and orcs both may hear her 
  grabbing a weapon with Listen check of DC 15 and may 
  act in the surprise round. 
   
  That night, Kesser lets slip his secret. Perhaps it’s the 
  stress of the past few years, but Kesser mutters in his 
  sleep how grateful he is that his ruse is almost over. Graw 
  Pak hears this. Any PC actively trying to eavesdrop on the 
  tent can make out this confession with a Listen check of 
  DC 25 (modified by distance). Only PCs trying to listen 
  in can make the check. To anyone else, it sounds only 
  like the kind of pillow talk no sane human needs to hear. 
   
  If the night passes without combat, Graw Pak travels 
  the next day, trying to ascertain the best way to defeat the 
  PCs. She makes note of who the casters are and gauges 
  how effective the other PCs are. She only watches for 
  about an hour and then strikes while they are under some 
  heavy canopy (to offset the light sensitivity of the orcs). 
  When that moment comes, read or paraphrase the 
  following: 
   
  The orcs cheer up as you pass under a thick 
  canopy, blocking the wretched sun. Graw Pak is 
  especially joyful as she walks alongside Lord Kesser. 
  She says, “You know, Darian, your work in that city 
  got a lot of people talking. I heard even Gnasher 
  Borrack put a bounty on you. He says you got some 
  good information. Even had an orc talk to me about 
  it.” 
   
  Kesser responds playfully, “And you put an arrow 
  in his head and told him that we have too much of a 
  future together, right?’ 
   
  Graw Pak answers defiantly, “Of course. But the 
  arrow in the head was just for fun. Gnasher Borrack 
  does have a lot of people here. We sell information to 
  him, and we live like kings. And if you’re going to 
  betray Minsk anyway, Darian, you should do it on the 
  winning side.” 
   
  With the façade broken, Lord Kesser simply 
  gapes at Graw Pak. She flashes him a tusked smirk 
  and says, “You talk in your sleep.” 
   
  Unsurprisingly, the orcs move to attack. 
   
  The PCs may wish to interrupt the dialogue. It won’t 
  let them get the drop on the orcs. The orcs are ready to 
  attack and walk with their weapons at the ready. Most 
  likely, the PCs also have weapons ready, so the exchange 
  is fairly even. Graw Pak may sell out her lover, but she is 
  an honorable orc and does not wish to catch the PCs 
  unawares. She’d rather take them out through mortal 
  combat where she can watch the fight leave her foes’ 
  eyes. 
   
  The PCs can attempt to persuade Graw Pak to let 
  them live, but they have to speak in gold. She starts off as 
  Hostile and doesn’t give them much of a chance to talk 
  (incurring the –10 penalty for a rushed Diplomacy 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 27 
  check). Getting her to Indifferent requires at least 200 gp 
  promised to her. A Friendly attitude requires 500 gp. 
  Finally, a Helpful attitude requires at least 1000 gp. In 
  any case, she is not interested in taking the PCs with her. 
  If they press, she thanks them for the money and tries to 
  slaughter them. If Graw Pak is Neutral, she only wishes 
  them well and parts ways. If she is Friendly, she at least 
  gives them the map to Minsk’s location (which does no 
  good without the response phrase). If Graw Pak is 
  Helpful, she takes the gold in return for letting Kesser 
  go. She figures the easy money should make up for not 
  selling Kesser to Gnasher Borrack. If Graw Pak and the 
  orcs leave the PCs behind, check for Lycanth’s discovery, 
  as usual. 
  APL 2 (EL 4) 
  �Graw Pak: Female orc Bbn1/Rog1; hp 20; see 
  Appendix 1. 
  �Orcs (4): Medium male orc; hp 5; see Monster 
  Manual page 203. 
  APL 4 (EL 4) 
  �Graw Pak: Female orc Bbn1/Rog1; hp 20; see 
  Appendix 1. 
  �Orcs (4): Medium male orc; hp 5; see Monster 
  Manual page 203. 
  APL 6 (EL 6) 
  �Graw Pak: Female orc Bbn2/Rog3; hp 41; see 
  Appendix 1. 
  �Orcs (6): Medium male orc; hp 5; see Monster 
  Manual page 203. 
  APL 8 (EL 8) 
  �Graw Pak: Female orc Bbn2/Rog5; hp 60; see 
  Appendix 1. 
  �Orc Thugs (6): Male orc Bbn1; hp 14; see Appendix 
  1. 
  APL 10 (EL 10) 
  �Graw Pak: Female orc Bbn2/Rog7; hp 83; see 
  Appendix 1. 
  �Orc Thugs (4): Male orc Bbn3; hp 32; see Appendix 
  1. 
  APL 12 (EL 12) 
  �Graw Pak: Female orc Bbn2/Rog9; hp 83; see 
  Appendix 1. 
  �Orc Thugs (4): Male orc Bbn5; hp 55; see Appendix 
  1. 
  Tactics: Graw Pak is interested in keeping Kesser alive. A 
  bloodthirsty orc may consider striking down Kesser in 
  his rage, but Graw Pak snarls at him. Graw Pak simply 
  wants to eliminate the competition by killing the PCs. If 
  the PCs flee, she considers that a victory and does not 
  even imagine them tracking down the orcs for a 
  retributive strike. Graw Pak knows the PCs also want 
  Kesser alive, so she may use him as a shield against 
  charges or even grapple him to use as cover against 
  ranged combatants (if she’s not threatened in melee, of 
  course). 
  Treasure: 
  APL 2 - L: 57, C: 16, M: +1 great axe (193 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 4 - L: 110, C: 16, M: +1 great axe (193 gp per 
  character), potion of cure light wounds (4 gp per 
  character). 
  APL 6 - L: 166, C: 16, M: +1 great axe (193 gp per 
  character), potion of cure light wounds (4 gp per 
  character), potion of enlarge (20 gp per character). 
  APL 8 - L: 56, C: 16, M: +1 great axe (193 gp per character), 
  +1 chain shirt (187 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of enlarge 
  (20 gp per character). 
  APL 10 - L: 81, C: 16, M: +1 great axe (193 gp per 
  character), +1 chain shirt (187 gp per character), amulet 
  of health +2 (333 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of enlarge 
  (20 gp per character). 
  APL 12 - L: 81, C: 16, M: +1 great axe (193 gp per 
  character), +1 chain shirt (187 gp per character), amulet 
  of health +2 (333 gp per character), gauntlets of strength 
  +2 (333 gp per character), potion of cure serious wounds 
  (62 gp per character), potion of enlarge (20 gp per 
  character), potion of haste (62 gp per character). 
   
  Only Graw Pak knows anything useful, and it’s not 
  useful to Kesser’s current mission. The other orcs do not 
  know anything useful at all except how to skin a gnome. 
  If questioned, Graw Pak tells the PCs that she was 
  contacted many weeks ago and would have just taken 
  Kesser to the Pomarj to find a broker. To her knowledge, 
  no other orcs are hunting Kesser. She has no reason to 
  believe that the meeting with Minsk is in jeopardy. Her 
  plan was to not even make it that far. 
   
  Without his escort, Kesser must rely entirely on the 
  PCs to get him to Minsk. In addition to their own maps, 
  the PCs can use the crude orcish map that Graw Pak 
  consulted. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 28 
  Encounter 10: Vengeance 
  Incarnate 
   
  In this encounter, the PCs meet Wyndella, a paladin of 
  St. Cuthbert with a cudgel to grind with Lord Kesser. 
  Having traced her kidnapped brothers to the slavers in 
  Maraven, Wyndella learned through recent channels that 
  Lord Kesser is linked to her family. She is unaware of 
  Kesser’s ruse and, through her detect evil ability, feels she 
  has enough evidence to exact vengeance on him. The PCs 
  must defuse the situation before she runs Kesser 
  through. 
  With the treachery of the orcs leaving you to fend for 
  yourselves, you travel for 3 more days, eliminating 
  trivial 
  threats 
  and 
  circumventing 
  significant 
  problems. In the afternoon of that third day, the 
  unmistakable sound of a fast-moving horse reaches 
  your ears. Heavy hoof beats sound off the trees, and 
  the snapping of branches indicates that a rider is 
  heading your way. Judging from the increasing 
  volume, the rider approaches in about 15 seconds. 
  The PCs have 3 rounds to prepare. When Wyndella 
  arrives, she is Hostile to Kesser and Unfriendly to the 
  PCs. If the PCs look prepared for a fight (enlarge person, 
  weapons drawn, etc.), then her attitude is Hostile to the 
  entire group. Due to the noise of the galloping, she 
  cannot hear spell-casting before her arrival, so 
  nonobvious spells (like magic weapon and bull’s 
  strength) do not switch her to Hostile. Modify the 
  encounter if the PCs hide Kesser in another dimension 
  (such as in a rope trick), but she returns when Kesser 
  arrives on the plane again. As she arrives, read or 
  paraphrase the following: 
  From the trees come an armored elven warrior and a 
  large, white horse. Her shield bears the symbol of St. 
  Cuthbert, and the lance on her side is well balanced. 
  She looks you over with solid silver eyes and then 
  settles ultimately on Lord Kesser [ignoring the 
  attempt to keep him hidden]. The horse stops about 
  20 feet from you. 
   
  Through her steady voice, you can make out a 
  hint of unbridled emotion as she says, “Darian Kesser, 
  how I dreamed of this day. Your black heart saw the 
  death of my brothers’ spirits, and I now will pierce 
  that heart. Prepare to meet your reckoning!” 
  The PCs may intervene. Simply calling out to wait gives 
  her pause, but she impatiently listens to the PCs for only 
  half a minute. As a result, the PCs suffer a -10 to their 
  Diplomacy check for a hurried attempt. If the PCs can 
  talk for a full minute (because of a hold person or wall of 
  force spell), then this penalty is negated. If the lead 
  speaker detects as evil, he suffers a -5 circumstance 
  penalty.  
   
  In order to succeed at the Diplomacy check, the PCs 
  must give Wyndella a compelling reason not to kill 
  Kesser. They must choose their wording carefully, as 
  Kesser currently detects as evil. Most likely, any attempt 
  to placate Wyndella also raises suspicion in Lycanth 
  through the scrying. If a PC confesses the truth about 
  Kesser, he gains a +20 competence bonus but instantly 
  alerts Lycanth to the double-agent. Even telepathy causes 
  her to respond out loud incredulously, “You mean, Lord 
  Kesser is working for the DASL to betray his employer? I 
  find that hard to believe.” 
   
  What happens next depends on the Diplomacy 
  check. Wyndella continues to be Hostile to Kesser, but 
  her mood may change for the PCs: 
  Hostile - Wyndella attacks the PCs with as much fervor 
  as Kesser. 
  Unfriendly - Wyndella attacks the PCs only if blocking 
  the way to Kesser. She takes attacks of opportunity on the 
  PCs just for being in the way. 
  Indifferent - Wyndella attacks the PCs only if blocking 
  the way to Kesser. She takes no attacks of opportunity on 
  them. 
  Friendly - Wyndella tries to move around the PCs or 
  attack over them. If the PCs position themselves so she 
  cannot strike at Kesser at all, her attitude shifts to 
  Indifferent. 
  Helpful - Wyndella ceases her attack on Kesser. She 
  acknowledges that it may be for the greater good that he 
  continues to exist. 
  In order for Wyndella to be considered Helpful, the PCs 
  need to strike a chord with her. Revealing his secret 
  would certainly count. Another possibility is that they 
  cleverly mask the secret by telling her that perhaps she 
  can find him later when in a large gathering of slavers. 
  While it is Diplomacy for Wyndella, it is an attempt to 
  Bluff Lycanth. Ask for a Bluff check, but do not let the 
  players know what it is for. Failure to trick Lycanth 
  means that he suspects Kesser and digs more into his 
  activities. This counts as the PCs telling two people, 
  when determining if he learns the truth. 
   
  In combat, Wyndella strikes to kill. True to her god’s 
  creed, Wyndella wants only retribution for Kesser’s 
  slavery activities. In her eyes, those who stand in his 
  defense deserve the fate they receive. Wyndella already 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  used her smite evil abilities earlier that day, so she cannot 
  tell that Kesser is not truly evil. 
  APL 2 (EL 2) 
  �Wyndella: Female elf Pal2; hp 20; see Appendix 1. 
  APL 4 (EL 4) 
  �Wyndella: Female elf Pal4; hp 36; see Appendix 1. 
  APL 6 (EL 6) 
  �Wyndella: Female elf Pal6; hp 52; see Appendix 1. 
  �Hammerstrike: 
  Bonded mount; hp 51; see 
  Appendix 1. 
  APL 8 (EL 8) 
  �Wyndella: Female elf Pal8; hp 68; see Appendix 1. 
  �Hammerstrike: 
  Bonded mount; hp 73; see 
  Appendix 1. 
  APL 10 (EL 10) 
  �Wyndella: Female elf Pal10; hp 84; see Appendix 1. 
  �Hammerstrike: 
  Bonded mount; hp 73; see 
  Appendix 1. 
  APL 12 (EL 12) 
  �Wyndella: Female elf Pal12; hp 100; see Appendix 1. 
  �Hammerstrike: 
  Bonded mount; hp 93; see 
  Appendix 1. 
  Tactics: Though she is choked with rage, Wyndella is not 
  a foolish combatant. Her first priority is to kill Kesser, 
  but she deals with more immediate threats first. 
  Depending on her attitude toward the PCs, she may 
  actively ride around them to get to Kesser. Any PC that 
  attacks her (lethal or not) drops her attitude to Hostile 
  toward that PC. If she is Friendly to the PCs, she won’t 
  attack them, but a human(oid) shield that prevents her 
  from getting to Kesser drops her to Hostile automatically, 
  and she attacks the PCs. 
  Treasure: 
  APL 2 - L: 95 gp, C: 16 gp, M: potion of cure moderate 
  wounds (25 gp per character). 
  APL 4 - L: 69 gp, C: 16 gp, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 6 - L: 71 gp, C: 16 gp, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 8 - L: 124 gp, C: 16 gp, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 10 - L: 246 gp, C: 16 gp, M: +1 warhammer (192 gp 
  per character), periapt of wisdom +2 (333 gp per 
  character), cloak of resistance +1 (83 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  divine scroll of remove paralysis (12 gp per character). 
  APL 12 - L: 82 gp, C: 16 gp, M: +1 full plate armor (220 gp 
  per character), +1 warhammer (192 gp per character), +1 
  lance (192 gp per character), gauntlets of strength +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), cloak of charisma +2 (333 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  divine scroll of remove paralysis (12 gp per character), 
  divine scroll of daylight (31 gp per character), potion of 
  bear's endurance (25 gp per character). 
  About Wyndella 
  In CY 594, Wyndella’s village in Celene was raided by 
  slavers. She and her brothers were kidnapped and 
  shackled. When the slaver ship stopped at Maraven, she 
  was able to escape. When she returned with the sheriff, 
  the ship had already left. In the intervening time, she 
  studied religion at the Cathedral of St. Cuthbert and 
  became a paladin, dedicated to eradicating slavery in the 
  region.  
   
  After Kesser was publicly arrested in CY 595 (Dyv5-
  03 Dining with the Dragon), Wyndella questioned some 
  of the freed slaves and concluded that Kesser is related to 
  the slavers that took her brothers. She vowed revenge on 
  him. When word spread in Dyvers that Kesser escaped, 
  she made arrangements with the Cathedral of Istus to 
  allow her to find Kesser quickly. The Cathedral crafted 
  silver lenses that allow the wearer to instantly pinpoint 
  Kesser and see through any obfuscation that hides him. 
  The lenses’ magic is limited (existing for only 2 more 
  days), so she paid for a teleport into the Gnarley Forest.  
   
  Due to Wyndella’s lack of subtlety, Lycanth’s spies 
  learned of her questioning and informed him of the 
  elven paladin. Lycanth Rollen is able to scry upon her 
  and has ordered Minsk to hunt her down so she ceases to 
  be a problem. As a result, Lycanth is vaguely aware of the 
  encounter. If the PCs spill the beans, run the slaver 
  encounter with the understanding that Lycanth Rollen 
  knows of Kesser’s duplicity, regardless of the number of 
  people told before this encounter. 
   
  Wyndella is a proud elven paladin soon to be in need 
  of atonement. Even if shown to be wrong, she does not 
  acknowledge her mistake. She glosses over it as if it never 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  happened. Her hatred of slavery is complete, and her 
  resolve is strengthened by the teachings of St. Cuthbert. 
   
  Though Wyndella is a paladin, she gives the PCs 
  little choice other than to fight her. The PCs may choose 
  to use lethal damage in order to save themselves. As this 
  is self-defense, it is not an evil act, unless the PCs harm 
  her unnecessarily (such as kicking her while she’s 
  unconscious). Even killing her is not evil, as long as it 
  was done in response to her trying to kill one of the PCs 
  or Kesser. Stealing from her (especially if she is dead) is 
  an evil act. Her possessions can easily be traced back to 
  the Cathedral of St. Cuthbert, so they are not unclaimed 
  goods. PCs are free to keep her possessions (which are 
  not included as the final treasure), but they earn an evil 
  act, to be documented on their Adventure Records. 
   
  Encounter 11: The Transfer 
   
  In this encounter, the PCs meet with Minsk and his men. 
  They release Kesser into Minsk’s custody so he can be 
  transported to Lycanth Rollen. This is a noncombat 
  encounter, and if combat breaks out, the adventure is 
  over, as Minsk does not take Kesser to meet Lycanth. 
   
  Leaving the elven paladin behind, you arrive 2 
  hours later at a massive hollow log bridging a modest 
  stream. Two armed men hop down from the branches 
  of the surrounding trees and eye you carefully. One 
  of the men says, “What news have you from the 
  frozen waste?” 
   
  Kesser quickly replies, “The eagle is still fierce 
  but overcome by disease.” 
   
  The men nod and sheathe their weapons. The 
  other man says, “Lord Kesser. You have been 
  expected. I’m sorry that we must wait longer. Minsk 
  went to investigate something to make sure this 
  meeting is secure. We should wait inside the log until 
  he verifies the threat is gone.” 
   
  The PCs may choose to protest this. The men do not 
  push the issue, concurring that with their combined 
  might, they should be able to ensure Kesser’s safety, even 
  out in the open. They do not freely reveal what Minsk is 
  doing, but a Diplomacy check (DC 15) loosens them up. 
  They tell the PCs that they were sent a magical message 
  (through a sending spell) that a paladin was seen 
  snooping about, so Minsk is investigating.  
   
  NOTE: Even if Lycanth Rollen learns of Kesser’s 
  betrayal, Minsk and his men do not know about it, as the 
  sending spell arrived before Wyndella was scryed on. As 
  far as they know, Kesser and the PCs are their allies, even 
  if the PCs told Wyndella about Kesser’s ruse. 
  PRISONER 
  Minsk’s men found a human Gnarley Ranger named 
  Urgath during their travels. They subdued him and are 
  taking him to Lycanth. When the PCs first meet up with 
  the slavers, Urgath is bound, unconscious, and buried 
  under leaves. A Spot check (DC 18) reveals an unnatural 
  mound of leaves. The slavers tell the PCs that this ranger 
  is hidden away while waiting for Minsk to return.  
   
  The ranger is in bad shape, having been pummeled 
  mercilessly by Minsk and his men. The PCs can attempt 
  to free Urgath in a number of ways: A Sleight of Hand 
  check versus the slavers’ Spot checks of +2 (or Minsk’s 
  higher score) can slip Urgath a knife; a similar Sleight of 
  Hand check and a Use Rope check (DC 20) can free 
  Urgath of his bonds; or a Diplomacy check that shifts the 
  slavers to Friendly (they start as Indifferent) convinces 
  them to sell Urgath for 400 gp (or only 300 gp if they are 
  Helpful). 
   
  If the PCs make overt arguments about freeing 
  Urgath or are caught helping him escape, Minsk suspects 
  Kesser of leading nosy adventurers to him. The deal is off, 
  with Minsk trying to leave Kesser and the party behind. 
  WYNDELLA SUBDUED 
  If the PCs were able to subdue Wyndella and tie her up, 
  then Minsk does not find her. Likewise, if the PCs were 
  able to convince Wyndella to leave (Helpful attitude), 
  Minsk does not find her. Read the following box text 
  after an hour passes: 
   
  Three dire wolves and their riders come into 
  view. The leader, a hulking hobgoblin with a missing 
  ear, approaches you and Kesser. He says, “My lord, I 
  apologize. I heard an elf was hunting you. We hoped 
  to find her, but she must have gotten lost. We should 
  hurry before she finds your trail.”  
   
  Kesser steps away from your group and pulls 
  himself onto the back of Minsk’s wolf. The other two 
  men climb onto the remaining two wolves. Kesser 
  looks at you coldly and says, “You’ve done me well, 
  mercs. I’ll have need for your services the next time I 
  do business in Dyvers.” 
  WYNDELLA UNDAUNTED 
  If the PCs did not tie up Wyndella or they left her behind 
  and able to follow, Minsk does find her. Read the 
  following after half an hour passes: 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 31 
   
  Two dire wolves and their riders come into view. 
  A limping, riderless wolf slowly follows. The leader, a 
  hulking hobgoblin with silver eyes and a missing ear, 
  approaches you and Kesser, a bloodied silver lance 
  held proudly in the air. He says, “My lord, good news. 
  We found an elf that was hunting you. She is no 
  longer a bother to you.” He chuckles mirthlessly at 
  this and licks the hard surface of the lance. 
   
  Kesser lets out an imperceptible sigh of distress 
  as he steps away from your group and pulls himself 
  onto the back of Minsk’s wolf. The other two men 
  climb onto the remaining two wolves. Kesser looks at 
  you coldly and says, “You’ve done me well, mercs. I’ll 
  have need for your services the next time I do 
  business in Dyvers.”  
  HALFLINGS BEWARE 
  If there are any halflings in the party, Minsk’s belt of 
  halfling heads screeches just before he yells at the belt in 
  Goblin to shut up. Minsk does not allow the belt to 
  operate long enough for someone to easily figure out its 
  purpose. An Intelligence check (DC 25) can figure out 
  that the heads on the belt turned to face the halfling (or 
  split their attention if more than one). A Heal check (DC 
  22) can discern that the shrunken heads are from 
  halflings. A bardic lore check (DC 32) lets the bard 
  remember an obscure tale of a hobgoblin who hated 
  halflings so much, he wove together a belt made of 
  halfling heads so he can hunt them down more 
  effectively. 
  GETTING INFORMATION 
  The task of the PCs is to send Kesser off with his contact. 
  They shouldn’t do more than that. In Minsk’s mind, he is 
  to escort Kesser to Lycanth Rollen and nothing else. He 
  has no need for other mercenaries, even if he lost one to 
  Wyndella. Stubborn parties may try to learn more about 
  the slavery ring before Kesser is whisked away, whether 
  by trailing, asking Minsk lots of questions, or stalling. In 
  all these cases, Kesser discreetly shakes his head and 
  waves them away. If the PCs persist, Minsk turns on 
  Kesser and accuses him of leading nosy adventurers to 
  them. The deal is off, with Minsk attempting to leave 
  everyone behind. The adventure is over. 
   
  If the PCs follow the tracks, they eventually discover 
  the tracks disappear. Make a contested Survival roll 
  versus Minsk’s ability, as he covers the tracks.  
   
  If the PCs are able to follow and keep the riders in 
  sight, make Spot checks for Minsk and the riders (the 
  riders have Spot of +2). The wolves also get Spot checks, 
  but they also can detect the PCs through Scent. This gets 
  Minsk’s attention enough that he investigates. If he finds 
  the PCs, he turns on Kesser, as above. 
   
  In the unlikely event that the PCs are able to follow 
  Minsk for 4 days without detection and without the need 
  to track (remember that Wyndella’s lenses lose their 
  magic shortly after the rendezvous), the PCs can assault 
  the slaver base, per Encounters 13 and 14. In this case, 
  Lycanth Rollen activates his contingency plan to teleport 
  to a safe spot away from the base, aware that his 
  operations have been compromised. The PCs can free the 
  slaves and defeat most of the slavers, but the leader is still 
  on the loose. 
  Interlude 
   
  This is not so much an encounter as it is a time for the 
  PCs to relax and get their bearings. They may wish to 
  replenish their supplies and buy new gear. Gathering 
  information won't unearth any secrets the PCs don't 
  already know. There are rumors about Kesser's escape: 
  He's been set free by the Alliance only to be hunted 
  down and killed; he teleported away with the cambion 
  Lord Kurault and was, in fact, the mastermind behind the 
  Kesser Massacre; and the Cult of Nerull needs an evil 
  heart and kidnapped him for its sacrifice. 
   
  It is a week before Jal Torak contacts the PCs again. 
  In this time, the PCs may use money-making skills 
  (Profession, Sleight of Hand, etc.) or use Item Creation 
  feats that take no more than 1 Time Unit. NOTE that this 
  does not allow an extra chance to use these abilities 
  during an adventure; it uses the time allocated per the 
  Living Greyhawk Campaign Sourcebook. PCs that do not 
  use a TU to craft or perform do not lose the TU; it is 
  understood that they spend this time performing other 
  tasks, such as partaking in another module. Remember 
  that the Time Units represent an abstract measure of 
  time and are not literally 7-day weeks. 
   
  While the PCs are waiting, Lord Kesser has been 
  taken to the hideout of Lycanth Rollen. He is either an 
  honored guest and business partner, or he is a slave 
  himself. It depends on how the PCs kept his secret. 
  THE FINAL PUSH 
  After the PCs have performed their activities during the 
  week, they are summoned by Jal Torak and given their 
  final instructions. If Warfungle is killed breaking Kesser 
  out of prison, modify this encounter. Read or paraphrase 
  the following: 
  Finally, the message arrives: Meet on Karbosh’s barge 
  in the floating city known as “Drown Town,” and 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  speak 
  the 
  password 
  of 
  Hugginsworth 
  before 
  boarding. The Rhennee that live in Drown Town 
  offer to sell you wares at your arrival, but they pester 
  you no more when they learn that you have business 
  on Karbosh’s barge. 
   
