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 
  our triad point of contact 
  (POC) at baparis@ozemail.com.au
  (or metaregion) please e-mail y
   
   for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  PERIS5-03 
   
   
   
   
  Scrambled Eggs 
   
  An Introductory D&D Living Greyhawk®  
  Perrenland Introductory Adventure 
  Version 2.5 
  Round 1 
  by David Monk Fraser Adams 
  With special thanks to Shane Murray, Kerry Burke and Jolyon Bloomfield 
  Edited by Bruce Paris 
   
   
   
  Das Drache Getragenes, otherwise known as The Dragonborn Register, is a society dedicated to 
  providing shelter and training for goodly people with the blood of dragons in their veins. Das Drache 
  Tabellierprogramme Conclave is their malevolent counterpart, ensuring that those with evil dragon blood 
  prosper. An agent of the Getragenes has a special task for a group of brave souls which might swing the 
  balance of the internal war between the two guilds. Make your mark amongst your fellow adventurers and 
  help out a good person in need, but keep a level head or the yolk might be on you! An introductory 
  module designed for characters of first level and set in the Concatenated Cantons of Perrenland.
  
  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 Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a Living 
  Greyhawk Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
   
  Because players bring their own characters to 
  Living 
  Greyhawk 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Scrambled Eggs 
   
  Page 1 
  
   
   
   
  # 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 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  Living Greyhawk adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
   
  This is a standard one round Introductory 
  adventure, set in Perrenland.  Characters native to 
  Perrenland pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, 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 
  Thil'ixianadoriameia the Red (pronounced thil-ix-a-
  na-door-ee-a-me-a) 
  has 
  lived 
  in 
  the 
  Yatil 
  mountains for many centuries, protecting her 
  clutch of eggs and awaiting the day when the foul 
  spawn would hatch. All was going well, until a 
  paladin of Heironeous stumbled upon her lair.  
        He was an agent of Das Drache Getragenes, 
  and he was scouting for the lair of a very young 
  white dragon reported in the area. But he was 
  woefully unprepared (he had protection from cold, 
  not fire) when the mighty red finally appeared. 
  Although the human was quickly roasted in his 
  armour (and provided a nice snack when 
  combined 
  with 
  a 
  side 
  of 
  garlic), 
  Thil'ixianadoriameia knew that once you killed one 
  paladin, more were sure to follow. Thus, her days 
  in the Yatils were numbered.  
        For a dragon of her size would not be able to 
  move about freely, especially with her precious 
  eggs! Each of them would have to be moved 
  Scrambled Eggs 
   
  Page 2 
  
  individually! So, she devised a scheme. She would 
  trick some adventurers, playing upon their spirit of 
  “fairness” and “honour” and all that other rubbish 
  and get them to do her dirty work for her. Each 
  group would take one of her eggs to a safe 
  location, 
  where 
  agents 
  of 
  Das 
  Drache 
  Tabellierprogramme Conclave would be able to 
  secure their safety and find the evil creatures a 
  new home. This is where the players come in... 
  ADVENTURE SUMMARY 
  The players begin the adventure in the city of 
  Krestible (Southern Perrenland), and are staying 
  at one of the local inns. Thil'ixianadoriameia the 
  Red is also in that city that night, although she is 
  shapeshifted into the form of a halfling. She knows 
  how gullible adventurers are, so she takes a form 
  which would give subtle hints to them that they 
  should trust her. She finds the adventurers and 
  begs them to take her eggs to what she calls an 
  outpost of the goodly dragons. However, only one 
  egg is real- the rest are fakes. Of the one that is 
  real it is, naturally, a red dragon egg. 
        Her plan is as follows: when the adventurers 
  are well on their way, Thil'ixianadoriameia will 
  reveal herself outside the city and draw the agents 
  of the Getragene away from the eggs. Meanwhile, 
  the adventurers carry them safely to a secluded 
  outpost 
  of 
  Das 
  Drache 
  Tabellierprogramme 
  Conclave south of Krestible. Once the adventurers 
  deliver the eggs to the monastery and are safe, 
  the dragoness (with the one real egg in her 
  possession) teleport away. Then, her goons finish 
  off the PC's and nobody is the wiser! 
        However, the schemes of evil madmen (and 
  madwomen) rarely go to plan. At one juncture, the 
  PC's may discover that the cargo they carry are, in 
  fact, red dragon eggs. This may lead them to one 
  of three possible courses of action. They may 
  return the egg(s) to the dragonborn, they may 
  continue on towards the appointed meeting place, 
  or they may break open the eggs. Either course of 
  action is valid. 
  PREPARATION FOR PLAY 
  There are several things you should do in 
  preparation for playing Scrambled Eggs. In rough 
  order, you should: 
  • 
  Unless you're a very experienced GM, you 
  should play the module as a player first. 
  This gives you the valuable perspective of 
  a player and will help you be a better 
  Game Master. 
  • 
  Read the module from cover to cover. This is 
  very important. Your players may be 
  completely new to the Greyhawk setting, 
  or even Dungeons & Dragons in general- 
  you want to make a good impression! 
  Also, this module can be complicated- it's 
  good to know it well. 
  • 
  Think about each NPC and how their persona 
  should affect how you 'play' them. As a 
  player you're only playing one character- 
  as a GM you're playing half a dozen or 
  more! Each should seem different and 
  individual to your players. 
  • 
  Remember to start your game a little earlier 
  than with normal games so that you have 
  time to ensure that everyone at the table 
  is familiar with the basic rules of 
  Dungeons & Dragons and are a little 
  familiar with some of the customs of 
  Perrenland. 
  Large 
  amounts 
  of 
  familiarization are not necessary- it's an 
  introductory scenario, after all, so don't 
  worry too much about it. Just make sure 
  that nobody feels left out or embarrassed 
  to ask questions. 
  • 
  Read and understand the flow of the module. 
  Although this module is relatively linear, it 
  breaks off into three distinct paths after 
  Encounter Two. This means that the 
  players have three choices, each of which 
  will end the module in a different way. 
  These paths are labeled using letters; 
  path A, path B, etc. As a player, you may 
  only follow one path- but the group you 
  run might do things another way. 
  INTRODUCTION 
  The adventure begins in the city of Krestible in 
  Perrenland. Ask if the players wish to purchase 
  any items before the game begins. Ensure that all 
  the players have a miniature to represent their 
  character and enough dice to play (one d4, one 
  d6, one d8, one or two d10, one d12, one d20). A 
  Monster Manual, Dungeon Masters' Guide and at 
  least two Players' Handbooks should be on hand 
  to provide reference material for players and the 
  GM. Although this module uses a large amount of 
  text from the Draconomicon, that book is not 
  required as the relevant information within that 
  book is reproduced within this module. Other 
  sourcebooks may be needed if the players have 
  base classes not contained within the Players' 
  Handbook such as the Warmage or Favored Soul. 
  The players do not need to own these books 
  Scrambled Eggs 
   
