TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-04 
   
   
   
   
   
  Prophecies of Ash 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.2 
   
  by Bill Howell & Jason Milks 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  Another call for assistance from the Watchers of the Stone brings you back to the peculiar town of Kelzad. They ask that 
  you journey into the Underoerth and retrieve an ancient weapon. Will your deeds bring renewed hope to the Yeomanry 
  or will you lose yourselves in the endless night beneath the surface of Oerth?  A Yeomanry regional adventure for PCs 
  of APLs 6-12, and Part Two of the Return of the Deliverer series. 
   
  
  YEO5-04 Prophecies of Ash 
   
  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 Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read 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 the Appendices.  
  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 
  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.  
  
  YEO5-04 Prophecies of Ash 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  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 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  LOFTWICK 
   
  The capital of the Yeomanry League, Loftwick stands 
  high above the Yeoman Valley, at the southernmost end 
  of the High Crags, a spur of the Jotens. Surrounded by 
  high walls, and by higher peaks, Loftwick is a 
  commanding presence in the western dales of the 
  Yeoman valley. Loftwick serves as a trading center for the 
  western League, and extensive dockworks line the edge 
  of the Wick River, some few miles south of the city. 
   
  Loftwick is divided into numerous wards and 
  neighborhoods, including the Leatherworks, Goldsmiths, 
  and Masons wards, identified by the manor guild in the 
  ward, and other residential neighborhoods including the 
  High Cross and Low Cross, Five Points, and Death’s 
  Privy. Among Loftwick’s well-known landmarks are the 
  Gnome Clockworks, Blacksun Tower, the High Church 
  of Heironeous, and the Fellcrack. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  YEO5-04 Prophecies of Ash 
   
  Page 3 
  KELZAD (POP 900) 
   
  Meaning “Stone” in the original Suel dialect, Kelzad 
  is a very old settlement in the far northwest. Lore claims 
  that Kelzad was one of the first settlements founded by 
  the Suel when they came through the mountains from 
  the west. Reclusive and isolationist to the extreme, the 
  citizens of Kelzad to not welcome outsiders, and the town 
  as such is very different from anything else in the 
  Yeomanry. The town is home to only a few large, 
  extended families, ruled by the Watchers of the Stone—a 
  group of blind albinos who are rarely seen. The people of 
  Kelzad speak a long-forgotten Suel dialect and dress 
  eerily alike in flowing black-and-blue robes. They rarely 
  participate in Yeoman politics and do not have a 
  Grosspokesman, although the town’s size would warrant 
  one. 
   
  Despite its eccentricity, Kelzad is a wealthy town, 
  thanks to the gems, silver, and platinum that is mined in 
  the nearby hills and mountains. In fact, their mines 
  produce such pure strains of ore that outsiders have 
  claimed that witchcraft and sorcery must be at work. 
  Despite the town’s isolationism, its citizens do realize that 
  their wealth can garner them some influence. As such, a 
  considerable percentage of the coinage minted in the 
  Yeomanry originates in Kelzad, and the city as such is 
  well defended from raiders. The Yeoman government 
  recognizes the tremendous resource that Kelzad is, and 
  tries its best to capitulate to the town in order to access its 
  wealth. 
   
  Interestingly, the people of Kelzad financially 
  support the Dustdigger College in Loftwick in its effort 
  to rediscover Suel artifacts, and the Watchers of the 
  Stone openly support this. In fact, one of the more 
  renowned Dustdiggers, Olan Demeter hails from Kelzad 
  and has the Watchers’ blessing to adventure. He resides 
  in Newick currently, however.  
  BACKGROUND 
   
  The history of the region which would become The 
  Yeomanry begins with the destruction of the Suel 
  Imperium in the Rain of Colorless Fire in CY –421. After 
  the Suel migrated into the Sheldomar Valley, many of 
  their number chose a more peaceful existence, eschewing 
  the retreating Noble Houses and their ambitions to the 
  north and east. Instead these peoples, primarily lowborn 
  peasantry from the Old Imperium, did not venture far 
  from where they emerged into the Flanaess. They settled 
  the high valleys between the Jotens and the Tors and 
  mixed with the local Flannae. These new lands, 
  stretching all the way out to the Javan River, had been 
  well explored by the Suel Imperium prior to the Twin 
  Cataclysms. The explorers had established mining 
  enclaves and listening outposts decades before the onset 
  of the war, some of which produced notable settlements 
  such as Melkot in the Tors and Alran on the Jeklean 
  Coast. Certainly, dissident individuals had been escaping 
  Imperial influence to the shores of Jeklea Bay over the 
  dormant Hellfurnaces for centuries, but these lands were 
  not of great importance until the destruction of the 
  empire.  
   
  In the century following the migrations, the humble 
  folk who settled these lands were conquered and 
  subjugated by a powerful Suel mage who mercilessly 
  swept through their realm from the east. Lord Asberdies, 
  as the tyrannical wizard was known, had emerged from 
  the Dreadwood after the terrible destruction of his noble 
  house, the infamous Malhel, some years earlier. 
  Asberdies ruled the land and its people with cold-blooded 
  ruthlessness in a vain attempt to resurrect a vestige of the 
  glory of the Old Imperium. The tyrant was eventually 
  cast down after years of dominion, during which his 
  outrages ultimately grew unbearable. The Yeoman 
  farmers banded together into small cadres of around a 
  dozen fighters to overcome the forces of the mage in 
  piecemeal fashion through relentless guerrilla strikes 
  upon his forces. Legend speaks of their leader, an 
  Oeridian warrior renowned for wielding a magic sword 
  of tremendous power, known to history as The Deliverer. 
  The Deliverer was assisted by two fellow heroes, known 
  to history as The Voice and The Guardian. The Voice 
  wielded a magic spear of great power, while The 
  Guardian carried a wondrous magic shield. With their 
  leadership, Asberdies was soon harried from his throne 
  by the insurgents, who were eventually able to besiege 
  his stronghold and force him from the land entirely in 
  CY 
  -258. 
  In 
  the 
  aftermath 
  of 
  securing 
  their 
  independence, these citizen-warriors realized that they 
  had essentially formed the framework of a government. 
  They elected their own spokesmen, who in turn chose 
  leaders to direct the affairs of the realm. The 
  Grosspokesmen, as these leaders would come to be called, 
  established the officer of Freeholder, who was essentially 
  an administrator elected to run the government, military, 
  and conduct foreign policy. 
   
  Within the last two years, Asberdies has secretly 
  returned. He seeks to again dominate The Yeomanry and 
  is responsible for many of the misfortunes which have 
  befallen this land. In response, the powers of Good have 
  taken steps to cause Ghostrender, the magic sword of The 
  Deliverer,  Twin Dooms, the magic spear of The Voice, and 
  The Guardian’s shield, Fury, to be returned to the world 
  of men. 
  ADVENTURE SUMMARY 
  Kelzad is a very unusual Yeoman town on the western 
  edge of the Yeomanry. The PCs have been sent there by 
  Yeoman authorities in response to a request by the local 
  ruling council, the Watchers of the Stone, or possibly 
  contacted directly if they have played YEO4-03 Dust to 
  Dust. The PCs have all reached The Hearth Inn, which is 
  the only place outsiders are allowed to stay in Kelzad. PCs 
  may make Gather Information checks, while waiting to 
  be summoned by The Watchers. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 4 
  Introduction: 
   
  PCs begin at this inn, when The Watchers send a 
  messenger to summon the PCs to a conference. The 
  messenger guides the PCs through the eerie streets of 
  Kelzad to the council chamber. 
  Encounter 1: 
   
  Upon their arrival, the PCs are questioned by The 
  Watchers, and then informed about the dream regarding 
  the Spear, Twin Dooms. The Watchers are very strange, 
  refusing to give their names and finishing each other’s 
  statements. The blind albinos also give every impression 
  of being able to see the PCs somehow. The Watchers tell 
  the PCs that one of them is a seer, who has had a 
  prophetic dream, which they recount. PCs can make skill 
  checks and/or Bardic Knowledge checks to identify the 
  historical figures mentioned in the dream. The Watchers 
  direct the PCs to seek out Auldon Denwith in Loftwick, 
  who will give them more information that they need. 
  Their escort takes them back to the inn for the night. 
  Encounter 2: 
   
  Encounter 2 takes place in the capital of the 
  Yeomanry, Loftwick. At The Gentleman’s Ease, a tavern in 
  that city, the PCs talk with the owner, Auldon Denwith. 
  He gives them useful information regarding accessing 
  the Underoerth from the pit at the epicenter of The 
  Landstraad. He also gives them some ideas about what to 
  expect below, specifically the jermlaine and yrthak 
  (albino wyvern at APL 6). Using the information Auldon 
  gives them, the PCs can travel to the pit at the epicenter, 
  near where the town of Hardwick once stood.  
  Encounter 3: 
   
  Encounter 3 takes place as the PCs descend into the 
  pit and enter the Underoerth. PCs must somehow reach 
  the entrance, 40 ft. down inside a pit filled with noxious 
  vapors. PCs that fall into the pit are trapped in the 
  Underoerth and done with this adventure. After reaching 
  the entrance, the PCs begin their search for the Cavern of 
  the Jermlaine. 
  Encounter 4: 
   
  After several days of searching fruitlessly, the PCs 
  encounter Twillo, a svirfneblin. He asks them their 
  business in the Underoerth and offers to aid them. 
  Depending on how well he reacts to the PCs, he will give 
  them varying degrees of information about the dangers 
  they face. Regardless of his reaction, he will point them 
  in the correct direction for the next encounter and the 
  Cavern of the Jermlaine. 
  Encounter 5: 
   
  Encounter 5 takes place in the Cave of the Trolls, 
  which blocks the route the PCs must take to get to the 
  Cavern of the Jermlaine. After defeating the trolls, the 
  PCs can proceed to Encounter 6. 
  Encounter 6: 
   
  Encounter 6 takes place in the Cavern of the 
  Jermlaine. PCs may either negotiate with the jermlaine or 
  attack. If the PCs convince the jermlaine to let them kill 
  the yrthak (albino wyvern at APL 6), the jermlaine will 
  continue their chant to keep the monster asleep until the 
  PCs attack. If the PCs do not negotiate or fail, the 
  jermlaine will awaken the monster and flee. 
  Encounter 7: 
   
  The PCs must defeat the monster and take Twin 
  Dooms from its hoard. 
  Encounter 8: 
   
  The PCs must make their way back through the 
  Underoerth to the Pit. Also, if the PCs have angered the 
  jermlaine, the tiny creatures will harass them all the way 
  back to the surface.  
  Conclusion: 
   
  The PCs return to Kelzad, where the party reports 
  their success or failure to the Watchers and learn more 
  about the threat facing the Yeomanry. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials consider the events of this 
  adventure important to the defense of the Yeomanry, 
  members of any branch of the Yeoman military may 
  count the TUs spent on this adventure toward any annual 
  TU commitment required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does significantly involve 
  archaeological matters, students in the Academy of Lore 
  may count this adventure toward any TUs they must 
  spend per year in study. See individual certificates for 
  more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 5 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  Why Kelzad? 
   
  Before beginning play, determine why each of the 
  PCs finds themselves in Kelzad at the start of the 
  adventure.  If any of the PCs have played YEO4-03 Dust to 
  Dust or YEO4-07 The Heart of Betrayal, read them the 
  following: 
   
  One night as you sleep, you have a strange 
  dream. You see yourself standing again before the 
  Watchers of the Stone, the mysterious blind albinos 
  you met in the town of Kelzad some months ago. 
  One of them calls you by name and speaks to you: 
   
  “You have helped us in the past. The ancient evil 
  continues to stir. More must be done so that it may 
  be defeated and The Yeomanry preserved. Come to 
  us again at Kelzad, so we may tell you what you must 
  do.” 
   
  Suddenly, you snap awake. You are convinced 
  this was no ordinary dream. You have been 
  summoned by the Watchers… 
   
   
  If some of the PCs have not played YEO4-03 or YEO4-
  07 but are Yeomen, ascertain if any of them are members 
  of the Academy of Lore and/or the Yeomanry military 
  (Militia or Army).  If a PC falls into either of these 
  categories, read them the following: 
   
  You have received instructions from the 
  Academy of Lore and Yeomanry officials in Loftwick 
  to journey to The Hearth Inn in the town of Kelzad. 
  The Watchers of the Stone, the rulers of Kelzad, 
  have requested assistance from the Dustdiggers. The 
  Academy and the Yeomanry government have 
  directed you to provide any and all help that the 
  Watchers may require. All Militia personnel are 
  activated for the duration of this expedition. 
   
  If any PCs are non-Yeoman or are not members of 
  either organization, read them the following: 
   
  You have been recruited by a representative of 
  the Yeomanry government while visiting the city of 
  Loftwick. You have agreed to travel to the town of 
  Kelzad to assist the rulers of the town, the Watchers 
  of the Stone. The Yeoman government has 
  guaranteed each of you a minimum of 100 gp in 
  return for your efforts on its behalf. You have been 
  instructed to render any and all help that the 
  Watchers may require. You are to meet them and 
  any other members of your party at The Hearth Inn 
  in Kelzad. 
   