  Squeezing into the tiny cabin on the barge, you 
  do not see anyone named Karbosh, but you are 
  greeted by Jal Torak and Warfungle. Jal looks 
  uncomfortable and lets his thoughts be known by 
  complaining to the gnome, “I don’t like letting out 
  information 
  in 
  the 
  middle 
  of 
  untrustworthy 
  Rhennee.” 
   
  Warfungle calmly nods and replies, “The wards 
  are still in place. Only these invited liberators are 
  with us.” As you gather inside the cabin, Warfungle 
  looks at Jal expectantly. 
   
  Jal Torak shows the PCs the letter sent by Lord 
  Darian Kesser (either version) and tells them the 
  following: 
  • 
  The DASL wants the PCs to infiltrate the slaver base 
  and challenge Lycanth Rollen himself.  
  • 
  In order to minimize the number of slavers in the 
  base, Parm has infiltrated one of the slaver ships and 
  plans to cripple it so its crew cannot dock and travel 
  back to the base. 
  • 
  Concurrently, Warfungle plans to harass slavers 
  traveling from the Pomarj toward Lycanth’s base. 
  This, combined with Parm’s efforts, should isolate 
  the base so the PCs can attack it. 
  • 
  With the efforts of Parm and Warfungle, the base 
  should be more vulnerable during the period that is 
  6 to 10 days from this meeting. Jal has no idea how 
  strong Lycanth is before and after this window. 
  KESSER’S LETTER 
  Give the players one of the Player’s Handouts for Kesser’s 
  letter. If the PCs maintained Kesser’s secret well enough 
  that Lycanth never learned of the double-agent, give 
  them Player’s Handout #3. 
  Lycanth may know the truth about Kesser if 
  • 
  The PCs tells Wyndella of Kesser’s duplicity, and 
  Lycanth learns of it through scrying her. 
  • 
  The PCs tells other people, and they blab about it to 
  their friends. Lycanth’s spy network in the city could 
  possibly pick this up (as seen under Loose Lips at 
  the beginning of the adventure). 
  In this case, give the PCs Player’s Handout #2. This 
  message 
  was 
  written 
  under 
  duress 
  in 
  Kesser’s 
  handwriting. Upon arrival at the slaver base, Kesser has 
  been imprisoned by Lycanth and tortured. He reveals 
  only that members of the DASL would be sent to attack 
  the slaver base. Concerned that Kesser’s friends would 
  cast discern location or, worse, perform a true 
  resurrection on Kesser, Lycanth decides to entrap the 
  would-be victors rather than kill Kesser outright.  
   
  Lycanth forces Kesser to send a message to the 
  DASL, which leads the PCs into a trap. Kesser inserts a 
  code that says, “He found me out.” This cipher may be 
  picked out by the players, but a character that makes a 
  Decipher Script check of DC 15 can figure out that the 
  last letter of each sentence spells out a message. NOTE: 
  The letter is in Common, so spells like comprehend 
  languages and tongues do not reveal the message. A 
  successful divination spell cast on the nature of the letter 
  tells the cleric, “Some people prefer the last word, but 
  survival depends on the last of words.”   
   
  Encounter 12: (Un) Nature’s 
  Key 
   
  In this encounter, the PCs meet a squad of Free Army 
  soldiers left to fend for themselves in the Gnarley Forest 
  when their guide is killed. They have trapped the rust 
  monster and are trying to find a way to kill it without 
  metal weapons.  
   
  NOTE: Any trackers in the party can easily find the 
  tracks of six heavily armored humans and one lightly 
  armored gnome before they reach the clearing. 
   
  Traveling through the forest, you hear a 
  commotion ahead and to the side. Some men cheer 
  and shout things, such as, “It’s helpless,” “Kill it,” and 
  “This will teach you a lesson.” A low whimper greets 
  your ears. 
   
  The PCs may choose to ignore the encounter. The 
  soldiers eventually sharpen a sturdy branch into a reliable 
  spear and kill the trapped rust monster. But if the PCs 
  help, they may gain some useful information. 
   
  If the PCs investigate, they find a clearing where six 
  men surround a rust monster held captive in a net. 
  Wooden tent pegs have been ripped out of the otherwise 
  orderly campsite and are used to pin the rust monster to 
  the ground. Two of the men stand far away from the rust 
  monster, protecting their plate mail. They are awkwardly 
  using their swords to fashion branches into spears. The 
  other four are in their skivvies, holding onto ropes tied to 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 33 
  a net. They have what appears to be a rust monster 
  pinned to the ground. They’re shouting “Quickly, the 
  spears! Kill it!” If the PCs aid the soldiers in killing the 
  rust monster, the soldiers welcome them to their camp 
  and offer what information they have (immediately 
  below). Otherwise, once the monster is dead, the soldiers 
  tell the PCs to be on their way. 
  DYVERS FREE ARMY PATROL 
   
  These six men are on orders to set up a defensible 
  position in the Gnarley Forest. The number of Greyhawk 
  patrols as dramatically increased over the past half-year 
  and there is concern that the patrols may be forward 
  scouts of a coming Greyhawk initiative. This group is led 
  by Sergeant Jinner, one of the unfortunate men without 
  armor. Their guide, a gnome ranger named Ipsendrudle, 
  has told them to make camp here 3 hours ago and 
  disappeared to scout the area. Normally, Ipsendrudle 
  takes no more than 2 hours on his patrols, so Jinner is 
  concerned. With over half of their arsenal destroyed, the 
  soldiers need to return to Dyvers.  
   
  While Ipsendrudle is a skilled ranger, his tracks are 
  still simple enough to follow, requiring a Track check of 
  DC 18. Ipsendrudle has ventured away from the camp 
  and discovered a roving band of ogres. The ogres 
  obviously have spotted Ipsendrudle, for they have moved 
  toward him. Ipsendrudle has led the ogres away from the 
  camp where he has been run down and slaughtered. His 
  bones are found an hour away from camp, picked clean 
  by the ogres and carrion birds.  
   
  If Jinner learns that their guide is dead, he orders 
  any woodland PC to guide them back to Dyvers. He has 
  no authority over the rangers, and he knows it, but he 
  doesn’t want his men to be left vulnerable in the woods. 
  Unless the PCs have a means to transport six men back 
  quickly, the PCs stand to miss out on invading Lycanth’s 
  base. If the PCs tell Jinner that they have other business, 
  he nods and says that he understands, though his 
  disappointment is obvious. 
   
  A PC officer might order Jinner to go with the PCs 
  to invade the slaver base. Jinner refuses, citing that his 
  orders from Lord Navoy himself are to return to Dyvers if 
  their operation becomes compromised. Jinner considers 
  the loss of their guide plus much of their supplies a large 
  setback and prepares to return to Dyvers.  
   
  The PCs may convince Jinner to spare the rust 
  monster with a Diplomacy check of DC 15. If the PCs tell 
  the soldiers they plan to use it to free slaves, the DC is 
  only 1. 
   
  NOTE: If the PCs tell the soldiers about their plan to 
  invade a slaver base, this does not affect whether Lycanth 
  knows of their arrival or not. It is too late at this stage for 
  Lycanth’s spies to alert him of Kesser’s betrayal.  
   
  Encounter 13: Into the 
  Dragon’s Maw 
   
  This encounter is designed to be freeform. It depends on 
  how stealthy the party can be. Consult the map for the 
  usual locations of the NPCs. When the PCs are spotted, 
  the slavers attempt to sound the alarm on their initiative. 
  Brutally quick or resourceful parties can silence the 
  slavers so Lycanth is not aware of the infiltration. 
  Depending on the PCs’ actions, the fights can either be 
  segmented in easy bite-sized chunks or clustered into one 
  major battle. 
  APL 2 (EL 3) 
  �Slavers (3): Male human Rog1; hp 10; see Appendix 
  1. 
  APL 4 (EL 5) 
  �Slavers (4): Male human Rog1; hp 10; see Appendix 
  1. 
  �Slavers Lieutenant: Male human Ftr1/Rog1; hp 17; 
  see Appendix 1. 
  APL 6 (EL 7) 
  �Slavers (6): Male human Rog1; hp 10; see Appendix 
  1. 
  �Slaver Lieutenants (2): Male human Ftr1/Rog2; hp 
  22; see Appendix 1. 
  APL 8 (EL 11) 
  �Slavers (6): Male human Rog3/Ftr1; hp 27; see 
  Appendix 1. 
  �Slaver Lieutenants (2): Male human Ftr4/Rog3; hp 
  52; see Appendix 1. 
  APL 10 (EL 13) 
  �Slavers (6): Medium human Rog3/Ftr3; hp 44; see 
  Appendix 1. 
  �Slaver Lieutenants (2): Male human Ftr4/Rog5; hp 
  66; see Appendix 1. 
  APL 12 (EL 16) 
  �Slavers (6): Male human Rog4/Ftr4; hp 58; see 
  Appendix 1. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 34 
  �Slaver Lieutenants (2): Male human Ftr7/Rog4; hp 
  82; see Appendix 1. 
  Tactics: The slavers are not overly faithful to their 
  master, but they do fear him. As long as they believe 
  Lycanth to be alive and in power, they fight to the death, 
  knowing full well that failure to do so may see them in 
  manacles for the rest of their short lives. Even if Lycanth 
  falls, the slavers may be concerned about Minsk, so they 
  continue to fight. When both Lycanth and Minsk fall, the 
  slavers’ resolve drop, and they beg for clemency. Their 
  information is less useful than Lycanth’s paperwork, but 
  they’ll offer information in the hopes of saving their 
  lives. 
  Treasure: 
  APL 2 - L: 49 gp, C: 16 gp, M: 0 gp. 
  APL 4 - L: 130 gp, C: 16 gp, M: 0 gp. 
  APL 6 - L: 169 gp, C: 16 gp, M: 0 gp. 
  APL 8 - L: 719 gp, C: 16 gp, M: 0 gp. 
  APL 10 - L: 719 gp, C: 16 gp, M: 0 gp. 
  APL 12 - L: 786 gp, C: 16 gp, M: 0 gp. 
   
  The front door is hidden behind foliage at the base of 
  a hill. The upper level of the base takes up this hill. 
  Lycanth uses this large passageway to move slaves in and 
  out on wagons. Minsk covers the tracks and rearranges 
  the foliage obfuscating the entrance. If Kesser has not 
  been discovered and sent the PCs a legitimate letter, the 
  PCs can instantly find this passageway. Otherwise, 
  searching the area and succeeding at a DC 38 Search 
  check performed once an hour (with a +4 for every hour 
  after the first) finds the entrance. 
   
  The back door is hidden in a dry creek bed. It can 
  only accommodate people moving single file. Kesser 
  reveals this door’s location in both version of his letter, so 
  there is no Search check necessary. 
  FRONT DOOR 
  Lord Kesser warns the PCs not to use the front entrance. 
  As it is the larger entrance, it is more heavily guarded 
  with alarm spells, human guards, and automated traps. 
  Once the guards spot an intruder, they can activate 
  various mechanisms to deal with the threat in the 
  hallway. The hallway is designed to be a gauntlet. The 
  PCs can try their luck taking this route, but they are 
  making it more difficult for themselves. 
   
  NOTE: The defenses of the front door are not 
  calculated in the final experience section. The PCs are 
  not rewarded for purposely choosing a more difficult 
  task. 
  MURDER HOLES 
  These rooms are guarded by at least two slavers. Each one 
  has the means to seriously hurt intruders. Most of the 
  defenses in this area are not automated, as Lycanth 
  doesn’t wish to waste resources on wandering animals. 
  He does, however, wish for no one to escape and tell 
  anyone about the cave that is not really a cave. The 
  defenses comprise of the following: 
  A. Arrow slits: Each guard has five loaded heavy 
  crossbows. The intruder still has cover but so does the 
  guard. The guard picks up a crossbow (move action), fires 
  it at a PC, and drops the crossbow. The cover prevents 
  any attacks of opportunity against the slaver. 
  B. False doors: In order to disorient an intruder, a false 
  door has been built onto each wall. The doors are locked. 
  Picking the lock or breaking down a door reveals a stone 
  wall on the other side. This diversionary tactic allows the 
  guards to dish out more damage to the intruders. 
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
  C. Secret door: The entrance to the slaver base is at the 
  end of the hallway. A Track check of DC 30 reveals 
  wagon tracks on the stone floor leading under the wall. 
  The mechanism for opening the secret door can be found 
  with a Search check of DC 28. The secret door is armed 
  with a cone of cold trap, which would extinguish any 
  flaming oil in the hallway. The trap is bypassed by saying 
  the password of “misery,” a fact that Kesser was unable to 
  relay in his letter to the DASL. 
  �Cone of Cold Trap: CR 6; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (cone of cold, 
  9th-level wizard, DC 17 Reflex save half damage); Search 
  DC 30; Disable Device DC 30. 
  �Stone Walls: 15 in. thick; hardness 8; hp 225; AC 2; 
  Break DC 40. 
  D. Pit trap with spikes: This trap is located in front of 
  the first false door. The door is locked in place by a lever 
  in the guard room. The pit has spiders that are 
  inconsequential to the PCs, but it also has six monstrous 
  centipedes. If the guard has the opportunity, he pulls the 
  lever, which causes the pit to seal and lock in three 
  rounds.  
  �Poisoned Spiked Pit Trap: CR 3; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 20 ft. 
  deep (2d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+2 each plus poison); poison 
  (Giant wasp poison, DC 18, 1d6 Dex/1d6 Dex); Search 
  DC 21; Disable Device DC 15. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  E. Pit trap with spikes: This trap is located at the far end 
  of the hallway, just in front of the secret door. It is similar 
  to the first pit trap. 
  �Poisoned Spiked Pit Trap: CR 3; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 20 ft. 
  deep (2d6, fall); multiple targets (first target in each of 
  two adjacent 5-ft squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+2 each plus poison); poison 
  (Giant wasp poison, DC 18, 1d6 Dex/1d6 Dex); Search 
  DC 21; Disable Device DC 15. 
  F. Portcullis: As Lycanth doesn’t want any witnesses to 
  reveal the location of the base, the slavers have orders to 
  drop the portcullis, trapping the intruders. A successful 
  Reflex save prevents any damage from the falling gate, 
  but it places the PC on one side or the other (his choice). 
  �Iron Portcullis: 2 in. thick; hardness 10; hp 40; AC 4; 
  Break DC 25. 
  G. Fusillade of darts: Of all the defenses, this one can be 
  discovered and disabled before the guards attack the PCs, 
  as the launch mechanism is in the wall of the entrance. 
  To avoid wasting darts on wandering animals, Lycanth 
  rigged this trap to go off only when a guard activates it. 
  There are enough darts loaded for three volleys. The 
  mechanism reloads in 2 rounds, in which case it 
  automatically ejects another volley (unless the guards 
  shut it off). The portcullis does provide cover if it is 
  down.  
  �Poisoned Fusillade of Darts: CR 3; mechanical; 
  manual trigger; manual reset; Atk +18 ranged (1d4+1 plus 
  poison, dart); multiple targets (1d8 darts per target closest 
  to trap location); poison (Giant wasp poison, DC 18, 1d6 
  Dex/1d6 Dex); Search DC 19; Disable Device DC 25. 
  H. Tripwire alarm: A simple tripwire stretches across 
  the hallway. It is attached to a small bell. If triggered, the 
  guards are instantly alerted. Lycanth installed this trigger 
  to stop invisible intruders.  
  �Tripwire: CR 1; mechanical; location trigger; repair 
  reset; rings bell; Search DC 28; Disable Device DC 12. 
  J. Caltrops: These are plainly in view. See the Player’s 
  Handbook for how caltrops work. 
  K. Flaming oil: One guard has access to a lever that 
  pours oil from a reservoir in the ceiling. Due to the slope 
  of the tunnel, the oil coats the floor at a rate of 10 feet per 
  round, heading toward the front of the hallway. Each 
  guard has access to alchemical fire. As the guard can 
  simply unstop the vial, he doesn’t need to make an attack 
  roll. Consult the rules on burning. The oil pours into the 
  first pit trap and does not go beyond that point. 
  L. Alarm: Each guard has access to a very specific alarm, 
  which a rope is attached to a bell located on the lower 
  level. The guards below can easily hear the portcullis 
  slam down or the pit trap fling open, but Lycanth wants a 
  back-up plan in case the hallway is encased in magical 
  silence. The guards have been ordered to pull these ropes 
  first if they discover an unnatural silence. 
   
  When alerted, the slavers make their way up the 
  ladders. They may wait beyond the secret door in case it 
  is breached, or they may grab a crossbow and fire on the 
  party. Lycanth, Kesser, and Minsk wait in the elevator 
  room below. Lycanth doesn’t want anyone sneaking in 
  through the back door while the slavers are busy upstairs. 
  He also wants to let his guards use up the invaders’ 
  resources. When it sounds like there is only one or two 
  slavers left fighting, then Lycanth and Minsk may 
  consider going up to finish off the invaders before they 
  have a chance to heal. In this case, Minsk opens the 
  secret door so Lycanth can unleash devastating spells in 
  the enclosed hallway, possibly using stone shape to create 
  a barrier behind the secret door. See Encounter 14 for 
  more details on Lycanth Rollen’s tactics. 
  STAGING ROOM 
  This is the upper level of the elevator platform. There are 
  crates filled with traveling gear. The slavers gather here 
  when they prepare to travel out. 
  BACK DOOR (1) 
  The back entrance is difficult to find, but with Kesser’s 
  directions, the PCs can find it easily enough. Lycanth has 
  placed a number of wards along this path and relies on 
  them over human guards. The password that Kesser gives 
  the PCs works fine on all five wards in the hallway. It is 
  assumed that the PCs use the passwords. If they choose 
  to not use the password, then choose an appropriate trap 
  from the Dungeon Master’s Guide with a CR no more 
  than half the APL. The hallway is only challenging if the 
  PCs take it upon themselves to make it challenging. If 
  Lycanth learns of Kesser’s betrayal, however, he changes 
  the password of the sleeping gas trap in the room at the 
  end of the hall. Lycanth’s intent is to collect the sleeping 
  PCs and sell them as slaves. Naturally, the PCs may 
  disagree with this plan. If the sleeping gas trap is 
  activated, the slavers are alerted to the PCs’ presence and 
  move to greet them. Lycanth and Minsk remain in the 
  audience chamber, unless they determine a need to 
  intervene. 
  �Sleeping Gas Trap: CR 3; mechanical; location trigger; 
  repair reset; gas; never miss; onset delay (2 rounds); 
  poison 
  (Sleeping 
  Gas, 
  DC 
  18, 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 36 
  Unconscious/Unconscious); Search DC 25; Disable 
  Device DC 20. 
   
  The door to the elevator room is locked, which 
  ideally would keep nosy adventurers busy in the room so 
  they can all be there when the trap goes off. If the trap is 
  activated, the door leading out to the hallway slides shut. 
  It is a stone door 2 inches thick. It can be sabotaged so it 
  doesn’t shut with a Disable Device check of DC 20. If this 
  happens, the PCs are given a +4 circumstance bonus to 
  their Fortitude saves to resist the effects of the sleep gas. 
   
  NOTE: Anyone in the party who was enslaved in 
  Dyv 4-05 Tiptoeing Among Dragons and has not played 
  any adventures between his enslavement and this 
  adventure recognizes this room. He recalls that the slaver 
  base has two entrances, which may call into question the 
  veracity of Kesser’s letter (if he wrote it under duress). Let 
  the player know this before they activate the trap. 
  ELEVATOR ROOM (2) 
  Dominating the center of this room is a 20-by-20-foot 
  indentation in the floor. A 2-inch-thick rope rises from 
  each corner through holes in a wooden platform 
  positioned above. This is the elevator that carries wagons 
  between levels. Normally, the platform is up so that 
  slaves attempting to escape cannot simply climb the 
  ropes. The only other access to the upper level are two 
  ladders extending up into open trap doors. The slavers 
  upstairs may react to a fight by choosing to ride the 
  platform down very quickly (taking 1d6 nonlethal 
  damage in the process and possibly being prone if they 
  fail a Balance check of DC 15). Any combatant caught 
  underneath may make a Reflex save of DC 12 to get out 
  of the way. Failure means the combatant takes 4d6 
  bludgeoning damage. Combatants in the middle of the 
  indentation need to make a Reflex save of DC 18. Move 
  the combatant to the nearest free square surrounding the 
  indentation, possibly incurring AoOs.  
   
  As this is likely the PCs’ first encounter with the 
  slavers, the big fight likely happens here, as the rest of 
  the base is alerted to the PCs’ presence. The slavers 
  upstairs abandon their post and either scurry down the 
  ladders or ride the platform down. Which method 
  depends on how they interpret the sounds of battle 
  below, e.g., a quick fight tells the slavers that their 
  companions are defeated, which means they’d be more 
  vulnerable taking the ladders. Minsk and the slavers in 
  Lycanth’s audience chamber spend time arranging 
  themselves so they can either wait for the PCs to attack or 
  to open the doors and rush into the room, possibly with 
  the dire wolf charging into a PC. At APLs 8 through 12, 
  Lycanth casts the necessary spells on himself and Minsk 
  to maximize their combat efficiency. At APLs 2 through 
  6, Lycanth does not engage the battle. Instead, he casts 
  defensive spells on himself (and not Minsk) in 
  anticipation of the PCs’ arrival (see more on Kesser’s 
  involvement).  
  SLEEPING QUARTERS (3, 4, 5, 6) 
  There is nothing unusual about these sleeping chambers. 
  Lycanth has his own room, complete with a writing desk 
  with details about his slave trafficking. One of the 
  sleeping quarters has been given to Darian Kesser for his 
  own private use (unless he has been captured, in which 
  case he is usually in Lycanth’s audience chamber). The 
  other sleeping chambers hold bunks for 30 people.  
  SLAVE CELLS (7) 
  This large room is divided up into separate cells with 
  sturdy iron bars embedded in the floor and the ceiling 
  (the stone shape spell makes these iron rods very secure 
  in their anchors). Inside are 30 terrified slaves, though it 
  could hold twice that. If the PCs are able to sneak their 
  way into this chamber, they can learn the following from 
  the slaves: 
  • 
  The hobgoblin, Minsk, hates halflings. He even has a 
  belt of halfling heads that scream at halflings. He is 
  really mean to halfling slaves.  
  • 
  There are normally more slavers, but a bunch of 
  them went out and didn’t come back. The slaves 
  know this worries Lycanth because he has become 
  more belligerent the past few days. Some of the 
  slavers whisper about monsters in the woods (the 
  slavers are careful not to mention that they are 
  hidden in the Gnarley Forest), which is why they 
  have fewer numbers. 
  • 
  Lycanth worships the hopping prophet (Wastri) and 
  delights in the misery of demihumans. Aside from 
  Minsk, he treats nonhumans as if they are beneath 
  him. He is also a wizard.  
  • 
  The new guy they call Kesser isn’t as mean as the 
  others. One night, Lycanth felt really cruel and 
  denied them their supper. As they tried to sleep, a 
  man hidden in a dark cloak snuck into the room and 
  left a few loaves of bread. The slaves think this might 
  have been Kesser. 
   
  The slaves comprise all manner of humanoids, with 
  even a goblin in the mix. They are not so weak that they 
  can’t flee, but they are in no shape to fight. They are 
  aware that the exits are trapped and view the PCs with 
  suspicion if freed. They know how cruel Minsk is, and it 
  wouldn’t be unlike him to arrange an escape so he can 
  hunt them down. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  STABLES (8) 
  The smell of the subterranean stable is overpowering, 
  even from the elevator room. Six horses rest here on the 
  hard stone floor. A frequently used shovel rests against 
  the wall next to a large pile of moldy hay. The horses do 
  not look to be in the best shape.  
  AUDIENCE CHAMBER (9) 
  Lycanth can often be found here, giving orders and 
  discussing business. When he feels especially cruel, he 
  uses this chamber for entertainment. There are chains 
  fastened to the stone floor on the lower level so that 
  Lycanth can watch some of the weaker slaves fight for his 
  amusement. The upper level is accessible by two sets of 
  stairs. The upper level consists of his “throne,” a writing 
  desk, and some manacles anchored to the walls. 
   
  If the infiltration goes as planned, Kesser sits in a 
  second chair, discussing plans with Lycanth. If Kesser’s 
  deception is discovered, he is found on the upper level 
  chained to the wall. Lycanth prefers to fight from the 
  upper level to avoid barbarians charging at him, and he 
  enjoys the power trip of being above everyone else. See 
  Encounter 14 for more details on Lycanth Rollen’s 
  tactics. 
   
  Encounter 14: Final Showdown 
   
  For APLs 2 through 6 
  Lycanth Rollen is too formidable a foe for lower APLs. By 
  no means should he perform an action that uses up 
  the PCs’ resources or hinders them. He may give 
  orders, but he chooses to stay in his audience chamber 
  with Minsk. He expects that Minsk can dispatch of the 
  rescuers. If Minsk is close to dying or a PC gets close to 
  Lycanth (feel free to have his defensive spells cast as if 
  the encounter were at APL 8; if a 1st-level character 
  doesn’t know to not jump through a wall of fire, then he 
  needs that lesson desperately), the slave lord is too 
  distracted to notice Darian Kesser lining up for the kill. 
  Read one of the below texts or portray it as dramatically 
  as you see fit. 
  If Kesser Is Discovered 
  Looking concerned for the first time, Lycanth looks 
  at you and mutters, “You’re not going to get out of 
  here alive.” He mumbles arcane words of power that 
  are suddenly stopped short with a wheeze as an iron 
  chain wraps tightly around his throat. Darian Kesser, 
  still chained to the wall wraps himself around 
  Lycanth, using his imprisonment as a weapon against 
  the slaver.  
   