  Page 3 
  
  themselves as long as a copy is about 
  somewhere.  
  ABOUT THE ROTGAT 
  The Rotgat tavern was first mentioned in the 
  Perrenland adventure Wild Goose Chase (retired 
  adventure, 2003). 
  Once everyone (including you) are ready to begin, 
  read the following paragraph: 
  Krestible, a town in southern Perrenland, is 
  quiet this time of year. To put it lightly the 
  Rotgat tavern is dodgy; even in the eyes of 
  adventurers. It is mostly empty, apart from a 
  few heavily intoxicated dwarves sitting at the 
  far corner of the Inn, bragging loudly about 
  their respective skill at something or other. 
  Strangely, you have found yourselves at a 
  table with fellow adventurers. You have a mug 
  in your hand and a life of excitement ahead of 
  you!  
        The week, so far, has been quiet … but it 
  seems fate is about to change all that. Without 
  so much as a word of introduction, a halfling 
  with shining golden eyes slips over to your 
  table, pulls up a seat and sits down with fluid 
  grace and elegance.  
        “I am Lloria the Gold,” she states, her voice 
  strained 
  and 
  nervous, 
  “And 
  ... 
  you're 
  adventurers, hmm?” 
  Let the PC's introduce themselves. If the PC's ask 
  for a description of the halfling, the following may 
  be of help. Otherwise, skip the next paragraph. 
  The short woman is an almost unnaturally 
  beautiful creature with flowing blond hair and 
  pale skin which seems to have a light 
  yellowish hue. She wears a shining silvery 
  breastplate which bears the symbol of a fist 
  clutching several silvery bolts of lightning. The 
  metal gleams with the care and dedication of 
  hours of polish. However, the most attention 
  grabbing feature of the little woman are her 
  eyes – eyes  which are strange, haunting, and 
  bright gold in colour, with slit pupils. 
  The players will probably generally answer in the 
  affirmative. Otherwise, she will insist that her 
  sense for these things doesn't lie. Conversation 
  will 
  generally 
  flow 
  here. 
  Answer 
  as 
  Thil'ixianadoriameia would, playing her role as 
  Lloria, servant of Heironeous. Remember, she's 
  doing her best to appear goodly and honest.  
  ALL ABOUT LLORIA 
  Lloria the Gold is, of course, Thil'ixianadoriameia 
  in disguise (polymorphed into this form using her 
  ring, to be precise). Although Scrambled Eggs is 
  for First Level characters only, some PC's (such 
  as Paladins) may have the ability to detect evil at 
  will, detect magic, or to see through illusions. Two 
  hours previous to this encounter, Lloria quaffed a 
  potion of undetectable alignment (caster level 3rd), 
  so any attempt to detect evil should simply be 
  answered with “You detect no evil.” Also, as Lloria 
  is polymorphed into the form of a halfling (as per 
  the spell), her whole body radiates strong 
  transmutation magic. If questioned specifically 
  about this, she simply explains that it is part of her 
  disguise (which is true). Note that her form is an 
  actual polymorph, not an illusion. Any attempt to 
  see through illusions does not break the disguise. 
  If the PC's attempt to dispel her polymorph, then 
  the caster level of her polymorph is 4th with a DC 
  of 14 to dispel. 
        It 
  should 
  also 
  be 
  noted 
  that 
  Thil'ixianadoriameia/Lloria is statted (see the 
  combat appendix). Do not reasonably allow the 
  PC's to fight her. They have no reason to and this 
  is a really stupid course of action. However, if they 
  absolutely insist, try to scare and warn them a little 
  first. Lloria does not want a fight yet if they press 
  the point... 
        Players may make the following rolls to 
  discover some information about Lloria. Where 
  several rolls of the same type are listed, such as 
  Knowledge (arcana), the PC's gain all of 
  information up to the DC they achieve, including 
  any lower DC's. Remember that anyone can make 
  an untrained Intelligence check when the DC for a 
  Knowledge check is below 10. 
  • 
  Knowledge (religion) DC 5: 
   
  The symbol on Lloria’s chest is that of 
  Heironeous the arch-paladin. 
   
  This information is automatically known to any 
   
  followers of Heironeous at the table. 
  • 
  Knowledge (arcana) DC 12: 
   
  Her eyes are very strange, although such  
   
  things are apparently common among those 
   
  with draconian heritage. 
  • 
  Knowledge (arcana) DC 14: 
   
  The discolouration of the eyes is definitely a  
   
  draconian taint. The blood of the dragonkind 
   
  is strong within this one. She is probably only 
   
  three or four generations away from her  
   
  draconian progenitor. 
  If conversation stalls or just doesn't start, just skip 
  to the next paragraph. 
  Scrambled Eggs 
   
  Page 4 
  
  Lloria the Gold shuffles nervously, then 
  speaks again. “I need you to perform a very ... 
  very ... important task for me. I need you to … 
  take care of my children!” 
  The players will probably be confused or even 
  amused with this particular response and have 
  further questions. Some sample questions and 
  answers are provided below. 
  • 
  Why the need to be so secret? 
  I am being pursued by a determined enemy! 
  They have their eyes and ears everywhere! I 
  have to be careful, for my children's' sake!  
  • 
  Why are your children in danger? 
  “Evil men wish to destroy them simply for who 
  they are! Or, more correctly, who they will 
  become!” 
  • 
  Who's after your children? 
  “It 
  is 
  the 
  Drache 
  Tabellierprogramme 
  Conclave, a group dedicated to helping those 
  who have the blood of evil dragons flowing 
  through their veins. The Conclave seek to 
  destroy my children, for they represent a 
  power of goodness and righteousness that 
  these evil men cannot abide. My faith in the 
  Invincible Lord of Valour shall keep me strong, 
  however, and protect my children in their time 
  of need.” 
  • 
  How can we help? 
  “I will explain more, but first you must swear 
  an oath to The Invincible that you will help me 
  and not give me up to my enemies! I would 
  prefer, of course, The Invincible, but whichever 
  goodly deity you hold close to your heart will 
  do equally well, as long as they are honest and 
  true.” 
  • 
  What... exactly … are your children? 
  “I cannot say. Not unless you are prepared to 
  swear on the holy righteous power of The 
  Invincible ... or whatever deity you keep close 
  to your heart ... that you'll help me and not give 
  me up to my enemies.” 
  If the PC's press Lloria for more information, but 
  do not swear an oath, Lloria caves in after a little 
  pressure. Move onto the next set of questions and 
  answers, however, do not allow Lloria to lead the 
  PC's to the eggs until they have sworn to help her. 
  If the PC's then don't go, or refuse to help her, 
  begin handing out ARs and look very sad, giving 
  your players your best puppy-dog eyes. Give them 
  one last chance to take the plot-hook, explaining 
  that, sometimes, module writers must have the 
  players to get into the game somehow. If they 
  really, really don't want to- then sign the ARs and 
  head down to the nearest pub for some drinks. I 
  recommend vodka with lemon and lime all around. 
  LLORIA'S OATH 
  Generally speaking, Lloria's oaths do not require 
  much. All the PC's have to do is promise to not 
  betray her, and make that oath on the name of any 
  good or neutral deity. The details should be left up 
  to the individual players themselves, or they can 
  just say, “I swear.” There is no need to get bogged 
  down in the technicalities and wording of a 
  particular oath, unless of course, the players wish 
  to. 
        Once the oaths are sworn, then Lloria will 
  agree to tell them what they are really protecting.  
  Read the following paragraph. 
  “Very well, then. Your oaths satisfy me. Here, I 
  will show you.” Lloria then glances about for a 
  moment, and motions for you all to follow her. 
  “My children await on Rosban road, just 
  outside the city. Come, I'll take you to them!” 
  Lloria leads the PC's away to the gates of 
  Krestible. Once there, read the following. 
  Lloria leads you all out of the tavern and down 
  Koperstrat road, turning right into Rosban. 
  After a few more minutes travel, a large fully-
  enclosed carriage can be seen resting by a 
  pair of stout looking mules. The halfling climbs 
  up the little steps, opens the door and shows 
  you the inside. Within the small, wooden 
  enclosure is a large, square burning brazier 
  full of hot coals. Within this rests four round, 
  oval-shaped objects. Lloria reaches into the 
  fire, although doesn't appear to get burned, 
  and retrieves something … something about a 
  foot long, golden and oval shaped. An egg! 
  Lloria cradles it protectively, smiling down at 
  the unhatched creature. “There are four others. 
  This is Galadoriamiazial (Ga-la-door-ee-a-me-a-
  zael) ... and as you may have guessed ... I am 
  not quite the halfling which I appear to be.” 
  No doubt the PCs will have yet more questions for 
  the 'halfling'. Lloria plays her part beautifully. She's 
  extremely 
  intelligent, 
  very 
  skilled 
  and very 
  motivated after all. Some questions and answers: 
  • 
  What are you?! Who are you really? 
  “I would have thought that'd be obvious. I'm a 
  dragon! A relatively young one, by the way. 
  This is my first clutch! They are my pride and 
  joy!” 
  Scrambled Eggs 
   