  Once the PCs understand their instructions, proceed 
  to the Introduction. 
  INTRODUCTION 
  Note: If all of the PCs have played YEO4-03 Dust to Dust 
  and are therefore familiar with Kelzad and the Watchers 
  of the Stone, you may abbreviate much of the 
  Introduction. 
   
  You have followed the instructions you were 
  given and have reached The Hearth Inn just outside 
  the strange town of Kelzad. You have heard 
  travelers’ tales about this place--the people of Kelzad 
  are said to be very isolationist and intolerant of 
  strangers. The Hearth Inn is located well outside of 
  Kelzad, at the junction of the main road south from 
  Farvale and the east road to Loftwick. Kelzad itself is 
  surrounded by walls which are patrolled night and 
  day by a detachment of the Yeoman Army. However, 
  even these guards are not permitted to reside inside 
  the town, or even enter it except on guard duty. You 
  saw that their barracks was located adjacent to the 
  Inn. You and your companions have gotten to know 
  each other well during the journey of 50 miles from 
  Loftwick. 
   
  Your group seems to be the only travelers at the 
  inn this evening, though several of the off-duty 
  soldiers seem to be drinking in the inn’s common 
  room. 
   
  Allow some time for players to roleplay their 
  introductions, order food and drinks, and Gather 
  Information from the off-duty soldiers (if they so 
  choose). You can use this as an opportunity to relate any 
  of the information given in the Adventure Background 
  regarding 
  Kelzad. 
  Have 
  the 
  PCs 
  make 
  Gather 
  Information checks, but the DC is only 5, as all this 
  information is common knowledge. Here are some 
  suggested rumors/facts to be gleaned from the soldiers: 
  • 
  “This place gives me the creeps! These townsfolk 
  are strange. They all look alike, they all dress 
  alike, and they all talk alike. Not to mention 
  they don’t talk Common, but some weird Suel 
  dialect. They ain’t right!” 
  • 
  “I can’t wait for my transfer to come through. 
  Give me the Army of Freedom any day over this 
  
  YEO5-04 Prophecies of Ash 
   
  Page 6 
  boring guard duty. I hear they whupped the 
  Giants good in a big battle last fall, near some 
  place called Pregmere. Spring campaign should 
  be starting soon; I don’t want to miss it! What 
  are we protecting this place from, anyway? I 
  know they mint most of the coins for the 
  Yeomanry here, but I’d rather be killing giants 
  than walking sentry day in and day out.” 
  • 
  “We’re 
  here 
  ‘cause 
  the 
  Council 
  of 
  Grosspokesmen wants to keep the Watchers of 
  the Stone happy! Guess they’ve got a lot of 
  political pull, or something. I saw one of them 
  once; made me nervous. He was blind albino, 
  but he didn’t act like he was blind. It was almost 
  like he could see without eyes…”  
   
  Once the players seem (un)comfortable with 
  continuing, proceed with the following: 
   
  As you finish your meal, a strange figure enters 
  the common room. The soldiers talking around you 
  fall suddenly silent as a man dressed in a flowing 
  blue and black robe walks toward your table. On a 
  chain around his neck is what looks to be a holy 
  symbol, a sun and crescent moon, surrounded by a 
  ring of stars. His cloak is pinned with a broach 
  bearing the symbol of The Yeomanry. He is 
  obviously a pure Suel, with pale blond hair, blue 
  eyes, and milky white skin. He addresses you in 
  heavily accented Common.  
   
  “You are the ones sent from Loftwick, yes? You 
  are called by The Watchers of the Stone. I am 
  Demopolis, humble servant of Lendor. I will guide 
  you to them. Please follow.”  
   
  He begins to move toward the door. 
   
  If the PCs do not immediately follow, Demopolis 
  will wait for them. He will not volunteer any other 
  information. If pressed, he will repeat that the characters 
  are summoned by The Watchers and that they should 
  follow him. 
   
  Demopolis’ cloak is pinned with a broach which at 
  first glance appears to be the symbol of the Yeomanry. 
  However, a closer look (DC 15 Spot check) reveals that 
  the central spear to have been replaced with a longsword. 
  PCs that have played YEO4-03 Dust to Dust will recognize 
  the symbol from The Deliverer’s Tomb. 
   
  As you follow your guide, he leads you toward 
  the walled town of Kelzad, across the Farvale Road, 
  about two hundred yards from the inn. Two Yeoman 
  soldiers guard the gates, but they do not attempt to 
  bar your way. One of them shakes his head as you 
  pass through the gates into Kelzad proper. 
   
  Within the town, the eeriness continues to 
  grow. There are few people on the streets, but those 
  you see are dressed identically to your guide in long 
  flowing robes of blue and black. They also bear a 
  strong resemblance to him, as everyone you see is 
  obviously a pure blooded Suel. People seem to be 
  making a effort to avoid coming too close to your 
  party and no one speaks, though a couple of 
  passersby do nod to your guide. The silence of the 
  town seems very ominous. 
   
  Eventually, your guide brings you to a two-story 
  building at the center of town. Opening the door, he 
  brings you inside, and then leads you through a 
  hallway to the door of a large chamber. Opening the 
  door, he bows you inside, and then closes it behind 
  you. You find yourselves in what appear to be a 
  council chamber. On a raised dais in front of you 
  there is a large table with five people sitting on the 
  other side of it. These must be The Watchers of the 
  Stone. 
   
  Proceed to Encounter 1. 
  ENCOUNTER 1: THE BLIND 
  LEADING THE BLIND? 
  Note: In this encounter the characters interact with the 
  Watchers of the Stone, the blind, albino rulers of Kelzad. 
  Take every opportunity to play the Watchers as spooky 
  mystics, who somehow know everything that’s worth 
  knowing about the characters. They have gleaned this 
  information from the reports of their agents in Loftwick 
  and a clairaudience cast on The Hearth Inn’s common 
  room. To enhance the spookiness, have whichever 
  Watcher doing the talking shift at random intervals, each 
  time without missing a beat in the conversation. By the 
  time you have finished the audience; your goal should be 
  to have the players totally creeped out! 
   
  Once again, if all the PCs have already played YEO4-
  03 Dust to Dust, they will already be well-acquainted with 
  the Watchers. 
   
  As you stand before the Watchers of the Stone, you 
  can see that they are indeed blind. No one could possibly 
  see with the milky-white eyes that each of them displays. 
  There appear to be three men and two women on the 
  Council, though it is hard to be sure, as they are all 
  dressed exactly alike in the ubiquitous blue and black 
  robes. Indeed, they bear so much resemblance to each 
  other that you could easily believe that they are all closely 
  related. One of the probable males begins to speak; his 
  Common is unaccented and very unemotional: 
   
  “We are The Watchers of the Stone. Welcome to 
  Kelzad, <Insert the titles/ranks/names of all PCs here>. 
  We are grateful that you have chosen to …” 
   
  One of the female Watchers begins to speak, 
  seemingly taking up exactly where the first speaker 
  stopped: “… Heed our request for aid. Recently, one 
  of us experienced what we believe was a prophetic 
  dream. Much of it does not concern you. However, 
  that one saw a vision of a deep pit in the earth and 
  
  YEO5-04 Prophecies of Ash 
   
  Page 7 
  heard a voice speaking in an ancient tongue. The 
  voice …” 
   
  Another of the male watchers begins to speak: 
   
  “… said: 
  The siblings of blight league to herald the 
  homecoming of the lost, 
   While the rats of the earth call forth 
  discordant lances, 
  One true lion must rend the ghosts and 
  shoulder the spear, 
  Lest the land be disunited, 
  The path that was started must be followed, 
  In soundless darkness must harmonious 
  light prevail, 
  And Twin Dooms come again to the world 
  of men. 
   
  We are…” 
   
  The second female takes up the dissertation: 
   
  “… convinced that there is something which 
  must be found. We have performed divinations. 
  They point to a pit in the earth, at the center of The 
  Landstraad. They also reveal the name of one who 
  can tell you something of what lies within it. Seek 
  out Auldon Denwith in Loftwick. He has been 
  where you must go. 
   
  You must…” 
   
  The final Watcher begins to speak: 
   
  “… go down into the earth and find the Twin 
  Dooms the prophesy spoke of and return it to the 
  world of men. Brave the dangers below and find that 
  which must be found.  
   
  Succeed in this task and you will find us very 
  grateful. Fail, and we believe all the Yeomanry will 
  suffer. You may go.” With those words, you hear the 
  doors open behind you. 
   
  The Watchers have said all they are going to say. The 
  characters may try to demand more information or 
  bargain about their rewards, but The Watchers will 
  ignore them completely. Demopolis is standing outside 
  the door, with a scroll case (containing Player Handout #1) 
  in his hand. He gives the case to the first PC to leave the 
  room and says: “You will please follow me.” He then 
  leads the PCs back to the inn, and refuses to say anything 
  other than to repeat his request that they follow him.  
   
  Hopefully, the PCs will not be so foolish as to 
  threaten The Watchers physically. The Watchers will 
  ignore verbal insults/threats. If any of the PCs attempt to 
  go up on the dais or attack the Watchers, read the 
  following: 
   
  Suddenly there is a bright flash of light. You all 
  find yourself standing in the road outside The 
  Hearth Inn. 
   
  The PC that was acting most aggressively toward the 
  Watchers finds his or her most valuable magic item is 
  missing. It has been replaced by the scroll case 
  containing Player Handout #1. Without an escort, the 
  guards will prevent any re-entry into Kelzad proper. 
   
  Following their audience with the Watchers, the 
  PCs will probably want to try to make heads or tails out of 
  what they have just been told, particularly the message 
  from the dream. PCs can attempt to make a Bardic 
  Knowledge and/or Knowledge (history) check to gain 
  the information below. Generally, a higher DC includes 
  all the information listed at the lower DC. 
   
  Note: If one of the PCs carries the intelligent sword  
  Ghostrender, from YEO4-03 Dust To Dust or the intelligent 
  shield Fury from YEO5-03 Shield of Fury, Shield of Faith, the 
  sword or shield supplies all the information below plus 
  all the information about Twin Dooms listed in the 
  Treasure Summary. 
  • 
  DC 10:  Twin Dooms was the name of a magic spear. 
  It figures prominently in tales from several centuries 
  ago. The tales date from the time of the overthrow of 
  Asberdies, an evil tyrant and wizard, which lead to 
  the founding of The Yeomanry. 
  • 
  DC 15: In the legends, Twin Dooms was wielded by a 
  hero called The Voice of Freedom, a companion to 
  The Deliverer. The Deliverer was an Oeridian who 
  came south from what is now Sterich. The stories do 
  not tell his real name nor anything at all about his 
  origin or that of his companions. All this happened 
  about 850 years ago, around CY –260. 
  • 
  DC 20: In the stories, when The Voice used Twin 
  Dooms, “he fought with the might of two warriors”. 
  There was a third hero, known as The Guardian of 
  Freedom, who carried an enchanted shield. All three 
  heroes disappear from legend with Asberdies’ defeat. 
  Some say they lie sleeping, with their mighty 
  weapons close at hand, and that they will return in 
  the Yeomanry’s hour of greatest need. 
   
  If the PCs wish to purchase any standard supplies, 
  they are available at the inn. The PCs will no doubt want 
  to rest, and then head out in the morning. Proceed to 
  Encounter 2. 
  ENCOUNTER 2: THE 
  GENTLEMAN’S EASE 
  The next morning, the PCs head out to Loftwick, in 
  search of Auldon Denwith. Loftwick is 2 days travel 
  mounted or 3 days travel afoot to the east from Kelzad. 
  The road the PCs take is well-traveled and well-patrolled. 
  Read them the following: 
  
  YEO5-04 Prophecies of Ash 
   
  Page 8 
   
  Your two <or three> day journey to Loftwick is 
  uneventful. The roads leading to the capital of the 
  Yeomanry are well-maintained and well-patrolled by 
  the local militia. Other than the occasional passing 
  merchant and fellow-traveler, you encounter no one. 
  Upon arriving in Loftwick, you begin your search for 
  Auldon Denwith. 
   
  The PCs should make Gather Information checks to 
  locate and learn something about Auldon Denwith. As 
  usual, the higher DC includes all information available at 
  lower DCs: 
  • 
  DC 5: Auldon Denwith owns The Gentleman’s Ease, 
  a tavern located in the NW part of the city. 
  • 
  DC 10: Auldon Denwith used to be a farmer near 
  Hardwick, but, like so many others, his farm was 
  destroyed in The Landstraad. 
  • 
  DC 15: During The Landstraad, something 
  happened to Auldon and his family; they fell into a 
  pit or something. They were presumed dead, but 
  then some adventurers rescued them. 
  • 
  DC 20: The two of the adventurers who rescued 
  them were engaged to Auldon’s twin girls. They 
  married them in a double ceremony right here in 
  Loftwick after the rescue. 
  • 
  DC 25: Auldon’s son-in-laws are named Orin the 
  Elder and Reswald. They married his daughters 
  Ilythia and Kelthia, respectively. He also has two 
  sons, Brennon and Danon. 
  • 
  DC 30: Reswald and Kelthia have left The Yeomanry 
  and moved to Geoff; I heard the Grand Duke up 
  there made him a noble or something. Orin the 
  Elder and Ilythia live on farmland that Orin bought 
  in a land lottery upon gaining his citizenship. He 
  still adventures and is often away from home. 
   
  Note: If the PCs try to seek out Orin, they will find 
  he is currently away. His wife Ilythia, several months 
  pregnant, can supply the same information as Auldon 
  below. 
   