  If the PCs wish to join in, let them. They deserve the 
  satisfaction of helping Kesser kill Lycanth. They may 
  focus on Minsk or any remaining slavers instead. Left to 
  his own devices, Darian strangles the life out of Lycanth. 
  If Kesser Is Not Discovered 
  Looking concerned for the first time, Lycanth looks 
  at you and mutters, “You’re not going to get out of 
  here alive.” He mumbles arcane words of power that 
  are suddenly stopped short with a gurgle, as his lips 
  slowly turn black. He falls to his knees, revealing a 
  panting Darian Kesser holding a dagger dripping with 
  a black ichor. He looks rather surprised at his 
  accomplishment and not without some degree of 
  satisfaction. 
  For APLs 8 through 12 
  The higher APLs get to face Lycanth Rollen himself. 
  Allow the PCs the chance to defeat the slave lord by 
  themselves. Darian Kesser gives his support, but he is not 
  as effective as the characters that play at this APL. If the 
  combat goes poorly for the PCs, and Lycanth is about to 
  finish off the last PC, feel free to cheat by having Kesser 
  lunge at Lycanth with the same results as above. Since 
  Lycanth was not defeated soundly by the party, the PCs 
  are not awarded experience for encountering Lycanth.  
  FOILED! 
  Shortly after Lycanth enters battle, he realizes that his 
  operations have been compromised. Even if he wins the 
  day here, the DASL clearly knows where he operates. So, 
  he plans a hasty retreat in the second round of combat. 
  Taking a page from the major gentry of Dyvers during 
  the One-Day War, Lycanth has a wooden chip enchanted 
  to teleport him to a cave in the Pomarj, where he can 
  meet up with allies. In the second round of combat, he 
  draws the chip and breaks it, sneering at the PCs and 
  saying, “It’s been fun, lads, but I have other slaves to 
  tend to.” 
   
  When he snaps the chip, nothing happens. As 
  Lycanth blinks in disbelief, Darian Kesser mocks him by 
  holding up a similar chip, saying, “Looking for this?” 
  Depending on where Kesser is in relation to Lycanth, he 
  either keeps the chip or throws it toward a party member 
  who is more apt to keep it safe. Lycanth realizes that he 
  must now fight to the death. 
   
  If the PCs hit him with a dimensional anchor, then 
  Lycanth casts dispel magic on the anchor first (the caster 
  level of dimensional anchor cast from a scroll is 7). If he 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 38 
  succeeds, Lycanth attempts to use the chip. If he runs out 
  of dispel magic attempts, he fights to the death. 
   
  NOTE: For balance purposes, it is important that 
  Lycanth spends the second round attempting to teleport 
  away. He might also waste the third and subsequent 
  rounds if the PCs succeed in hitting him with a 
  dimensional anchor. Even with a wasted second round, 
  Lycanth can still perform free actions, such as Immediate 
  spells and Quickened spells. 
  APL 2 (EL 4) 
  Minsk: Male hobgoblin rgr3; hp 27; see Appendix 1. 
  Wolf: hp 13; see Monster Manual page 283. 
  APL 4 (EL 6) 
  Minsk: Male hobgoblin Rgr5; hp 43; see Appendix 1. 
  Wolf Companion: hp 13; see Appendix 1. 
  Dire Wolf: hp 45, see Monster Manual page 65. 
  APL 6 (EL 8) 
  Minsk: Male hobgoblin Rgr7; hp 59; see Appendix 1. 
  Wolf Companion: hp 51; see Appendix 1. 
  Dire Wolfs (2): hp 40, 50; see Monster Manual page 
  65. 
  APL 8 (EL 11) 
  Lycanth Rollen: Male human Clr3/Wiz3/MysTh4; hp 
  87; see Appendix 1. 
  Minsk: Male hobgoblin Rgr8; hp 67; see Appendix 1. 
  Dire Wolf Companion: hp 45; see Appendix 1. 
  APL 10 (EL 13) 
  Lycanth Rollen: Male human Clr3/Wiz3/MysTh6; hp 
  97; see Appendix 1. 
  Minsk: Male hobgoblin Rgr10; hp 93; see Appendix 1. 
  Dire Wolf Companion: hp 45; see Appendix 1. 
  APL 12 (EL 15) 
  Lycanth Rollen: Male human Clr3/Wiz3/MysTh8; hp 
  109; see Appendix 1. 
  Minsk: Male hobgoblin Rgr12; hp 111; see Appendix 
  1. 
  Dire Wolf Companion: hp 63; see Appendix 1. 
  Tactics: Minsk is not a mounted fighter. He sends the 
  animals after the PCs, but he does not ride the dire wolf 
  in combat. He knows how fragile the wolf is and does not 
  relish the thought of falling over in battle if the wolf dies. 
  If possible, Minsk sends the wolf first in the hopes that 
  the enemy is tripped. Minsk takes advantage of this by 
  moving in to attack a prone person. He is cunning and 
  does not fall for many tricks. He is loyal to Lycanth, but 
  he knows he can’t survive much longer if Lycanth falls. 
  He stages a fighting retreat towards the exit and hopes to 
  run down the tunnel, screaming the password. If there is 
  a halfling in the party, he does not flee until he gets his 
  revenge on all the halflings he can. Though he hates 
  halflings, he does not expose himself to a bigger threat 
  just to get at a halfling.  
   
  An experienced spell-caster, Lycanth prefers to keep 
  the PCs at bay. Ideally, he has a view of the battle in the 
  audience chamber from up high, relying on his guards to 
  prevent people from coming up the stairs. At higher 
  APLs, he may use antilife shell and blade barrier to keep 
  PCs at bay. When he knows the PCs have arrived, he casts 
  as many spells on Minsk as he can to make him more 
  effective in combat when the PCs arrive. Lycanth does try 
  to save his own skin by using a wooden chip that is 
  enchanted to teleport him to a safe place. He activates the 
  device when he is down to half his hit points or when his 
  guards have fallen (see Foiled! Below). If he is subject to 
  a dimensional anchor spell, then he tries to dispel that 
  first and then uses the device. It is here that Kesser 
  reveals that he stole the device and replaced it with a 
  forgery. At that point, Lycanth has no choice but to fight 
  to the death, as he does not want to be imprisoned and 
  hanged. 
  Treasure: 
  APL 2 - L: 105 gp, C: 1000 gp, M: belt of halfling heads 
  (125 gp per character), potion of cure light wounds (4 gp 
  per character). 
  APL 4 - L: 90 gp, C: 1000 gp, M: +1 chain shirt (187 gp per 
  character), belt of halfling heads (125 gp per character), 
  potion of cure moderate wounds (25 gp per character), 
  potion of barkskin (+2) (25 gp per character). 
  APL 6 - L: 38 gp, C: 1000 gp, M: 2 +1 short swords (385 gp 
  per character), +1 chain shirt (187 gp per character), belt 
  of halfling heads (125 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of 
  barkskin (+2) (25 gp per character). 
  APL 8 - L: 92 gp, C: 1000 gp, M: arcane scroll of ice storm 
  (58 gp per character), periapt of wisdom +4 (1333 gp per 
  character), headband of intellect +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 2 
  cloaks of resistance +1 (166 gp per character), potion of 
  cure serious wounds (62 gp per character), 2 +1 short 
  swords (385 gp per character), +1 chain shirt (187 gp per 
  character), gauntlets of strength +2 (333 gp per 
  character), belt of halfling heads (125 gp per character), 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 39 
  potion of cure moderate wounds (25 gp per character), 
  potion of barkskin (+2) (25 gp per character). 
  APL 10 - L: 139 gp, C: 1000 gp, M: arcane scroll of ice 
  storm (58 gp per character), periapt of wisdom +4 (1333 
  gp per character), headband of intellect +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 2 
  cloak of resistance +1 (166 gp per character), potion of 
  cure serious wounds (62 gp per character), 2 +1 short 
  swords (385 gp per character), +1 chain shirt (187 gp per 
  character), gauntlets of strength +2 (333 gp per 
  character), amulet of health +2 (333 gp per character), belt 
  of halfling heads (125 gp per character), potion of haste 
  (62 gp per character), potion of owl's wisdom (25 gp per 
  character), ring of protection +1 (166 gp per character). 
  APL 12 - L: 139 gp, C: 1000 gp, M: arcane scroll of ice 
  storm (58 gp per character), divine scroll of heal (137 gp 
  per character), periapt of wisdom +4 (1333 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  ring of protection +1 (166 gp per character), 2 cloak of 
  resistance +1 (166 gp per character), potion of cure 
  serious wounds (62 gp per character), 2 +1 short swords 
  (385 gp per character), +1 chain shirt (187 gp per 
  character), gauntlets of strength +2 (333 gp per 
  character), amulet of health +2 (333 gp per character), 
  ring of protection +2 (666 gp per character), belt of 
  halfling heads (125 gp per character), potion of cure 
  serious wounds (62 gp per character), potion of barkskin 
  (+5) (100 gp per character), potion of haste (62 gp per 
  character), potion of owl's wisdom (25 gp per character). 
  Defeat! 
  If the PCs fail, Lycanth Rollen escapes. He does not waste 
  his time killing unconscious PCs. Once the entire party is 
  disabled or subdued (in whatever fashion, whether it is 
  spells or physical damage), he flees. If they stabilize, 
  Warfungle finds them later and returns them to health. 
   
  Conclusion A 
   
  If the PCs are successful, read the following: 
  It took a matter of hours for the story of the Kesser 
  Massacre to spread across the city. Lord Kesser’s 
  exoneration, 
  however, 
  takes 
  much 
  longer 
  to 
  disseminate and many people don’t believe it when 
  they hear it. 
   
  Magister Hunter makes a public announcement 
  of Lord Kesser’s self-sacrifice and of the great service 
  he has done for the Free Lands. Very few of the 
  Gentry Council attend this announcement, even 
  though she takes the opportunity reinstate Darian 
  Kesser as a Gentry of Dyvers. 
   
  It is not a hero’s welcome, not that Kesser has 
  sought one. No longer required to play the role of 
  villain or dutiful Gentryman, Kesser lets his true 
  personality show: a tired man who has witnessed 
  many atrocities. It is obvious by staring at him that he 
  wonders if the fall of Lycanth Rollen truly justifies 
  the crimes he has committed against his fellow man.  
   
  After only a few months, Lord Darian Kesser and 
  Parm are released. Instead of reclaiming his manor, 
  Lord Kesser simply leaves Dyvers, claiming to return 
  when he can face his inner demons. Parm retires to 
  the Shadowind Monastery, after a decade-long 
  absence. Still confused about who Kesser truly is, the 
  citizens don’t even speculate on his return. The only 
  ones who seem to appreciate Kesser’s efforts are the 
  slaves that now are free due to his and your efforts. 
   
  The End 
  Conclusion B 
   
  If the PCs fail, read the following: 
  Word 
  spreads 
  quickly 
  about 
  Darian 
  Kesser’s 
  attempted escape from jail. A reward is offered for 
  information regarding to the group of people who 
  aided in his escape. A manhunt begins…but for all 
  the wrong people. 
   
  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 
  Rescuing Darian Kesser alive: 
   
  APL2 – 150 xp 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 40 
   
  APL4 – 210 xp 
   
  APL6 – 300 xp 
   
  APL8 – 360 xp 
   
  APL10 – 420 xp 
   
  APL12 – 450 xp 
  Rescuing Darian Kesser’s corpse: 
   
  APL2 – 90 xp 
   
  APL4 – 120 xp 
   
  APL6 – 180 xp 
   
  APL8 – 240 xp 
   
  APL10 – 270 xp 
   
  APL12 – 300 xp 
  Encounter Three 
  Defeating Dirk and Stilleto: 
   
  APL2 – 90 xp 
   
  APL4 – 210 xp 
   
  APL6 – 240 xp 
   
  APL8 – 300 xp 
   
  APL10 – 360 xp 
   
  APL12 – 420 xp 
  Encounter Four 
  Defeating the burrowing creatures: 
   
  APL2 – 90 xp 
   
  APL4 – 150 xp 
   
  APL6 – 210 xp 
   
  APL8 – 270 xp 
   
  APL10 – 330 xp 
   
  APL12 – 360 xp 
  Encounter Five 
  Surviving the hailstorm: 
   
  APL2 – 60 xp 
   
  APL4 – 120 xp 
   
  APL6 – 120 xp 
   
  APL8 – 120 xp 
   
  APL10 – 120 xp 
   
  APL12 – 120 xp 
  Encounter Seven 
  Defeating the bugbears: 
   
  APL2 – 90 xp 
   
  APL4 – 150 xp 
   
  APL6 – 210 xp 
   
  APL8 – 270 xp 
   
  APL10 – 330 xp 
   
  APL12 – 390 xp 
  Encounter Nine 
  Defeating or bypassing Graw Pak and her orcs: 
   
  APL2 – 120 xp 
   
  APL4 – 120 xp 
   
  APL6 – 180 xp 
   
  APL8 – 240 xp 
   
  APL10 – 300 xp 
   
  APL12 – 360 xp 
  Encounter Ten 
  Defeating or bypassing Wyndella: 
   
  APL2 – 60 xp 
   
  APL4 – 120 xp 
   
  APL6 – 180 xp 
   
  APL8 – 240 xp 
   
  APL10 – 300 xp 
   
  APL12 – 360 xp 
  Encounter Thirteen 
  Defeating the slaver thugs: 
   
  APL2 – 90 xp 
   
  APL4 – 150 xp 
   
  APL6 – 210 xp 
   
  APL8 – 300 xp 
   
  APL10 – 360 xp 
   
  APL12 – 450 xp 
  Encounter Fourteen 
  Defeating the Minsk and Lycanth Rollen: 
   
  APL2 – 120 xp 
   
  APL4 – 180 xp 
   
  APL6 – 240 xp 
   
  APL8 – 360 xp 
   
  APL10 – 420 xp 
   
  APL12 – 480 xp 
  Story Award 
  Exonerating Kesser and destroying the targeted slaver 
  cell: 
   
  APL2 – 30 xp 
   
  APL4 – 60 xp 
   
  APL6 – 90 xp 
   
  APL8 – 120 xp 
   
  APL10 – 150 xp 
   
  APL12 – 180 xp 
  Total possible experience: 
   
  APL2 – 900 xp 
   
  APL4 – 1350 xp 
   
  APL6 – 1800 xp 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 41 
   
  APL8 – 2250 xp 
   
  APL10 – 2700 xp 
   
  APL12 – 3150 xp 
  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 1: Final Meeting 
  All APLs - L: 0, C: 0, M: arcane scroll of extended iron 
  silence (31 gp per character), pearl of power (83 gp per 
  character). 
  Encounter 2: Jailbreak 
  APL 2 - L: 148, C: 2000, M: potion of cure moderate 
  wounds (25 gp per character), potion of enlarge (20 gp 
  per character). 
  APL 4 - L: 304, C: 2000, M: potion of cure serious wounds 
  (62 gp per character), potion of enlarge (20 gp per 
  character), +1 breastplate (112 gp per character), potion of 
  bull's strength (25 gp per character). 
  APL 6 - L: 403, C: 2000, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), ring of protection +1 (166 
  gp per character), 4 potions of cure light wounds (16 gp 
  per character). 
  APL 8 - L: 503, C: 2000, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), 4 potions of 
  cure moderate wounds (100 gp per character). 
  APL 10 - L: 449, C: 2000, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), 4 potions of 
  cure moderate wounds (100 gp per character). 
  APL 12 - L: 503, C: 2000, M: +1 breastplate (112 gp per 
  character), +1 heavy wooden shield (96 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  potion of enlarge (20 gp per character), potion of bull's 
  strength (25 gp per character), potion of haste (62 gp per 
  character), ring of protection +1 (166 gp per character), 
  cloak of resistance +1 (83 gp per character), gauntlets of 
  strength +2 (333 gp per character), 4 potions of cure 
  moderate wounds (100 gp per character). 
   
  Encounter 3: Complication 
  APL 2 - L: 70, C: 16, M: hat of disguise (150 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character). 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 42 
  APL 4 - L: 70, C: 16, M: hat of disguise (150 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character). 
  APL 6 - L: 137, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of protection +1 
  (166 gp per character), +1 shadowed chain shirt (500 gp 
  per character). 
  APL 8 - L: 137, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character), +1 shadowed chain shirt (500 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  amulet of health +2 (333 gp per character). 
  APL 10 - L: 175, C: 16, M: 2 hats of disguise (300 gp per 
  character), elixir of sneaking (20 gp per character), potion 
  of invisibility (25 gp per character), ring of climbing (208 
  gp per character), ring of protection +1 (166 gp per 
  character), bag of holding type II (416 gp per character), 
  +1 shadowed studded leather armor (410 gp per 
  character), gloves of dexterity +4 (1333 gp per character), 
  amulet of health +2 (333 gp per character). 
  APL 12 - L: 186, C: 16, M: +1 merciful sap (691 gp per 
  character), hat of disguise (150 gp per character), elixir of 
  sneaking (20 gp per character), potion of invisibility (25 
  gp per character), ring of climbing (208 gp per character), 
  ring of protection +1 (166 gp per character), bag of 
  holding type II (416 gp per character), +1 shadowed 
  studded leather armor (410 gp per character), headband 
  of intellect +2 (333 gp per character), gloves of dexterity 
  +4 (1333 gp per character), amulet of health +2 (333 gp 
  per character), mask of lies (1416 gp per character), cloak 
  of resistance +1 (83 gp per character). 
   
  Encounter 4: Hazardous Travel 
  APL 2 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 4 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 6 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 8 – L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 1000 gp, M: 0 gp. 
   
  Encounter 7: Stalkers in the Woods 
  APL 2 - L: 3, C: 16, M: 0 gp 
  APL 4 - L: 52, C: 16, M: potion of bear's endurance (25 gp 
  per character), potion of bull's strength (25 gp per 
  character), potion of cure light wounds (4 gp per 
  character). 
  APL 6 - L: 115, C: 16, M: +1 studded leather armor (97 gp 
  per character), gauntlets of strength +2 (333 gp per 
  character), potion of bear's endurance (25 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character), potion of bear's endurance (25 gp per 
  character), potion of bull's strength (25 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 8 - L: 51, C: 16, M: 2 +1 studded leather armor (195 
  gp per character), 2 +1 morning stars (384 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  character), 2 potion of bear's endurance (50 gp per 
  character), 2 potion of cure moderate wounds (50 gp per 
  character), scroll of barkskin (12 gp per character). 
  APL 10 - L: 0, C: 16, M: 2 +1 studded leather armor (195 
  gp per character), 4 +1 morning stars (769 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  character), amulet of health +2 (333 gp per character), 
  potion of cat's grace (25 gp per character), 2 potion of 
  cure moderate wounds (50 gp per character), 2 scroll of 
  barkskin (50 gp per character), potion of bear's endurance 
  (25 gp per character). 
  APL 12 - L: 53, C: 16, M: 2 +1 studded leather armor (195 
  gp per character), 4 +1 morning stars (769 gp per 
  character), 2 gauntlets of strength +2 (666 gp per 
  character), 2 amulet of health +2 (666 gp per character), 2 
  potion of cat's grace (50 gp per character), potion of cure 
  serious wounds (62 gp per character), 2 scroll of barkskin 
  (50 gp per character), potion of cure moderate wounds 
  (25 gp per character). 
   
  Encounter 9: Armed, Armored, and Amore 
  Escort 
  APL 2 - L: 57, C: 16, M: +1 great axe (193 gp per character), 
  potion of cure light wounds (4 gp per character). 
  APL 4 - L: 110, C: 16, M: +1 great axe (193 gp per 
  character), potion of cure light wounds (4 gp per 
  character). 
  APL 6 - L: 166, C: 16, M: +1 great axe (193 gp per 
  character), potion of cure light wounds (4 gp per 
  character), potion of enlarge (20 gp per character). 
  APL 8 - L: 56, C: 16, M: +1 great axe (193 gp per character), 
  +1 chain shirt (187 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of enlarge 
  (20 gp per character). 
  APL 10 - L: 81, C: 16, M: +1 great axe (193 gp per 
  character), +1 chain shirt (187 gp per character), amulet 
  of health +2 (333 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of enlarge 
  (20 gp per character). 
  APL 12 - L: 81, C: 16, M: +1 great axe (193 gp per 
  character), +1 chain shirt (187 gp per character), amulet 
  of health +2 (333 gp per character), gauntlets of strength 
  +2 (333 gp per character), potion of cure serious wounds 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 43 
  (62 gp per character), potion of enlarge (20 gp per 
  character), potion of haste (62 gp per character). 
   
  Encounter 10: Vengeance Incarnate 
  APL 2 - L: 95, C: 16, M: potion of cure moderate wounds 
  (25 gp per character). 
  APL 4 - L: 69, C: 16, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 6 - L: 71, C: 16, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 8 - L: 124, C: 16, M: +1 warhammer (192 gp per 
  character), potion of cure moderate wounds (25 gp per 
  character). 
  APL 10 - L: 246, C: 16, M: +1 warhammer (192 gp per 
  character), periapt of wisdom +2 (333 gp per character), 
  cloak of resistance +1 (83 gp per character), potion of cure 
  serious wounds (62 gp per character), divine scroll of 
  remove paralysis (12 gp per character). 
  APL 12 - L: 82, C: 16, M: +1 full plate armor (220 gp per 
  character), +1 warhammer (192 gp per character), +1 
  lance (192 gp per character), gauntlets of strength +2 (333 
  gp per character), periapt of wisdom +2 (333 gp per 
  character), cloak of charisma +2 (333 gp per character), 
  potion of cure serious wounds (62 gp per character), 
  divine scroll of remove paralysis (12 gp per character), 
  divine scroll of daylight (31 gp per character), potion of 
  bear's endurance (25 gp per character). 
   
  Encounter 13: Into the Dragon’s Maw 
  APL 2 - L: 49, C: 16, M: 0 gp. 
  APL 4 - L: 130, C: 16, M: 0 gp. 
  APL 6 - L: 169, C: 16, M: 0 gp. 
  APL 8 - L: 719, C: 16, M: 0 gp. 
  APL 10 - L: 719, C: 16, M: 0 gp. 
  APL 12 - L: 786, C: 16, M: 0 gp. 
   
  Encounter 14: Final Showdown 
  APL 2 - L: 105, C: 1000, M: belt of halfling heads (125 gp 
  per character), potion of cure light wounds (4 gp per 
  character). 
  APL 4 - L: 90, C: 1000, M: +1 chain shirt (187 gp per 
  character), belt of halfling heads (125 gp per character), 
  potion of cure moderate wounds (25 gp per character), 
  potion of barkskin (+2) (25 gp per character). 
  APL 6 - L: 38, C: 1000, M: 2 +1 short swords (385 gp per 
  character), +1 chain shirt (187 gp per character), belt of 
  halfling heads (125 gp per character), potion of cure 
  moderate wounds (25 gp per character), potion of 
  barkskin (+2) (25 gp per character). 
  APL 8 - L: 92, C: 1000, M: arcane scroll of ice storm (58 gp 
  per character), periapt of wisdom +4 (1333 gp per 
  character), headband of intellect +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 2 
  cloaks of resistance +1 (166 gp per character), potion of 
  cure serious wounds (62 gp per character), 2 +1 short 
  swords (385 gp per character), +1 chain shirt (187 gp per 
  character), gauntlets of strength +2 (333 gp per 
  character), belt of halfling heads (125 gp per character), 
  potion of cure moderate wounds (25 gp per character), 
  potion of barkskin (+2) (25 gp per character). 
  APL 10 - L: 139, C: 1000, M: arcane scroll of ice storm (58 
  gp per character), periapt of wisdom +4 (1333 gp per 
  character), headband of intellect +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 2 
  cloak of resistance +1 (166 gp per character), potion of 
  cure serious wounds (62 gp per character), 2 +1 short 
  swords (385 gp per character), +1 chain shirt (187 gp per 
  character), gauntlets of strength +2 (333 gp per 
  character), amulet of health +2 (333 gp per character), belt 
  of halfling heads (125 gp per character), potion of haste 
  (62 gp per character), potion of owl's wisdom (25 gp per 
  character), ring of protection +1 (166 gp per character). 
  APL 12 - L: 139, C: 1000, M: arcane scroll of ice storm (58 
  gp per character), divine scroll of heal (137 gp per 
  character), periapt of wisdom +4 (1333 gp per character), 
  headband of intellect +4 (1333 gp per character), gloves of 
  dexterity +2 (333 gp per character), ring of protection +1 
  (166 gp per character), 2 cloak of resistance +1 (166 gp per 
  character), potion of cure serious wounds (62 gp per 
  character), 2 +1 short swords (385 gp per character), +1 
  chain shirt (187 gp per character), gauntlets of strength 
  +2 (333 gp per character), amulet of health +2 (333 gp per 
  character), ring of protection +2 (666 gp per character), 
  belt of halfling heads (125 gp per character), potion of 
  cure serious wounds (62 gp per character), potion of 
  barkskin (+5) (100 gp per character), potion of haste (62 
  gp per character), potion of owl's wisdom (25 gp per 
  character). 
   
  Total Possible Treasure 
   
  APL 2 
  900 gp 
   
  APL 4 
  1,300 gp 
   
  APL 6 
  1,800 gp 
   
  APL 8 
  2,600 gp 
   
  APL 10 
  4,600 gp 
   
  APL 12 
  6,600 gp 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 44 
  Appendix 1: NPC Stats 
  All APLs 
  Darian 
  Kesser: 
  Human 
  Ari7; 
  CR 7; 
  Medium 
  humanoid (human); HD 7d8; hp 33; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10 (+1 Dex); Base Atk +5; 
  Grp +4; Atk +4 melee (1d3• 1, punch); Full Atk +4 
  melee (1d3• 1, punch); AL N; SV Fort +2, Ref +3, Will 
  +6; Str 9, Dex 12, Con 11, Int 17, Wis 13, Cha 16. 
   