  Page 5 
  
  • 
  Where are you from? 
  “I've lived in the Yatil mountains for centuries 
  now, undisturbed. I’ve just been looking after 
  my eggs and occasionally shifting to this form 
  in order to come down and right a wrong or 
  two in this city. But now it is I who must seek 
  out help. It seems no good deed goes 
  unpunished, after all.” 
  • 
  What happened? 
  “Three days ago, agents of Das Drache 
  Tabellierprogramme 
  Conclave 
  divined 
  my 
  location and set out to destroy me!  Now I 
  must find a new home, deeper in the Yatils, 
  south of here … with what's left of my eggs.” 
  Lloria looks away for a moment, saddened. 
  • 
  How many eggs are there? 
  “Six originally, but I was only able to save four. 
  I took as many as I could carry, but I was too 
  late for two of them. My poor babies! Who 
  knows what's become of them now? If the Lord 
  of Valour is merciful they will ... they will be 
  dead and would not have suffered.” 
  • 
  A dragon that worships Heironeous? I would 
  have thought Bahamut... 
  “The Dragon Lord holds some sway over my 
  heart, that is true... but I follow the Archpaladin 
  above all others. It is just my personal calling, I 
  suppose.” 
  • 
  We don't believe you. Prove you're a dragon! 
  Lloria blinks a few times. “Look at this egg. 
  Last I checked, halflings didn't lay eggs. I can't 
  shape back to normal form here, as it is too 
  near to the city! It would start a panic. You 
  must believe me when I say that I am what I 
  say I am!” 
  • 
  What do you want us to do? 
  “Help safeguard my children! Take these eggs! 
  Protect them and keep them safe! You must 
  leave Krestible and take them to a safe 
  location. There is a small, secluded monastery 
  ninety miles west of here, near Oskindal. But it 
  is not so close that it would attract undue 
  attention. It is run by the faithful of The 
  Invincible. It should provide adequate shelter 
  until I arrive. Then I will move the precious 
  eggs to a different, safe, location where they 
  will never be disturbed again. I will give you a 
  magical compass which shall always point you 
  in the right direction … once I am sure I can 
  trust you, that is …” 
  • 
  What kind of resistance might we encounter? 
  Lloria sighs gently. “I wish I could tell you. I 
  doubt you will encounter anything more than 
  snow and ice, although naturally there may be 
  hazards on the way. Agents of the Conclave 
  may be about. If you encounter them, do not 
  trust a word they say! They will lie and confuse 
  you, and their unique heritage will make them 
  very persuasive. In my flight northwest I will 
  buy you as much time as I can and if I can 
  escape, I will meet you back at the monastery.” 
  • 
  What will you do while we carry the eggs? 
  “I intend to shapeshift back to my natural form 
  and make a break for the northwest, to lead 
  them off your trail. If I am slain, it is of little 
  consequence, as long as the eggs survive! I 
  will buy you as much time as I can and, if I can 
  escape, I will meet you back at the monastery.” 
  • 
  How long will it take to get there? 
  “About a week, by my guess.” 
  • 
  Can you help us in any way? Dragons are 
  known for their love of magical items and 
  gold... 
  “I cannot help you very much. I did not bring 
  any gold or magic with me. I was forced out of 
  my den by Conclave members. I was lucky to 
  have grabbed most of my eggs, though I was 
  too late for two of them! My poor babies! Who 
  knows what's become of them now. If the Lord 
  of Valour is merciful they will ... they will be 
  dead and would not have suffered.” 
  • 
  We will help you! 
  Lloria seems elated. Her eyes flash a bright 
  yellow, 
  then 
  settle as she regains her 
  composure, replacing the egg in the fire. 
  “Thank the Archpaladin!” She hops up and 
  gives each of you a tight hug, as best she's 
  able, positively bubbling over with joy. 
        After that, Lloria reaches into her pocket, 
  pulling out a small compass on a metal chain. 
  She rests it up on the door to the carriage. 
  “This will lead you in the direction you wish to 
  go, always,” she says, her voice beginning to 
  crack and break. Then she begins to cry softly, 
  with something akin to a look of sadness and 
  resolution on her face. She manages a weak 
  smile. “May the speed of The Invincible be with 
  you. I will hopefully see you ... soon... if that is 
  His will.” With that, she turns and strolls back 
  into the city, humming a sad tune. She fades 
  into the crowd and is gone. 
  Scrambled Eggs 
   