  The PCs will likely go to The Gentleman’s Ease to 
  find Auldon. When they do, read the following: 
   
  You find The Gentleman’s Ease with little 
  trouble. From the outside, it seems a fine 
  establishment in a respectable neighborhood. 
  Walking through the main door, you find yourselves 
  in a well-appointed common room. A cheery fire 
  blazes on the hearth, and a row of small casks lined 
  up behind the bar promises a fine selection of ales. 
   
  At this time of day, the tavern is deserted, save 
  for an old man drowsing by the fire, with half a mug 
  of ale and a pipe sitting on a small table next to him. 
  Behind the bar is a large man, polishing some 
  glasses with a small rag. He looks up as you enter, 
  and smiles at you all. 
   
  “Welcome to The Gentleman’s Ease, gentlefolk! 
  You have the look of people who have traveled far. 
  What may I get for you?” 
   
  This is indeed Auldon Denwith. He is 6 ft. 4 in., 220 
  lbs., with brown hair and gray eyes. He has the build and 
  complexion of someone who has spent much time 
  working hard in the outdoors. Also of note are his left 
  hand and forearm. While they appear to be fully 
  functional, they are both horribly scarred, as if they were 
  once very badly burned.  
   
  Auldon should be played as a friendly and open 
  individual. He is happy to talk to the PCs about most 
  anything. When they initially ask about The Landstraad, 
  he will be reluctant to relive those unpleasant events. He 
  still misses his farm and doesn’t like to dwell on what was 
  lost. Still, if the PCs emphasize that it is important, he 
  will tell them everything he can remember. Paraphrase 
  the information below to answer specific questions, or 
  just read it to reflect Auldon telling his story. 
   
  “What happened to me during The Landstraad? 
  Well, that’s a tale and a half, my friends. Better have 
  a drink and make yourselves comfortable…” 
   
  “I used to have a farm, just north of Hardwick. It 
  was a beautiful place; been in the family for seven 
  generations. Wonderful soil, you could grow just 
  about anything! One year I made a crop so big…” 
  Auldon stops and smiles sadly for a moment then 
  continues.  
   
  “Anyway, I had a farm. When The Landstraad 
  hit, we were smack dab in the center of it, near as I 
  can tell. The ground underneath my farmhouse 
  opened up and swallowed us down. I was working at 
  my forge at the time; that’s how this happened.” He 
  holds up his scarred hand.  
   
  “Don’t know how far we would have fallen, if the 
  house hadn’t sort of lodged on a ledge 30 or 40 feet 
  down. I and the rest of my family were trapped in 
  the wreckage and I passed out.” 
   
  “I’m not sure when I came to. It must have been 
  hours later. I was tied up and being dragged along a 
  rough stone floor in total darkness. I had no idea 
  what was happening. Before long I passed out 
  again.” 
   
  “Later, I learned from my other family members 
  that while we were trapped in the wreckage, some 
  creatures came out of an opening in the side of the 
  pit and took us. My oldest boy, Brennon, killed one 
  of them with a wood axe he had, but that didn’t stop 
  them. We later learned they were little vermin called 
  jermlaine – filthy, disgusting creatures.” 
   
  “Anyway, they dragged us a long way through 
  many a passage underground. Eventually, we came 
  
  YEO5-04 Prophecies of Ash 
   
  Page 9 
  to their home, a huge cavern where they had a sort 
  of village. I couldn’t see it at the time, but later I did. 
  It was a bunch of small huts and such around a huge 
  pillar or stalagmite in the center. At the top of the 
  pillar as a huge bowl or basket looking thing, made 
  from wattle and daub.” 
   
  “They hauled us up onto a ledge that went 
  around the pillar, 10’ or so below the bowl. They tied 
  us there and left us. Meanwhile, there was a big 
  group of them, marching around the pillar and 
  chanting in a very rhythmic way. I was still 
  unconscious for all this, of course.” 
   
  “I came to some time later, when someone was 
  shaking me. I couldn’t tell who it was then, but they 
  claimed to be an invisible halfling wizard friend of 
  one of my daughters’ fiancées. It seems my future 
  son-in-laws had come looking for us. They had 
  followed the drag marks of our trail through the 
  passages and were going to try a rescue!” 
   
  “Two halfling wizards, Welby Dardragon and 
  Mysta Gonagin, had made themselves invisible and 
  flown up to free us. The four others -- Reswald, Orin, 
  Theopolis, and Maynard Gonagin -- waited at the 
  entrance to the chamber to cover our escape. Once 
  we were freed, one of the wizards – Welby, I think -- 
  planned to create the illusion of two walls of fire, 
  forming a protected path for us through the 
  jermlaine from the base of the pillar to the exit. It 
  was a good plan. Too bad it didn’t work!” 
   
  Auldon takes another drink and continues. 
  “When we had been freed, Welby cast his spell. The 
  jermlaine fled, just as we expected. We thought we 
  were home free. But then, the creature that was 
  sleeping in the bowl above us awoke! It seems the 
  jermlaines’ chanting helped to keep it asleep, but 
  now it was awake and hungry.” 
   
  “It was a huge flying reptile of some sort. It had 
  no eyes and a single horn protruding from its head 
  (remove this sentence if the creature is the wyvern at 
  APL 6). Afterwards, some ‘Diggers said it might be an 
  albino wyvern or something called a yrthak, though 
  no one had every heard of one living below ground. 
  It  liked to swoop down and try to grasp its prey, 
  then lift them high into the air and drop them to 
  their deaths. It was a horrid creature. Whatever it 
  was, it attacked, but our rescuers managed to keep it 
  occupied until we all could get down and escape. ” 
   
  “We guessed afterwards that the jermlaine 
  planned to sacrifice us to it. The creature seemed too 
  big to leave the cavern, so I suppose it fed on the 
  jermlaine, unless they kept it satiated with 
  sacrifices. It’s certain their chanting helped keep it 
  asleep.” 
   
  “However, thanks to my son-in-laws, Reswald 
  and Orin, we escaped that fate. We spent the better 
  part of two days getting back out of those horrible 
  dark passages, but we all lived to tell about it.” 
   
  Auldon can easily give the PCs the exact location of 
  his former farm. As far as where to go once they are 
  underground, he hasn’t the foggiest idea. Even on the 
  way out, they were in total darkness for much of the time, 
  as their rescuers where using darkvision and leading 
  them out. To the best of his recollection, it took 
  something like one or two days to get out, with his 
  rescuers following chalk marks they had made on the 
  way in. The rescuers were only able to find them in the 
  first place because they were following a fresh trail of 
  where they had been dragged by the jermlaine. 
   
  Now that they have a better idea of what they are 
  facing, the PCs may want to outfit themselves with the 
  proper supplies for an extended expedition into the 
  Underoerth. When they are ready, it is a day and a half 
  journey on foot to the pit at the epicenter of The 
  Landstraad. 
   
  Proceed to Encounter 3. 
  ENCOUNTER 3: DESCENT 
  INTO THE DEPTHS OF OERTH 
  Following Audon’s directions, the PCs have no difficulty 
  locating the pit which marks the former location of his 
  farmhouse. The PCs must somehow negotiate the 
  dangerous pit to reach the entrance to the Underoerth 
  some 40 ft. below.  See DM Aid: Pit at the Epicenter of the 
  Landstraad. 
   
  Following the directions given you by Auldon 
  Denwith, you eventually make your way to the base 
  of that part of The Escarpment thrown up by The 
  Landstraad. As you near the spot he directed you to, 
  you begin to notice a foul smell, something like 
  sulfur and rotten eggs. Reaching the former location 
  of Auldon’s farmhouse, you find a 30 foot wide pit in 
  the earth, just at the base of the new cliff face.  
   
  Since Auldon’s rescue, gases and vapor rising from 
  deep underground have filled the pit. The gases slowly 
  dissipate in the surrounding air. They effectively put the 
  entire pit under a permanent stinking cloud spell. Standing 
  on the surface, the vapors are dissipated enough that the 
  effect is only unpleasant, but anyone going into the pit 
  must make a Fort save (DC = 10 + APL) every round. 
  Failure means the PC will be nauseated for the entire 
  time within the pit and for 1d4+1 rounds after leaving it. 
  Nauseated PCs can only take a single move action each 
  turn and cannot attack or cast spells. The vapors also 
  obscure all vision beyond 5 ft., including darkvision. 
   
  The entrance to the Underoerth is approximately 40 
  ft. below the lip of the pit. Even if the pit was not filled 
  with the stinking cloud, the entrance would not be visible 
  from the lip, due to line-of-sight limitations. If the PCs do 
  manage to somehow temporarily clear the vapors from 
  
  YEO5-04 Prophecies of Ash 
   
  Page 10 
  the pit (for example, by summoning an air elemental or 
  the use of other magics), they can see a small ledge about 
  30 ft. below the lip. That ledge is 10 ft. above and on the 
  opposite side of the pit from the entrance to the 
  Underoerth. 
   
  The PCs will either have to climb down the side of 
  the pit or use some form of magical transportation to get 
  to the entrance. 
   
  When the PCs examine the pit, read the following: 
   
  The sides of the pit are composed of hard 
  packed earth made slippery and crumbling by 
  whatever foul gases leak upwards. Climbing looks to 
  be difficult, as the surface will be steep, uneven, and 
  could well shift or even break away under a 
  climber’s weight. 
   
  The pit is a steep, uneven, shifting surface.  Climbing 
  distance is 40 ft., assuming the PCs head straight down to 
  the opening.  PCs climb at one quarter their normal 
  speed.  Climb check DCs are as follows: 
  • 
  No rope: DC 25  
  • 
  Unknotted rope: DC 20  
  • 
  Knotted rope: DC 10 
  • 
  Holding on to rope at top of pit: DC 5 
   
  Note: Nauseated PCs cannot Take 10 on their Climb 
  checks. 
   
  If a PC fails a Climb check by 4 or less, they make no 
  progress, and if they fail by 5 or more, that PC falls.  A 
  falling PC may make a Climb check (DC = climb DC 
  above + 20) to catch themselves before falling to the 
  depths of the pit.  The falling PC may make one further 
  Climb check (DC 30) as they pass the tunnel to the 
  Underoerth to try to stop their fall by grabbing the ledge 
  there. 
   
  PCs below the falling PC may also try to catch the 
  PC as they pass by; doing so requires a successful melee 
  touch attack against the falling PC (though they may 
  voluntarily forego any Dex bonus to AC, if desired).  If 
  the PC hits, they must make an immediate Climb check 
  (DC = climb DC above + 10).  Success indicates the PC 
  catches the falling comrade, but his or her weight, 
  including equipment, cannot exceed their heavy load 
  limit or they automatically fail.  If the PC fails their 
  Climb check by 4 or less, they don’t stop the fall, but keep 
  their grip.  A failure by 5 or more means the PC fails to 
  stop the fall and begins falling themselves as well. 
   
  PCs, who fail their Climb check by 5 or more and are 
  roped to other PCs, do not fall immediately. Instead, the 
  next PC above them in the rope line (the PC who would 
  have to hold their weight to prevent them from falling) 
  must make a Climb check (DC = climb DC above + 10) to 
  hold on and not be pulled themselves off the wall and 
  into the pit by the sudden weight of the falling PC.  
  Success indicates the PC holds onto the wall and the rope 
  keeps the other PC from falling, assuming the other PC’s 
  weight, including equipment, does not exceed the PC’s 
  heavy load limit; otherwise, they automatically fail.  If the 
  PC fails the Climb check, the PC fails to stop the fall and 
  begins falling themselves as well. 
  If the PCs were clever enough to secure themselves to 
  ropes and then tie their ropes off at the top of the pit to 
  something secure (DC 10 Survival check to identify or 
  prepare this), then it becomes impossible for anyone to 
  fall into the pit. 
   
  PCs who fall 60 feet down the pit reach a point 
  where the pit ends and a large cavern begins.  They may 
  no longer grab the sides of the pit and they continue to 
  fall deep down into the Oerth.  They are lost to the 
  Underoerth unless they have magical means (or the other 
  PCs do) to bring them back to the party.  PCs lost to the 
  Underoerth receive the Lost in the Underoerth effect 
  on the AR and are out of play for the rest of the 
  adventure. 
   
  If the PCs fly or levitate (or use similar means) to 
  descent the pit, there is a natural updraft from the pit, 
  which reduces the speed of downward flying or floating 
  by one-half. Otherwise, there is nothing in the pit 
  (besides the stinking cloud effect) to prevent reaching the 
  opening by such means. 
   
  Once all the PCs have reached the opening to the 
  Underoerth, read the following. 
   
  Still retching miserably, you stumble down the 
  5 ft. wide passage, more a seam or crack in the earth 
  then anything else. After a few feet, a natural 
  downward curve in the passage seems to block most 
  of the noxious fumes. As the heaving of your 
  stomachs finally begins to subside, you find 
  yourselves standing in the claustrophobic blackness 
  of the Underoerth. Now the real danger begins! 
   
  Once the PCs have recovered from their climb, 
  proceed to Encounter 4. 
  ENCOUNTER 4: WHICH WAY 
  DO WE GO? 
  The PCs are now beginning their explorations in the 
  Underoerth. Unfortunately, they really have no idea 
  which way to go! The Underoerth is a maze of passages 
  and tunnels, some natural, some artificial, some a bit of 
  both. Its layout is constantly being changed, as old 
  passages collapse while others are created. 
   