  Skills and Feats: Bluff +15, Diplomacy +21, 
  Disguise +15, Forgery +15, Intimidate +12, Knowledge 
  (local: Velverdyva, Tuflik, Fals Trade Route) +8, 
  Knowledge (nobility) +13, Ride +6, Sense Motive +8, 
  Sleight of Hand +8; Deceitful, Leadership, Negotiator, 
  Persuasive. 
   
  Possessions:  Drab clothes, whatever the PCs give 
  him. 
   
  ENCOUNTER TWO: JAILBREAK 
  Graunderak the Guard: Male dwarf wiz6; CR 6; 
  Medium humanoid (dwarf); HD 6d4+18; hp 37; Init +0; 
  Spd 20 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk 
  +3; Grp +3; Atk +3 melee (1d6, quarterstaff); AL LN; SV 
  Fort +5, Ref +2, Will +5; Str 11, Dex 10, Con 16, Int 16, 
  Wis 11, Cha 8; 
   
  Skills and Feats: Concentration +12, Decipher 
  Script +12, Knowledge (arcana) +12, Knowledge (arch 
  & eng) +12, Spellcraft +14; Brew Potion, Craft Magic 
  Arms and Armor, Craft Wand, Craft Wondrous Item. 
   
  Spells prepared (4/4/4/3; save DC = 13 + spell 
  level): 0-open/close x4; 1st-alarm x4; 2nd-alarm x4; 3rd-
  alarm x2, haste. 
   
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 45 
  APL 2 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr4; CR 4; Medium humanoid 
  (human); HD 4d10+8; hp 36; Init +1; Spd 20 ft; AC 18, 
  touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex); Base 
  Atk; Grp +6; Atk +8 melee (1d6+4, masterwork sap) or +5 
  ranged (1d8, Light Crossbow); Full Atk +8 melee (1d6+4, 
  masterwork sap), +6 melee (1d8+2, longsword), +5 ranged 
  (1d8, Light Crossbow); AL LN; SV Fort +6, Ref +2, Will +4; 
  Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +8, 
  Profession 
  (Constable) +4, Sense Motive +4, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Weapon Focus (sap), Weapon 
  Specialization (sap), Close-Quarters Fighting*. 
   
  Possessions: masterwork sap, masterwork breastplate, 
  masterwork heavy wooden shield, longsword, light 
  crossbow, 20 quarrels, 3 sets of masterwork manacles, 
  potion of cure moderate wounds, potion of enlarge. 
  * see Appendix Two: New Rules Items. 
  Constables (2): Male human Ftr1; CR 1; Medium 
  humanoid (human); HD 1d10+2; hp 12; Init +2; Spd 30 ft; 
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 
  Dex); Base Atk +1; Grp +3; Atk +4 melee (1d6+2, sap) or +3 
  ranged (1d8, Light Crossbow); Full Atk +4 melee (1d6+2, 
  sap), +3 melee (1d6+2, Shortspear), +3 ranged (1d8, Light 
  Crossbow); AL LN; SV Fort +4, Ref +2, Will +1; Str 14, Dex 
  14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +4, 
  Profession 
  (Constable) +3, Sense Motive +3, Spot +3 Dodge, 
  Endurance, Weapon Focus (sap). 
   
  Possessions: sap, chain shirt, shortspear, light 
  crossbow, 20 bolts, 3 sets of manacles. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human Rog3; CR 3; Medium humanoid 
  (human); HD 3d6+3; hp 17; Init +6; Spd 30 ft.; AC 15, 
  touch 12, flat-footed 13 (+2 Dex, +3 armor); Base Atk +2; 
  Grp +3; Atk +4 melee (1d6+1, sap) or +4 melee (1d6+1, 
  short sword); Full Atk +4 (1d6+1, sap) or +4 melee (1d6+1, 
  short sword); SQ Sneak attack 2d6, Evasion; AL NE; SV 
  Fort +2, Ref +5, Will +0; Str 12, Dex 15, Con 12, Int 14, 
  Wis 9, Cha 10. 
   
  Skills and Feats: Climb +7, Disable Device +8, 
  Disguise +6, Escape Artist +8, Hide +10, Listen +5, Move 
  Silently +10, Open Lock +8, Search +8, Spot +5, Tumble 
  +8; Improved Initiative, Stealthy, Weapon Finesse. 
   
  Possessions: rapier, sap, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), 1 dose catstink*, 2 flash pellets*, 
  1 application lockslip grease*, weapon capsule retainer*, 1 
  application quickfrost*, hat of disguise, elixir of sneaking, 
  potion of invisibility. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER NINE: ARMED, ARMORED 
  AND AMORE ESCORT 
  Graw Pak: Female orc Bbn1/Rog1; CR 2; Medium 
  humanoid (orc); HD 1d6+1d12+4; hp 20; Init +2; Spd 40 
  ft; AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex); Base 
  Atk +1; Grp +6; Atk: +7 melee (1d12+8, +1 great axe) or +4 
  ranged (1d8, composite longbow); Full Atk: +7 melee 
  (1d12+8, +1 great axe) or +3 ranged (1d8, composite 
  longbow); SA Sneak attack +1d6; SQ Darkvision 60 ft, 
  light sensitivity, fast movement +10, rage 1/day, trap 
  finding; AL CN; SV Fort +4, Ref +4, Will +1; Str 20, Dex 
  14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +1, Intimidate +3, 
  Knowledge (local) +2, Listen +4, Ride +4, Sense Motive 
  +3, Spot +3, Survival +2, Use Rope +4; Iron Will. 
   
  Possessions: +1 great axe, Masterwork chain shirt, 
  composite longbow, 20 arrows, potion of cure light 
  wounds, thieves’ tools. 
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal2; CR 2; Medium humanoid 
  (high elf); HD 2d10+4; hp 24; Init +1; Spd 20 ft; AC 17, 
  touch 11, flat-footed 16 (+4 armor, +2 shield, +1 dex); Base 
  Atk +2; Grp +4; Full Atk +5 Melee (1d8+2,  +1 
  warhammer), +5 Melee (1d8+3, masterwork lance); SA 
  Smite Evil 1/day; SQ Low-light vision, Elven resistances, 
  Aura of Good, Detect Evil, Divine Grace, Lay on Hands 
  (4); AL LG; SV Fort +7, Ref +3, Will +3; Str 14, Dex 12, 
  Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +3, Heal +2, 
  Knowledge (religion) +2, Ride +5, Sense Motive +5; 
  Weapon Focus (warhammer).   
   
  Possessions:  masterwork chain shirt, masterwork 
  warhammer, masterwork lance, masterwork heavy steel 
  shield, healers kit, 1 set of masterwork manacles, potion 
  of cure moderate wounds, riding horse (fatigued). 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (3): Human Rog1; CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 10; Init +7; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +0; 
  Grp +2; Atk +2 melee (1d6+2, short sword) or +3 (1d6, 
  short bow); Full Atk +0; Grp +2; Atk +2 melee (1d6+2, 
  short sword) or +3 (1d6, short bow); SA Sneak attack +1d6; 
  AL LE; SV Fort +1, Ref +5, Will +0; Str 14, Dex 16, Con 12, 
  Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +4, Listen +4, Profession 
  (Slaver) +4, Search +3, Sense Motive +4, Spot +4, Tumble 
  +6, Use Rope +7; Improved Initiative, Toughness. 
   
  Possessions: chain shirt, short sword, dagger, short 
  bow, 20 arrows, manacles, whip.  
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Minsk: Male hobgoblin Rgr3; CR 3; Medium humanoid 
  (goblinoid); HD 3d8+9; hp 27; Init +3; Spd 30 ft; AC 17, 
  touch 13, flat-footed 14; Base Atk +3 (+4 armor, +3 Dex); 
  Grp +6; Atk:+8 melee (1d6+3, masterwork short sword) or 
  +6 ranged (1d8+3, composite longbow [Str +3]); Full Atk: 
  +6 melee (1d6+3, masterwork short sword) and +6 melee 
  (1d6+1, masterwork short sword) or +6 ranged (1d8+3, 
  composite longbow [Str +3]); SA Favored enemy: halfling 
  (+2); SQ Darkvision 60 ft., wild empathy; AL LE; SV Fort 
  +6, Ref +6, Will +2; Str 16, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +1, Listen +7, 
  Profession (Slaver) +7, Ride +9, Spot +7, Survival +7, Use 
  Rope +7; Combat Reflexes, Endurance, Track, Two-
  Weapon Fighting, Weapon Focus (short sword). 
   
  Possessions: 2 masterwork short swords, composite 
  longbow (+3), masterwork chain shirt, 20 arrows, belt of 
  halfling heads (see treasure summary), potion of cure 
  light wounds. 
   
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  APL 4 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr6; CR 6; Medium humanoid 
  (human); HD 6d10+12; hp 52; Init +1; Spd 20 ft; AC 19, 
  touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex); Base 
  Atk +6; Grp +8; Atk +10 melee (1d6+4, masterwork sap) or 
  +8 ranged (1d8, masterwork light crossbow); Full Atk 
  +10/+5 melee (1d6+4, masterwork sap) or +8 ranged (1d8, 
  masterwork light crossbow); AL LN; SV Fort +7, Ref +3, 
  Will +5; Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +10, 
  Profession 
  (Constable) +5, Sense Motive +5, Spot +5; Blind-Fight, 
  Endurance, Iron Will, Weapon Focus (sap), Weapon 
  Specialization (sap), Close-Quarters Fighting*, Combat 
  Expertise, Improved Disarm. 
   
  Possessions: 
  masterwork 
  sap, 
  +1 
  breastplate, 
  masterwork 
  heavy 
  wooden 
  shield, 
  masterwork 
  longsword, masterwork light crossbow, 20 quarrels, 3 sets 
  of masterwork manacles, potion of cure serious wounds, 
  potion of enlarge, potion of bull strength. 
  * see Appendix Two: New Rules Items. 
  Constables (4): Male human Ftr1; CR 1; Medium 
  humanoid (human); HD 1d10+2; hp 12; Init +2; Spd 30 ft; 
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 
  Dex); Base Atk +1; Grp +3; Atk +4 melee (1d6+2, sap) or +3 
  ranged (1d8, light crossbow); Full Atk +4 melee (1d6+2, 
  sap) or +3 ranged (1d8, light crossbow); AL LN; SV Fort 
  +4, Ref +2, Will +1; Str 14, Dex 14, Con 14, Int 12, Wis 12, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +4, 
  Profession 
  (Constable) +3, Sense Motive +3, Spot +3 Dodge, 
  Endurance, Weapon Focus (sap). 
   
  Possessions: sap, chain shirt, shortspear, light 
  crossbow, 20 bolts, 3 sets of manacles. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human Rog7; CR 7; Medium humanoid 
  (human); HD 7d6+7; hp 37; Init +7; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +3 armor, +1 deflection); 
  Base Atk +5; Grp +6; Atk +8 melee (1d6+1, sap) or +8 
  melee (1d6+1, short sword); Full Atk +8 (1d6+1, sap) or +8 
  melee (1d6+1, short sword); SQ Sneak attack 4d6, 
  Evasion, Uncanny dodge; AL NE; SV Fort +3, Ref +8, Will 
  +1; Str 12, Dex 16, Con 12, Int 14, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +16, Disable Device +12, 
  Disguise +10, Escape Artist +13, Hide +15, Listen +9, 
  Move Silently +15, Open Lock +13, Search +12, Spot +9, 
  Tumble +13; Combat Expertise, Improved Initiative, 
  Stealthy, Weapon Finesse. 
   
  Possessions: rapier, sap, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), 1 dose catstink*, 2 flash pellets*, 
  1 application lockslip grease*, weapon capsule retainer*, 1 
  application quickfrost*, hat of disguise, elixir of sneaking, 
  potion of invisibility, ring of climbing, ring of protection 
  +1. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER SEVEN: STALKERS IN THE 
  WOODS 
  Bugbear Ranger: Male bugbear Rgr2; CR 3; Medium 
  humanoid (goblinoid); HD 5d8+10; hp 38; Init +4; Spd 30 
  ft; AC 20, touch 14, flat-footed 17 (+3 armor, +4 Dex, +3 
  natural); Base Atk +4; Grp +8; Atk: +10 melee (1d8+4; 
  20/x2, 
  masterwork 
  morningstar) 
  or 
  +9 
  ranged 
  (masterwork composite longbow [+4 Str]); Full Atk: +8 
  melee (1d8+4, masterwork morningstar) and +7 melee 
  (1d6+2, masterwork mace), or +9 ranged (1d8+4, 
  masterwork composite longbow [+4 Str]); SA Favored 
  enemy: fey (+2); SQ Darkvision 60 ft, scent, wild empathy; 
  AL CE; SV Fort +6, Ref +10, Will +2; Str 18, Dex 18, Con 
  14, Int 10, Wis 13, Cha 6. 
   
  Skills and Feats: Climb +5, Hide +10, Listen +7, Move 
  Silently +10, Spot +6, Survival +9; Alertness, Track, Two-
  Weapon Fighting, Weapon Focus (Morningstar). 
   
  Possessions: masterwork studded leather armor, 
  masterwork morning star, masterwork dagger, potion of 
  bear’s endurance, potion of bull’s strength, potion of cure 
  light wounds, 20 arrows. 
  ENCOUNTER NINE: ARMED, ARMORED 
  AND AMORE ESCORT 
  Graw Pak: Female orc Bbn1/Rog1; CR 2; Medium 
  humanoid (orc); HD 1d6+1d12+4; hp 20; Init +2; Spd 40 
  ft; AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex); Base 
  Atk +1; Grp +6; Atk: +7 melee (1d12+8, +1 great axe) or +4 
  ranged (1d8, composite longbow); Full Atk: +7 melee 
  (1d12+8, +1 great axe) or +3 ranged (1d8, composite 
  longbow); SA Sneak attack +1d6; SQ Darkvision 60 ft, 
  light sensitivity, fast movement +10, rage 1/day, trap 
  finding; AL CN; SV Fort +4, Ref +4, Will +1; Str 20, Dex 
  14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Handle Animal +1, Intimidate +3, 
  Knowledge (local) +2, Listen +4, Ride +4, Sense Motive 
  +3, Spot +3, Survival +2, Use Rope +4; Iron Will. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 48 
   
  Possessions: +1 great axe, Masterwork chain shirt, 
  composite longbow, 20 arrows, potion of cure light 
  wounds, thieves’ tools. 
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal4; CR 4; Medium humanoid 
  (high elf); HD 4d10+8; hp 36; Init +1; Spd 20 ft; AC 17, 
  touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex); Base 
  Atk +4; Grp +6; Full Atk +7 Melee (1d8+2, +1 
  warhammer), +7 Melee (1d8+3, masterwork lance); SA 
  Smite Evil 1/day; SQ Low-light vision, Elven resistances, 
  Aura of Good, Detect Evil, Divine Grace, Lay on Hands 
  (8); AL LG; SV Fort +9, Ref +5, Will +5; Str 14, Dex 12, 
  Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +5, Heal +2, 
  Knowledge (religion) +5, Ride +8, Sense Motive +5; 
  Divine Shield*, Weapon Focus (warhammer).   
   
  Possessions:  masterwork chain shirt, +1 warhammer, 
  masterwork lance, masterwork heavy steel shield, healers 
  kit, 1 set of masterwork manacles, potion of cure 
  moderate wounds, riding horse (fatigued). 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (4): Male human Rog1; CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 10; Init +7; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +0; 
  Grp +2; Atk +2 melee (1d6+2, short sword) or +3 (1d6, 
  short bow); Full Atk +0; Grp +2; Atk +2 melee (1d6+2, 
  short sword) or +3 (1d6/20x3, short bow); SA Sneak attack 
  +1d6; AL LE; SV Fort +1, Ref +5, Will +0; Str 14, Dex 16, 
  Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +4, Listen +4, Profession 
  (Slaver) +4, Search +3, Spot +4, Sense Motive +4, Tumble 
  +6, Use Rope +7; Improved Initiative, Toughness. 
   
  Possessions: chain shirt, short sword, dagger, short 
  bow, 20 arrows, manacles, whip.  
  Slaver Lieutenant: Male human Ftr1/Rog1; CR 2; 
  Medium humanoid (human); HD 1d10+1d6+2; hp 17; Init 
  +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 
  Dex); Base Atk +1; Grp +3; Atk +4 melee (2d6+3, 
  masterwork greatsword) or +4 (1d8+2, composite 
  longbow [Str +2]) or +3 (1d3+2, whip); Full Atk +1; Grp +3; 
  Atk +4 melee (2d6+3, greatsword) or +4 (1d8+2, composite 
  longbow [Str +2]) or +3 (1d3+2, whip); SA Sneak attack 
  +1d6; AL LE; SV Fort +3, Ref +5, Will +0; Str 14, Dex 16, 
  Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +5, Jump +2, Listen +4, 
  Profession (Slaver) +4, Search +3, Sense Motive +4, Spot 
  +4, Tumble +6, Use Rope +7; Exotic Weapon Proficiency 
  (Whip), Improved Initiative, Toughness. 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, composite longbow (+2), 20 arrows, 
  manacles, whip.  
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Minsk: Male hobgoblin Rgr5; CR 5; Medium humanoid 
  (goblinoid); HD 5d8+15; hp 43; Init +3; Spd 30 ft; AC 18, 
  touch 13, flat-footed 15 (+5 armor, +3 Dex); Base Atk +5; 
  Grp +8; Atk: +10 melee (1d6+3, masterwork shortsword) 
  or +8 ranged (1d8+3, composite longbow [Str +3]); Full 
  Atk: +8 melee (1d6+3, masterwork short sword) and +8 
  melee (1d6+1, masterwork short sword) or +8 ranged 
  (1d8+3, composite longbow [Str +3]); SA Favored enemy: 
  halflings (+4), favored enemy: elves (+2); SQ Darkvision 
  60 ft., wild empathy,; AL LE; SV Fort +7, Ref +7, Will +2; 
  Str 17, Dex 16, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +1, Listen +9, Profession (Slaver) +7, Ride +9, Spot +8, 
  Survival +9, Use Rope +7; Combat Reflexes, Endurance, 
  Track, Two-Weapon Fighting, Weapon Focus (Sword, 
  Short). 
   
  Divine Spells Prepared: (1; base DC= 12 + spell level) 
  1st- endure elements. 
   
  Possessions: 2 masterwork short swords, mighty (+3) 
  composite long bow, +1 chain shirt, 20 arrows, belt of 
  halfling heads (see treasure summary), potion of cure 
  moderate wounds, potion of barkskin (+2). 
  Animal companion: Wolf; Medium animal; HD 2d8+4; 
  HP 13; Init +2; Spd 50 ft; AC 16, touch 12; flat-footed 14 
  (+2 armor, +2 Dex, +2 natural); Base Atk +1; Grp +2; Atk: 
  +3 melee (1d6+1, bite); Full Atk: +3 melee (1d6+1, bite; 
  trip); SA Trip; SQ Low-light vision, scent, animal 
  companion, link spells, share spells; AL N; SV Fort +5, Ref 
  +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1 (+5); Track, Weapon Focus (Bite). 
   
  Possessions: spiked leather armor. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  APL 6 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr8; CR 8; Medium humanoid 
  (human); HD 8d10+16; hp 68; Init +1; Spd 20 ft; AC 21, 
  touch 12, flat-footed 20 (+6 armor, +3 shield, +1 Dex, +1 
  deflection); Base Atk +8; Grp +10; Atk +12 melee (1d6+4, 
  masterwork sap) or +10 ranged (1d8, masterwork light 
  crossbow); Full Atk +12/+7 melee (1d6+4, masterwork 
  sap) or +10 ranged (1d8, masterwork light crossbow); 
  AL LN; SV Fort +8, Ref +3, Will +5; Str 15, Dex 12, Con 14, 
  Int 13, Wis 12, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +12, 
  Profession 
  (Constable) +6, Sense Motive +6, Spot +6; Blind-Fight, 
  Endurance, Iron Will, Weapon Focus (sap), Weapon 
  Specialization (sap), Close-Quarters Fighting*, Combat 
  Expertise, Improved Disarm, Improved Trip. 
   
  Possessions: masterwork sap, +1 breastplate, +1 heavy 
  wooden shield, masterwork longsword, masterwork light 
  crossbow, 20 quarrels, 3 sets of masterwork manacles, 
  potion of cure serious wounds, potion of enlarge, potion 
  of bull strength, ring of protection +1. 
  * see Appendix Two: New Rules Items. 
  Constables (2): Male human Ftr4/Rog2; CR 5; Medium 
  humanoid (human); HD 2d6+4d10+12; hp 48; Init +2; Spd 
  30 ft; AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, 
  +2 Dex); Base Atk +5; Grp +7; Atk +9 melee (1d6+4, 
  masterwork sap) or +7 ranged (1d8, light crossbow); Full 
  Atk +9 melee (1d6+4, masterwork sap) or +7 ranged (1d8, 
  light crossbow); SA Sneak Attack +1d6; SQ Trapfinding, 
  Evasion, AL LN; SV Fort +7, Ref +5, Will +1; Str 15, 
  Dex 14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +3, Gather Information +4, 
  Intimidate 
  +8, 
  Knowledge 
  (local) 
  +5, 
  Profession 
  (Constable) +4, Search +3, Sense Motive +7, Spot +8; Feats: 
  Blind-Fight, Combat Reflexes, Dodge, Endurance, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: masterwork sap, masterwork chain shirt, 
  masterwork shortspear, light crossbow, 20 bolts, 3 sets of 
  manacles, potion of cure light wounds. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human rog5; CR 5; Medium humanoid 
  (human); HD 5d6+5; hp 27; Init +7; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +3 armor, +1 deflection); 
  Base Atk +3; Grp +4; Atk +6 melee (1d6+1, sap) or +6 
  melee (1d6+1, short sword); Full Atk +6 (1d6+1, sap) or +6 
  melee (1d6+1, short sword); SQ Sneak attack 3d6, 
  Evasion, Uncanny dodge; AL NE; SV Fort +2, Ref +7, Will 
  +0; Str 12, Dex 16, Con 12, Int 14, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +9, Disguise +8, Escape Artist 
  +11, Hide +13, Listen +7, Move Silently +13, Open Lock 
  +11, Search +10, Spot +7, Tumble +11, Use Magic Device 
  +8; Improved Initiative, Stealthy, Weapon Finesse. 
   
  Possessions: rapier, sap, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), hat of disguise, elixir of sneaking, 
  potion of invisibility, ring of protection +1. 
  Stiletto: Male human Rog5/Asn2; CR 7; Medium 
  humanoid (human); HD 7d6; hp 30; Init +6; Spd 30 ft; AC 
  17, touch 13, flat-footed 17 (+5 armor, +2 Dex); Base Atk 
  +4; Grp +5; Atk +6 (1d6+1, sap), +6 melee (1d4+1;19-20/x2, 
  dagger), +7 ranged (1d4;, masterwork hand crossbow); 
  Full Atk +6 (1d6+1, sap), +6 melee (1d4+1, dagger), +7 
  ranged (1d4, masterwork hand crossbow); SA Death 
  Attack, sneak Attack +4d6; SQ +1 saves versus poison, 
  evasion, improved uncanny dodge, poison use, trap sense 
  +1, uncanny dodge; AL LE; SV Fort +1, Ref +10, Will +2; 
  Str 12, Dex 15, Con 10, Int 16, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +9, Disable Device +8, Disguise 
  +10, Escape Artist +8, Gather Information +8, Hide +16, 
  Knowledge (local) +8, Listen +5, Move Silently +11, Open 
  Lock +12, Search +10, Spot +5, Tumble +11; Combat 
  Expertise, Improved Initiative, Weapon Finesse. 
   
  Spells prepared (2; save DC 13 + spell level): 1st- 
  critical strike*, distract assailant*. 
  Possessions: +1 shadowed chain shirt, hat of disguise, sap, 
  dagger, masterwork hand crossbow, 10 quarrels, MW 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), 1 dose catstink*, 2 flash pellets*, 
  1 application lockslip grease*, weapon capsule retainer*, 1 
  application quickfrost*. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER SEVEN: STALKERS IN THE 
  WOODS 
  Bugbear Ranger: Male bugbear Rgr4; CR 5; Medium 
  humanoid (goblinoid); HD 7d8+14; hp 52; Init +4; Spd 30 
  ft; AC 21, touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 
  natural); Base Atk +6; Grp +11; Atk: +14 melee (1d8+5, 
  masterwork morningstar) or +11 ranged (1d8+4, 
  masterwork composite longbow [Str +4]); Full Atk: 
  +12/+7 melee (1d8+5, masterwork morningstar) and 
  +11/+6 melee (1d6+2, masterwork mace), or +11/+6 
  ranged (1d8+4, masterwork composite longbow [Str +4]); 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 50 
  SA Favored enemy: fey (+2); SQ Darkvision 60 ft, scent, 
  wild empathy; AL CE; SV Fort +7, Ref +11, Will +3; Str 20, 
  Dex 18, Con 14, Int 10, Wis 13, Cha 6. 
  Skills and Feats: Climb +6, Handle Animal +1, Hide +14, 
  Knowledge (nature) +4, Listen +7, Move Silently +14, 
  Spot +7, Survival +11; Alertness, Endurance, Stealthy, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Morningstar). 
   
  Spells prepared (1; base DC= 11 + spell level); 1st- 
  endure elements. 
   