  Page 6 
  
  ABOUT THE COMPASS 
  The compass is simply a magical trinket with a 
  Find the Path spell placed upon it. The magic 
  works as long as the PC's are working for Lloria, 
  or until a week has passed, whichever comes first. 
  ABOUT THE CARRIAGE 
  In case it becomes relevant, the carriage is a 
  Large object with AC 3, Hardness 5, 25 hit points 
  and a move speed of 10. Each individual wheel 
  (and the door) has AC 3, Hardness 5 and 10 hit 
  points. The flames inside are not close enough to 
  harm the carriage as it has been enchanted to 
  have resistance to fire 10. If touched, the flames 
  deal 1d6 points of damage a round. The mules are 
  from the Monster Manual v3.5, pg 276. 
  ABOUT THE EGGS 
  Only one egg is real. The others are all fakes. The 
  one actual egg has been affected by an 
  undetectable alignment spell which Lloria has cast 
  upon it using an appropriate scroll. Further, all 
  eggs (including the fakes) have been dipped in 
  (molten) pure gold make them appear as Gold 
  Dragon eggs and have been affected by a nystul's 
  magic aura spell to make them all radiate strong 
  divination magic. Each of the eggs has AC 3, 
  Hardness 5 and 10 hit points. Should an egg be 
  broken, immediately proceed to Encounter 3C:  
  Eggspetitious Retreat." 
        Lloria moves away from the players to a safe 
  house which she has kept for decades in the city 
  of Krestible. There, she waits a moment and 
  checks around to make sure she hasn't been 
  followed, then permits herself a well earned 
  cackle. All is going to plan... 
        Permit the PCs to do any shopping they wish 
  to do before leaving the city, or perform any other 
  tasks which they wish. Remind the PC's that the 
  Yatil Mountains are very cold this time of year and 
  that they may purchase cold weather gear. Once 
  they 
  are 
  ready, 
  go 
  to 
  Encounter 
  One: 
  Eggscessove Eggspectations 
  Creatures:  
     Thil'ixianadoriameia the Red: See Combat 
  Appendix. 
   
  ENCOUNTER 1: EGGSCESSIVE 
  EGGSPECTATIONS 
  The sun shines brightly as you depart from the 
  gates of Krestible. Lloria is true to her word, 
  and the compass points unerringly west-
  southwest, no matter which way it is turned. 
  Birds soar overhead as you trek into the Yatil 
  mountains, following the lead of the compass.  
        The first day passes without event, but as 
  you march onwards, the air about you 
  becomes colder and colder. It almost seems as 
  though you will reach the monastery without 
  incident … almost.  
        On the afternoon of the second day, 
  following the lead of the compass, you find 
  yourself inside a deep ravine many miles long, 
  and sandwiched in-between two mountains. 
  Even the most inexperienced amongst you 
  know your group is very exposed here. Tales 
  of dangerous and terrible creatures which 
  dwell in the Yatils are suddenly a little closer to 
  home than you would like...  
  Allow the PC's to make any kind of changes to 
  their marching order or anything else they would 
  like before reading the next passage. When the 
  PC's choose to continue, read the following: 
  You press on. It is almost dusk when you hear 
  the faint howl of a wolf in the distance, 
  followed soon after by another. An hour later, 
  night falls. 
  The PCs have been stalked by a wolf pack intent 
  on grabbing a meal of tenderized adventurer for 
  their dinner. The PCs have several hours to 
  prepare, however, and night falls before they 
  arrive.  
        Read the box text, then roll 1d6. That is how 
  many hours it is before the wolves arrive (from 
  nightfall). When they do, any players who are 
  awake may make a Spot, Survival, or Knowledge 
  (nature) check (DC 10) to notice that the wolves 
  are thin, weak and starving. 
  Creatures:  
     Alpha Wolf (1): Male wolf, see Monster Manual 
  3.5 pg 283. 
     Wolf Pack Members (3): Two female dogs, one 
  male dog, see Monster Manual 3.5 pg 271. 
        DM’s Note: Although wolves are wolves, due 
  to the pack's starvation and general ill health the 
  stats for dogs have been used instead of wolves. 
        Tactics: The terrain is flat, so simply allow the 
  PCs to set up their miniatures and then place two 
  pack members 75ft. to the left of the PCs and the 
  alpha and another member 75ft. to the right of the 
  PCs. Although wolves do not normally attack 
  bipeds, they may do so when threatened or 
  starving. This particular pack is the latter. Despite 
  their starvation, they will make do with one small 
  Scrambled Eggs 
   
  Page 7 
  
  meal and don't want anything too large or too 
  much risk. If there are any small creatures 
  (unmounted gnomes or halflings) in the group, 
  they will target those first (attacking together as a 
  group) to the exclusion of all others and will not 
  willingly engage anyone else.  
        If the PCs have set up camp and are resting, 
  the wolves use stealth to creep into their camp 
  and attack the easiest target. With their loud 
  barking they awake the rest of the camp as they 
  begin to drag off their victim. Otherwise, they use 
  speed and rush towards the nearest and best 
  target, barking wildly. The alpha wolf will attempt 
  to use his or her natural trip attacks to down their 
  target, then initiate a grapple and drag (at half 
  movement) the unlucky target away to be killed 
  and devoured.  
        If a PC, or animal companion or mount is 
  dragged off in this manner, once they are 75ft. 
  away from the nearest PC they are considered 
  slain (via coup-de-grace) and, if the dragging 
  wolves are not chased down, messily devoured. If 
  there are no unmounted halflings or gnomes, then 
  they will use the above tactics against any 
  small/medium animal companions or unmanned 
  riding dogs they can get at. Failing that, they will 
  attack the shortest and least perceived threat. 
  They do not fight to the death- if a wolf is brought 
  to half health then it turns and flees the combat. If 
  three of the four wolves flee or are killed then they 
  all retreat (except any wolves dragging or 
  grappling dragged prey).  
  ALTERNATIVE TO COMBAT 
  Smart PCs will throw some of their rations out at 
  the wolves or otherwise provide the creatures with 
  food. If enough food is given (approximately three 
  day's rations), the wolves retreat (taking the food 
  with them and releasing any target they are 
  dragging). PC druids, rangers or any else with the 
  wild empathy class feature may attempt to calm 
  these animals to 'unfriendly', at which point they 
  can be hand-fed safely, although they will not 
  release any target they have until they are all fed. 
  They cease dragging, however, simply holding 
  their target and observing. If they are calmed but 
  not fed, in 1d6 minutes they become hostile again. 
  Further attempts to calm them fail. Calmed wolves 
  do their best to indicate their desire for food- 
  sniffing and pawing at PC backpacks, whimpering 
  and scratching at belt pouches containing food, 
  etc. Calming one wolf counts as the whole pack 
  calmed, but if any calmed wolf is attacked then 
  they become hostile again. Further attempts to 
  calm the pack fail. 
  Treasure:  
  Although the wolf pelts could normally be skinned 
  and sold, these are so mangy and ill kept that they 
  are not suitable for sale. 
  Loot – 0 gp, Coin – 0 gp. 
  AFTER THIS ENCOUNTER 
  Allow the PCs to rest the night, unhindered. They 
  will regain spells and (possibly) some lost hit 
  points. 
  ENCOUNTER 2: 
  UNEGGSPECTED 
  EGGCOUNTER 
  As you trek further up the mountains snow 
  begins to fall, and it is a mixed blessing for 
  you. It is colder and wetter, but the snow 
  should help provide you with some cover 
  against those who might have their eyes upon 
  you and your precious cargo. Still, that proves 
  little 
  comfort 
  against 
  the 
  day's 
  glaring 
  brightness and the night's howling wind. The 
  compass still points unerringly towards your 
  goal and it seems as though you are drawing 
  closer. At least, few intelligent beings would be 
  so foolish as to live out their lives in a place 
  any less hospitable than this, so your 
  destination could not be any more than a days 
  journey away, or two at the most.  
  Once again, allow the PC's to make any kind of 
  changes to their marching order or anything else 
  they would like before reading the next passage.  
        When the PC's choose to continue, read the 
  following: 
  On the morning of the third day, only hours 
  into today’s march, in the distance, three black 
  specks in a nearby valley signal the approach 
  of a group of mounted men galloping towards 
  you at a furious pace. Although visible, they 
  are about an hour behind you. 
  Tell your players to set out their miniatures. This 
  area is open land, so a flat, plain battle map will 
  suffice. The PCs have one hour game time to 
  make whatever preparations they wish. They may 
  elect to cast some spells just before the horsemen 
  arrive, draw weapons or move out to a more 
  tactical position. The horsemen are two warriors-
  in-training along with one leader. If he is 
  dispatched, the lead rider, Jan Hawkrend, carries 
  a note (Player Handout #1). 
        These are scouts sent by the Getragenes to 
  intercept the bearers of the red dragon eggs, 
  (which are the unwitting PCs). They believe that 
  Scrambled Eggs 
   