  As the PCs enter this chaotic environment, they 
  need to consider: 
  • 
  What light sources, if any, are they using?  Light is 
  very rare in the Underoerth and the denizens are 
  quite sensitive to it. No party using a light source 
  will be able to surprise anything in the Underoerth, 
  
  YEO5-04 Prophecies of Ash 
   
  Page 11 
  as the source will be noticeable for at least twice the 
  range that it illuminates. However, unless the entire 
  party has darkvision, a light source may be 
  mandatory for some PCs. 
  • 
  What is their marching order, in 5 ft. and 10 ft. wide 
  passages?  Most of the tunnels the PCs will pass 
  through are only 5 ft. wide, but some are larger. 
  • 
  Will they use scouts?  If the PCs intend to send a 
  scout(s) out in front, they need to specify how far in 
  front and how they will communicate with the main 
  party. 
   
  Once these basic questions have been answered, read 
  the following: 
   
  Your preparations made and your tactics agreed 
  upon, you move down the passage. The passage you 
  are in continues for quite some distance, at least a 
  mile, though it is hard to judge time and distance in 
  the endless darkness. You also feel you are moving 
  steadily downward. 
   
  Note: Any dwarf in the party will be able to tell that 
  the party is now approximately 1,500 ft. below the 
  surface. 
   
  You come to a place where the passage you are in 
  forks, one branch right, one branch left. 
   
  The PCs will undoubtedly make a big deal out of 
  which branch to choose, and may try asking for hints. In 
  reality, it makes no difference which way they go, as 
  there are many possible paths across the complex maze of 
  tunnels between them and their objective. However, 
  without guidance, there is an almost zero chance of them 
  getting to the Cavern of the Jermlaine. Remember, 
  Auldon’s rescuers were only able to find him and his 
  family by following fresh tracks. 
   
  If the PCs ask questions about the fork (which way 
  looks more traveled, which way heads down, are there 
  any tracks, etc.), feel free to make up answers as you 
  choose. When they finally pick one, read the following: 
   
  Having made your choice, you proceed. After 
  several more hours walking, your passage opens into 
  a small cavern, perhaps 30’ across. Three passages 
  exit from it, each heading in a different direction. 
  Amongst the rough stone floor, there appear to be 
  some scattered bones and broken weapons. 
   
  Assuming the PCs search the chamber, they will find 
  the scattered skeletons of about ten humanoids. A DC 10 
  Heal check will reveal they have been dead perhaps 3 
  months and that scavengers have cracked open all bones 
  for their marrow. A DC 20 Heal check will identify the 
  dead as 6 derro and 4 elves. Some of the broken weapons 
  are made of a strange dark metal; PCs who have 
  encountered the drow will recognize it as the metal the 
  drow frequently use. 
   
  Note: Any dwarf in the party will be able to tell that 
  the party is now approximately 2,500 ft. below the 
  surface. 
   
  Once again, the PCs will be confronted with a choice 
  of passages and will probably ask for information. 
  Elaborate as you wish, for example, telling them that the 
  derro came from one passage, the drow from another, etc. 
  Once again, what the PCs decides does not matter. 
   
  Once the party has chosen, read the following: 
   
  You head down the passage you have chosen, 
  deeper into the maze. Eventually, your fatigue tells 
  you the day is spent. You find a small cave off the 
  passage you are in and make camp. Setting your 
  watches, you sleep, unsure if your cycle of rest still 
  matches the setting and rising of the sun in the 
  world of light far above you heads. 
   
  Once the PCs head out again, have the PC with the 
  most ranks in Survival make a DC 15 check for the PCs 
  not to become lost. Other PCs with ranks in Survival may 
  assist this check.  If the PCs mentioned (without 
  prompting) that they were using chalk to mark their way, 
  give them a +2 circumstance bonus. 
   
  If the PC fails the check, read the following: 
   
  You’re not sure how it happened. Maybe it’s 
  because all these damned passages look alike. Maybe 
  it’s because something came behind you and 
  removed your landmarks. However it happened, 
  you’re no longer sure which way is out. You’re lost in 
  the Underoerth! 
   
  If the PC succeeds, read the following: 
   
  You head out again into the twisting, turning 
  passages of the Underoerth. Several times in the 
  course of the day, you are forced to choose which 
  way to take. In each case you use your best 
  judgment, trying to select the way that you think 
  makes the most sense, but at the end of what you 
  think must be a day’s walking, you have no idea if 
  you are any closer to your goal, the Cavern of the 
  Jermlaine. Once again, you manage to find a small, 
  defensible cave to rest in. 
   
  Once the PCs head out again, if they are not yet lost, 
  have the PC with the most ranks in Survival make a DC 
  15 check again. If the PC fails, read the text above about 
  being lost. 
   
  Once the PCs become lost or after they have spent 
  two nights in the Underoerth without becoming lost, 
  read the following: 
   
  You are at your wits end. You have no idea 
  which way you should be heading. You are standing 
  in a small cavern, again confronted by two passages 
  to choose from, when a gravelly, disembodied voice 
  speaks from the left-hand passage … 
  
  YEO5-04 Prophecies of Ash 
   
  Page 12 
   
  The voice initially speaks in Gnome; if no one 
  understands, it shifts to a thick, broken Common. 
   
   “Looks like you topsiders are lost. Need some 
  help?” 
   
  Turning towards the source of the sound, you 
  see a short, grey-skinned bulbous-nosed, figure 
  draped in leathers colored to match and blend into 
  the surrounding cave walls. Hesitantly, he exits the 
  shadows, eying the group suspiciously before 
  speaking again. 
   
  “I am Twillo. What do you seek here?” 
   
  Twillo is the leader of a svirfneblin scouting party 
  from one of their communities in the Underoerth. Twillo 
  and his patrol picked up the party’s traces and he used his 
  shadow jump ability to get in front of them. He wants to 
  know why a party of surface dwellers is wandering 
  around, potentially stirring up trouble for him and his 
  people. 
  � Twillo: Male Svirfneblin Rog7/ShadowDancer6; 
  AL N. 
   
  If any of the PCs have played YEO3-02 In Darkness, 
  Despair, they will have met Twillo and he will remember 
  them. If any PCs have played that adventure, determine if 
  they earned the Enmity or Affinity of the Svirfneblin. 
  If some PCs have Enmity while others have Affinity, 
  assume the effects cancel out. 
   
  Assuming the PCs are honest with Twillo and ask for 
  his help in getting to the Cavern of the Jermlaine, have 
  the PC doing the talking make a Diplomacy check. How 
  they manage to shift Twillo’s attitude will determine 
  exactly what he says. If none of the PCs have Affinity or 
  Enmity with the Svirfneblin (or if there are some PCs 
  with Affinity and others with Enmity), his initial 
  attitude is Indifferent. If PCs have only Enmity amongst 
  them, than his initial attitude is Unfriendly. If the PCs 
  have only Affinity amongst them, then his initial attitude 
  is Friendly.  Identify the PC who will be speaking with 
  Twillo and making the Diplomacy check; if they are a 
  Gnome, they gain a +5 circumstance bonus.  If they are 
  not a gnome, but they speak to Twillo in Gnome, they 
  gain a +2 circumstance bonus instead.  Other PCs may 
  attempt to assist, but only if they speak the language the 
  primary PC is using.  Consult the sidebar on page 72 of 
  the Player’s Handbook for the results of the Diplomacy 
  check: 
  Hostile 
   
  “Cavern of the Jermlaine, huh?” Twillo says with 
  a sneer. “Take this passage, take a right at the first 
  fork, a left at the second, go straight at the three-way 
  and you’ll be there. Have fun.” He steps into the 
  shadows and disappears. 
  Unfriendly 
   
  “Cavern of the Jermlaine, huh?” Twillo says with 
  a sneer. “Take this passage, take a right at the first 
  fork, a left at the second, go straight at the three-way 
  and you’ll be there. ‘Course you’ll get to have fun in 
  the Cave of the Trolls, first.” He steps into the 
  shadows and disappears. 
  Indifferent 
   
  “Cavern of the Jermlaine? Yes, I can direct you 
  there. Take this passage; take a right at the first fork, 
  a left at the second, go straight at the three-way and 
  you’ll be there. ‘Course before you get to the cave 
  with the three-way, you’ll go through the Cave of the 
  Trolls. Better be on your toes. Maybe I’ll see you 
  around.” He steps into the shadows and disappears. 
  Friendly 
   
  “Cavern of the Jermlaine? Yes, I can direct you 
  there. Take this passage; take a right at the first fork, 
  a left at the second, go straight at the three-way and 
  you’ll be there. ‘Course before you get to the cave 
  with the three-way, you’ll go through the Cave of the 
  Trolls. “ 
   
  Twillo adds the following, depending upon APL:  
   
  APLs 6 or 10: “There’s a cave troll dwelling in that 
  cave. You’ll have to get past it to make it to the 
  Cavern of the Jermlaine. I’ll keep an eye out for you 
  and try to guide you back to the surface, if you 
  survive. Good luck.” He steps into the shadows and 
  disappears. 
   
  APLs 8 or 12: “There are two cave trolls dwelling 
  in that cave, a mated pair. You’ll have to get past 
  them to make it to the Cavern of the Jermlaine. I’ll 
  keep an eye out for you and try to guide you back to 
  the surface, if you survive. Good luck.” He steps into 
  the shadows and disappears. 
  Helpful 
   
  “Cavern of the Jermlaine? Sure, I can direct you 
  there. Take this passage; take a right at the first fork, 
  a left at the second, go straight at the three-way and 
  you’ll be there. But beware, before you get to the cave 
  with the three-way, you’ll go through the Cave of the 
  Trolls.” 
   
  Twillo adds the following, depending upon APL:  
   
  APLs 6 or 10: “There’s a cave troll dwelling in that 
  cave. You’ll have to get past it to make it to the 
  Cavern of the Jermlaine. I’ll keep an eye out for you 
  and try to guide you back to the surface, if you 
  survive. Good luck.  Do you topsiders know about 
  cave trolls? Got any other questions for me?” 
   
  APLs 8 or 12: “There are two cave trolls dwelling 
  in that cave, a mated pair. You’ll have to get past 
  them to make it to the Cavern of the Jermlaine. I’ll 
  
  YEO5-04 Prophecies of Ash 
   
  Page 13 
  keep an eye out for you and try to guide you back to 
  the surface, if you survive. Good luck.  Do you 
  topsiders know about cave trolls? Got any other 
  questions for me?” 
   
  With a Helpful attitude, Twillo will answer any 
  questions the PCs have about cave trolls or the size and 
  shape of the Cave of Trolls (give PCs a sketch of DM Aid: 
  Cave of the Trolls, just don’t indicate the trolls’ starting 
  locations).  If questioned about the Cavern of the 
  Jermlaine, Twillo is a bit vaguer, but he can describe it 
  generally, confirm the presence of the flying lizard 
  monster, and describe the jermlaine in general. 
   
  If the party is lost and asks for the way out, he can 
  give them the correct general direction. He plans to meet 
  them later to help guide them out. 
   
  When the party runs out of questions for Twillo, 
  read the following: 
   
  He answers any questions he can, then steps 
  into the shadows and disappears. 
  ENCOUNTER 5: CAVE OF THE 
  TROLLS 
  Having received some sort of guidance from Twillo, the 
  PCs should now proceed to follow the directions he has 
  given. Unless Twillo’s attitude toward them was Hostile, 
  he has given them at least some amount of warning that 
  they will first pass through the Cave of the Trolls before 
  reaching their ultimate destination, the Cavern of the 
  Jermlaine. 
   
  Read the following, modifying it as required based 
  on how much information Twillo gave the PCs and 
  whether or not they are using any light sources: 
   
  Since you appear to have little other choice, you 
  take Twillo at his word and follow his directions. 
  You take the passage he indicated, take a right at the 
  first fork, a left at the second.  You find yourself in a 
  tunnel wider than usual, averaging 10 to 15 feet 
  across. It stretches ahead to the limit of your vision. 
   
  Note: 150 feet down this wider tunnel is the Cave of 
  the Trolls, as shown on DM Aid: Cave of the Trolls. The troll 
  (or trolls at APL 8 and 12) who lairs here is a fierce 
  predator of the Underoerth. The PCs must somehow get 
  by the troll(s) to reach the Cavern of the Jermlaine 
  beyond. Stealth will avail the party little, as the trolls’ 
  Scent ability makes it impossible for anyone to pass 
  through the cave or come within 30’ of them without 
  alerting them. PCs using a light source will give 
  themselves away if the light source is brought within 
  three times its illumination radius of the cave’s entrance. 
  APL 6 (EL 8) 
  � Cave Troll: hp 108; see Appendix 1. 
  APL 8 (EL 10) 
  � Cave Trolls (2): hp 108 each; see Appendix 1. 
  APL 10 (EL 12) 
  � Cave Troll, Advanced: hp 300; see Appendix 1. 
  APL 12 (EL 14) 
  � Cave Trolls, Advanced (2): hp 300 each; see 
  Appendix 1. 
   