  Possessions: +1 studded leather armor, masterwork 
  morning star, masterwork dagger, gauntlets of strength 
  +2, potion of bear’s endurance, potion of cure moderate 
  wounds, 20 arrows. 
  Wolf Companion: Medium animal; HD 2d8+4; hp 13; 
  Init +2; Spd 50 ft; AC 14, touch 12, flat-footed 12 (+2 Dex, 
  +2 natural); Base Atk +1; Grp +2; Atk: +3 melee (1d6+1, 
  bite); Full Atk: +3 melee (1d6+1, bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1; Track, Weapon Focus (bite). 
  Bugbears (2): Male bugbear Rgr2; CR 3; Medium; 
  humanoid (goblinoid); HD 5d8+10; hp 38; Init +4; Spd 30 
  ft; AC 20, touch 14, flat-footed 17 (+3 armor, +4 Dex, +3 
  natural); Base Atk +4; Grp +8; Atk: +10 melee (1d8+4, 
  masterwork morningstar) or +9 ranged (masterwork 
  composite longbow [Str +4]); Full Atk: +8 melee (1d8+4, 
  masterwork morningstar) and +7 melee (1d6+2, mace), or 
  +9 ranged (1d8+4, masterwork composite longbow [Str 
  +4]); SA Favored enemy: fey (+2); SQ Darkvision 60 ft., 
  scent, wild empathy; AL CE; SV Fort +6, Ref +10, Will +2; 
  Str 18, Dex 18, Con 14, Int 10, Wis 13, Cha 6. 
   
  Skills and Feats: Climb +5, Hide +10, Listen +7, Move 
  Silently +10, Spot +6, Survival +9; Alertness, Track, Two-
  Weapon Fighting, Weapon Focus (Morningstar). 
   
  Possessions: masterwork studded leather armor, 
  masterwork morning star, mace, masterwork dagger, 
  potion of bear’s endurance, potion of bull’s strength, 
  potion of cure light wounds, 20 arrows. 
  ENCOUNTER NINE: ARMED, ARMORED 
  AND AMORE ESCORT 
  Graw Pak: Female orc Bbn2/Rog3; CR 5; Medium 
  humanoid (orc); HD 3d6+2d12+10; hp 41; Init +2; Spd 40 
  ft; AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex); Base 
  Atk +4; Grp +9; Atk: +10 melee (1d12+8, +1 great axe) or 
  +7 ranged (1d8+4, masterwork composite longbow [Str 
  +4]); Full Atk: +10 melee (1d12+8, +1 great axe) or +7 
  ranged (1d8+4, masterwork composite longbow [Str +4]); 
  SA Sneak attack +2d6; SQ Darkvision 60 ft, light 
  sensitivity, fast movement +10, rage 1/day, uncanny 
  dodge, trap finding, evasion, trap sense +1; AL CN; SV 
  Fort +6, Ref +5, Will +2; Str 21, Dex 14, Con 14, Int 10, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Gather Information -1, Handle 
  Animal +1, Intimidate +6, Knowledge (local) +3, Listen 
  +7, Open Lock +3, Ride +4, Sense Motive +4, Spot +4, 
  Survival +4, Use Rope +5; Iron Will, Power Attack. 
   
  Possessions: +1 great axe, masterwork chain shirt, 
  masterwork composite longbow (Str +4), 20 arrows, 
  potion of cure light wounds, potion of enlarge. 
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal6; CR 6; Medium humanoid 
  (high elf); HD 6d10+12; hp 52; Init +1; Spd 20 ft; AC 17, 
  touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex); Base 
  Atk +6; Grp +8; Atk +10 Melee (1d8+3, +1 warhammer), +9 
  Melee (1d8+3, masterwork lance); Full Atk +10/+5 Melee 
  (1d8+3, +1 warhammer), +9/+4 Melee (1d8+3, masterwork 
  lance); SA Smite Evil 2/day; SQ Low-light vision, Elven 
  resistances, Aura of Good, Detect Evil, Divine Grace, Lay 
  on Hands (12), Aura of Courage, Divine Health, Turn 
  Undead, Special Mount, Remove Disease 1/week; AL LG; 
  SV Fort +9, Ref +5, Will +5; Str 14, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +3, Heal +2, 
  Knowledge (religion) +2, Ride +8, Sense Motive +8; 
  Mounted Combat, Weapon Focus (warhammer), Divine 
  Shield*.  
   
  Spells Prepared: (2, spell save DC 11+spell level) 1- 
  lesser restoration, cure light wounds. 
   
  Possessions: 
  Masterwork 
  Chain 
  Shirt, 
  +1 
  warhammer, Masterwork Lance, Masterwork Heavy steel 
  shield, healer’s kit, 1 set of masterwork manacles, potion 
  of cure moderate wounds. 
  Hammerstrike: Heavy Warhorse, (special mount) Large 
  Animal; HD 6d8+18; hp 51; Init +1; Spd 50ft; AC 18; touch 
  10; flat-footed 17 (-1 Size, +1 Dex, +8 natural armor); Base 
  Atk +4; Grp +12; Atk +8 (1d6+4, hoof); Full Atk +8/+8 
  (1d6+4, 2 hooves) and +3 (1d4+2, bite); Space/Reach 10 
  ft./5 ft; SQ low-light vision, scent, Special mount, 
  empathic link, improved evasion, share spells, share 
  saving throws; AL N; SV Fort +8, Ref +6, Will +3; Str 19, 
  Dex 13, Con 17, Int 6, Wis 13, Cha 6;  
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 51 
  Skills and Feats: Jump +14, listen +7, spot +5; Endurance, 
  Run, Weapon Focus (Hooves). 
  Possessions: Military saddle, bit and bridle. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (6): Male human Rog1; CR 1; Medium humanoid 
  (human); HD 1d6+1; hp 10; Init +7; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +0; 
  Grp +2; Atk +2 melee (1d6+2, short sword) or +3 (1d6, 
  short bow); Full Atk +0; Grp +2; Atk +2 melee (1d6+2, 
  short sword) or +3 (1d6, short bow); SA Sneak attack +1d6; 
  AL LE; SV Fort +1, Ref +5, Will +0; Str 14, Dex 16, Con 12, 
  Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +4, Listen +4, Profession 
  (Slaver) +4, Search +3, Sense Motive +4, Tumble +6, Use 
  Rope +7; Improved Initiative, Toughness. 
   
  Possessions: chain shirt, short sword, dagger, short 
  bow, 20 arrows, manacles, whip.  
  Slaver Lieutenant (2): Male human Ftr1/Rog2; CR 3; 
  Medium humanoid (human); HD 1d10+2d6+3; hp 22; Init 
  +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 
  Dex); Base Atk +2; Grp +4; Atk +5 melee (2d6+3, 
  greatsword) or +6 (1d8+2, masterwork composite 
  longbow (+2)) or +5 (1d3+2, whip); Full Atk +5 melee 
  (2d6+3, greatsword) or +6 (1d8+2, masterwork composite 
  longbow (+2)) or +5 (1d3+2, whip); SA Sneak attack +1d6; 
  SQ Evasion; AL LE; SV Fort +3, Ref +6, Will +0; Str 14, 
  Dex 16, Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +6, Jump +4, Listen +5, 
  Profession (Slaver) +5, Search +4, Sense Motive +5, Spot 
  +5, Tumble +7, Use Rope +8; Exotic Weapon Proficiency 
  (Whip), Improved Initiative, Power Attack, Toughness. 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+2), 
  20 arrows, manacles, whip.  
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Minsk: Male hobgoblin Rgr7; CR 7; Medium humanoid 
  (goblinoid); HD 7d8+21; hp 59; Init +3; Spd 30 ft; AC 18, 
  touch 13, flat-footed 15 (+5 armor, +3 Dex); Base Atk +7; 
  Grp +10; Atk: +12 melee (1d6+4; 19-20/x2, +1 short sword) 
  or +10 ranged (1d8+3, composite longbow [Str +3]); Full 
  Atk +10/+5 melee (1d6+4, +1 short sword) and +10/+5 
  melee (1d6+, +1 short sword) or +10/+5 ranged (1d8+3, 
  composite longbow [Str +3]); SA Favored enemy: halflings 
  (+4), favored enemy: elves (+2); SQ Darkvision 60 ft., wild 
  empathy, woodland stride; AL LE; SV Fort +8, Ref +8, Will 
  +3; Str 17, Dex 16, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +3, Listen +11, Knowledge (geography) +2, Profession 
  (Slaver) +7, Ride +11, Spot +10, Survival +11, Use Rope +7; 
  Combat Reflexes, Endurance, Improved Two-Weapon 
  Fighting, Natural Bond, Track, Two-Weapon Fighting, 
  Weapon Focus (short sword). 
   
  Divine Spells Prepared: (2, based DC= 12 + spell 
  level) 1st- endure elements, longstrider. 
   
  Possessions: 2 +1 short swords, Mighty (+3) 
  composite long bow, +1 chain shirt, 20 arrows, belt of 
  halfling heads (see treasure summary), potion of cure 
  moderate wounds, potion of barkskin (+2). 
  Animal companion: Wolf; Medium animal; HD 6d8+18; 
  hp 51; Init +3; Spd 50 ft; AC 21, touch 13; flat-footed 18 
  (+2 armor, +3 Dex, +6 natural); Base Atk +4; Grp +6; Atk: 
  +7 melee (1d8+3, bite); Full Atk: +7 melee (1d8+3, bite; 
  trip); SA Trip; SQ Low-light vision, scent, animal 
  companion, link spells, share spells, evasion, devotion; AL 
  N; SV Fort +8, Ref +8, Will +3; Str 14, Dex 16, Con 16, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +6, Move Silently +4, 
  Spot +7, Survival +1 (+5); Combat Reflexes, Improved 
  Natural attack, Track, Weapon Focus (Bite). 
   
  Possessions: spiked leather armor. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 52 
  APL 8 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr10; CR 10; Medium humanoid 
  (human); HD 10d10+30; hp 94; Init +1; Spd 20 ft; AC 21, 
  touch 12, flat-footed 20 (+6 armor, +3 shield, +1 Dex, +1 
  deflection); Base Atk +10; Grp +12; Atk +15 melee (1d6+4, 
  masterwork sap) or +12 ranged (1d8, masterwork light 
  crossbow); Full Atk +15/+10 melee (1d6+4, masterwork 
  sap) or +12 ranged (1d8, masterwork light crossbow); AL 
  LN; SV Fort +10, Ref +5, Will +7; Str 15, Dex 12, Con 14, 
  Int 13, Wis 12, Cha 12 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +14, 
  Profession 
  (Constable) +7, Sense Motive +7, Spot +7; Blind-Fight, 
  Endurance, Iron Will, Weapon Focus (sap), Weapon 
  Specialization (sap), Close-Quarters Fighting*, Combat 
  Expertise, Improved Disarm, Improved Trip, Greater 
  Weapon Focus (sap), Improved Toughness*. 
   
  Possessions: masterwork sap, +1 breastplate, +1 heavy 
  wooden shield, masterwork longsword, masterwork light 
  crossbow, 20 quarrels, 3 sets of masterwork manacles, 
  potion of cure serious wounds, potion of enlarge, potion 
  of bull strength, potion of haste, ring of protection +1, 
  cloak of resistance +1. 
  * see Appendix Two: New Rules Items. 
  Constables (2): Male human ftr4/rog4; CR 8; Medium 
  humanoid (human); HD 4d6+4d10+16; hp 60; Init +2; Spd 
  30 ft; AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, 
  +2 Dex); Base Atk +7; Grp +10; Atk +12 melee (1d6+5, 
  masterwork sap) or +10 ranged (1d8, light crossbow); Full 
  Atk +12/+5 melee (1d6+5, masterwork sap) or +10 ranged 
  (1d8, light crossbow); SA Sneak Attack +2d6; SQ Evasion, 
  trap sense +1, uncanny dodge; AL LN; SV Fort +7, Ref +7, 
  Will +3; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +8, Gather Information +10, 
  Intimidate +14, Knowledge (local) +9, Profession 
  (Constable) +5, Search +7, Sense Motive +8, Spot +8; Feats: 
  Blind-Fight, Combat Reflexes, Dodge, Weapon Focus 
  (sap), Weapon Specialization (sap), Power attack, Close-
  Quarters Fighting*. 
   
  Possessions: masterwork sap, masterwork chain shirt, 
  masterwork shortspear, masterwork light crossbow, 20 
  bolts, 3 sets of manacles, potion of cure moderate wounds. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human Rog7; CR 7; Medium humanoid 
  (human); HD 7d6+7; hp 37; Init +7; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +3 armor, +1 deflection); 
  Base Atk +5; Grp +6; Atk +8 melee (1d6+1, sap) or +8 
  melee (1d6+1, short sword); Full Atk +8 (1d6+1, sap) or +8 
  melee (1d6+1, short sword); SQ Sneak attack 4d6, 
  Evasion, Uncanny dodge; AL NE; SV Fort +3, Ref +8, Will 
  +1; Str 12, Dex 16, Con 12, Int 14, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +16, Disguise +10, Escape 
  Artist +13, Hide +15, Listen +9, Move Silently +15, Open 
  Lock +13, Search +12, Spot +9, Tumble +13, Use Magic 
  Device +10; Combat Expertise, Improved Initiative, 
  Stealthy, Weapon Finesse. 
   
  Possessions: rapier, sap, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), hat of disguise, elixir of sneaking, 
  potion of invisibility, ring of climbing, ring of protection 
  +1. 
  Stiletto: Male human Rog5/Asn4; CR 9; Medium 
  humanoid (human); HD 9d6+9; hp 47; Init +8; Spd 30 ft; 
  AC 19, touch 14, flat-footed 19 (+5 armor, +4 Dex); Base 
  Atk +6; Grp +7; Atk +10 (1d6+1, sap), +10 melee (1d4+1, 
  dagger), +11 ranged (1d4, masterwork hand crossbow); 
  Full Atk +10/+5 (1d6+1, sap), +10/+5 melee (1d4+1, 
  dagger), +11 ranged (1d4, masterwork hand crossbow); SA 
  Death attack, sneak attack +5d6; SQ +2 saves versus 
  poison, evasion, improved uncanny dodge, poison use, 
  trap sense +1, uncanny dodge; AL LE; SV Fort +3, Ref +12, 
  Will +3; Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 10; 
   
  Skills and Feats: Bluff +11, Disable Device +11, 
  Disguise +12, Escape Artist +12, Gather Information +8, 
  Hide +20, Knowledge (local) +8, Listen +5, Move Silently 
  +15, Open Lock +16, Search +10, Spot +5, Tumble +15; 
  Combat Expertise, Improved Initiative, Weapon Finesse, 
  Death Blow*. 
   
  Spells prepared (4/2; save DC = 13 + spell level): 1st- 
  critical strike*, distract assailant* x2, true strike; 2nd- 
  invisibility, swift invisibility*.   
   
  Possessions: +1 shadowed chain shirt, gloves of 
  dexterity +2, amulet of health +2, hat of disguise, sap, 
  dagger, masterwork hand crossbow, 10 quarrels, MW 
  thieves tools, 3 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), 1 dose catstink*, 2 flash pellets*, 
  1 application lockslip grease*, weapon capsule retainer*, 1 
  application quickfrost*. 
  * see Appendix Two: New Rules Items. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 53 
  ENCOUNTER SEVEN: STALKERS IN THE 
  WOODS 
  Bugbear Ranger: Male bugbear Rgr6; CR 7; Medium 
  humanoid (goblinoid); HD 9d8+18; hp 66; Init +4; Spd 30 
  ft; AC 21, touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 
  natural); Base Atk +8; Grp +13; Atk: +15 melee (1d8+6, +1 
  morningstar) or +13 ranged (1d8+4; 20/x3, masterwork 
  composite longbow [Str +4]); Full Atk: +13/+8 melee 
  (1d8+6, +1 morningstar) and +13/+8 melee (1d8+3, +1 
  morningstar) or +13/+7 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); SA Favored enemy: elf (+4), 
  favored enemy: fey (+2); SQ Darkvision 60 ft, scent, wild 
  empathy; AL CE; SV Fort +8, Ref +12, Will +5; Str 20, Dex 
  18, Con 14, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +6, Handle Animal +3, Hide 
  +16, Knowledge (nature) +5, Listen +9, Move Silently +16, 
  Spot +10, Survival +14; Alertness, Endurance, Improved 
  Two-Weapon 
  Fighting, 
  Oversized 
  Two-Weapon 
  Fighting*, Track, Two-Weapon Fighting, Stealthy, 
  Weapon Focus (Morningstar). 
   
  Spells Prepared (2; base DC= 11 + spell level); 1st- 
  endure elements, resist energy. 
   
  Possessions: +1 studded leather armor, 2 +1 morning 
  stars, gauntlets of strength +2, potion of bear’s endurance, 
  potion of cure moderate wounds, scroll of barkskin, 20 
  arrows 
  * see Appendix Two: New Rules Items. 
  Wolf Companion: Medium animal; HD 4d8+12; hp 35; 
  Init +3; Spd 50 ft; AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); Base Atk +3; Grp +5; Atk +6 melee (1d6+3; 
  bite); Full Atk +6 melee (1d6+3, bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell, evasion; AL N; SV Fort +7, Ref +7, Will +2; Str 14, 
  Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently +3, 
  Spot +5, Survival +1; Toughness, Track, Weapon Focus 
  (bite). 
  Bugbears: Male bugbear Rgr4; CR 5; Medium humanoid 
  (goblinoid); HD 7d8+14; hp 52; Init +4; Spd 30 ft; AC 21, 
  touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 natural); 
  Base Atk +6; Grp +11; Atk: +14 melee (1d8+5, masterwork 
  morningstar) or +11 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); Full Atk: +12/+7 melee 
  (1d8+5, masterwork morningstar) and +11 melee (1d6+5, 
  mace) or +11/+6 ranged (1d8+4, masterwork composite 
  longbow [Str +4]); SA Favored enemy: fey (+2); SQ 
  Darkvision 60 ft, scent, wild empathy; AL CE; SV Fort +7, 
  Ref +11, Will +3; Str 20, Dex 18, Con 14, Int 10, Wis 13, 
  Cha 6. 
  Skills and Feats: Climb +6, Handle Animal +1, Hide +14, 
  Knowledge (nature) +4, Listen +7, Move Silently +14, 
  Spot +7, Survival +11; Alertness, Stealthy, Weapon Focus 
  (Morningstar). 
   
  Spells prepared (1; base DC = 11 + spell level); 1st- 
  endure elements. 
   
  Possessions: +1 studded leather armor, mace, 
  masterwork morning star, masterwork dagger, gauntlets 
  of strength +2, potion of bear’s endurance, potion of cure 
  moderate wounds, 20 arrows. 
  Wolf Companions: Medium animal; HD 2d8+4; hp 13; 
  Init +2; Spd 50 ft; AC 14, touch 12, flat-footed 12 (+2 Dex, 
  +2 natural); Base Atk +1; Grp +2; Atk +3 melee (1d6+1, 
  bite); Full Atk +3 melee (1d6+1, bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1; Track, Weapon Focus (bite). 
  ENCOUNTER NINE: ARMED, ARMORED 
  AND AMORE ESCORT 
  Graw Pak: Female orc Bbn2/Rog5; CR 7; Medium 
  humanoid (orc); HD 5d6+2d12+19; hp 60; Init +2; Spd 40 
  ft; AC 17, touch 12, flat-footed 17 (+5 armor, +2 Dex); Base 
  Atk +5; Grp +10; Atk +11 melee (1d12+8, +1 great axe) or 
  +8 ranged (1d8+4, masterwork composite longbow [Str 
  +4]); Full Atk +11 melee (1d12+8, +1 great axe), +8 ranged 
  (1d8+4, masterwork composite longbow [Str +4]); SA 
  Sneak attack +3d6; SQ Darkvision 60 ft, evasion, 
  improved uncanny dodge, light sensitivity, rage 1/day, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +6, Ref +6, 
  Will +2; Str 21, Dex 14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills and Feats: Gather Information +1, Handle 
  Animal +1, Intimidate +8, Knowledge (local) +5, Listen 
  +9, Open Lock +5, Ride +4, Sense Motive +6, Spot +6, 
  Survival +4, Use Rope +7; Improved Toughness*, Iron 
  Will, Power Attack. 
   
  Possessions: +1 great axe, +1 chain shirt, masterwork 
  composite longbow (Str +4), 20 arrows, potion of cure 
  moderate wounds, potion of enlarge, thieves tools. 
  * see Appendix Two: New Rules Items. 
  Orc Thug: Male orc Bbn1; CR 1; Medium humanoid 
  (orc); HD 1d12+2; hp 14; Init +2; Spd 30 ft; AC 15, touch 
  12, flat-footed 13 (+3 armor, +2 Dex); Base Atk +1; Grp +6; 
  Atk: +7 melee (1d12+7, greataxe) or +3 ranged (1d6+5, 
  javelin); Full Atk: +7 melee (1d12+7, greataxe) or +3 
  ranged (1d6+5, javelin); SQ Darkvision 60 ft, light 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 54 
  sensitivity, rage 1/day; AL CE; SV Fort +4, Ref +2, Will +0; 
  Str 20, Dex 14, Con 15, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal +0, Intimidate +0, 
  Listen +2, Survival +2; Weapon Focus (Greataxe). 
   
  Possessions: greataxe, hide armor, 3 javelins. 
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal8; CR 8; Medium humanoid 
  (high elf); HD 8d10+16; hp 68; Init +1; Spd 20 ft; AC 17, 
  touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex); Base 
  Atk +8; Grp +10; Atk +12 Melee (1d8+3, +1 warhammer); 
  Full Atk +12/+7 Melee (1d8+3, +1 warhammer) or +11/+6 
  Melee (1d8+3, masterwork lance); SA Smite Evil 2/day; 
  SQ Low-light vision, Elven resistances, Aura of Good, 
  Detect Evil, Divine Grace, Lay on Hands (16), Aura of 
  Courage, Divine Health, Turn Undead, Special Mount, 
  Remove Disease 1/week; AL LG; SV Fort +10, Ref +5, Will 
  +5; Str 14, Dex 12, Con 14, Int 10, Wis 13, Cha 14;  
   
  Skills and Feats: Handle Animal +3, Heal +2, 
  Knowledge (religion) +3, Ride +9, Sense Motive +10; 
  Mounted Combat, Weapon Focus (warhammer), Divine 
  Shield*.  
   
  Spells Prepared: (2, spell save DC = 11+spell level) 1- 
  lesser restoration, cure light wounds. 
   
  Possessions: Masterwork chain shirt, +1 warhammer, 
  Masterwork Lance, Masterwork Heavy steel shield, 
  healers kit, 1 set of masterwork manacles, potion of cure 
  moderate wounds. 
  * see Appendix Two: New Rules Items. 
  Hammerstrike: Heavy Warhorse, (special mount) Large 
  Animal; HD 8d8+32; hp 73; Init +1; Spd 60ft; AC 22; touch 
  10; flat-footed 21 (-1 Size, +2 armor, +1 Dex, +10 natural 
  armor); Base Atk +6; Grp +15; Atk +11 (1d6+5, hoof); Full 
  Atk +11/+11 (1d6+5, 2 hooves) and +6 (1d4+2, bite); 
  Space/Reach 10 ft./5 ft.; SQ low-light vision, scent, 
  Special mount, empathic link, improved evasion, share 
  spells, share saving throws, improved speed; AL N; SV 
  Fort +10, Ref +7, Will +3; Str 20, Dex 13, Con 18, Int 7, 
  Wis 13, Cha 6;  
   
  Skills and Feats: Jump +16, listen +9, spot +8; 
  Endurance, Run, Weapon Focus (Hooves); 
   
  Possessions: Military saddle, bit and bridle, MW 
  leather barding. 
  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (6): Male human Ftr1/Rog3; CR 4; Medium 
  humanoid (human); HD 1d10+3d6+4; hp 27; Init +7; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); 
  Base Atk +3; Grp +5; Atk +6 melee (2d6+3, greatsword) or 
  +7 (1d8+2, masterwork composite longbow (+2)) or +6 
  (1d3+2, whip); Full Atk +6 melee (2d6+3, greatsword) or 
  +7 (1d8+2, masterwork composite longbow (+2)) or +6 
  (1d3+2, whip); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1; AL LE; SV Fort +4, Ref +6, Will +1; Str 15, Dex 
  16, Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +7, Jump +4, Listen +6, 
  Profession (Slaver) +6, Search +5, Sense Motive +6, Spot 
  +6, Tumble +8, Use Rope +9; Exotic Weapon Proficiency 
  (Whip), Improved Initiative, Power Attack, Toughness. 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+2), 
  20 arrows, manacles, whip.  
  Slaver Lieutenant (2): Male human Ftr4/Rog3; CR 7; 
  Medium humanoid (human); HD 4d10+3d6+14; hp 52; 
  Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+4 
  armor, +3 Dex); Base Atk +6; Grp +8; Atk +10 melee 
  (2d6+5, greatsword) or +10 (1d8+2, masterwork composite 
  longbow (+2)) or +9 (1d3+2, whip); Full Atk +10/+5 melee 
  (2d6+5, greatsword) or +10/+5 (1d8+2, masterwork 
  composite longbow (+2)) or +9/+4 (1d3+2, whip); SA 
  Sneak attack +2d6; SQ Evasion, trap sense +1; AL LE; SV 
  Fort +6, Ref +7, Will +2; Str 15, Dex 16, Con 12, Int 9, Wis 
  10, Cha 10. 
   
  Skills and Feats: Intimidate +10, Jump +6, Listen +6, 
  Profession (Slaver) +6, Search +5, Sense Motive +6, Spot 
  +6, Tumble +8, Use Rope +9; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (Whip), 
  Improved 
  Initiative, 
  Improved Toughness*, Power Attack, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+2), 
  20 arrows, manacles, whip.  
  * see Appendix Two: New Rules Items. 
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Lycanth 
  Rollen 
  (not 
  aware): 
  Male 
  human; 
  Clr3/Wiz3/MyTh4; CR 10; Medium humanoid (human); 
  HD 7d4+3d8+20; hp 71 (87); Init +1; Spd 30 ft; AC 17, 
  touch 11, flat-footed 16 (+6 armor, +1 Dex); Base Atk +5; 
  Grp +5; Atk: +7 melee (2d4, masterwork guisarme); Full 
  Atk: +7 melee (2d4, masterwork guisarme); SQ Spells, 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  summon familiar, scribe scroll, rebuke undead; AL LE; SV 
  Fort +8, Ref +5, Will +16; Str 10, Dex 12, Con 14, Int 18, 
  Wis 20, Cha 13. 
   