  Page 8 
  
  the PCs are willingly carrying red dragon eggs, 
  and they are not exactly in the mood for talk. 
  However, if the PC's engage the riders in 
  conversation (before or after combat, assuming 
  the NPC's are not slain), then a Knowledge roll 
  and two Diplomacy rolls may be made (see later). 
  The first roll is to even get the NPC's to listen, and 
  the second to get them to believe and accept the 
  PC's story. 
        DM’s Note: If a discussion takes place after 
  the riders have been subdued in combat (and are 
  alive, of course), then the PC's may attempt these 
  rolls again if they had previously failed them. 
  • 
  Knowledge (local) DC 25: (DC 15 for any PC 
  member who is a certed member of the 
  Perrenland dragonborn metaorganisation). 
   
  The lead rider's tabard bears a small symbol  
   
  which is usually associated with members of 
   
  the Getragenes, the goodly Dragonborn,  
   
  who are working undercover. 
  • 
  Diplomacy check (DC 15): 
   
  The riders will listen to the story of the PC's, 
   
  but are still skeptical and still believe that they 
   
  are liars. If the PC's beat the DC by 5 or more, 
   
  they gain a +2 bonus on the roll below to  
   
  convince the riders that they are innocent. 
  • 
  Diplomacy check (DC 20): 
   
  The riders will accept the PC's story and  
   
  believe they are innocent. They explain that  
   
  they were sent by the Getragenes, the goodly 
   
  Dragonborn, to intercept smuggled red dragon 
   
  eggs. The description they were given 
  matches the 
  description of the party and the 
  carriage! They then advise the PC's on two 
  choices regarding the dragons eggs. Read the 
  following: 
  One of the riders speaks. “Look, you basically 
  have two choices here: you can take the eggs 
  back to our headquarters in Krestible for safe 
  disposal, or you can destroy them right here, 
  right now. It's up to you. I suppose you could 
  also take them to Thil'ixianadoriameia and 
  check out this monastery of hers ... although 
  personally, I think that's suicide. What are you 
  going to do? Turn up and politely let her know 
  that you've murdered her children? I'm sure 
  she'll take that reeeeeally well.” 
  The PC's essentially have three main choices at 
  this point: either destroy the eggs themselves, or 
  take them back to Krestible for safe disposal, or 
  journey on to the meeting point with Lloria. Either 
  option is risky, the latter far more so. 
  – If the PC's choose to journey onwards to the 
  mother dragon, go to Encounter 3A: The 
  Basilisk's Lair (AKA There Is No Egg Pun For 
  This Encounter).  
  Note that if the PC's chose this route the riders 
  refuse to come with the PC's and unless 
  physically restrained will return to Krestible. 
  – If the PC's choose to deliver the eggs to 
  Krestible, go to Encounter 3B: Eggsacerbately 
  Problematic. 
  – If the PC's choose to destroy the eggs 
  themselves, 
  go 
  to 
  Encounter 
  3C: 
  Eggspetitious Retreat.  
  NPCs:  
     Jan Hawkrend: See combat appendix. 
     Millian Helia: See combat appendix. 
     Zaraphale Jun: See combat appendix. 
     3x Light Warhorse: CR 1/3 each, see Monster 
  Manual.  
        DM’s Note: The riders never attempt to make 
  attacks with their horses, so the CR of these 
  mounts is reduced accordingly. 
        Tactics: Place three large creature markers 
  representing the mounted men on the battlefield, 
  60 feet away from the PCs. The three warriors 
  begin the combat mounted. If combat begins, the 
  horsemen 
  charge 
  into 
  combat 
  if 
  possible, 
  otherwise, simply attack, attempting to get flanking 
  where possible. 
        If it looks like the riders may be defeated, they 
  do not fight to the death and instead they break off 
  and flee the combat, taking their wounded and 
  fallen with them if practical. 
  Treasure:  
  Loot: 40 gp, Coin: 140 gp. 
   
  ENCOUNTER 3A: THE 
  BASILISKS' LAIR (AKA THERE 
  IS NO EGG PUN FOR THIS 
  ENCOUNTER) 
  Night falls on the fourth day as you trudge 
  through the Yatils, your journey somewhat 
  delayed by the weather and an impassable 
  range of mountains which seem determined to 
  cut off your passage to the south. But out of 
  sheer luck, following the compass has lead 
  Scrambled Eggs 
   
  Page 9 
  
  you to an impressive pass in the mountains, 
  which seems to be the only way.  
        In better conditions you would have been 
  at your destination already, but a heavy storm 
  set in during the morning and only abated 
  during the last few hours. Still, progress is fast 
  and it looks as though your group will not be 
  overly delayed.  
        As you press onwards, the mountains 
  gradually move in from both sides. This could 
  be 
  a 
  narrow 
  passage 
  in 
  between 
  the 
  impassable mountain range or a box gully, 
  with an equal chance of both. As you make 
  your way up a small rise in the land a curious 
  sight greets your eyes; a humanoid-shaped 
  hand juts out of the snow only thirty feet away, 
  partially open as though reaching up to the 
  sky. It appears to have been buried in the 
  recent snowstorm. 
  • 
  Profession 
  (stonemason) 
  or 
  Knowledge 
  (arcana)  (DC 15): 
   
  Upon closer inspection the hand is clearly  
   
  made out of stone, although the craftsmanship 
   
  is amazing. There appear to be pores on the 
   
  skin and, curiously enough, even finely  
   
  detailed individual hairs. No craftsman could 
   
  possibly create work this detailed- it must be 
   
  magically created. 
   