  Tactics: The cave trolls will make full use of their 
  pounce and rake abilities, as well as their dazing 
  Blow/rend combination.  Note that the size of the cave in 
  such that it is covered almost in its entirety by the trolls’ 
  Scent ability. 
   
  Treasure: The treasure of the trolls consists of the 
  belongings of one of their victims, an elven adventuring 
  party. It is scattered around the cave, mixed in with their 
  offal and dung. PCs must succeed at a Search check (DC 
  26) in order to find the items amongst all the trash on the 
  cave floor. 
  APL 6: M: boots of elvenkind (208 gp), cloak of elvenkind 
  (208 gp), quiver of Ehlonna (150 gp). 
  APL 8: M: boots of elvenkind (208 gp), cloak of elvenkind 
  (208 gp), quiver of Ehlonna (150 gp), light swordbow 
  (554 gp)*, swordbow (558 gp)*, great swordbow (596 
  gp)*.  *Races of the Wild. 
  APL 10: M: boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), quiver of Ehlonna (150 gp), light 
  swordbow (554 gp)*, swordbow (558 gp)*, great 
  swordbow (596 gp)*, belt of hidden pouches (417 gp)*, 
  survival pouch (417 gp)*, boots of striding and springing 
  (459 gp).  *Races of the Wild. 
  APL 12: M: boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), quiver of Ehlonna (150 gp), light 
  swordbow (554 gp)*, swordbow (558 gp)*, great 
  swordbow (596 gp)*, belt of hidden pouches (417 gp)*, 
  survival pouch (417 gp)*, boots of striding and springing 
  (459 gp), periapt of wound closure (1,250 gp), goggles of 
  night (1,000 gp), ring of spell storing, minor (1,500 gp).  
  *Races of the Wild. 
   
  If the PCs have taken heavy damage from the trolls, 
  they may wish to rest and heal before tackling the Cavern 
  of the Jermlaine. The Cave of the Trolls is a good place for 
  this, as the ferocious trolls have cleared out any other 
  creatures in the immediate area, and it will take a while 
  for the other denizens of the Underoerth to realize they 
  are dead. 
   
  Once the PCs have finished their business in the 
  Cave of the Trolls, proceed to Encounter 6. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 14 
  ENCOUNTER 6: CAVERN OF 
  THE JERMLAINE 
  Assuming the PCs follow Twillo’s instructions, when 
  they leave the Cave of the Trolls, they will travel another 
  150 ft down another passage roughly 10 feet wide, which 
  then opens into a cave about 30 feet in diameter. Three 
  tunnels exit from this cave, two 10 foot wide passages on 
  either side, and a 5 foot wide one in the middle. 
  Following their instructions, the PCs should take the 
  narrow center tunnel. This tunnel is 200 feet long and 
  leads to the Cavern of the Jermlaine.  See DM Aid: Cavern 
  of the Jermlaine. 
   
  There is a jermlaine watch post about half way down 
  the tunnel. They are not particularly alert, but as soon as 
  they detect the PCs, they will flee to the main cavern to 
  alert the rest of the jermlaine. Any light source that 
  enters the tunnels will automatically be detected and 
  alert the jermlaine sentries. If the pit trap is triggered, the 
  jermlaine sentries will also be alerted automatically. 
   
  Otherwise, have the jermlaine make Spot and Listen 
  checks (Spot +8, Listen +8) opposed by the Hide and 
  Move Silently checks of any PCs who enter the tunnel. 
  Do not forget to apply a +1 circumstance bonus to the 
  Move Silently checks for the PCs for every 10 feet of 
  distance separating the jermlaine from the PCs. The 
  jermlaine themselves are hiding and remain motionless 
  until they detect the PCs (Hide +14, Move Silently +6). 
  As soon as they detect the PCs, they abandon any attempt 
  to hide and run (160 feet per round) toward the cavern, 
  which is about 80 feet away. 
  � Jermlaines (4): hp 2 each; see Appendix 1. 
   
  The trap covers a 10 foot section of the passage 
  beginning 90 feet from the three-way cave. The jermlaine 
  watch post is 20 feet past the far end of the trap. 
  APL 6 (EL 4) 
  � Wide Mouthed Spiked Pit Trap: CR 4; 
  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 spike per 
  target for 1d4+2 plus disease each); Disease (filth 
  fever, Fort DC 12, incubation 1d3 days, damage 1d3 
  Str and 1d3 Con); Search DC 18; Disable Device DC 
  24. 
  APL 8 (EL 6) 
  � Wide Mouthed Spiked Pit Trap: CR 6; 
  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 spike per 
  target for 1d4+2 plus disease each); Disease (filth 
  fever, Fort DC 12, incubation 1d3 days, damage 1d3 
  Str and 1d3 Con); Search DC 26; Disable Device DC 
  25. 
  APL 10 (EL 8) 
  � Wide Mouthed Spiked Pit Trap: CR 8; 
  mechanical; location trigger; manual reset; DC 25 
  Reflex save avoids; 20 ft. deep (2d6, fall); multiple 
  targets (first target in each of two adjacent 5-ft. 
  squares); pit spikes (Atk +15 melee, 1d4 spike per 
  target for 1d4+2 plus disease each); Disease (filth 
  fever, Fort DC 12, incubation 1d3 days, damage 1d3 
  Str and 1d3 Con); Search DC 27; Disable Device DC 
  25. 
  APL 12 (EL 10) 
  � Wide Mouthed Spiked Pit Trap: CR 10; 
  mechanical; location trigger; manual reset; DC 25 
  Reflex save avoids; 20 ft. deep (2d6, fall); multiple 
  targets (first target in each of two adjacent 5-ft. 
  squares); pit spikes (Atk +15 melee, 1d4 spike per 
  target for 1d4+2 plus disease each); Disease (filth 
  fever, Fort DC 12, incubation 1d3 days, damage 1d3 
  Str and 1d3 Con); Search DC 30; Disable Device DC 
  30. 
   
  Note: At all APLs, jermlaine have coated the pit 
  spikes with dung and other nasty substances. For each 
  wound received from a spike, the PC must make a DC 12 
  Fort save or contract filth fever (see Dungeon Master’s 
  Guide, page 292). If a PC becomes infected, symptoms 
  will likely manifest during Encounter 8.  PCs who have 
  not been cured of the disease by the end of the adventure 
  receive the Filth Fever effect on the AR. 
   
  You emerge from the small passage into what 
  your ears tell you must be a huge underground 
  cavern. Some light is provided by luminous fungi 
  growing on the cavern walls. After the total darkness 
  of the last few days, even this wan light seems bright 
  to your eyes. The cavern appears to be roughly 
  oblong, stretching perhaps 200’ directly away from 
  you and perhaps 100’ wide. The arched ceiling is 
  perhaps 150’ above your heads at its highest point. 
  You can also see that, some 80’ away from you, a 
  huge stalagmite, perhaps 25’ in diameter, rises some 
  40’ in the air. Atop the stalagmite is a huge bowl or 
  basket, apparently made of wattle and daub. There 
  also appears to be a ledge around the top of the 
  stalagmite, some 8’ or so below the bottom of the 
  bowl. 
   
  Around the base of the pillar, you see perhaps 
  four score of the tiny creatures known as jermlaine. 
  Their high-pitched voices squeak and chitter 
  together in some sort of rhythmic chant. The chant 
  is very monotonous, almost hypnotic in it 
  regularity. 
   
  Closer to you, scattered across the floor of the 
  cavern is what is obviously a village or camp for at 
  least several hundred jermlaine. You see small huts, 
  
  YEO5-04 Prophecies of Ash 
   
  Page 15 
  pens for rats, even tiny fields of fungus which is 
  apparently being cultivated for food.  
   
  If the party has alerted the jermlaine, read the 
  following: 
   
  Standing between you and the village are 
  perhaps 100 jermlaine and hundreds of rats. Each of 
  the jermlaine is holding a miniscule weapon. It 
  looks as though the inhabitants of this tiny 
  metropolis stand ready to defend it from you! 
   
  If the PCs managed to overcome the jermlaine watch 
  post without giving them a chance to raise the alarm, 
  then when they are detected or make their presence 
  known, read the following: 
   
  High pitched squeaks of alarm announce your 
  presence within the cavern. Perhaps 100 jermlaine 
  and hundreds of rats stream out of the huts and 
  pens and take up positions facing you. Each of the 
  jermlaine is holding a miniscule weapon. It looks as 
  though the inhabitants of this tiny metropolis stand 
  ready to defend it from you! 
   
  The PCs now have the option to negotiate with or 
  attack the jermlaine. If they choose to attack 
  immediately, go to If Negotiations Fail below. 
  � Jermlaines (100): hp 2 each; see Appendix 1. 
  � Rat Swarm (1): hp 24 each; see Monster Manual, 
  page 239. 
  NEGOTIATING WITH THE JERMLAINE 
   
  The jermlaine are nasty, treacherous little vermin, 
  but they have a big problem: a certain lizard who eats 
  them whenever they don’t find sacrifices for it. They 
  would be willing to allow the PCs to kill the creature to 
  get rid of it. However, they also think that the creature 
  has substantial treasure in its bowl and they want that 
  too! If the PCs insist, the leader will grudgingly agree to 
  let the PCs take Twin Dooms, and only Twin Dooms, from 
  the lizard’s treasure trove. If the PCs insist on a greater 
  share, the leader will threaten them with “very 
  unpleasant journey back to the surface, if you make 
  it at all.” If at any time the PCs seriously threaten the 
  jermlaine or take any hostile action toward them, go 
  immediately to If Negotiations Fail below. 
   
  One of the tiny creatures steps to the front of 
  the pack confronting you. Its high-pitched voice is 
  difficult to understand as it yells at you in broken 
  Common: “You go away! You go away! This our 
  cavern! No big ones here! Go away or we wake 
  mighty lizard! It kill you then we make feast on 
  bodies!” 
   
  The leader is actually quite afraid of the party and is 
  making a Bluff to hide his fear. A successful Sense 
  Motive check (10 + APL) reveals that he is actually very 
  afraid but trying to hide it. 
   
  Assuming the PCs mention that they have come to 
  kill the flying lizard, read the following: 
   
  The jermlaine leader seems surprised at your 
  words and looks carefully at you all. You get the 
  impression that he is sizing up your chances of 
  success against the “mighty lizard.” Then he speaks: 
  “You want kill lizard? Jermlaine say good. But you 
  no take lizard’s bed! Lizard’s bed belong to 
  jermlaine! You kill lizard, leave bed, we help! You 
  kill lizard take bed, you steal from us. Then we no 
  help. We make big ones sorry they steal from 
  jermlaine!” 
   
  If the PCs insist that they must have Twin Dooms and 
  say that is the only reason they have come to fight the 
  flying lizard, the leader will grudgingly agree: 
   
  “OK, OK. Big ones may take spear, if it is there. 
  Spear too big for jermlaine, anyway. But big ones 
  take nothing else! Rest all belong to jermlaine. Big 
  ones agree?” 
   
  If the PCs strike a deal with them, the jermlaine will 
  assist by maintaining their chanting until such time as 
  the PCs are ready to attack the creature. Note, the 
  chanting has no magical power, it is just rhythmic and 
  soothing and helps keep the creature asleep. If the PCs 
  make any very loud noises or attempt to actually climb up 
  the outside of the creature’s nesting bowl or land in it, the 
  creature will awaken immediately. Otherwise, when the 
  PCs indicate they are ready, the jermlaine will stop 
  chanting and scurry for cover. The creature will awaken 1 
  round later. When the fight with the creature begins, go 
  to Encounter 7. 
  IF NEGOTIATIONS FAIL 
   
  If the PCs attack the jermlaine without negotiating, 
  or seriously threaten or take any hostile action towards 
  them during the negotiation, read the following: 
   
  Their high-pitched voices squeaking in fear, the 
  jermlaine scatter like the rats they so much 
  resemble! The cavern floor seems to be covered with 
  jermlaine running in all different directions as they 
  dive into cracks and hidey holes. Even those 
  marching and chanting around the base of the pillar 
  scurry for shelter. As the noise of their chanting 
  subsides, you hear another noise from high above 
  you. Something is stirring within the huge bowl! 
   
  The PCs have earned the jermlaines’ hatred and will 
  have more trouble in Encounter 8 later. Proceed to 
  Encounter 7. 
  ENCOUNTER 7: DEATH ON 
  WINGS 
   
  This encounter covers the’ PCs combat with the 
  flying monster living in the bowl atop the stalagmite. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 16 
  Depending on how successful the PCs are in enlisting 
  the help of the jermlaine, the encounter can begin in one 
  of several ways. 
  IF THE JERMLAINE ARE HELPING 
   
  The PCs can make all the preparations they wish. 
  The creature will not awaken until either the PCs attack 
  it, the jermlaine have stopped chanting for one round, or 
  if PC touches its nest-bowl, either on the inside or 
  outside. High level PCs who have the jermlaines’ 
  assistance and a good tactical plan will likely find this an 
  easy fight. 
  IF THE JERMLAINE ARE NOT HELPING 
   
  As soon as one round has passed since the jermlaine 
  stop chanting or if it is attacked, the creature will awaken 
  and take flight in search of prey. 
   
  Note: The area of the cavern floor occupied by the 
  jermlaine village (indicated by the box on DM Aid: Cavern 
  of the Jermlaine), counts as difficult terrain for movement. 
  Small-sized PCs in the area also gain the benefit of cover.  
  APL 6 (EL 8) 
  � Albino Wyvern, Advanced: hp 115; see Appendix 
  1. 
   