  Skills and feats: Concentration +15, Diplomacy +8, 
  Knowledge (arcana) +17, Knowledge (geography) +6, 
  Knowledge (religion) +17, Profession (Slaver) +18, Sense 
  Motive +8, Spellcraft +18; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (6/6/4/3/2; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 9): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- cause fear x2, 
  comprehend languages, cure light wounds x2, enlarge*, 
  sanctuary; 2nd- calm emotions*, cure moderate wounds, 
  enthrall, zone of truth; 3rd- magic circle against chaos*, 
  dispel Magic x2, stone shape x2; 4th- sending, tongues x2, 
  orders wrath*. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); War (Proficiency and Weapon Focus with 
  glaive). 
   
  Wizard spells prepared: (5/5/5/4/3; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 14): 0- daze x2, mage hand, ray of frost x2; 1st- 
  alarm, charm person x2, magic missile, shield, sleep, 
  truestrike; 2nd- false life, scare, scorching ray, Tasha’s 
  hideous laughter, touch of idiocy; 3rd- deep slumber, 
  empowered magic missile, greater mage armor*, 
  suggestion; 4th-detect scrying, charm monster, fear.  
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, periapt of wisdom +4, headband of intellect +2, 
  gloves of dexterity +2, cloak of resistance +1, potion of 
  cure serious wounds. 
  * see Appendix Two: New Rules Items. 
  Lycanth 
  Rollen 
  (aware): 
  Male 
  human; 
  Clr3/Wiz3/MyTh4; CR 10; Medium humanoid (human); 
  HD 7d4+3d8+20; hp 71 (87); Init +1; Spd 30 ft; AC 17, 
  touch 11, flat-footed 16 (+6 armor, +1 Dex); Base Atk +5; 
  Grp +5; Atk: +7 melee (2d4, masterwork guisarme); Full 
  Atk: +7 melee (2d4, masterwork guisarme); SQ Spells, 
  summon familiar, scribe scroll, rebuke undead; AL LE; SV 
  Fort +8, Ref +5, Will +16; Str 10, Dex 12, Con 14, Int 18, 
  Wis 20, Cha 13. 
   
  Skills and feats: Concentration +15, Diplomacy +8, 
  Knowledge (arcana) +17, Knowledge (geography) +6, 
  Knowledge (religion) +17, Profession (Slaver) +18, Sense 
  Motive +8, Spellcraft +18; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (6/5/4/3/2; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 9): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- bless, cause fear x2, 
  comprehend languages x1, cure light wounds, enlarge*; 
  2nd- calm emotions*, cure moderate wounds, resist 
  energy, silence, spiritual weapon; 3rd- magic circle against 
  chaos*, dispel magic, prayer, searing light; 4th- cure 
  critical wounds, freedom of movement, orders wrath*. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); War (Proficiency and Weapon Focus with 
  glaive). 
   
  Wizard spells prepared: (5/5/5/4/3; base DC = 14 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 12): 0- daze x2, mage hand, ray of frost x2; 1st- 
  magic missile x3, shocking grasp, shield, truestrike; 2nd- 
  false life, protection from arrows, scorching ray x3; 3rd- 
  fireball, lightning bolt, empowered magic missile, greater 
  mage armor*; 4th- Evard’s black tentacles, empowered 
  scorching ray, wall of ice. 
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, periapt of wisdom +4, headband of intellect +2, 
  gloves of dexterity +2, cloak of resistance +1, potion of 
  cure serious wounds. 
  * see Appendix Two: New Rules Items. 
  Minsk: Male hobgoblin Rgr9; CR 9; Medium humanoid 
  (goblinoid); HD 9d8+27; hp 75; Init +3; Spd 30 ft; AC 18, 
  touch 13, flat-footed 15 (+5 armor, +3 Dex); Base Atk +8; 
  Grp +13; Atk: +15 melee (1d6+6, +1 short sword/17-20/x2) 
  or +11 ranged (1d8+4, composite longbow [Str +4]); Full 
  Atk: +13/+8 melee (1d6+6, , +1 short sword/17-20/x2) and 
  +13/+8 melee (1d6+3, +1 short sword/17-20/x2) or +11/+6 
  ranged (1d8+4, composite longbow [Str +4]); SA Favored 
  enemy: halflings (+4), favored enemy: elves (+2); SQ 
  Darkvision 60 ft. , fast tracker, wild empathy, woodland 
  stride; AL LE; SV Fort +10, Ref +10, Will +5; Str 20, Dex 
  16, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +10, Handle Animal 
  +5, Knowledge (geography) +2, Knowledge (nature) +4 
  Listen +13, Profession (Slaver) +7, Ride +15, Spot +12, 
  Survival +13, Use Rope +7; Endurance, Improved Critical 
  (short sword), Improved Two-Weapon Fighting, Natural 
  Bond, Track, Two-Weapon Fighting, Weapon Focus 
  (short sword). 
   
  Spells Prepared: (2, base DC = 11 + spell level) 1st- 
  endure elements, longstrider. 
   
  Possessions: 2 +1 short swords, mighty (+4) 
  composite long bow, +1 chain shirt, gauntlets of strength 
  +2, cloak of resistance +1, 20 arrows, belt of halfling heads 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 56 
  (see treasure summary), potion of cure moderate wounds, 
  potion of barkskin (+2). 
  Animal companion: Dire Wolf; Large animal; HD 
  6d8+18; HP 45; Init +2; Spd 50 ft; AC 16, touch 12; flat-
  footed 14 (-1 size +2 armor, +2 Dex, +3 natural); Base Atk 
  +4; Grp +15; Atk: +11 melee (1d8+10, bite); Full Atk: +11 
  melee (1d8+10, bite; trip); Space/Reach 10/5; SA Trip; SQ 
  Animal companion, link spells, share spells, low light 
  vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6); Alertness, Run, Track, Weapon 
  Focus (Bite). 
   
  Possessions: spiked leather barding, exotic military 
  saddle. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  APL 10 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr12; CR 12; Medium humanoid 
  (human); HD 12d10+36; hp 112; Init +1; Spd 20 ft; AC 21, 
  touch 12, flat-footed 20 (+6 armor, +3 shield, +1 Dex, +1 
  deflection); Base Atk +12; Grp +15; Atk +18 melee (1d6+7, 
  masterwork sap) or +14 ranged (1d8, masterwork light 
  crossbow); 
  Full 
  Atk 
  +18/+13/+8 
  melee 
  (1d6+7, 
  masterwork sap) or +14 ranged (1d8, masterwork light 
  crossbow); AL LN; SV Fort +11, Ref +6, Will +8; Str 16, 
  Dex 12, Con 14, Int 13, Wis 12, Cha 12 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +16, 
  Profession 
  (Constable) +9, Sense Motive +9, Spot +9; Blind-Fight, 
  Endurance, Iron Will, Weapon Focus (sap), Weapon 
  Specialization (sap), Close-Quarters Fighting*, Combat 
  Expertise, Improved Disarm, Improved Trip, Greater 
  Weapon Focus (sap), Improved Toughness*, Greater 
  Weapon Specialization (sap), Power Attack. 
   
  Possessions: masterwork sap, +1 breastplate, +1 heavy 
  wooden shield, masterwork longsword, masterwork light 
  crossbow, 20 quarrels, 3 sets of masterwork manacles, 
  potion of cure serious wounds, potion of enlarge, potion 
  of bull strength, potion of haste, ring of protection +1, 
  cloak of resistance +1. 
  * see Appendix Two: New Rules Items. 
  Constables (4): Male human Ftr4/Rog4; CR 8; Medium 
  humanoid (human); HD 4d6+4d10+16; hp 60; Init +2; Spd 
  30 ft; AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, 
  +2 Dex); Base Atk +7; Grp +10; Atk +12 melee (1d6+5, 
  masterwork sap) or +10 ranged (1d8, light crossbow); Full 
  Atk +12/+5 melee (1d6+5, masterwork sap) or +10 ranged 
  (1d8, light crossbow); SA Sneak Attack +2d6; SQ Evasion, 
  trap sense +1, uncanny dodge; AL LN; SV Fort +7, Ref +7, 
  Will +3; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +8, Gather Information +10, 
  Intimidate +14, Knowledge (local) +9, Profession 
  (Constable) +5, Search +7, Sense Motive +8, Spot +8; Feats: 
  Blind-Fight, Combat Reflexes, Dodge, Weapon Focus 
  (sap), Weapon Specialization (sap), Power attack, Close-
  Quarters Fighting*. 
   
  Possessions: masterwork sap, masterwork chain shirt, 
  masterwork shortspear, masterwork light crossbow, 20 
  bolts, 3 sets of manacles, potion of cure moderate wounds. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human Rog9; CR 9; Medium humanoid 
  (human); HD 9d6+9; hp 47; Init +7; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +3 armor, +1 deflection); 
  Base Atk +6; Grp +7; Atk +9 melee (1d6+1, sap) or +9 
  melee (1d6+1, short sword); Full Atk +9/+4 (1d6+1, sap) or 
  +9/+4 melee (1d6+1, short sword); SQ Sneak attack 5d6, 
  Evasion, Uncanny dodge, Improved uncanny dodge; AL 
  NE; SV Fort +4, Ref +9, Will +2; Str 12, Dex 17, Con 12, 
  Int 14, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +18, Disguise +12, Escape 
  Artist +15, Hide +17, Listen +11, Move Silently +17, Open 
  Lock +15, Search +14, Spot +11, Tumble +15, Use Magic 
  Device +12; Combat Expertise, Improved Feint, Improved 
  Initiative, Stealthy, Weapon Finesse. 
   
  Possessions: rapier, sap, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), hat of disguise, elixir of sneaking, 
  potion of invisibility, ring of climbing, ring of protection 
  +1, bag of holding type II. 
  Stiletto: Male human Rog5/Asn6; CR 11; Medium 
  humanoid (human); HD 11d6+11; hp 57 (70); Init +9; Spd 
  30 ft; AC 19, touch 15, flat-footed 19 (+4 armor, +5 Dex); 
  Base Atk +7; Grp +8; Atk +13 (1d6+1, sap), +13 melee 
  (1d4+1, 
  Masterwork 
  Dagger), 
  +13 
  ranged 
  (1d4, 
  masterwork hand crossbow); Full Atk +13/+8 (1d6+1, sap), 
  +13/+8 melee (1d4+1, Masterwork Dagger), +13 ranged 
  (1d4, masterwork hand crossbow); SA Death Attack, 
  sneak attack +6d6; SQ Evasion, uncanny dodge, trap sense 
  +1, poison use, +3 saves versus poison, improved uncanny 
  dodge; AL LE; SV Fort +4, Ref +14, Will +4; Str 12, Dex 20, 
  Con 12, Int 16, Wis 12, Cha 10; 
   
  Skills and Feats: Bluff +13, Disable Device +13, 
  Disguise +14, Escape Artist +16, Gather Information +8, 
  Hide +24, Knowledge (local) +8, Listen +5, Move Silently 
  +19, Open Lock +19, Search +10, Spot +5, Tumble +19; 
  Combat Expertise, Improved Initiative, Weapon Finesse, 
  Death Blow*. 
   
  Spells prepared (4/4/2, save DC = 13 + spell level): 
  1st- critical strike*, distract assailant*, feather fall, true 
  strike; 2nd- absorb weapon, invisibility, spider climb, 
  swift invisibility*; 3rd- false life, non-detection.  
   
  Possessions: +1 shadowed studded leather armor, 
  gloves of dexterity +4, amulet of health +2, hat of disguise, 
  sap, masterwork dagger, masterwork hand crossbow, 10 
  quarrels, MW thieves tools, 3 doses of large scorpion 
  venom (Injury DC 18, 1d6 Str/1d6 Str), 1 dose catstink*, 2 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 58 
  flash pellets*, 1 application lockslip grease*, weapon 
  capsule retainer*, 1 application quickfrost*. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER SEVEN: STALKERS IN THE 
  WOODS 
  Bugbear Ranger: Male bugbear Rgr8; CR 9; Medium 
  humanoid (goblinoid); HD 11d8+33; hp 91; Init +4; Spd 
  30 ft; AC 21, touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 
  natural); Base Atk +10; Grp +15; Atk +17 melee (1d8+6, +1 
  morningstar) or +15 ranged (1d8+4, masterwork 
  composite 
  longbow 
  [Str 
  +4]); 
  Full 
  Atk 
  +15/+15/+10/+10/+5 melee (1d8+6, +1 morningstar, two-
  weapon fighting), or +15/+10/+5 ranged (1d8+4, 
  masterwork composite longbow [Str +4]); SA Favored 
  enemy: elf (+4), favored enemy: fey (+2); SQ Darkvision 
  60 ft, scent, wild empathy, woodland stride, swift tracker; 
  AL CE; SV Fort +10, Ref +13, Will +5; Str 20, Dex 18, Con 
  16, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +6, Handle Animal +3, Hide 
  +18, Knowledge (nature) +8, Listen +11, Move Silently 
  +18, Spot +11, Survival +16; Alertness, Endurance, 
  Improved Two-Weapon Fighting, Oversized Two-
  Weapon 
  Fighting*, 
  Stealthy, 
  Track, 
  Two-Weapon 
  Fighting, Weapon Focus (Morningstar). 
   
  Spells Prepared (2/1; base DC = 11 + spell level); 1st- 
  endure elements, resist energy; 2nd- blades of fire* 
   
  Possessions: +1 studded leather armor, 2 +1 morning 
  stars, gauntlets of strength +2, amulet of health +2, potion 
  of cat’s grace, potion of cure moderate wounds, scroll of 
  barkskin, 20 arrows. 
  * see Appendix Two: New Rules Items. 
  Wolf Companion: Medium animal; HD 4d8+12; hp 35; 
  Init +3; Spd 50 ft; AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); Base Atk +3; Grp +5; Atk +6 melee (1d6+3; 
  bite); Full Atk +6 melee (1d6+3,bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell, evasion; AL N; SV Fort +7, Ref +7, Will +2; Str 14, 
  Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently +3, 
  Spot +5, Survival +1; Toughness, Track, Weapon Focus 
  (bite). 
  Bugbears: Male bugbear Rgr6; CR 7; Medium humanoid 
  (goblinoid); HD 9d8+18; hp 66; Init +4; Spd 30 ft; AC 21, 
  touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 natural); 
  Base Atk +8; Grp +13; Atk +15 melee (1d8+6, +1 
  morningstar) or +13 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); Full Atk +13/+7 melee 
  (1d8+6, +1 morningstar) and +13/+7 melee (1d8+3, +1 
  morningstar) or +13/+7 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); SA Favored enemy: elf (+4), 
  favored enemy: fey (+2); SQ Darkvision 60 ft, scent, wild 
  empathy; AL CE; SV Fort +8, Ref +12, Will +5; Str 20, Dex 
  18, Con 14, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +6, Handle Animal +3, Hide 
  +16, Knowledge (nature) +5, Listen +9, Move Silently +16, 
  Spot +10, Survival +14; Alertness, Endurance, Improved 
  Two-Weapon 
  Fighting, 
  Oversized 
  Two-Weapon 
  Fighting*, Stealthy, Track, Two-Weapon Fighting, 
  Weapon Focus (Morningstar). 
   
  Spells Prepared (2; base DC = 11 + spell level); 1st- 
  endure elements, resist energy. 
   
  Possessions: +1 studded leather armor, 2 +1 morning 
  stars, gauntlets of strength +2, potion of bear’s endurance, 
  potion of cure moderate wounds, scroll of barkskin, 20 
  arrows 
  * see Appendix Two: New Rules Items. 
  Wolf Companions: Medium animal; HD 4d8+12; hp 35; 
  Init +3; Spd 50 ft; AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); Base Atk +3; Grp +5; Atk +6 melee (1d6+3, 
  bite); Full Atk +6 melee (1d6+3, bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell, evasion; AL N; SV Fort +7, Ref +7, Will +2; Str 14, 
  Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently +3, 
  Spot +5, Survival +1; Toughness, Track, Weapon Focus 
  (bite). 
  ENCOUNTER NINE: ARMED, ARMORED, 
  AND AMORE ESCORT 
  Graw Pak: Female orc Bbn2/Rog7; CR 9; Medium 
  humanoid (orc); HD 7d6+2d12+27; hp 83; Init +2; Spd 40 
  ft; AC 17, touch 12, flat-footed 17; Base Atk +7 (+5 armor, 
  +2 Dex); Grp +13; Atk +14 melee (1d12+10, +1 great axe) 
  or +10 ranged (1d8+4, masterwork composite longbow 
  (Str +4)); Full Atk +14/+9 melee (1d12+10, +1 great axe), 
  or +10/+5 ranged (1d8+4, masterwork composite longbow 
  [Str +4]); SA Sneak attack +4d6; SQ Darkvision 60 ft, 
  evasion, improved uncanny dodge, light sensitivity, rage 
  1/day, trap sense +2, uncanny dodge; AL CN; SV Fort +7, 
  Ref +7, Will +3; Str 22, Dex 14, Con 16, Int 10, Wis 8, Cha 
  6. 
   
  Skills and Feats: Gather Information +3, Handle 
  Animal +1, Intimidate +10, Knowledge (local) +7, Listen 
  +11, Open Lock +7, Ride +4, Sense Motive +8, Spot +8, 
  Survival +4, Use Rope +9; Improved Toughness*, Iron 
  Will, Power Attack, Staggering Strike*. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 59 
   
  Possessions: +1 great axe, +1 chain shirt, masterwork 
  composite longbow (Str +4), amulet of health +2, 20 
  arrows, potion of cure moderate wounds, potion of 
  enlarge, thieves tools. 
  * see Appendix Two: New Rules Items. 
  Orc Thug: Male orc Bbn3; CR 3; Medium humanoid 
  (orc); HD 3d12+6; hp 32; Init +2; Spd 30 ft; AC 15, touch 
  12, flat-footed 13 (+3 armor, +2 Dex); Base Atk +3; Grp +8; 
  Atk: +9 melee (1d12+7, greataxe) or +5 ranged (1d6+5, 
  javelin); Full Atk: +9 melee (1d12+7, greataxe) or +5 
  ranged (1d6+5, javelin); SQ Darkvision 60 ft, light 
  sensitivity, fast movement, rage 1/day, illiteracy, uncanny 
  dodge, trap sense +1; AL CE; SV Fort +5, Ref +3, Will +1; 
  Str 20, Dex 14, Con 15, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal +0, Intimidate +2, 
  Listen +2, Survival +4; Power Attack, Weapon Focus 
  (Greataxe). 
   
  Possessions: greataxe, hide armor, 3 javelins. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal10; CR 10; Medium humanoid 
  (high elf); HD 10d10+20; hp 84; Init +1; Spd 20 ft; AC 21, 
  touch 11, flat-footed 20 (+8 armor, +2 shield, +1 Dex); Base 
  Atk +10; Grp +12; Full Atk +14/+9 Melee (1d8+3, +1 
  warhammer) or +13/+8 Melee (1d8+4, masterwork lance); 
  SA Smite Evil 3/day; SQ Low-light vision, Elven 
  resistances, Aura of Good, Detect Evil, Divine Grace, Lay 
  on Hands (20), Aura of Courage, Divine Health, Turn 
  Undead, Special Mount, Remove Disease 2/week; AL LG; 
  SV Fort +12, Ref +7, Will +8; Str 14, Dex 12, Con 14, Int 
  10, Wis 15, Cha 14;  
   
  Skills and Feats: Handle Animal +3, Heal +5, 
  Knowledge (religion) +3, Ride +9, Sense Motive +13; 
  Mounted Combat, Weapon Focus (warhammer), Divine 
  Shield*, Ride-by Attack.  
   
  Spells prepared: (2/2; spell save DC = 12+spell level) 
  1st- lesser restoration, cure light wounds; 2nd- resist 
  energy, zone of truth. 
   
  Possessions: masterwork full plate armor, +1 
  warhammer, masterwork lance, masterwork heavy steel 
  shield, periapt of wisdom +2, cloak of resistance +1, 
  healers kit, 1 set of masterwork manacles, potion of cure 
  serious wounds, divine scroll of remove paralysis. 
  * see Appendix Two: New Rules Items. 
  Hammerstrike: Heavy Warhorse, (special mount) Large 
  Animal; HD 8d8+32; hp 73; Init +1; Spd 60ft; AC 23 (-1 
  Size, +3 armor, +1 dex, +10 natural armor); touch 10; flat-
  footed 22; Base Atk +6; Grp +15; Full Atk +11/+11 (1d6+5, 
  2 hooves); Space/Reach 10 ft./5 ft.; SA n/a; SQ low-light 
  vision, scent, Special mount, empathic link, improved 
  evasion, share spells, share saving throws, improved 
  speed; AL N; SV Fort +10, Ref +7, Will +3; Str 20, Dex 13, 
  Con 18, Int 7, Wis 13, Cha 6;  
   
  Skills and Feats: Jump +16, Listen +9, Spot +8; 
  Endurance, Run, Weapon Focus (Hooves); 
   
  Possessions: Military saddle, bit and bridle, MW 
  studded leather barding. 
  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (6): Male human Ftr3/Rog3; CR 6; Medium 
  humanoid (human); HD 3d10+3d6+12; hp 44; Init +7; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); 
  Base Atk +5; Grp +7; Atk +9 melee (2d6+3, greatsword) or 
  +9 (1d8+2, masterwork composite longbow (+2)) or +8 
  (1d3+2, whip); Full Atk +9 melee (2d6+3, greatsword) or 
  +9 (1d8+2, masterwork composite longbow (+2)) or +8 
  (1d3+2, whip); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1; AL LE; SV Fort +5, Ref +7, Will +2; Str 15, Dex 
  16, Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +9, Jump +6, Listen +6, 
  Profession (Slaver) +6, Search +5, Sense Motive +6, Spot 
  +6, Tumble +8, Use Rope +9; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (Whip), 
  Improved 
  Initiative, 
  Improved Toughness*, Power Attack, Weapon Focus 
  (Greatsword). 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+2), 
  20 arrows, manacles, whip.  
  * see Appendix Two: New Rules Items. 
  Slaver Lieutenant (2): Male human Ftr4/Rog5; CR 9; 
  Medium humanoid (human); HD 4d10+5d6+18; hp 66; 
  Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+4 
  armor, +3 Dex); Base Atk +7; Grp +10; Atk +12 melee 
  (2d6+6, greatsword) or +11 (1d8+3, masterwork composite 
  longbow (+3)) or +10 (1d3+3, whip); Full Atk +12/+7 
  melee (2d6+6, greatsword) or +11/+6 (1d8+3, masterwork 
  composite longbow (+3)) or +10/+5 (1d3+3, whip); SA 
  Sneak attack +3d6; SQ Evasion, trap sense +1; AL LE; SV 
  Fort +6, Ref +8, Will +2; Str 16, Dex 16, Con 12, Int 9, Wis 
  10, Cha 10. 
   
  Skills and Feats: Intimidate +11, Jump +8, Listen +7, 
  Profession (Slaver) +7, Search +6, Sense Motive +7, Spot 
  +7, Tumble +9, Use Rope +10; Blind-Fight, Combat 
  Reflexes, Exotic Weapon Proficiency (Whip), Improved 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 60 
  Initiative, Improved Toughness*, Power Attack, Weapon 
  Focus (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+3), 
  20 arrows, manacles, whip.  
  * see Appendix Two: New Rules Items. 
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Lycanth 
  Rollen 
  (not 
  aware): 
  Male 
  human; 
  Clr3/Wiz3/MyTh6; CR 12; Medium humanoid (human); 
  HD 9d4+3d8+24; hp 81 (97); Init +1; Spd 30 ft; AC 17, 
  touch 11, flat-footed 16 (+6 armor, +1 Dex); Base Atk +6; 
  Grp +6; Atk +8 melee (2d4, masterwork guisarme); Full 
  Atk +8/+3 melee (2d4, masterwork guisarme); SQ Spells, 
  summon familiar, scribe scroll, rebuke undead; AL LE; SV 
  Fort +9, Ref +6, Will +17; Str 10, Dex 12, Con 14, Int 18, 
  Wis 20, Cha 14. 
   
  Skills and feats: Concentration +17, Diplomacy +10, 
  Knowledge (arcana) +19, Knowledge (geography) +7, 
  Knowledge (religion) +19, Profession (Slaver) +20, Sense 
  Motive +10, Spellcraft +20; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (6/6/5/4/3/2; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 9): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- cause fear x2, 
  comprehend languages, cure light wounds x2, enlarge*, 
  sanctuary; 2nd- calm emotions*, cure moderate wounds, 
  enthrall, hold person, zone of truth; 3rd- magic circle 
  against chaos*, dispel Magic x3, stone shape x2; 4th- cure 
  critical wounds, sending, tongues x2, orders wrath*; 5th- 
  greater command, mark of justice, scrying, flame strike*. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); War (Proficiency and Weapon Focus with 
  glaive). 
   
  Wizard spells prepared: (5/6/6/5/4/2; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 14): 0- daze x2, mage hand, ray of frost x2; 1st- 
  alarm, charm person x2, magic missile, shield, sleep, 
  truestrike; 2nd- false life, scare x2, scorching ray, Tasha’s 
  hideous laughter, touch of idiocy; 3rd- deep slumber, 
  fireball, empowered magic missile, greater mage armor*, 
  suggestion; 4th-detect scrying, charm monster, fear, 
  empowered scorching ray; 5th- cone of cold, dominate 
  person.  
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, periapt of wisdom +4, headband of intellect +2, 
  gloves of dexterity +2, cloak of resistance +1, potion of 
  cure serious wounds. 
  * see Appendix Two: New Rules Items. 
  Lycanth 
  Rollen 
  (aware): 
  Male 
  human; 
  Clr3/Wiz3/MyTh6; CR 12; Medium humanoid (human); 
  HD 9d4+3d8+24; hp 81 (97); Init +1; Spd 30 ft; AC 17, 
  touch 11, flat-footed 16 (+6 armor, +1 Dex); Base Atk +6; 
  Grp +6; Atk: +8 melee (2d4, masterwork guisarme); Full 
  Atk: +8/+3 melee (2d4, masterwork guisarme); SQ Spells, 
  summon familiar, scribe scroll, rebuke undead; AL LE; SV 
  Fort +9, Ref +6, Will +17; Str 10, Dex 12, Con 14, Int 18, 
  Wis 20, Cha 14. 
   