  Note: Any stone-related skill, but not 
   
  Dungeoneering, can be used in place of  
   
  Stonemason. Also, any PC's with the  
   
  Stonecutting racial or class feature may gain 
   
  the following information without rolling. 
  If the PCs choose to excavate the statue or 
  otherwise investigate, then read the following: 
  Brushing away the snow reveals that the hand 
  is attached to an arm, which is in turn attached 
  to 
  a 
  whole 
  person. 
  Once 
  again 
  the 
  craftsmanship is amazing. Apart from the 
  obvious stony colour of his flesh, the statue 
  appears exactly like a young male human 
  dressed 
  in 
  studded 
  leather 
  armour. 
  A 
  shortsword and sheath, a matching but empty 
  sheath, several daggers and a light mace hang 
  from his belt, although those are stone, too. 
  The expression on his face is distorted in an 
  angry cry and his other hand holds a 
  shortsword. Clearly, the statue  is of a warrior 
  of some description. 
  There is little else to be found here. The statue is 
  of a petrified 3rd level rogue, but it has no treasure 
  as it's all stone. Any damage to the stone deals 
  equal damage to the trapped person, who has 20 
  hit points. If the statue is destroyed, then the rogue 
  is dead. If the players have some way of returning 
  him to life, either by a break enchantment or stone 
  to flesh, he relates that he was fighting a local 
  basilisk when he was apparently turned to stone. 
  He asks what year it is and is shocked to learn 
  that it's the year 595 CY (as he believes it is still 
  year 585 CY). He then leaves to forge his own 
  way, having no desire to fight the basilisk again. 
        The PCs may choose to journey onward at this 
  point. Some may have an inkling that there might 
  be a basilisk nearby- but there are no tracks about 
  to suggest that it was here recently. Assuming 
  they head in roughly the same direction they were 
  heading before, read the next text: 
        You proceed on your way. After two hours 
  journey, you crest another ridge and come across 
  a macabre sight: thousands of stone statues, 
  identical to those found earlier, dot this small 
  valley in various poses. There is no order to their 
  arrangement, although they tend to be clustered in 
  groups and most appear to be armed. A large 
  cave leads into the base of the mountain just 
  ahead of you, around which the statues grow 
  more dense and in tighter concentration. 
        If the PCs choose to go back, inform them that 
  there is no other way to go pass this massive 
  mountain range. Finding another way could take 
  months. If they really, really insist, remind them 
  that they stand to lose four or more TUs from a 
  month’s travel. If they do this regardless, then 
  mark off four TUs from their ARs and go to the 
  third encounter. 
  Progress through the field of statues is oddly 
  saddening. Some are wielding weapons, some 
  wear mirrored shields, others are dressed in 
  the robes of the clergy while others grasp spell 
  component pouches. Some appear to be 
  commoners, their faces frozen in fear; others 
  are armed nobles, their visage grim. Some are 
  prone, shielding themselves with their hands, 
  others are in combat stances. There are 
  humans, elves, halflings, gnomes, dwarves, 
  kobolds, orcs and gnolls: all, however, are 
  stone. As you approach the cave, you see the 
  huge, skeletal form of a dragon-like creature 
  slumped over a rock, several rusty spears 
  protruding from its' body. It seems that 
  whatever turned these people into statues has 
  been slain many years ago. Beside the body of 
  the giant beast lies a rotten canvas tent, half 
  covered in snow, along with a partially buried 
  humanoid skeleton. 
  Scrambled Eggs 
   
  Page 10 
  
  This skeleton is the body of Adaria Whistlethorn, a 
  female human fighter who was part of an 
  expedition to hunt down and destroy the basilisk 
  which had been terrorizing the region. A search of 
  her body and the basilisk reveals the following 
  treasure and her journal, Player Handout #2.  
  The following skill checks may be made here: 
  • 
  Heal (DC 10) 
   
   The woman has been dead for almost six  
   
  years- although the cold has mostly preserved 
   
  and mummified her body, so it is mostly intact. 
  • 
  Heal (DC 15) 
   
  It seems likely that the woman has been dead 
   
  for approximately 10 years. 
   
  • 
  Heal (DC 20) 
   
  Although... it would probably be closer to nine, 
   
  when you think about it a bit more. 
  • 
  Appraise (DC 12) 
   
  The camping supplies could be worth about  
   
  sixty gold pieces to most general stores. 
  It should be noted that the same information, 
  regarding year of death, could be gathered by 
  checking the year on the diary if the players were 
  smart enough to pick up on it. 
  Once the players have gained all they wish from 
  this encounter, proceed to Encounter Four (A), 
  Eggstraction. 
  Treasure:  
  The basilisk has no treasure to speak of, although 
  the body of Adaria Whistlethorn contains a pouch 
  with sixty gold coins, along with the surviving 
  camping provisions which seem to be worth 
  something. There is no further treasure here as all 
  of the possessions of the statues are stone too. If 
  the players have some way to restore them to life, 
  then they all thank the players then make their 
  way back to civilization, paying them the cost of 
  any material components and giving a fair reward 
  (10 gold per person freed). If the PC's have 
  unlimited methods of returning the folk to life, 
  essentially this brings the PCs up to gold cap. 
  Loot – 60 gp, Coin – 60 gp. 
  ENCOUNTER 3B: 
  EGGSACERBATELY 
  PROBLEMATIC 
  Night falls on the fourth day as you trudge 
  back towards Krestible. The magic on the 
  compass stopped  working yesterday so you 
  and your group have been navigating  without 
  it. Despite this, aside from some backtracking 
  earlier on the group has made good progress.  
        But on noon of the forth day, as you crest 
  the a small ridge on the grassy, rolling earth a 
  group of four strangers: an elf, a half-elf, a 
  human and a dwarf are waiting for you. They 
  stand 
  comfortably, 
  weapons 
  and 
  spell 
  component pouches in hand. As you draw 
  close, the dwarf grins broadly. “Now, now. 
  What 'ave we 'ere then, eh Jaelia? A bunch 'o 
  wussies ready fur' a poundin', by my guess.” 
  The elf flicks her rapier with contempt. “I'm 
  disappointed, 
  Xael. 
  Thil'ixianadoriameia 
  promised us a challenge,” she complains in a 
  whiny, high pitched voice, “But I guess this'll 
  have to do.” The half-elf waves pair of swords 
  at your group, grinning maniacally. “By 
  Tiamat's breath, you talk too much. C'mon, 
  Klaus- let's gut these worthless fools!” 
  These are agents of Thil'ixianadoriameia, sent to 
  slaughter the PC's and take back the eggs. Their 
  heritage is mixed, with plenty of draconian blood of 
  various sorts mixed in there. If captured, none of 
  the NPC's reveal anything except that they are 
  members of the Das Drache Tabellierprogramme 
  Conclave and the inane, megalomaniacal babbling 
  of a twisted, dark mind. 
        Allow the PC's to set up their miniatures how 
  they wish, then arrange the four NPC's together 
  40ft. ahead of the group. They attack immediately, 
  using the tactics specified below. 
        Once this combat is resolved, move to 
  Encounter 4B, Eggcelent Work, Old Chap. 
  Creatures:  
     Klaus Brenner: See combat appendix. 
     Jaelia Bromiam: See combat appendix. 
     Xael Stonefist: See combat appendix. 
     Ll'aire Portsmouth: See combat appendix. 
  Tactics:  
  Klaus hangs to the rear of the combat, using his 
  Acid Splash spells to maximum effect as his first 
  level spells are non-combat orientated. When he 
  Scrambled Eggs 
   