  Tactics: The albino wyvern will attack aggressively 
  as soon as it awakens. It will attempt to use flyby attacks 
  with its talons, until it hits a PC and successfully uses its 
  Improved Grab ability to establish a hold. Then it will 
  attempt to sting the PC with its poisoned tail. Once it has 
  succeeded in stinging a PC, it will release the PC and 
  attempt to repeat the process on another PC. If it falls 
  below 25% hit points (28 hp or less), it will become 
  enraged and change tactics. It will land next to the PC 
  causing it the most damage and attempt to full attack him 
  or her. The wyvern will fight until slain. 
  APL 8 (EL 10) 
  � Yrthak, Advanced: hp 147; see Appendix 1. 
   
  Tactics: The yrthak will prefer to attack from the air. 
  On its first round, it will launch itself into flight and fire 
  its sonic lance. It will target the lance on what it 
  perceives as the greatest threat, which will be an attacker 
  who can also fly, or the PC which has done it the greatest 
  amount of harm so far. On its second round, it will make 
  a flyby attack and attempt to snatch a small PC. If its 
  snatch attempt fails, on the third round it will fire its 
  sonic lance, either at a PC or to cause an explosion, if 
  several PCs are close together. If the snatch attempt 
  succeeds, on the third round it will fling the PC aside and 
  move to position itself for another strafing run. On 
  subsequent rounds it will continue to alternate flyby 
  melee attacks (snatch attempts on small PCs) with firing 
  its sonic lance until it or the PCs are destroyed. 
  APL 10 (EL 12) 
  � Yrthak, Advanced: hp 216; see Appendix 1. 
   
  Tactics: The gargantuan yrthak will prefer to attack 
  from the air. On its first round, it will launch itself into 
  flight and fire its sonic lance. It will target the lance on 
  what it perceives as the greatest threat, which will be an 
  attacker who can also fly, or the PC which has done it the 
  greatest amount of harm so far. On its second round, it 
  will make a flyby attack and attempt to snatch a medium 
  or smaller PC. If its snatch attempt fails, on the third 
  round it will fire its sonic lance, either at a PC or to cause 
  an explosion, if several PCs are close together. If the 
  snatch attempt succeeds, it will fling the PC aside and 
  move to position itself, using its wingover feat as needed. 
  Next, it will hover 15 ft. over the PCs on the ground, 
  giving itself concealment from buffeting debris (see the 
  Hover feat in the Monster Manual, page 304), and use its 
  reach to attack the PCs below it with alternating melee 
  and sonic lance/explosion attacks. If it hits a medium-
  sized or smaller PC, it will attempt to snatch them and do 
  automatic bite or claw damage on subsequent rounds. It 
  will continue to alternate melee/snatch attempts with 
  firing its sonic lance until it or the PCs are destroyed. 
  APL 12 (EL 14) 
  � Yrthak, Advanced: hp 288; see Appendix 1. 
   
  Tactics: The gargantuan yrthak will prefer to attack 
  from the air. On its first round, it will launch itself into 
  flight and fire its sonic lance. It will target the lance on 
  what it perceives as the greatest threat, which will be an 
  attacker who can also fly, or the PC which has done it the 
  greatest amount of harm so far. On its second round, it 
  will make a flyby attack and attempt to snatch a medium 
  or smaller PC. If its snatch attempt fails, on the third 
  round it will fire its sonic lance, either at a PC or to cause 
  an explosion, if several PCs are close together. If the 
  snatch attempt succeeds, it will fling the PC aside and 
  move to position itself, using its wingover feat as needed. 
  Next, it will hover 15 ft. over the PCs on the ground, 
  giving itself concealment from buffeting debris (see the 
  Hover feat in the Monster Manual, page 304), and use its 
  reach to attack the PCs below it with alternating melee 
  and sonic lance/explosion attacks. If it hits a medium-
  sized or smaller PC, it will attempt to snatch them and do 
  automatic bite or claw damage on subsequent rounds. It 
  will continue to alternate melee/snatch attempts with 
  firing its sonic lance until it or the PCs are destroyed. 
   
  Treasure: The treasure of the flying lizard is located 
  inside its nest bowl. There are a large number of coins (of 
  various denominations) mixed amongst the debris in the 
  bottom of its nest as well as many bones, pieces of broken 
  armor, rotting cloth, etc. Amongst the debris is the 
  longspear, Twin Dooms, the weapon the PCs are seeking 
  (see the Treasure Summary).  Read the following: 
   
  The inside of the creature’s nest bowl is partially 
  filled with trash and the bones of its many victims. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 17 
  Apparently the creature had a fondness for shiny 
  objects, a fondness the jermlaine have tried to 
  satisfy with gifts of gems and coins. It’s hard to 
  accurately estimate the value of what you see before 
  you, mixed as it is with so much debris, but it is 
  certainly worth thousands, if not tens of thousands! 
  Most importantly, toward the back of the pile, you 
  see what appears to be the butt of a longspear 
  sticking out. 
   
  If Ghostrender is present read the following:  
   
  Ghostrender speaks, “Ah, there you are, my old 
  comrade in arms! Welcome back to the fight, Twin 
  Dooms. Once again we must to war against our old 
  foe, Asberdies.  One of you must take up the spear. 
  We must be used together, as we were in ages past!” 
   
  Note:  Twin Dooms is a unique weapon and only one 
  PC will be given access to it.  Twin Dooms chooses a PC to 
  bear it according to the following list in descending order 
  of preference: 
  1. 
  Paladin of Heironeous 
  2. 
  Paladin of another deity 
  3. 
  Cleric of Heironeous 
  4. 
  Fighter/Ranger who worships Heironeous 
  5. 
  Good aligned Fighter/Ranger 
  6. 
  Good aligned cleric 
  7. 
  Highest level Good-aligned PC present 
  8. 
  Neutral PC with the highest BAB 
   
  If there is more than one PC in the same category, 
  the spear will choose the PC with the highest BAB. If the 
  PCs are still tied, the spear will choose the one with the 
  highest Charisma score. 
   
  Note: Many of the jermlaine are watching the PCs 
  actions from numerous vantage points, including from 
  cracks high in the cavern walls (which gives them a view 
  down into the nest bowl). If the PCs have agreed to take 
  nothing but the spear but let their greed get the better of 
  them, the jermlaine will know it and be angered. If the 
  PCs do not honor their agreement with the jermlaine, 
  they will have trouble in Encounter 8. 
  APL 6: C: 500 gp, M: Twin Dooms (525 gp). 
  APL 8: C: 1,000 gp, M: Twin Dooms (525 gp). 
  APL 10: C: 2,000 gp, M: Twin Dooms (525 gp). 
  APL 12: C: 5,000 gp, M: Twin Dooms (525 gp). 
   
  As the PCs prepare to leave the Cavern of the 
  Jermlaine, Twillo will appear, stepping from the shadows. 
  He addresses the PCs: 
   
  “Nicely done. Maybe without that big lizard to 
  feed, the jermlaine won’t be so anxious to grab 
  sacrifices. That’s good news for all of us that live 
  around here. Plus you got rid of those cave trolls for 
  us. Guess it’s lucky you topsiders came by. You’ll be 
  wanting to get back upstairs now, I’d expect.” 
   
  Twillo will give the party directions to follow over 
  the next two days to help them find their way back to the 
  pit the entered from. The PCs have also earned the Favor 
  of Twillo. If any of them have Enmity with the 
  Svirfneblin, it and this favor are both voided. 
   
  If the PCs have angered the jermlaine, Twillo will 
  add the following: 
   
  “By the way, I’d be real careful on my way back 
  topside. Them little rats ain’t much in a stand up 
  fight, but they set a mean trap. They’re probably 
  pretty mad with you topsiders and they don’t go in 
  much for ‘forgive and forget’.” 
   
  Once the PCs have finished here, proceed to 
  Encounter 8. 
  ENCOUNTER 8: SHOW ME 
  THE WAY HOME 
  The PCs now face the problem of making their way out of 
  the Underoerth.  If any of the PCs have contracted filth 
  fever from the pit spikes, they may begin to suffer 
  symptoms in this encounter.  Once the PCs reach the pit, 
  if there is still time remaining in your game and you want 
  to challenge the PCs some more, use the rules in 
  Encounter 3 to make climbing out of the pit as tough as 
  climbing in was. 
   
  If they have not angered the jermlaine and did not 
  get lost on the way in, they face a fairly simple task.  They 
  must make two Survival checks (DC 15) to follow Twillo’s 
  directions and retrace their steps without becoming lost.  
  If the PCs succeed, they manage to return to the pit 
  entrance to the Underoerth in about a day and a half.  If 
  they fail a check, they become lost on the way out and 
  wander for five days; this costs them one additional TU 
  before they finally find the pit and escape. 
   
  If they have not angered the jermlaine but did get 
  lost on the way in, the PCs must make three Survival 
  checks (DC 15) to follow Twillo’s directions and find 
  their way out.  If they fail a check, they become lost on 
  the way out and wander for five days; this costs them one 
  additional TU before they finally find the pit and escape. 
   
  If the PCs have angered the jermlaine, the tiny 
  creatures will pursue and harass the PCs for as long as 
  they remain in the Underoerth. If the PCs make the 
  required number of Survival checks (as above, depending 
  on whether they got lost or not coming in), they suffer 
  only one jermlaine ambush. If they become lost and must 
  wander for an additional TU, they suffer a second 
  ambush, for a total of two. 
  
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  Page 18 
  AMBUSH 1: FALLING WALL TRAP 
   
  Note: If the PCs get lost and have angered the 
  jermlaine, they will suffer Ambush 2, outlined below, 
  FIRST. This ambush is suffered either after that or as the 
  only ambush, when the PCs do not become lost. 
   
  Since the jermlaine know the Underoerth so well, 
  they have no problem racing ahead of the PCs via tiny 
  passages and arranging a trap in a location the PCs must 
  pass through. They prepare a portion of the tunnel wall to 
  collapse upon the PCs as they move past. 
  APL 6 (CR 5) 
  � Falling Wall Trap: CR 4; mechanical; proximity 
  trigger; no reset; multiple targets (all targets in each 
  of two adjacent 5-ft. squares); Atk +18 melee (6d6, 
  stone blocks); Search DC 19; Disable Device DC 21. 
  APL 8 (CR 7) 
  � Falling Wall Trap: CR 4; mechanical; proximity 
  trigger; no reset; multiple targets (all targets in each 
  of two adjacent 5-ft. squares); Atk +20 melee (8d6, 
  stone blocks); Search DC 21; Disable Device DC 23. 
  APL 10 (CR 9) 
  � Falling Wall Trap: CR 4; mechanical; proximity 
  trigger; no reset; multiple targets (all targets in each 
  of two adjacent 5-ft. squares); Atk +22 melee (10d6, 
  stone blocks); Search DC 23; Disable Device DC 25. 
  APL 12 (CR 11) 
  � Falling Wall Trap: CR 4; mechanical; proximity 
  trigger; no reset; multiple targets (all targets in each 
  of two adjacent 5-ft. squares); Atk +24 melee (12d6, 
  stone blocks); Search DC 25; Disable Device DC 27. 
   
  Note: Assume the PCs encounter the trap on the 
  next day after they leave the Cavern of the Jermlaine, 
  perhaps three hours prior to reaching the pit and leaving 
  the Underoerth. If the PCs are using scouts, it should be 
  the scouts who trip the trap, obviously. 
  AMBUSH 2: SNEAK THIEVES 
   
  If the PCs become lost on their way out, the 
  jermlaine will have more time to torment them. Prior to 
  the PCs reaching the trap described in Ambush 1 above, 
  the jermlaine will attempt to sneak into the PCs’ camp 
  and steal from them while they are sleeping. 
   
  Note: If the PCs are using the spell rope trick or some 
  other means of resting which prevents the jermlaine 
  from stealing from them, use Ambush 1 in its place. 
   
  The jermlaine will observe the PC’s camp from 
  hiding and wait until the PCs have been resting for about 
  six hours. Then three jermlaine will attempt to sneak 
  (Hide +14, Move Silently +6) into camp and steal from 
  the sleeping PCs. Do not forget to apply distance and 
  other circumstance modifiers to the Spot and Listen 
  checks of any PCs on watch. 
   
  If they succeed in sneaking into camp undetected, 
  each will steal a small but valuable item from the sleeping 
  PCs, such as a potion, ring, or gem. They will then try to 
  sneak back out with their plunder. If detected on the way 
  in, they will run away. If detected on the way out, the 
  jermlaine must get 60 feet from the camp to reach a Tiny-
  sized tunnel (1 foot diameter) and escape with their 
  plunder. 
  CONCLUSION 
  Assuming the PCs retrieve the spear and return to Kelzad 
  to report this, the Watchers of the Stone are pleased with 
  their success in restoring Twin Dooms to the world; award 
  the PCs Favor of the Watchers effect on the AR. 
   
  If the PC that Twin Dooms has chosen cannot 
  currently afford to purchase the weapon, he or she may 
  temporarily surrender the weapon to the Academy of 
  Lore "for study and safe-keeping." That PC can then 
  purchase Twin Dooms following any future Yeomanry 
  regional adventure. 
   