  Skills and feats: Concentration +17, Diplomacy +10, 
  Knowledge (arcana) +19, Knowledge (geography) +7, 
  Knowledge (religion) +19, Profession (Slaver) +20, Sense 
  Motive +10, Spellcraft +20; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (6/6/5/4/3/2; base DC = 15 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 9): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- bless, cause fear x2, 
  comprehend languages x1, cure light wounds, enlarge*; 
  2nd- calm emotions*, cure moderate wounds, hold 
  person, resist energy, silence, spiritual weapon; 3rd- magic 
  circle against chaos*, dispel magic x2, prayer, searing 
  light; 4th- cure critical wounds, death ward, freedom of 
  movement, orders wrath*; 5th- greater command, slay 
  living, flame strike*. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); War (Proficiency and Weapon Focus with 
  glaive). 
   
  Wizard spells prepared: (5/6/6/5/4/2; base DC= 14 + 
  spell level; Evocation spells base DC= 17 + spell level; 
  caster level 12): 0- daze x2, mage hand, ray of frost x2; 1st- 
  magic missile x3, shocking grasp, shield, truestrike; 2nd- 
  false life, protection from arrows x2, scorching ray x3; 3rd- 
  fireball, lightning bolt, empowered magic missile x2, 
  greater mage armor*; 4th- Evard’s black tentacles, ice 
  storm, empowered scorching ray, wall of ice; 5th- cone of 
  cold, mind fog. 
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, periapt of wisdom +4, headband of intellect +2, 
  gloves of dexterity +2, cloak of resistance +1, potion of 
  cure serious wounds. 
  * see Appendix Two: New Rules Items. 
  Minsk: Male hobgoblin Rgr10; CR 10; Medium 
  humanoid (goblinoid); HD 10d8+40; hp 93; Init +3; Spd 
  30 ft; AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  deflection); Base Atk +10; Grp +15; Atk +17 melee (1d6+6, 
  +1 short sword/17-20/x2) or +13 ranged (1d8+4, 
  composite longbow [Str +4]); Full Atk +15/+10 melee 
  (1d6+6, +1 short sword/17-20/x2) and +15/+10 melee 
  (1d6+3, +1 short sword/17-20/x2) or +13/+8/+5 ranged 
  (1d8+4, composite longbow [Str +4]); SA favored enemy: 
  halflings (+6), favored enemy: elves (+4), favored enemy: 
  humans (+2); SQ Darkvision 60 ft., evasion, fast tracker, 
  wild empathy, woodland stride; AL LE; SV Fort +12, Ref 
  +11, Will +6; Str 20, Dex 16, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +7, Knowledge (geography) +3, Knowledge (nature) +5, 
  Listen +14, Profession (Slaver) +7, Ride +15, Spot +12, 
  Survival +14, Use Rope +7; Combat Reflexes, Endurance, 
  Improved Critical (Sword, short), Improved Two-Weapon 
  Fighting, Natural Bond, Track, Two-Weapon Fighting, 
  Weapon Focus (short sword). 
   
  Divine Spells Prepared: (2/1, base DC = 11 + spell 
  level) 1st- endure elements, longstrider; 2nd- blades of 
  fire*. 
   
  Possessions: 2 +1 short swords, mighty (+4) 
  composite long bow, +1 chain shirt, gauntlets of strength 
  +2, amulet of health +2, cloak of resistance +1, 20 arrows, 
  belt of halfling heads (see treasure summary), potion of 
  cure serious wounds, potion of barkskin (+5), potion of 
  haste, potion of owls wisdom, ring of protection +1. 
  * see Appendix Two: New Rules Items. 
  Animal companion: Dire Wolf; Large animal; HD 
  6d8+18; HP 45; Init +2; Spd 40 ft; AC 19, touch 12; flat-
  footed 17 (-1 size +5 armor, +2 Dex, +3 natural); Base Atk 
  +4; Grp +15; Atk +11 melee (1d8+10, bite); Full Atk +11 
  melee (1d8+10, bite; trip); Space/Reach 10/5; SA Trip; SQ 
  Animal companion, link spells, share spells, low light 
  vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6); Alertness, Run, Track, Weapon 
  Focus (Bite). 
   
  Possessions: spiked chain mail barding, exotic 
  military saddle. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  APL 12 
  ENCOUNTER TWO: JAILBREAK 
  Ulthar: Male human Ftr13; CR 13; Medium humanoid 
  (human); HD 13d10+39; hp 121; Init +1; Spd 20 ft; AC 21, 
  touch 12, flat-footed 20 (+6 armor, +3 shield, +1 Dex, +1 
  deflection); Base Atk +13; Grp +17; Atk +20 melee (1d6+8, 
  masterwork sap) or +15 ranged (1d8, masterwork light 
  crossbow); 
  Full 
  Atk 
  +20/+15/+10 
  melee 
  (1d6+8, 
  masterwork sap) or +15 ranged (1d8, masterwork light 
  crossbow); AL LN; SV Fort +11, Ref +6, Will +8; Str 18, 
  Dex 12, Con 14, Int 13, Wis 12, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Intimidate 
  +14, 
  Profession 
  (Constable) +10, Sense Motive +10, Spot +10; Blind-Fight, 
  Endurance, Iron Will, Combat Expertise, Greater 
  Weapon Focus (sap), Greater Weapon Specialization (sap), 
  Improved Disarm, Improved Sunder, Improved Trip, 
  Improved Toughness*, Power Attack, Weapon Focus 
  (sap), Weapon Specialization (sap), Close-Quarters 
  Fighting*, 
   
  Possessions: masterwork sap, +1 breastplate, +1 heavy 
  wooden shield, masterwork longsword, masterwork light 
  crossbow, 20 quarrels, 3 sets of masterwork manacles, 
  potion of cure serious wounds, potion of enlarge, potion 
  of bull strength, potion of haste, ring of protection +1, 
  cloak of resistance +1, gauntlets of strength +2. 
  * see Appendix Two: New Rules Items. 
  Constables (3): Male Human Ftr5/Rog5; Medium 
  Humanoid (Human); CR 10; HD 5d6+5d10+30; hp 84; 
  Init +2; Spd 30 ft; AC 18, touch 12, flat-footed 16 (+4 
  armor, +2 shield, +2 Dex); Base Atk +8; Grp +11; Atk +13 
  melee (1d6+5, masterwork sap) or +11 ranged (1d8, light 
  crossbow); Full Atk +13/+8 melee (1d6+5, masterwork 
  sap) or +11 ranged (1d8, light crossbow); SA Sneak Attack 
  +3d6; SQ Trapfinding, Evasion, Trap Sense +2, Uncanny 
  Dodge; AL LN; SV Fort +7, Ref +7, Will +3; Str 16, Dex 14, 
  Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +9, Gather Information +12, 
  Intimidate +12, Knowledge (local) +11, Profession 
  (Constable) +5, Search +9, Sense Motive +9, Spot +9; Feats: 
  Blind-Fight, Combat Reflexes, Dodge, Endurance, 
  Weapon Focus (sap), Weapon Specialization (sap), Power 
  attack, Close-Quarters Fighting*, Improved Toughness*. 
   
  Possessions: masterwork sap, masterwork chain shirt, 
  masterwork shortspear, masterwork light crossbow, 20 
  bolts, 3 sets of manacles, potion of cure moderate wounds. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER THREE: COMPLICATIONS 
  Dirk: Male human Rog11; CR 11; Medium humanoid 
  (human); HD 11d6+11; hp 57; Init +7; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 17 (+3 Dex, +3 armor, +1 deflection); 
  Base Atk +8; Grp +9; Atk +11 melee (1d6+1d6+1, sap) or 
  +11 melee (1d6+1, short sword); Full Atk +11/+6 (1d6+1, 
  sap) or +11/+6 melee (1d6+1, short sword); SQ Sneak 
  attack 6d6, Evasion, Uncanny dodge, Improved uncanny 
  dodge, Opportunist; AL NE; SV Fort +4, Ref +10, Will +2; 
  Str 12, Dex 17, Con 12, Int 14, Wis 9, Cha 10. 
   
  Skills and Feats: Climb +20, Disguise +14, Escape 
  Artist +17, Hide +19, Listen +13, Move Silently +19, Open 
  Lock +17, Search +16, Spot +13, Tumble +17, Use Magic 
  Device +14; Combat Expertise, Improved Feint, Improved 
  Initiative, Stealthy, Weapon Finesse. 
   
  Possessions: rapier, masterwork studded leather, 
  thieves tools, 2 doses of medium spider venom (Injury 
  DC 14, 1d4 Str/1d4 Str), +1 merciful sap, hat of disguise, 
  elixir of sneaking, potion of invisibility, ring of climbing, 
  ring of protection +1, bag of holding type II. 
  Stiletto: Male human Rog5/Asn8; CR 13; Medium 
  humanoid (human); HD 13d6+13; hp 67 (82); Init +9; Spd 
  30 ft; AC 19, touch 15, flat-footed 19 (+4 armor, +5 Dex); 
  Base Atk +8; Grp +9; Atk +13, (1d6+1, sap), +14 melee 
  (1d4+1, 
  Masterwork 
  Dagger), 
  +14 
  ranged 
  (1d4, 
  masterwork hand crossbow); Full Atk +13/+8, (1d6+1, 
  sap), +14/+9 melee (1d4+1, Masterwork Dagger), +14 
  ranged (1d4, masterwork hand crossbow); SA Sneak 
  Attack +7d6, Death Attack; SQ Trap Finding, Evasion, 
  uncanny dodge, trap sense +1, poison use, spells, +3 saves 
  versus poison, improved uncanny dodge; AL LE; SV Fort 
  +6, Ref +15, Will +6; Str 12, Dex 21, Con 12, Int 18, Wis 
  12, Cha 10; 
   
  Skills and Feats: Bluff +20, Disable Device +16, 
  Disguise +16, Escape Artist +18, Gather Information +8, 
  Hide +26, Knowledge (local) +8, Listen +5, Move Silently 
  +21, Open Lock +21, Search +11, Spot +5, Tumble +21; 
  Combat Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse, Death Blow*, Staggering Strike*. 
   
  Spells prepared (4/4/3/1, save DC = 14 + spell level): 
  1st- critical strike*, distract assailant*, feather fall, true 
  strike; 2nd- absorb weapon, invisibility, spider climb, 
  swift invisibility*; 3rd- false life, magic circle against good, 
  non-detection; 4th- greater invisibility. 
   
  Possessions: +1 shadowed studded leather armor, 
  headband of Intellect +2, gloves of dexterity +4, amulet of 
  health +2, mask of lies*, sap, masterwork dagger, 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 63 
  masterwork hand crossbow, 10 quarrels, MW thieves 
  tools, cloak of resistance +1, 3 doses of large scorpion 
  venom (Injury DC 18, 1d6 Str/1d6 Str), 1 dose catstink*, 2 
  flash pellets*, 1 application lockslip grease*, weapon 
  capsule retainer*, 1 application quickfrost*. 
  * see Appendix Two: New Rules Items. 
  ENCOUNTER SEVEN: STALKERS IN THE 
  WOODS 
  Bugbear Ranger: Male bugbear Rgr10; CR 11; Medium 
  humanoid (goblinoid); HD 13d8+39; hp 107; Init +4; Spd 
  30 ft; AC 21, touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 
  natural); Base Atk +12; Grp +18; Atk +19 melee (1d8+6, +1 
  morningstar) or +17 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); Full Atk +17/+12/+7 melee 
  (1d8+6, +1 morningstar) and +17/+12 melee (1d8+3, +1 
  morningstar) or +17/+12/+7 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); SA Favored enemy: elf (+6), 
  favored enemy: fey (+4), favored enemy: animal (+2); SQ 
  Darkvision 60 ft., evasion, scent, swift tracker, wild 
  empathy, woodland stride; AL CE; SV Fort +11, Ref +14, 
  Will +6; Str 20, Dex 19, Con 16, Int 10, Wis 14, Cha 6.  
   
  Skills and Feats: Climb +7, Handle Animal +5, Hide 
  +20, Knowledge (nature) +8, Listen +13, Move Silently 
  +20, Spot +13, Survival +18; Alertness, Endurance, 
  Improved Two-Weapon Fighting, Oversized Two-
  Weapon Fighting*, Quick Draw, Stealthy, Track, Two-
  Weapon Fighting, Weapon Focus (Morningstar). 
   
  Spells Prepared (2/1; base DC = 11 + spell level); 1st- 
  endure elements, resist energy; 2nd- blades of fire* x2 
   
  Possessions: +1 studded leather armor, 2 +1 morning 
  stars, gauntlets of strength +2, amulet of health +2, potion 
  of cat’s grace, potion of cure serious wounds, scroll of 
  barkskin, 20 arrows. 
  * see Appendix Two: New Rules Items. 
  Wolf Companion: Medium animal; HD 4d8+12; hp 35; 
  Init +3; Spd 50 ft; AC 19, touch 13, flat-footed 16 (+2 
  armor, +3 Dex, +4 natural); Base Atk +3; Grp +5; Atk +6 
  melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite; trip); 
  SA Trip; SQ Scent, low-light vision, animal companion, 
  link, share spell, evasion; AL N; SV Fort +7, Ref +7, Will 
  +2; Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently +3, 
  Spot +5, Survival +1; Toughness, Track, Weapon Focus 
  (bite). 
   
  Possessions: MW leather barding 
  Bugbears: Male bugbear Rgr8; CR 9; Medium humanoid 
  (goblinoid); HD 11d8+33; hp 91; Init +4; Spd 30 ft; AC 21, 
  touch 14, flat-footed 17 (+4 armor, +4 Dex, +3 natural); 
  Base Atk +10; Grp +15; Atk: +17 melee (1d8+6, +1 
  morningstar) or +15 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); Full Atk: +15/+10 melee 
  (1d8+6, +1 morningstar) and +15/+10 melee (1d8+3, +1 
  morningstar) or +15/+10/+5 ranged (1d8+4, masterwork 
  composite longbow [Str +4]); SA Favored enemy: elf (+4), 
  favored enemy: fey (+2); SQ Darkvision 60 ft, scent, swift 
  tracker, wild empathy, woodland stride; AL CE; SV Fort 
  +10, Ref +13, Will +5; Str 20, Dex 18, Con 16, Int 10, Wis 
  14, Cha 6. 
   
  Skills and Feats: Climb +6, Handle Animal +3, Hide 
  +18, Knowledge (nature) +8, Listen +11, Move Silently 
  +18, Spot +11, Survival +16; Alertness, Endurance, 
  Improved Two-Weapon Fighting, Oversized Two-
  Weapon 
  Fighting*, 
  Stealthy, 
  Track, 
  Two-Weapon 
  Fighting, Weapon Focus (Morningstar). 
   
  Spells Prepared (2/1; base DC = 11 + spell level); 1st- 
  endure elements, resist energy; 2nd- blades of fire* 
   
  Possessions: +1 studded leather armor, 2 +1 morning 
  stars, gauntlets of strength +2, amulet of health +2, potion 
  of cat’s grace, potion of cure moderate wounds, scroll of 
  barkskin, 20 arrows. 
  * see Appendix Two: New Rules Items. 
  Wolf Companions: Medium animal; HD 4d8+12; hp 35; 
  Init +3; Spd 50 ft; AC 17, touch 13, flat-footed 14 (+3 dex, 
  +4 natural); Base Atk +3; Grp +5; Atk +6 melee (1d6+3, 
  bite); Full Atk +6 melee (1d6+3, bite; trip); SA Trip; SQ 
  Scent, low-light vision, animal companion, link, share 
  spell, evasion; AL N; SV Fort +7, Ref +7, Will +2; Str 14, 
  Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently +3, 
  Spot +5, Survival +1; Toughness, Track, Weapon Focus 
  (bite). 
  ENCOUNTER NINE: ARMED, ARMORED, 
  AND AMORE ESCORTS 
  Graw Pak: Female orc Bbn2/Rog9; CR 11; Medium 
  humanoid (orc); HD 9d6+2d12+33; hp 83; Init +2; Spd 40 
  ft; AC 17, touch 12, flat-footed 17 (+5 armor, +2 Dex); Base 
  Atk +8; Grp +15; Atk +16 melee (1d12+11, +1 great axe), or 
  +11 ranged (1d8+4, masterwork composite longbow [Str 
  +4]); Full Atk +16/+11 melee (1d12+11, +1 great axe), or 
  +11/+6 ranged (1d8+4, masterwork composite longbow 
  [Str +4]); SA Sneak attack +5d6; SQ Darkvision 60 ft, light 
  sensitivity, fast movement +10, rage 1/day, uncanny 
  dodge, trap finding, evasion, trap sense +3, improved 
  uncanny dodge; AL CN; SV Fort +8, Ref +8, Will +4; Str 
  24, Dex 14, Con 16, Int 10, Wis 8, Cha 6. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  Skills and Feats: Gather Information +5, Handle 
  Animal +1, Intimidate +11, Knowledge (local) +8, Listen 
  +12, Open Lock +8, Ride +4, Sense Motive +9, Spot +9, 
  Survival +4, Use Rope +10; Improved Toughness*, Iron 
  Will, Power Attack, Staggering Strike*. 
   
  Possessions: +1 great axe, +1 chain shirt, masterwork 
  composite longbow (Str +4), amulet of health +2, 
  gauntlets of strength +2, 20 arrows, potion of cure serious 
  wounds, potion of enlarge, thieves tools, potion of haste. 
  * see Appendix Two: New Rules Items. 
  Orc Thug: Male orc Bbn5; CR 5; Medium humanoid 
  (orc); HD 5d12+15; hp 55; Init +2; Spd 30 ft; AC 15, touch 
  12, flat-footed 13 (+3 armor, +2 Dex); Base Atk +5; Grp 
  +10; Atk: +10 melee (1d12+7, greataxe) or +7 ranged 
  (1d6+5, javelin); Full Atk: +10 ranged (1d12+7, greataxe) 
  or +7 ranged (1d6+5, javelin); SQ Darkvision 60 ft, light 
  sensitivity, fast movement, rage 2/day, illiteracy, uncanny 
  dodge, trap sense +1, improved uncanny dodge; AL CE; 
  SV Fort +7, Ref +3, Will +1; Str 20, Dex 14, Con 16, Int 6, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal +0, Intimidate +2, 
  Listen +2, Survival +4; Power Attack, Weapon Focus 
  (Greataxe). 
   
  Possessions: greataxe, hide armor, 3 javelins.  
  ENCOUNTER TEN: VENGEANCE 
  INCARNATE 
  Wyndella: Female elf Pal12; CR 12; Medium humanoid 
  (high elf); HD 12d10+24; hp 100; Init +1; Spd 20 ft; AC 22, 
  touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex); Base 
  Atk +12; Grp +15; Full Atk +17/+12/+7 Melee (1d8+4, +1 
  warhammer), +16/+11/+6 Melee (1d8+5,, +1 lance); SA 
  Smite Evil 3/day; SQ Low-light vision, Elven resistances, 
  Aura of Good, Detect Evil, Divine Grace, Lay on Hands 
  (36), Aura of Courage, Divine Health, Turn Undead, 
  Special Mount, Remove Disease 3/week; AL LG; SV Fort 
  +13, Ref +8, Will +10; Str 16, Dex 12, Con 14, Int 10, Wis 
  16, Cha 16;  
   
  Skills and Feats: Handle Animal +4, Heal +6, 
  Knowledge (religion) +3, Ride +11, Sense Motive +16; 
  Mounted Combat, Weapon Focus (warhammer), Divine 
  Shield*, Ride-by Attack, Spirited Charge.  
   
  Spells Prepared: (2/2/2, spell save DC = 13+spell 
  level) 1st- lesser restoration, cure light wounds; 2nd- 
  Resist energy, shield other; 3rd- heal mount, dispel magic. 
   
  Possessions: +1 full plate armor, +1 warhammer, +1 
  lance, masterwork heavy steel shield, gauntlets of 
  strength +2, periapt of wisdom +2, cloak of charisma +2, 
  healers kit, 1 set of masterwork manacles, potion of cure 
  serious wounds, divine scroll of remove paralysis, divine 
  scroll of daylight, potion of bear’s endurance. 
  * see Appendix Two: New Rules Items. 
  Hammerstrike: Heavy Warhorse, (special mount) Large 
  Animal; HD 10d8+40; hp 93; Init +1; Spd 60 ft; AC 25 (-1 
  Size, +3 armor, +1 dex, +12 natural armor); touch 10; flat-
  footed 24; Base Atk +7; Grp +16; Atk +12 (1d6+5, hoof); 
  Full Atk +12/+12 (1d6+5, 2 hooves) and +7 (1d6+2, bite); 
  Space/Reach 10 ft./5 ft.; SQ low-light vision, scent, 
  Special mount, empathic link, improved evasion, share 
  spells, share saving throws, improved speed, command 
  creatures of its kind; AL N; SV Fort +10, Ref +7, Will +3; 
  Str 21, Dex 13, Con 18, Int 8, Wis 13, Cha 6;  
   
  Skills and Feats: Jump +16, Listen +9, Spot +8, 
  Survival +4 (+8); Endurance, Run, Weapon Focus 
  (Hooves), Track; 
   
  Possessions: Military saddle, bit and bridle, MW 
  studded leather barding. 
  ENCOUNTER THIRTEEN: INTO THE 
  DRAGON’S MAW 
  Slaver (6): Male human Ftr4/Rog4; CR 8; Medium 
  humanoid (human); HD 3d10+3d6+16; hp 58; Init +7; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); 
  Base Atk +7; Grp +7; Atk +12 melee (2d6+6, masterwork 
  greatsword) or +11 (1d8+3, masterwork composite 
  longbow [Str +3]) or +10 (1d3+3, whip); Full Atk +12/+7 
  melee (2d6+6, masterwork greatsword) or +11/+6 (1d8+3, 
  masterwork composite longbow [Str +3]) or +10/+5 
  (1d3+3, whip); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1, uncanny dodge; AL LE; SV Fort +5, Ref +7, Will 
  +2; Str 16, Dex 16, Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +11, Jump +8, Listen +7, 
  Profession (Slaver) +7, Search +6, Sense Motive +7, Spot 
  +7, Tumble +9, Use Rope +10; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (Whip), 
  Improved 
  Initiative, 
  Improved Toughness*, Power Attack, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+3), 
  20 arrows, manacles, whip.  
  * see Appendix Two: New Rules Items. 
  Slaver Lieutenant (2): Male human Ftr7/Rog4; CR 11; 
  Medium humanoid (human); HD 5d6+4d10+22; hp 82; 
  Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+4 
  armor, +3 Dex); Base Atk +10; Grp +13; Atk +15 melee 
  (2d6+6, greatsword/17-20x2) or +14 (1d8+3, masterwork 
  composite longbow [Str +3]) or +13 (1d3+3, whip); Full 
  Atk +15 melee (2d6+6, greatsword/17-20x2) or +14 
  
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  (1d8+3, masterwork composite longbow [Str +3]) or +13 
  (1d3+3, whip); SA Sneak attack +2d6; SQ Evasion, trap 
  sense, uncanny dodge; AL LE; SV Fort +7, Ref +9, Will +3; 
  Str 16, Dex 16, Con 12, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +14, Jump +11, Listen +7, 
  Profession (Slaver) +7, Search +6, Sense Motive +7, Spot 
  +7, Tumble +11, Use Rope +10; Blind-Fight, Combat 
  Reflexes, Exotic Weapon Proficiency (Whip), Improved 
  Critical (Greatsword), Improved Initiative, Improved 
  Toughness*, Power Attack, Weapon Focus (Greatsword), 
  Weapon Specialization (Greatsword). 
   
  Possessions: chain shirt, masterwork greatsword, 
  short sword, dagger, masterwork composite longbow (+3), 
  20 arrows, manacles, whip.  
  * see Appendix Two: New Rules Items. 
  ENCOUNTER FOURTEEN: FINAL 
  SHOWDOWN 
  Lycanth 
  Rollen 
  (not 
  aware): 
  Male 
  human 
  Clr3/Wiz3/MyTh8; CR 14; Medium humanoid (human); 
  HD 11d4+3d8+28; hp 93 (109); Init +1; Spd 30 ft; AC 18, 
  touch 12, flat-footed 17 (+6 armor, +1 dex, +1 deflection); 
  Base Atk +7; Grp +7; Atk +9 melee (1d10, masterwork 
  glaive); Full Atk +9/+4 melee (1d10, masterwork glaive); 
  SQ Spells, summon familiar, scribe scroll, rebuke undead; 
  AL LE; SV Fort +9, Ref +6, Will +18; Str 10, Dex 12, Con 
  14, Int 20, Wis 20, Cha 14. 
   
  Skills and feats: Concentration +19, Diplomacy +10, 
  Knowledge (arcana) +22, Knowledge (geography) +8, 
  Knowledge (religion) +22, Profession (slaver) +22, Sense 
  Motive +13, Spellcraft +24; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (5/7/5/5/4/3/1; base DC = 15 
  + spell level; Evocation spells base DC= 17 + spell level; 
  caster level 11): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- cause fear x2, 
  comprehend languages, cure light wounds x3, enlarge*, 
  sanctuary; 2nd- calm emotions*, cure moderate wounds, 
  enthrall, hold person, zone of truth; 3rd- magic circle 
  against chaos*, dispel Magic x3, stone shape x2; 4th- cure 
  critical wounds, sending, tongues x2, orders wrath*; 5th- 
  greater command, mark of justice, scrying, flame strike*, 
  6th- hold monster*, wind walk. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); War (Proficiency and Weapon Focus with 
  glaive). 
   