  Page 11 
  
  has exhausted his 0th level slots, he draws his 
  dagger and enters the fray. Klaus possesses black 
  dragon heritage. 
        Jaelia takes a careful approach to combat, 
  avoiding being flanked and drawing attacks of 
  opportunity if she can possibly avoid it. She uses 
  her combat expertise to aid her armour class by 
  one point, fighting defensively unless a risk-free 
  opportunity to attack presents itself. Jaelia 
  possesses white dragon heritage. 
        Ll'aire  tries to flank with Xael, using the 
  powerful dwarf to act as her effective meat shield. 
  She fights using her two shortswords, trying to get 
  her sneak attack damage in wherever possible. 
  Ll'aire possesses green dragon heritage. 
        Xael charges into battle the moment combat 
  has begun, swinging wildly with his axe, targeting 
  those who are a worthy challenge to him and 
  ignoring any whom he considers weak (primarily 
  spellcasters). He particularly favors any dwarves, 
  half-orcs, barbarians or fighters. Xael possesses 
  blue dragon heritage. 
  Treasure:  
  Loot – 60 gp, Coin – 60 gp. 
  ENCOUNTER 3C: 
  EGGSPETITIOUS RETREAT 
  Read the following if it's appropriate, otherwise 
  skip this paragraph. But first, determine exactly 
  where the PC's are going to break the eggs- 
  outside the carriage, inside, etc. Also, if the PC's 
  attempt to kill the eggs by any other means 
  (immersion in cold snow, etc) then it's the DM's 
  call as to whether the dragon inside could survive 
  that. If not, the PC's get full experience anyway 
  (they defeated the encounter) otherwise, have the 
  dragon catch up to them and fight them in a similar 
  manner to the encounter below.  
  If you wanna do something right, you've gotta 
  do it yourself. As the final blow lands, the 
  eggshell splits, revealing the fully formed body 
  of a tiny, red draconian creature. The little 
  wyrm stretches out, emits a loud screech- then 
  climbs up to its' claws. You could swear it was 
  angry; until it speaks, and then you're sure. 
  “And just who in the hells are you?!” he 
  hisses, blowing clouds of smoke out through 
  his nostrils and jumping away angrily, giving a 
  sickly cough. “My name is Galadoriamiazial 
  (Ga-la-door-ee-a-me-a-zael) the Red, son of  
  Thil'ixianadoriameia 
  the 
  Red, 
  and 
  you've 
  hatched me earlier than nature intended! Get 
  ready, 
  because 
  I 
  think 
  you'll 
  find...” 
  Galadoriamiazial 
  coughs 
  again, 
  then 
  straightens, “... find that, even as a hatchling 
  I'm far stronger than any meat bag biped! By 
  the breath of Tiamat, your flesh will be my first 
  meal in this world!” 
  The PC's have cracked open one of the dragons 
  eggs. Since they were about to hatch, this has 
  effectively 
  'birthed' 
  the 
  creature 
  inside 
  prematurely. It's still a difficult challenge, however, 
  but weaker than it otherwise might be. 
        Allow the PC's to set up their miniatures how 
  they wish, then arrange one medium sized 
  miniature for the dragon hatchling. Take note of 
  the tactics listed for Galadoriamiazial, which are 
  listed below, as otherwise this can be a overly 
  difficult encounter. 
        Once the egg has been broken, the magical 
  disguise placed around the eggs disappears, 
  revealing that the other three eggs are simply 
  crude fakes disguised by magic. 
        Once this combat is resolved, move to 
  Encounter 4C, Eggspect the UnEggspected?. 
  Creatures:  
     Galadoriamiazial 
  the 
  Red: 
  See 
  combat 
  appendix. 
  Tactics:  
  Galadoriamiazial is angry at being hatched early 
  (and who wouldn't be), but his heart really isn't into 
  a long fight. He opens using his breath weapon on 
  the toughest, most physically capable member of 
  the group- and then tries to engage various 
  members of the party in melee combat, seemingly 
  at random. Inexperienced at combat, he doesn't 
  plan out his full-attacks properly and mainly just 
  charges from target to target, drawing attacks of 
  opportunity when applicable. However, he doesn't 
  want to die. When dropped to below 15 hit points, 
  he attempts to flee via the most direct route 
  possible. If he cannot outrun or out fly the party, 
  then he turns around and continues to fight until 
  slain. 
  Treasure:  
  Loot – 120 gp, Coin – 0 gp. (From the sale  of 
  Galadoriamiazial's baby horns. Dragon-bits are 
  valuable to people!) 
  ENCOUNTER 4A: 
  EGGSTRACTION 
  The journey through the tunnel is a walk in the 
  park compared to the howling blizzard which 
  has developed outside. The only real issue is 
  Scrambled Eggs 
   