  Once the PCs are done with the Watchers, proceed 
  to Gift of the Gnomes below. 
  GIFT OF THE GNOMES 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
   
  Your last adventure complete, you spend a few 
  days resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you 
  down. As he approaches, his face beams with the 
  delight of your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  
  YEO5-04 Prophecies of Ash 
   
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  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
   
  If the character accepts the gemstone: 
   
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
   
  A look of confusion furrows Clegin’s brow. “I 
  am certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
   
  Give the player another chance to think it over. If 
  they accept, read the acceptance text above. If they 
  continue to decline, read the following: 
   
  Clegin resigns himself to a slow smile. “Gift or 
  no, our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
   
  Characters can make a DC 20 Knowledge 
  (geography) skill check to know that Gnome Vale is a 
  very isolated community of gnomes located deep within 
  the Yatil Mountains.  
   
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
   
  If a character accepts the gift, they receive the 
  Gnome Vale Gemstone listed on the AR. If they refuse, 
  cross this item off the AR. Its purpose will become 
  known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
   
  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 3 
  Traverse the pit 
   
  APL 6: 120 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 120 xp. 
  Encounter 5 
  Defeat the trolls 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 6 
  Survive or disarm the pit trap 
   
  APL 6: 120 xp. 
   
  APL 8: 180 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
  Encounter 7 
  Defeat the wyvern/yrthak 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  Recover Twin Dooms 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 150 xp. 
   
  APL 12: 180 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 90 xp. 
   
  APL 8: 105 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 135 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  
  YEO5-04 Prophecies of Ash 
   
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  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 adventure, 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 5: 
  APL 6: M: boots of elvenkind (208 gp), cloak of elvenkind 
  (208 gp), quiver of Ehlonna (150 gp). 
  APL 8: M: boots of elvenkind (208 gp), cloak of elvenkind 
  (208 gp), quiver of Ehlonna (150 gp), light swordbow 
  (554 gp)*, swordbow (558 gp)*, great swordbow (596 
  gp)*.  *Races of the Wild. 
  APL 10: M: boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), quiver of Ehlonna (150 gp), light 
  swordbow (554 gp)*, swordbow (558 gp)*, great 
  swordbow (596 gp)*, belt of hidden pouches (417 gp)*, 
  survival pouch (417 gp)*, boots of striding and springing 
  (459 gp).  *Races of the Wild. 
  APL 12: M: boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), quiver of Ehlonna (150 gp), light 
  swordbow (554 gp)*, swordbow (558 gp)*, great 
  swordbow (596 gp)*, belt of hidden pouches (417 gp)*, 
  survival pouch (417 gp)*, boots of striding and springing 
  (459 gp), periapt of wound closure (1,250 gp), goggles of 
  night (1,000 gp), ring of spell storing, minor (1,500 gp).  
  *Races of the Wild. 
  Encounter 7: 
  APL 6: C: 500 gp, M: Twin Dooms (525 gp). 
  APL 8: C: 1,000 gp, M: Twin Dooms (525 gp). 
  APL 10: C: 2,000 gp, M: Twin Dooms (525 gp). 
  APL 12: C: 5,000 gp, M: Twin Dooms (525 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 0 gp, C: 500 gp, M: 1,091 gp – Total: 1,591 
  gp (900 gp). 
  APL 8: L: 0 gp, C: 1,000 gp, M: 2,799 gp – Total: 3,799 
  gp (1,300 gp). 
  APL 10: L: 0 gp, C: 2,000 gp, M: 4,092 gp – Total: 
  6,092 gp (2,300 gp). 
  APL 12: L: 0 gp, C: 5,000 gp, M: 7,842 gp – Total: 
  12,842 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Lost in the Underoerth: You have become lost in 
  the deep Underoerth.  You must spend 4 additional TUs 
  finding you way back to the surface of Oerth.  You do not 
  need to pay upkeep costs for these TUs.  You receive no 
  xp or gp from this adventure from the point at which you 
  disappeared on.  However, your time in the Underoerth 
  is not totally wasted.  Your experience grants you the 
  following benefits: a +2 competence bonus on 
  Knowledge (dungeoneering) and Survival checks when 
  dealing with the Underoerth, and you now meet the 
  great trial special requirement for the Dungeon Delver 
  prestige class. 
  � Filth Fever: You have become infected with filth 
  fever (Dungeon Master’s Guide, page 292).  As of the end 
  of this adventure, you have completed the incubation 
  period and will suffer damage (1d3 Dex, 1d3 Con) each 
  day you fail a DC 12 Fort save to fight off the infection.  
  
  YEO5-04 Prophecies of Ash 
   
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  Two consecutive days of successful saves kills the 
  infection.  Otherwise, this PC needs a remove disease spell, 
  or similar effect, to cure his condition. 
  � Favor of the Watchers of the Stone: For efforts on 
  their behalf, this PC has earned a favor with the Watchers 
  of the Stone.  This favor may be redeemed to gain access 
  (Frequency: Adventure) to purchase one of the following 
  weapon special ability upgrades (circle one chosen): 
  brilliant energy, disruption, ghost touch, holy.  If this PC is not 
  a resident of the Yeomanry, redeeming this favor costs 1 
  additional TU.  Mark this favor as USED when it is 
  redeemed. 
  � Favor of Twillo of the Svirfneblin: By eliminating 
  several monsters of the Underoerth that posed a threat to 
  his people, this PC has earned a favor with Twillo of the 
  Svirfneblin.  Twillo is not in a position to help the PCs at 
  this moment, but he will remember their actions.  This 
  favor may be of use at a future time. 
  � Gnome Vale Blue Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored blue. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  illusion; there is also a lingering aura of this magic upon 
  the gemstone. If sold, it will fetch 50 gold pieces. You do 
  not have to pay for this item. You may only possess one 
  Gnome Vale blue gemstone. 
  � Twin Dooms: Twin Dooms is an intelligent (see the 
  Dungeon Master’s Guide) +1 adamantine longspear.  Twin 
  Dooms is Neutral Good, with Int 10, Wis 12, and Cha 12.  
  It can only communicate with its owner empathically.  
  Twin Dooms has 30 ft. vision and hearing.  It starts with an 
  initial Ego of 3 and initial cost of 6,305 gp.  Twin Dooms 
  bonds with one and only one Good-aligned PC; so long as 
  that person is alive, it will not willingly let anyone else 
  wield it, initiating an ego conflict with any who try.  Twin 
  Dooms’ primary motivation is to fight and defeat the evil 
  wizard Asberdies and any of his minions. 
   
  This PC must pay the longspear’s initial cost of 6,305 
  gp to complete the bonding process and wield the spear.  
  If this PC had insufficient funds to do so, he must 
  temporarily surrender the shield to the Academy of Lore 
  "for study and safe-keeping."  The character can then 
  “purchase” Twin Dooms following any future Yeomanry 
  regional or Sheldomar Valley metaregional adventure. 
   
  This spear can not be upgraded normally.  However, 
  at the end of any Yeomanry adventure in which the PC 
  and the spear have not had a personality conflict, the PC 
  may purchase any of the following “upgrades” to the 
  spear (cost to further “bind” the shield to the user): 
  • 
  Twin Dooms can use spiritual weapon on an enemy 
  3/day at CL 3rd (cost: 6,500 gp, +1 Ego).  Twin Dooms 
  directs its spiritual weapon (a longspear, of course) as a 
  free action and will move it, whenever possible, to 
  provide its wielder and the spiritual weapon a flanking 
  bonus against the opponent (a special ability of Twin 
  Dooms’ spiritual weapon that only works in 
  conjunction with attacks by its wielder).  Twin Dooms 
  can only have one spiritual weapon in effect at a given 
  time. 
  • 
  Twin Dooms’ enhancement bonus increases to +2 
  (cost: 6,000 gp, +1 Ego). 
  • 
  Twin Dooms gains the bane (constructs) weapon special 
  ability (cost: 10,000 gp, +1 Ego, must purchase 
  enhancement bonus increase first). 
  • 
  Twin Dooms gains the magebane (Complete Arcane) 
  weapon special ability (cost: 14,000 gp, +1 Ego, must 
  purchase enhancement bonus increase and bane 
  ability first). 
   
  At no time may two PCs at the same table both wield 
  Twin Dooms in the same adventure.  If both PCs own this 
  spear, the DM must determine randomly which PC has 
  the actual spear for the adventure and which one has an 
  equivalent non-intelligent spear for the adventure. 
   
  Twin Dooms accompanies this PC for as long as it 
  serves its mission against Asberdies.  At some future time 
  (as specifically noted in a Yeomanry adventure), the spear 
  may choose to leave this PC to continue its mission with 
  another individual. 
  Item Access 
  APL 6: 
  • 
  Boots of Elvenkind (Adventure; Dungeon Master’s Guide) 
  • 
  Cloak of Elvenkind (Adventure; Dungeon Master’s Guide) 
  • 
  Quiver of Ehlonna (Adventure; Dungeon Master’s Guide) 
  • 
  Twin Dooms (Regional and Metaregional; See Above; 
  Limit One) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Swordbow (Adventure; Races of the Wild) 
  • 
  Swordbow, Great (Adventure; Races of the Wild) 
  • 
  Swordbow, Light (Adventure; Races of the Wild) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Belt of Hidden Pouches (Adventure; Races of the Wild) 
  • 
  Boots of Striding and Springing (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Survival Pouch (Adventure; Races of the Wild) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  Goggles of Night (Adventure; Dungeon Master’s Guide) 
  
  YEO5-04 Prophecies of Ash 
   
  Page 22 
  • 
  Periapt of Wound Closure (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Spell Storing, Minor (Adventure; Dungeon 
  Master’s Guide) 
   
   
   
  
  YEO5-04 Prophecies of Ash 
   
  Page 23 
  APPENDIX 1 – NPCS 
   
  ENCOUNTER 5 
   
   
   
   
  APLs 6 and 8 
  Cave Troll: CR 8; Large Giant; HD 9d8+72; hp 108; Init 
  +1; Spd 40 ft.; AC 21, touch 10, flat-footed 20 (-1 size, +1 
  Dex, +11 natural); BA/Grp +6/+19; Atk +11 melee 
  (2d6+12, claw)PA; Full Atk +11 melee (2d6+12, 2 claws)PA 
  and +6 melee (1d8+7, bite)PA; Space/Reach 10 ft./10 ft.;  
  SA dazing blow, improved grab, pounce, rake, rend 
  4d6+13; SQ darkvision 90 ft., fast healing 8, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +4, Will +6; Str 29, 
  Dex 13, Con 27, Int 3, Wis 13, Cha 6.  Monster Manual III, 
  page 177. 
   
  PAIncludes adjustments for Power Attack feat (-3 to 
  attack, +3 to damage). 
   
  Skills and Feats: Jump +16, Listen +6, Spot +6, Survival 
  +4 (+8 tracking by scent); Alertness, Iron Will, Power 
  Attack, Track. 
   
  Skills: Cave trolls gain a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Dazing Blow (Ex): The force of both of a cave troll’s 
  claws hitting can be overwhelming. If a cave troll hits 
  with both claw attacks, the opponent must make a DC 22 
  Fort save or be dazed for 1 round. The save DC is Con-
  based. 
   
  Improved Grab (Ex): To use this ability, a cave troll 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
   
  Pounce (Ex): If a cave troll charges a foe, it can make 
  a full attack, including two rakes. 
   
  Rake (Ex): Attack bonus +11, damage 2d6+7. A cave 
  troll that gets a hold can make two rake attacks with its 
  hind legs, including adjustment for Power Attack feat. 
   
  Rend (Ex): If a cave troll hits with both claw attacks, 
  it latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 4d6+13 
  points of damage. 
   
  Languages: Giant (rudimentary). 
   
  Description: This hulking creature is about one and a 
  half times as tall as a human.  Its legs end in clawed, 
  three-toed feet, and its massive forearms end in wide, 
  powerful hands with scythe-like claws.  Its hide is 
  rubbery-looking, and its writhing hair is thick and ropy.  
  Cave trolls are brutal, instinctive hunters.  They charge 
  into melee combat, using their pounce and rend abilities 
  on the nearest target. 
  APLs 10 and 12 
  Cave Troll, Advanced: CR 12; Huge Giant; HD 
  21d8+231; hp 300; Init +1; Spd 40 ft.; AC 23, touch 9, flat-
  footed 22 (-2 size, +1 Dex, +14 natural); BA/Grp +15/+37; 
  Atk +25 melee (3d6+17, claw)PA; Full Atk +25 melee 
  (3d6+17, 2 claws)PA and +23 melee (2d6+10, bite)PA; 
  Space/Reach 15 ft./15 ft.;  SA dazing blow, improved 
  grab, pounce, rake, rend 6d6+21; SQ darkvision 90 ft., fast 
  healing 8, low-light vision, scent; AL CE; SV Fort +23, Ref 
  +8, Will +10; Str 38, Dex 12, Con 32, Int 3, Wis 13, Cha 6.  
  Monster Manual III, page 177. 
   
  PAIncludes adjustments for Power Attack feat (-3 to 
  attack, +3 to damage). 
   
  Skills and Feats: Jump +24, Listen +9, Spot +9, Survival 
  +7 (+11 tracking by scent); Alertness, Improved Bull 
  Rush, Iron Will, Multiattack, Power Attack, Track, 
  Weapon Focus (claw, bite). 
   