  Wizard spells prepared: (5/7/6/6/5/4/2; base DC = 15 
  + spell level; Evocation spells base DC= 17 + spell level; 
  caster level 14): 0- daze x2, mage hand, ray of frost x2; 1st- 
  alarm, charm person x2, magic missile, shield, sleep, 
  truestrike; 2nd- false life, scare x2, scorching ray, Tasha’s 
  hideous laughter, touch of idiocy; 3rd- deep slumber x2, 
  fireball, empowered magic missile, greater mage armor*, 
  suggestion; 4th-detect scrying, charm monster, fear, 
  Otiluke’s resilient sphere, empowered scorching ray; 5th- 
  cone of cold, dominate person, sending, waves of fatigue; 
  6th- Bigby’s forceful hand, mass suggestion. 
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, divine scroll of heal, periapt of wisdom +4, 
  headband of intellect +4, gloves of dexterity +2, ring of 
  protection +1, cloak of resistance +1, potion of cure 
  serious wounds. 
  * see Appendix Two: New Rules Items. 
  Lycanth 
  Rollen 
  (aware): 
  Male 
  human 
  Clr3/Wiz3/MyTh8; CR 14; Medium humanoid (human); 
  HD 11d4+3d8+28; hp 93 (109); Init +1; Spd 30 ft; AC 18, 
  touch 12, flat-footed 17 (+6 armor, +1 dex, +1 deflection); 
  Base Atk +7; Grp +7; Atk +9 melee (1d10, masterwork 
  glaive); Full Atk +9/+4 melee (1d10, masterwork glaive); 
  SQ Spells, summon familiar, scribe scroll, rebuke undead; 
  AL LE; SV Fort +9, Ref +6, Will +18; Str 10, Dex 12, Con 
  14, Int 20, Wis 20, Cha 14. 
   
  Skills and feats: Concentration +19, Diplomacy +10, 
  Knowledge (arcana) +22, Knowledge (geography) +8, 
  Knowledge (religion) +22, Profession (Slaver) +22, Sense 
  Motive +13, Spellcraft +24; Empower Spell, Greater Spell 
  Focus (Evocation), Improved Toughness*, Leadership, 
  Practiced Spellcaster* (Wizard), Spell Focus (Evocation). 
   
  Cleric spells prepared: (6/7/5/5/4/3/1; base DC = 15 
  + spell level; Evocation spells base DC= 17 + spell level; 
  caster level 11): 0-mending x2, light, read magic, detect 
  magic, purify food and drink; 1st- bless, cause fear x2, 
  comprehend languages x1, cure light wounds x3, 
  enlarge*; 2nd- calm emotions*, cure moderate wounds, 
  hold person, resist energy, silence, spiritual weapon; 3rd- 
  magic circle against chaos*, dispel magic x3, prayer, 
  searing light; 4th- cure critical wounds x2, death ward, 
  freedom of movement, orders wrath*; 5th- flamestrike*, 
  greater command, slay living, true seeing, 6th- anti-life 
  shell, blade barrier*. 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); Domain War (Proficiency and Weapon 
  Focus with glaive). 
   
  Wizard spells prepared: (5/7/6/6/5/4/2; base DC = 15 
  + spell level; Evocation spells base DC= 17 + spell level; 
  caster level 14): 0- daze x2, mage hand, ray of frost x2; 1st- 
  magic missile x3, shocking grasp, shield, truestrike x2; 
  2nd- false life, protection from arrows x2, scorching ray 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  x3; 3rd- fireball, lightning bolt, empowered magic missile 
  x2, greater mage armor*, magic circle of protection versus 
  good; 4th- Evard’s black tentacles, ice storm, empowered 
  scorching ray, stone skin, wall of ice; 5th- cone of cold, 
  empowered lightning bolt, empowered fireball, cloud kill; 
  6th- chain lightning, fires of purity*. 
   
  Possessions: masterwork glaive, arcane scroll of ice 
  storm, divine scroll of heal, periapt of wisdom +4, 
  headband of intellect +4, gloves of dexterity +2, ring of 
  protection +1, cloak of resistance +1, potion of cure 
  serious wounds. 
  * see Appendix Two: New Rules Items. 
  Minsk: Male hobgoblin Rgr12; CR 12; Medium 
  humanoid (goblinoid); HD 12d8+48; hp 111; Init +3; Spd 
  30 ft; AC 20, touch 15, flat-footed 17 (+5 armor, +3 dex, +2 
  deflection); Base Atk +12; Grp +17; Atk: +19 melee (1d6+6, 
  +1 short sword/17-20/x2) or +15 ranged (1d8+4, 
  composite longbow [Str +4]); Full Atk +17/+12/+7 melee 
  (1d6+6, +1 short sword/17-20/x2) and +17/+12/+7 melee 
  (1d6+3, +1 short sword/17-20/x2) or +15/+10/+5 ranged 
  (1d8+4, composite longbow [Str +4]); SA Favored enemy: 
  halflings (+6), favored enemy: elves (+4), favored enemy: 
  humans (+2); SQ Darkvision 60 ft. evasion, fast tracker, 
  wild empathy, woodland stride; AL LE; SV Fort +13, Ref 
  +12, Will +6; Str 20, Dex 16, Con 18, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +9, Knowledge (geography) +4, Knowledge (nature) +6, 
  Listen +17, Profession (Slaver) +7, Ride +17, Spot +14, 
  Survival +15, Use Rope +7; Combat Reflexes, Endurance, 
  Greater Two-Weapon Fighting, Improved Critical (short 
  sword), Improved Two-Weapon Fighting, Mounted 
  Combat, Natural Bond, Track, Two-Weapon Fighting, 
  Weapon Focus (Sword, Short). 
   
  Divine Spells Prepared: (2/1/1, base DC= 11 + spell 
  level) 1st- endure elements, longstrider, cure light 
  wounds; 2nd- blade of fire; 3rd- greater magic fang. 
   
  Possessions: 2 +1 short swords, mighty (+4) 
  composite long bow, +1 chain shirt, gauntlets of strength 
  +2, amulet of health +2, cloak of resistance +1, ring of 
  protection +2, 20 arrows, belt of halfling heads (see 
  treasure summary), potion of cure serious wounds, potion 
  of barkskin (+5), potion of haste, potion of owls wisdom. 
  Animal companion: Dire Wolf; Large animal; HD 
  8d8+18; HP 63; Init +2; Spd 40 ft; AC 22, touch 13; flat-
  footed 19 (-1 size +5 armor, +3 dex, +5 natural); Base Atk 
  +6; Grp +18; Atk +15 melee (1d8+12, bite/19-20/x2); Full 
  Atk +15 melee (1d8+12, bite; trip/19-20/x2); Space/Reach 
  10 ft/5 ft; SA Trip; SQ Animal companion, link spells, 
  share spells, low light vision, scent, evasion; AL N; SV 
  Fort +10, Ref +9, Will +7; Str 26, Dex 16, Con 18, Int 2, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Hide +3, Listen +7, Move Silently +7, 
  Spot +7, Survival +2 (+6); Alertness, Improved Critical 
  (Bite), Run, Track, Weapon Focus (Bite). 
   
  Possessions: spiked chain mail barding, exotic 
  military saddle. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  Appendix 2: New Rules Items 
   
  Feats, as presented in Complete Adventurer 
  Death Blow [General]: You waste no time in 
  dealing with downed foes. 
   
  Prerequisites: Improved Initiative, base attack 
  bonus +2. 
   
  Benefit: You can perform a coup de grace attack 
  against a helpless defender as a standard action. Doing 
  this still provokes attacks of opportunity as normal. 
   
  Oversized Two-Weapon Fighting [General] 
  You are adept at wielding larger than normal weapons in 
  your off-hand. 
   
  Prerequisites: Str 13, Two-Weapon Fighting. 
   
  Benefit: When wielding a one-handed weapon in 
  your off-hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off-hand (see page 160 of the Player’s Handbook). 
   
  Special: A fighter may select Oversized Two-
  Weapon Fighting as one of his fighter bonus feats. 
   
  Staggering Strike [General] 
   You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisites: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your foe’s 
  mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical healing 
  that restores at least 1 hit point, whichever comes first), 
  your target is treated as if it were staggered, even if its 
  nonlethal damage doesn’t exactly equal its current hit 
  points. A target can resist this effect by making a 
  successful Fortitude save (DC equal to damage dealt). 
  Multiple staggering strikes on the same creature do not 
  stack. This feat has no effect on creatures not subject to 
  sneak attack damage. 
   
   
  Feats, as presented in Complete Arcane 
  Practiced Spellcaster [General] 
   You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you 
  can’t gain from the full bonus immediately, if you later 
  gain Hit Dice in levels of nonspellcasting classes, you 
  might be able to apply the rest of the bonus.  
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells 
  known. It increases your caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a different 
  spellcasting class. For instance, a 4th-level cleric/5th-level 
  wizard who had selected this feat twice would cast cleric 
  spells as an 8th-level caster and wizard spells as a 9th-level 
  caster. 
   
  Feats, as presented in Complete Warrior 
  Close-Quarters Fighting [General] 
   You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy has 
  a feat or special ability that would normally bypass the 
  attack. If you deal damage with this attack, the enemy 
  fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as improved grab. If 
  the enemy has such an ability, you may add the damage 
  you deal as a bonus on your opposed check to resist being 
  grappled. This feat does not give you extra attacks of 
  opportunity when you would be denied one for being 
  surprised, helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg—a creature with the improved grab 
  special ability—attempts to grapple Tordek. He takes an 
  attack of opportunity, hits, and deals 10 points of damage 
  to the creature. Tordek then adds +10 to his opposed 
  check to resist being grappled. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
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  Normal: 
  Creatures 
  with 
  improved 
  Grapple, 
  improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Divine Shield [Divine] 
   You can channel energy to make your shield more 
  effective for either offense or defense. 
   
  Prerequisite: Turn or rebuke undead ability, 
  proficiency with a shield 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma 
  modifier. This bonus applies to the shield’s bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
   
  Improved Toughness [General] 
   You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude Save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
   
  Spells, as presented in Spell Compendium 
  Absorb Weapon 
  Transmutation 
  Level: Assassin 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched weapon not in another creature’s 
  possession 
  Duration: 1 hour/level (D) 
  You can harmlessly absorb a weapon you are touching 
  (even a poisoned one) into your arm, as long as it is not in 
  another creature’s possession. The weapon must be a light 
  weapon for you at the time you cast the spell. The 
  absorbed weapon cannot be felt under the skin and 
  doesn’t restrict your range of motion in any way. An 
  absorbed weapon cannot be detected with even a careful 
  search, although detect magic reveals the presence of a 
  magical aura. The only evidence of its presence is a faint 
  blotch on your skin shaped vaguely like the weapon. 
   
  When you touch the spot (an action equivalent to 
  drawing a weapon), or when the spell duration expires, 
  the weapon appears in your hand and the spell ends. If 
  you attack with the weapon in the same round that you 
  retrieve it from its hiding place, you can attempt a Bluff 
  check to feint in combat as a free action, and you gain a 
  +4 bonus on the Bluff check. An intelligent magic 
  weapon gets a saving throw against this spell, but other 
  weapons do not. 
   
  Blades of Fire 
  Conjuration (Creation) [Fire] 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Up to two melee weapons you are wielding 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: No 
  Your melee weapons each deal an extra 1d8 points of fire 
  damage. This damage stacks with any energy damage 
  your weapons already deal. 
   
  Critical Strike 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  Whenever you make a melee attack against a flanked foe 
  or against a foe denied its Dexterity bonus, you deal an 
  extra 1d6 points of damage, your weapon’s threat range is 
  doubled (as if under the effect of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm critical 
  threats. The increased threat range granted by this spell 
  doesn’t stack with any other effect that increases your 
  weapon’s threat range. Creatures immune to extra 
  damage from sneak attacks are immune to the extra 
  damage dealt by your attacks. 
   
  Distract Assailant 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  
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  A creature affected by this spell is flat-footed until the 
  beginning of its next turn. 
   
  Material Component: The dried wing of a fly. 
   
  Fires of Purity 
  Evocation [Fire] 
  Level: Druid 6, Purification 6, sorcerer/wizard 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: See text 
  Spell Resistance: Yes (harmless); see text 
  The creature you touch bursts into magical flames that do 
  not harm the subject, but are capable of harming anyone 
  else who comes into contact with the creature. 
   
  With a successful melee attack, the subject deals an 
  extra 1 point of fire damage per caster level (maximum 
  +15). If the defender has spell resistance, it applies to this 
  effect. Creatures that make successful melee attacks 
  against the subject are susceptible to the same damage 
  unless they attack with weapons that have reach, such as 
  longspears. 
   
  The subject of fires of purity takes only half damage 
  from fire-based attacks. If such an attack allows a Reflex 
  save for half damage, the subject takes no damage on a 
  successful save. 
   
  Invisibility, Swift 
  Illusion (Glamer) 
  Level: Assassin 2, bard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like invisibility (Player’s Handbook 
  p. 245) except as noted above. 
   
  Iron Silence 
  Transmutation 
  Level: Assassin 2, bard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One suit of armor touched per three levels 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  While this spell is in effect, the armor check penalty 
  from the affected suit or suits of armor does not apply on 
  Hide and Move Silently checks. Only wearers proficient 
  in the armor’s use get this benefit when wearing the 
  affected armor. The armor check penalty still applies to 
  other skill checks as normal. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that it 
  requires no material component and its tangible field of 
  force provides a +6 armor bonus to Armor Class. 
   
   
  Magic and Mundane Items, as presented in 
  Complete Adventurer 
  Alchemical Weapons: Using an alchemical weapon 
  capsule requires only a swift action (and does not 
  provoke attacks of opportunity) if it is held in a properly 
  attached weapon capsule retainer (see below). Otherwise, 
  applying an alchemical weapon capsule is the equivalent 
  of applying a magic oil (a standard action that does 
  provoke attacks of opportunity). 
   
  Catstink: A dose of this alchemical compound sprinkled 
  on your trail temporarily confuses the scent ability of any 
  creature. Any creature using scent to track you must 
  succeed on a DC 15 Survival check or lose your trail. If 
  the trail is lost, the creature can attempt to relocate it 
  using the normal rules for the Track feat, but the check 
  DC increases by 2. The odor of catstink remains in effect 
  for 10 minutes after the substance is used. Sprinkling 
  catstink on one’s trail is a standard action that provokes 
  attacks of opportunity. 
   
  Flash Pellet: This tiny brittle object is often disguised as 
  a button or other decoration. You can throw a flash pellet 
  as a ranged attack with a range increment of 5 feet. When 
  thrown against a hard surface, it bursts with a bright flash 
  of light. All creatures within a 5-foot-radius burst must 
  succeed on a DC 15 Fortitude save or be blinded for 1 
  round and dazzled for 1 round after that. 
   
  Lockslip Grease: Lockslip grease is a thick, reddish oil 
  that loosens the mechanical workings of nonmagical 
  locks. The grease is effective for a short time and provides 
  a slight edge to those attempting to pick a lock. Lockslip 
  
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  grease provides a +1 alchemical bonus on Open Lock 
  checks made against the affected lock for 1 minute. 
  One dose of lockslip grease is enough to affect the 
  mechanism of a lock of any size. Although lockslip grease 
  can affect any kind of mundane mechanical lock, it has 
  no effect on magic locks. Applying lockslip grease to a 
  lock is a standard action that provokes attacks of 
  opportunity. 
   
  Mask of Lies: This black, featureless mask has only slits 
  for eyes and mouth. The wearer can use disguise self on 
  herself at will and is continually under the effect of 
  undetectable alignment. In addition, she gains a +5 
  competence bonus on Bluff checks. 
  A mask occupies the same space on the body as eye lenses 
  or goggles. 
   
  Faint abjuration and illusion; CL 5th; Craft 
  Wondrous Item, disguise self, undetectable alignment; 
  Price: 17,000 gp. 
   
  Quickfrost: A quickfrost alchemical capsule coats a 
  melee weapon or a thrown weapon with a thin sheet of 
  oil that instantly cools to a dangerously low temperature. 
  This substance allows the weapon to deal extra cold 
  damage for a short amount of time without damaging the 
  weapon or its wielder. A weapon treated with quickfrost 
  deals 1d6 points of cold damage with each successful 
  strike. The capsule’s effects last for 1 round, ending at the 
  beginning of the wielder’s next turn. This cold damage 
  doesn’t stack with any other cold damage the weapon 
  deals. 
   
  Weapon Capsule Retainer: The most common method 
  of delivering the effect of an alchemical weapon capsule 
  is the weapon capsule retainer. This long leather thong, 
  wrapped around a melee weapon or a thrown weapon 
  (but not a projectile weapon) just at the base of the blade 
  or striking surface, holds a thin, fitted ring sized for a 
  single alchemical capsule. A more expensive option is the 
  triple weapon capsule retainer, which stores three 
  capsules rather than one. A character wielding a weapon 
  with a triple retainer can use one, two, or all three 
  capsules it holds as part of the same action. 
  Only one weapon capsule retainer (or triple retainer) can 
  be attached to any weapon. Attaching a weapon capsule 
  retainer to a weapon or putting a capsule into an empty 
  weapon capsule retainer is a full-round action that 
  provokes attacks of opportunity. Thus, filling an empty 
  triple weapon capsule retainer requires three full-round 
  actions. 
   
  An alchemical weapon capsule retainer can be filled 
  with a single dose of an injury poison. Activating the 
  capsule coats the weapon with the poison, allowing the 
  wielder to deliver toxic strikes with the weapon. A 
  character using poison in this way faces all the normal 
  perils of using poison (including accidental exposure 
  when activating the capsule or with a natural 1 on the 
  attack roll). 
   
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 71 
  Player Handout #1 
   
  Give this handout to all members of the Alliance. 
   
  � As a member of the Alliance, you have learned certain innuendos and challenge/response 
  scenarios. If you wanted to determine whether or not someone is a member of the 
  Alliance, you might include something like the following in your conversation. Likewise, 
  he or she may include this in his conversation to establish whether or not you are a 
  member of the Alliance. 
  Prompt: I’d give my last wheatsheaf for a sturdy hat to keep me dry during the coming storm. 
  Reply: If you want to keep your head dry, kick out some bum in Box Town. 
   
  Prompt: It’s far too warm for a hat. Want to buy mine for 5 wheatsheafs? 
  Reply: Are you trying to send me to Box Town? I’ll shove that hat down your throat! 
   
  Prompt: That’s a nice hat. I’d bet you a wheatsheaf, I can knock it to the ground by throwing a 
  rock. I could even do it in high winds. 
  Reply: I’ve played that trick on someone else. I convinced some bum from Box Town that I 
  could hit a can off his head. I popped him right in the nose. Good times. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 72 
  Player Handout #2 
   
  This letter was sent by Lord Darian Kesser as he researched Lycanth Rollen from within his base. 
   
  My good friends in health, 
   I’ve learned a lot here. He is human, as we spoke of. 
  This map shows you where to travel to. I’ll wait for you. The 
  scum’s name is Lycanth Rollen. Follow for 3 days the 
  Gnarley Road. There is only one way to enter this room. 
  Look for three white oaks off to the side. Past the three white 
  oaks, count to twenty-two. Enter the forest east until a dry 
  creek bed faces you. Enter the cave hidden there and speak the 
  password of tyrant. 
   
  Darian Kesser 
  Former Gentry of Dyvers 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 73 
  Player Handout #3 
  This letter was sent by Lord Darian Kesser as he researched Lycanth Rollen from within his base. 
   
  My good friends in health, 
   I’ve learned about Lycanth Rollen, the head of this dragon. His base is 
  hidden deep in the Gnarley, where he sends wagons to and from the coast and into 
  the Pomarj. Follow the Gnarley Road for 3 days until you come upon three 
  white oaks off to the side. Past the three white oaks, count to twenty-two, and enter 
  the forest east until a dry creek bed faces you. This is the secondary entrance, which is 
  not manned by guards. Instead, Lycanth relies on glyphs and traps. Each section 
  can be bypassed with the password of tyrant. If you are unsure if a part of the 
  hallway is trapped, speak the word anyway. The room at the end of the hallway is 
  especially trapped. Beyond that room is the main staging area. 
  The staging area is roughly octagonal. To the left are the slave pens. Across the 
  room is Lycanth’s audience chamber. There is an elevator that goes upstairs. From 
  there, Lycanth ships and receives wagons. The entrance is large and can be more 
  easily found. As a result, Lycanth has this area heavily guarded and trapped. I 
  suggest avoiding this entrance. 
   One final warning: Lycanth has learned from the Dyvers major Gentry when 
  they evacuated the city during the One-Day War. He has a wooden chip that 
  whisks him away to another locale. He would not even disclose that location to me. 
  Keep on your toes. 
   
  Darian Kesser 
  Former Gentry of Dyvers 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 74 
  DM’s Aid #1: Dyversian Law 
  Below is a list of laws and punishments a DM is most likely to deal with during a Dyversian adventure. All GP fines are 
  assessed as a “tax” and must be paid directly to the arresting constable at the time of apprehension. These laws are 
  applied differently for Alliance members. The standard Dyversian law is listed first with the Alliance version following 
  in italics. This change applies to all Alliance guilds unless specifically noted in the law’s text. 
   
  Assault: The fine is 5 gp. Also, if weapons were used, the 
  weapons are confiscated. The fine is 4 gp for Initiates, 2 gp 
  for Journeymen, and 1 gp for Masters. Weapons are not 
  confiscated if used. 
   
  Breaking and Entering: The fine is 250 gp and 2 TUs in 
  jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 gp 
  and 1 TU in jail for Initiates, 50 gp for Journeymen, and 
  25 gp for Masters. There is no jail time for the top two 
  tiers. 
   
  Casting Without a Guild License: The fine is 100 gp. If 
  the spell caused damage, this fine is added to that of other 
  laws broken. The fine is 50 gp for Initiates, 25 gp for 
  Journeymen, and 10 gp for Masters. 
   
  Destruction of a Gelatinous Cube: The fine is 100 gp 
  and 2 TUs public service finding a new cube. The fine is 
  1000 gp for Initiates, 2000 gp for Journeymen, and 4000 
  gp for Masters, but there is no public service required. 
  Alliance members should understand the importance of 
  the cubes and the service they provide by constantly 
  cleaning the sewers. 
   
  Destruction of Private Property: The fine is 150% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 gp of the fine. If the member is part of the 
  Cutpurses Guild, Enforcers Guild, Footpads Guild, or 
  Smugglers Guild, the fine is 100% of the cost of the 
  property for Initiates, 50% of the cost of the property for 
  Journeymen, and 25% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 gp of the fine. 
   
  Destruction of Public Property: The fine is 200% of the 
  cost of the property. Optionally, the PC may spend 1 TU 
  in jail per 50 gp of the fine. The fine is 150% of the cost of 
  the property for Initiates, 75% of the cost of the property 
  for Journeymen, and 35% of the cost of the property for 
  Masters. Optionally, the PC may spend 1 TU in jail per 
  100 gp of the fine. 
   
  Drawing Weapons: The fine is 2 gp, plus 1 TU doing 
  civic duties, which can be completed at the end of the 
  adventure. If you can prove that it was self-defense, the 
  fine is 1 gp. The fine is 4 gp but no time in jail for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
   
  Endangering Innocents: The fine is 4 gp per innocent 
  endangered. The fine is 4 gp (total, not per innocent 
  endangered) for Initiates, 2 gp for Journeymen, and 1 gp 
  for Masters. Weapons are not confiscated if used. 
   
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 104 TUs in prison for Initiates, 52 TUs 
  in prison for Journeymen, and 26 TUs in prison for 
  Masters. 
   
  Murder (Intentional Death): This is an evil act. The 
  character should be turned over to the Triad for removal 
  from the campaign. This is an evil act, even for Alliance 
  members. The character should be turned over to the 
  Triad for removal from the campaign. The only difference 
  is that the character won’t be executed. It may show up 
  later in a module as an evil member of the Alliance. 
   
  Performing in a Tavern Without a Guild License: The 
  fine is 100 gp. If the member is part of the Bardic 
  Hegemony, he is lawfully permitted to perform in 
  Dyversian taverns. 
   
  Poaching: The fine is 100 gp and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers Guild, 
  the fine is 100 gp (but no TUs in jail) for Initiates, 50 gp 
  for Journeymen, and 25 gp for Masters. 
   
  Theft-Petty (Up to 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU doing civic duties. The fine 
  is 10% of the total value stolen for Initiates, 5% of the total 
  value stolen for Journeymen, and 1 gp for Masters. 
   
  Theft-Grand (Over 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU in jail per 100 gp of the 
  total value. The fine is 20% of the total value stolen for 
  Initiates, 10% of the total value stolen for Journeymen, 
  and 5% for Masters, but no time in jail. 
   
  Unlawful Imprisonment: The fine is 300 gp and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 300 gp for 
  Initiates, 150 gp for Journeymen, and 75 gp for Masters, 
  but no time in jail. 
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 75 
  DM’s Map #1 
  Upper level of Pylar Jail. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 76 
  DM’s Map #2 
  Lower level of Pylar Jail. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 77 
  DM’s Map #3 
  Secret level of Pylar Jail. 
   
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 78 
  DM’s Map #4 
  Map of the upper level of Lycanth’s base. 
   
  
  Dyv6-02 Into the Dragon’s Maw 
   
  Page 79 
  DM’s Map #5 
  Map of the lower level of Lycanth’s base. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/DYV (Dyvers)/DYV6-02 Into the Dragons Maw (3E).pdf