  Skills: Cave trolls gain a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Dazing Blow (Ex): The force of both of a cave troll’s 
  claws hitting can be overwhelming. If a cave troll hits 
  with both claw attacks, the opponent must make a DC 31 
  Fort save or be dazed for 1 round. The save DC is Con-
  based. 
   
  Improved Grab (Ex): To use this ability, a cave troll 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. 
   
  Pounce (Ex): If a cave troll charges a foe, it can make 
  a full attack, including two rakes. 
   
  Rake (Ex): Attack bonus +25PA, damage 3d6+10PA. A 
  cave troll that gets a hold can make two rake attacks with 
  its hind legs. 
   
  Rend (Ex): If a cave troll hits with both claw attacks, 
  it latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an additional 6d6+21 
  points of damage. 
   
  Languages: Giant (rudimentary). 
   
  Description: This hulking creature is about one and a 
  half times as tall as a human.  Its legs end in clawed, 
  three-toed feet, and its massive forearms end in wide, 
  powerful hands with scythe-like claws.  Its hide is 
  rubbery-looking, and its writhing hair is thick and ropy.  
  Cave trolls are brutal, instinctive hunters.  They charge 
  into melee combat, using their pounce and rend abilities 
  on the nearest target. 
  ENCOUNTER 6 
   
   
   
   
  All APLs 
  Jermlaine: CR ½; Tiny Fey; HD ½d6-1; hp 2; Init +3; 
  Spd 40 ft.; AC 15, touch 15, flat-footed 12 (+2 size, +3 
  Dex); BA/Grp +0/-12; Atk/Full Atk +5 ranged (1d3-4, 
  diminutive dart) or -2 melee (1d3-4/x3, tiny shortspear); 
  Space/Reach 2½ ft./0 ft.;  SA –; SQ low-light vision, speak 
  with rats, wild empathy; AL NE; SV Fort -1, Ref +5, Will 
  +5; Str 3, Dex 17, Con 8, Int 8, Wis 16, Cha 5.  Monster 
  Manual II, page 131. 
   
  Skills and Feats: Craft (trapmaking) +2, Hide +14, 
  Listen +8, Move Silently +6, Spot +8; Alertness. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 24 
   
  Speak with Rats (Sp): At will, a jermlaine can 
  produce an effect like that of a speak with animals spell 
  (CL 3rd), except that it enables communication only with 
  rats and dire rats. 
   
  Wild Empathy (Ex): This power works exactly like 
  the druid’s wild empathy class feature. 
   
  Languages: Common. 
   
  Description: Jermlaines, sometimes called jinxkin or 
  banemidges, are tiny humanoid-shaped beings with foul 
  dispositions and evil designs.  A jermlaine appears to be a 
  shaggy humanoid about 1 foot tall.  Its eyes are tiny and 
  beady, and its hair is sparse and filthy.  It either dresses in 
  dirty rags and scraps of hide or simply goes naked.  Its 
  skin is baggy, wrinkled, and always crusted with filth. 
  ENCOUNTER 7 
   
   
   
   
  APL 6 
  Albino Wyvern, Advanced: CR 8; Huge Dragon; HD 
  9d12+45; hp 115; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 
  19, touch 8, flat-footed 19 (-2 size, +11 natural); BA/Grp 
  +9/+25;  Atk +15 melee (1d8+8 plus poison, sting) or +15 
  melee (3d6+8, talon) or +15 melee (3d8+8, bite); Full Atk 
  +15 melee (1d8+8 plus poison, sting) and +13 melee 
  (3d6+8, 2 talons) and +13 melee (3d8+8, bite) and +13 
  melee (2d6+4, 2 wings); Space/Reach 15 ft./10 ft.; SA 
  poison, improved grab; SQ darkvision 60 ft., immunity to 
  sleep and paralysis effects, low-light vision, scent; AL N; 
  SV Fort +11, Ref +6, Will +7; Str 27, Dex 10, Con 20, Int 6, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Hide +4, Listen +15, Move Silently 
  +12, Spot +18; Ability Focus (poison), Alertness, Flyby 
  Attack, MultiattackB, Power Attack. 
   
  Skills: A wyvern has a +3 racial bonus on Spot 
  checks. 
   
  Improved Grab (Ex): To use this ability, a wyvern 
  must hit with its talons.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check; it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fort DC 21, 2d6 Con/2d6 Con.  
  Save DC is Con-based. 
   
  Languages: Draconic. 
   
  Description: This wyvern is albino. 
  APL 8 
  Yrthak, Advanced: CR 10; Huge Magical Beast; HD 
  15d10+45; hp 147; Init +6; Spd 20 ft., fly 60 ft. (average); 
  AC 18, touch 10, flat-footed 16 (-2 size, +2 Dex, +8 
  natural); BA/Grp +15/+28;  Atk +18 melee (2d8+5, bite) or 
  +15 ranged touch (6d6 sonic, sonic lance); Full Atk +18 
  melee (2d8+5, bite) and +16 melee (1d6+2, 2 claws) or +15 
  ranged touch (6d6 sonic, sonic lance); Space/Reach 15 
  ft./10 ft.; SA sonic lance, explosion; SQ blindsight 120 ft., 
  immunities, vulnerability to sonic; AL N; SV Fort +12, 
  Ref +11, Will +6; Str 20, Dex 14, Con 17, Int 7, Wis 13, 
  Cha 11. 
   
  Skills and Feats: Listen +13, Move Silently +12; 
  Endurance, 
  Flyby 
  Attack, 
  Improved 
  Initiative, 
  Multiattack, Snatch, Wingover. 
   
  Skills: Yrthaks have a +4 racial bonus on Listen 
  checks. 
   
  Sonic Lance (Su): Once every 2 rounds, a yrthak 
  can focus sonic energy in a ray up to 60 feet long.  This is 
  a ranged touch attack that deals 6d6 points of damage to a 
  single target. 
   
  Explosion (Su): A yrthak can fire its sonic lance at 
  the ground, a large rock, a stone wall, or the like to create 
  an explosion of shattered stone.  This attack deals 2d6 
  points of piercing damage to all within 10 feet of the 
  effect’s center.  This counts as a use of the sonic lance 
  attack and thus is usable only once every 2 rounds, and 
  never on the round following a sonic lance attack. 
   
  Blindsight (Ex): A yrthak can ascertain all foes 
  within 120 feet.  Beyond that range, it is considered 
  blinded.  Yrthaks are invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack forms 
  that rely on sight.  A yrthak whose sense of hearing is 
  impaired is effectively blinded, treating all targets as 
  having total concealment. 
   
  Immunities: Yrthaks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
   
  Languages: None. 
   
  Description: This creature resembles an eyeless, 
  yellow-green flying reptile with fleshy wings, a long tail, 
  and a large fin on its back.  It has a single hornlike 
  protrusion on its crocodilian head.  A yrthak is blind.  It 
  senses sound and movement by means of a special organ 
  on its long tongue. 
  APL 10 
  Yrthak, Advanced: CR 12; Gargantuan Magical Beast; 
  HD 18d10+108; hp 216; Init +6; Spd 20 ft., fly 60 ft. 
  (average); AC 20, touch 8, flat-footed 18 (-4 size, +2 Dex, 
  +12 natural); BA/Grp +18/+39;  Atk +23 melee (3d8+9, 
  bite) or +16 ranged touch (6d6 sonic, sonic lance); Full 
  Atk +23 melee (3d8+9, bite) and +21 melee (1d8+4, 2 
  claws) or +16 ranged touch (6d6 sonic, sonic lance); 
  Space/Reach 20 ft./15 ft.; SA sonic lance, explosion; SQ 
  blindsight 120 ft., immunities, vulnerability to sonic; AL 
  N; SV Fort +17, Ref +13, Will +7; Str 28, Dex 14, Con 22, 
  Int 7, Wis 13, Cha 11. 
   
  Skills and Feats: Listen +14, Move Silently +14; 
  Endurance, Flyby Attack, Hover, Improved Initiative, 
  Multiattack, Snatch, Wingover. 
   
  Skills: Yrthaks have a +4 racial bonus on Listen 
  checks. 
   
  Sonic Lance (Su): Once every 2 rounds, a yrthak 
  can focus sonic energy in a ray up to 60 feet long.  This is 
  a ranged touch attack that deals 6d6 points of damage to a 
  single target. 
   
  Explosion (Su): A yrthak can fire its sonic lance at 
  the ground, a large rock, a stone wall, or the like to create 
  an explosion of shattered stone.  This attack deals 2d6 
  points of piercing damage to all within 10 feet of the 
  
  YEO5-04 Prophecies of Ash 
   
  Page 25 
  effect’s center.  This counts as a use of the sonic lance 
  attack and thus is usable only once every 2 rounds, and 
  never on the round following a sonic lance attack. 
   
  Blindsight (Ex): A yrthak can ascertain all foes 
  within 120 feet.  Beyond that range, it is considered 
  blinded.  Yrthaks are invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack forms 
  that rely on sight.  A yrthak whose sense of hearing is 
  impaired is effectively blinded, treating all targets as 
  having total concealment. 
   
  Immunities: Yrthaks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
   
  Languages: None. 
   
  Description: This creature resembles an eyeless, 
  yellow-green flying reptile with fleshy wings, a long tail, 
  and a large fin on its back.  It has a single hornlike 
  protrusion on its crocodilian head.  A yrthak is blind.  It 
  senses sound and movement by means of a special organ 
  on its long tongue. 
  APL 12 
  Yrthak, Advanced: CR 14; Gargantuan Magical Beast; 
  HD 24d10+144; hp 288; Init +6; Spd 20 ft., fly 60 ft. 
  (average); AC 20, touch 8, flat-footed 18 (-4 size, +2 Dex, 
  +12 natural); BA/Grp +24/+45;  Atk +29 melee (3d8+9, 
  bite) or +22 ranged touch (6d6 sonic, sonic lance); Full 
  Atk +29 melee (3d8+9, bite) and +27 melee (1d8+4, 2 
  claws) or +22 ranged touch (6d6 sonic, sonic lance); 
  Space/Reach 20 ft./15 ft.; SA sonic lance, explosion; SQ 
  blindsight 120 ft., immunities, vulnerability to sonic; AL 
  N; SV Fort +20, Ref +16, Will +12; Str 28, Dex 14, Con 22, 
  Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Listen +18, Move Silently +17; 
  Endurance, Flyby Attack, Hover, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Snatch, Wingover. 
   
  Skills: Yrthaks have a +4 racial bonus on Listen 
  checks. 
   
  Sonic Lance (Su): Once every 2 rounds, a yrthak 
  can focus sonic energy in a ray up to 60 feet long.  This is 
  a ranged touch attack that deals 6d6 points of damage to a 
  single target. 
   
  Explosion (Su): A yrthak can fire its sonic lance at 
  the ground, a large rock, a stone wall, or the like to create 
  an explosion of shattered stone.  This attack deals 2d6 
  points of piercing damage to all within 10 feet of the 
  effect’s center.  This counts as a use of the sonic lance 
  attack and thus is usable only once every 2 rounds, and 
  never on the round following a sonic lance attack. 
   
  Blindsight (Ex): A yrthak can ascertain all foes 
  within 120 feet.  Beyond that range, it is considered 
  blinded.  Yrthaks are invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack forms 
  that rely on sight.  A yrthak whose sense of hearing is 
  impaired is effectively blinded, treating all targets as 
  having total concealment. 
   
  Immunities: Yrthaks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that rely 
  on sight. 
   
  Languages: None. 
   
  Description: This creature resembles an eyeless, 
  yellow-green flying reptile with fleshy wings, a long tail, 
  and a large fin on its back.  It has a single hornlike 
  protrusion on its crocodilian head.  A yrthak is blind.  It 
  senses sound and movement by means of a special organ 
  on its long tongue. 
   
   
  
  YEO5-04 Prophecies of Ash 
   
  Page 26 
  DM AID: PIT AT THE EPICENTER OF THE LANDSTRAAD 
   
   
   
  Angle of Best Sight 
  Opening 
  for 
  Magical 
  transportation 
  Entrance to Cave System 
  30’ 
  20’ 
  10’ 
  Side 
  of 
  Escarpment 
  
  YEO5-04 Prophecies of Ash 
   
  Page 27 
  DM AID: CAVE OF THE TROLLS 
   
   
   
  At APLs 6 and 10, only 
  Troll #1 is present. 
  
  YEO5-04 Prophecies of Ash 
   
  Page 28 
  DM AID: CAVERN OF THE JERMLAINE 
   
   
   
  
  YEO5-04 Prophecies of Ash 
   
  Page 29 
  PLAYER HANDOUT #1 
   
  The siblings of blight league to herald the 
  homecoming of the lost, 
  While the rats of the earth call forth discordant 
  lances, 
  One true lion must rend the ghosts and shoulder 
  the spear, 
  Lest the land be disunited, 
  The path that was started must be followed, 
  In soundless darkness must harmonious light 
  prevail, 
  And Twin Dooms come again to the world of 
  men. 
   
  Seek out Auldon Denwith in Loftwick. Ask him 
  about The Landstraad. Find Twin Dooms and 
  bring it back. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-04 - Prophecies of Ash (APL 6-12)/YEO5-04 - Prophecies of Ash.pdf