  Page 12 
  
  the complete lack of any form of wildlife or 
  animals here, including spiders, ants or rats. 
  The passage is completely desolate, probably 
  due to the presence of the beast observed 
  earlier. Fortunately for you, the tunnel through 
  the mountain is sheltered from the wind and 
  sleet, although occasional breaks to the 
  surface allow you to appreciate the storms' 
  power. It almost seems as if the gods had 
  waited until you had set foot into this place to 
  unleash their full fury, which is probably just 
  as well, for even the most skilled druid or 
  ranger would be hard pressed to find the 
  outside tempest tolerable.  
        Although the tunnel travels through the 
  inside of two mountains, its mostly direct route 
  has shaved considerable time off your journey 
  and you arrive at the surface in just a days 
  travel. By now the storm has subsided and the 
  skies are clear and calm. Such is the weather 
  in the unpredictable Yatil mountains. In the 
  distance, several hours journey away, a 
  imposing tower almost a hundred feet tall lies 
  covered in snow and ice. The compass points 
  unerringly towards it. It appears your final 
  destination is close by. 
  This 
  is 
  the 
  Conclave 
  Outpost 
  where  
  Thil'ixianadoriameia and some of her cronies await 
  for the PCs to arrive with her eggs. The PCs will 
  probably want to get there as soon as possible, 
  and by this stage they are several days late. 
  Fortunately, Thil'ixianadoriameia has some scrying 
  spells active at the exit to the tunnel, so she knows 
  that the PCs are coming and can set an 
  appropriate stage for their arrival. Once the PCs 
  are at the outpost, read the following text. 
        As you approach the tower a set of large 
  double doors become clear, marking the 
  entrance. Before you reach them, however, a 
  tallish Flan man with dark black hair opens 
  them and makes his way towards you at a swift 
  jog. As he nears you he calls, “Oh, praise the 
  gods! We thought you'd been killed in that 
  terrible blizzard. You must come quickly, 
  there's no time to waste. The Conclave is 
  almost upon us now. We need to get the eggs 
  and take them to a new place, a safe place- and 
  you as well!” 
        The man is Klaus Brenner, a sorcerer with 
  black dragon heritage, although apart from his hair 
  it's not overly obvious that he's not whom he says 
  he is. If questioned about his links to the 
  Dragonborn, he simply comments that he helps 
  them as best he can but has no draconic blood 
  himself. Of course, he's in on the plot and 
  Thil'ixianadoria-meia has given him extensive 
  coaching on what to say and how to act. PCs may 
  make a sense motive roll against his bluff, failure 
  indicating that he's probably not telling the truth 
  regarding his draconic blood. Still, this is not a 
  terribly bad lie as some sorcerers disguise the 
  source of their power.  
        The following boxed text should be read, 
  although modify it if the PCs have already 
  questioned Klaus regarding his origins. 
  The man leads you the rest of the way to the 
  tower. He introduces himself as Klaus Brenner, 
  a sorcerer who has volunteered to assist the 
  Dragonborn, although he himself is not a 
  member. He leads you through the set of 
  doors, closing them on his way through, then 
  up a long spiral staircase to the very top of the 
  tower. The view here is impressive- from this 
  vantage point you can see out for miles and 
  miles over the snow covered earth, although 
  due to the towers' sheltered position at the 
  centre of a valley between two mountains, the 
  view isn't unlimited.  
        Despite the hauntingly beautiful scenery 
  and the lack of any form of safety should one 
  stray too close to the ledge, there are more 
  pressing matters at hand- Lloria the 'halfling' is 
  here, her golden face streaked with tears, 
  along with three other men and women who 
  appear to be trying to comfort her. However, 
  she is having none of it. She cries miserably, 
  flailing away with her small fists at the dwarf 
  who holds her in a firm embrace.  
        “There there, lass,” the dwarf coos in a 
  gentle tone, “Ye can be having some more 
  eggs in the next season, aye? 'm sure 'ole, uh, 
  whatizname will nae mind as soon as ye heat 
  season comes around 'gain...”  
        But as you enter, Llorias' sharp ears perk at 
  the sounds of many booted feet. With a 
  squeak, she jumps away from the dwarf, 
  running over towards you as fast as her  little 
  legs will carry her. “You're back! Oh, thank The 
  Invincible! I thought you'd been killed! We all 
  did! You have my eggs, right? Oh, please say 
  they're safe!” 
  The PCs now have a chance to return Lloria’s 
  eggs. If for some reason they claim not to have 
  them, Lloria casts a detect magic spell. The magic 
  of the undetectable alignment placed upon the 
  eggs will reveal them to her (if they are present) 
  and she will angrily demand them once more. If 
  the eggs are not present, or if the eggs are 
  present but not given to her, then she goes 
  Scrambled Eggs 
   
  Page 13 
  
  ballistic … screaming that she will be forced to kill 
  the PCs if they're not turned over. The rest of the 
  people around her ready weapons, holy symbols 
  and spell pouches as though to do battle. If the 
  PCs still do not turn over her eggs, then proceed 
  to the combat section of this encounter- but 
  Thil'ixianadoriameia does not enter the fray unless 
  directly attacked, ends her polymorph and 
  assumes her natural form. She does not attack 
  unless the PC's REALLY annoy her. 
        Once the PC's have defeated her goons, and 
  the eggs are not present, she flies away cursing 
  the names of every one of the PC's and swearing 
  revenge. If the eggs are present, she attacks the 
  PC's in melee for subdual damage until all are 
  disabled, takes her eggs, then leaves. Otherwise, 
  read the next paragraph. 
  Llorias' relief is palpable as you hand over all 
  of her precious eggs. However, strangely, she 
  only selects one- holding onto it tight. “The 
  others were fakes,” she explains, smiling 
  sheepishly, “Other groups just like yours will 
  transport my other eggs. I just couldn't take 
  the chance...” Lloria gives the egg a fond kiss 
  then pulls out a spell scroll. She reads from it 
  and then, in a few moments, she and the egg 
  begin to fade away. But just before she 
  vanishes, she turns to the black haired man 
  who led you in, grinning maniacally. “Klaus? 
  Kill them.” The four others nearby draw 
  weapons 
  and 
  spell 
  component 
  pouches, 
  moving menacingly towards you. 
  Now would be a good time to arrange miniatures 
  on the battlemap. The tower itself is shaped like a 
  regular hexagon, with each side being thirty feet 
  long. A five-foot square set of stairs descends into 
  the tower, ten feet from the south most edge. 
        If captured, none of the NPC's reveal anything 
  except that they are members of the Das Drache 
  Tabellierprogramme Conclave and the inane 
  babblings of a twisted, dark mind. 
  Once this combat has been completed, Go to 
  Conclusion (B). 
  Creatures:  
     Klaus Brenner: See combat appendix. 
     Jaelia Bromiam: See combat appendix. 
     Xael Stonefist: See combat appendix. 
     Ll'aire Portsmouth: See combat appendix. 
  Tactics:  
  Klaus hangs to the rear of the combat, using his 
  Acid Splash spells to maximum effect as his first 
  level spells are non-combat orientated. When he 
  has exhausted his 0th level slots, he draws his 
  dagger and enters the fray. Klaus possesses black 
  dragon heritage. 
        Jaelia takes a careful approach to combat, 
  avoiding being flanked and drawing attacks of 
  opportunity if she can possibly avoid it. She uses 
  her combat expertise to aid her armour class by 
  one point, fighting defensively unless a risk-free 
  opportunity to attack presents itself. Jaelia 
  possesses white dragon heritage. 
        Ll'aire  tries to flank with Xael, using the 
  powerful dwarf to act as her effective meat shield. 
  She fights using her two shortswords, trying to get 
  her sneak attack damage in wherever possible. 
  Ll'aire possesses green dragon heritage. 
        Xael charges into battle the moment combat 
  has begun, swinging wildly with his axe, targeting 
  those who are a worthy challenge to him and 
  ignoring any whom he considers weak (primarily 
  spellcasters). He particularly favors any dwarves, 
  half-orcs, barbarians or fighters. Xael possesses 
  blue dragon heritage. 
  Treasure:  
   
  Loot – 60 gp, Coin – 90 gp. 
   
  ENCOUNTER 4B: 
  EGGSCELENT WORK, OLD 
  CHAP 
  Note: The following boxed text assumes that Jan 
  Hawkrend survived the possible combat with the 
  PC's. If he did not, simply substitute Zaraphale 
  Jun or Millian Helia into the places where his 
  name is listed. 
  The gates of the city of Krestible appear as a 
  welcome sight. Although you arrive in the 
  middle of the night, the city is still alive and 
  active, with torches lining the streets and 
  glowing 
  lights 
  in 
  many 
  windows. 
  Jan 
  Hawkrend leads you into the city gates, 
  carriage in tow, as you navigate the busy 
  streets of Krestible. After many minutes travel, 
  he stops outside a dilapidated, run down 
  house in the slums of the city.  
        “This is a meeting spot for members of our 
  organization,” he explains, “And you're in a 
  very lucky position today. By sheer chance, 
  someone very sympathetic to our cause is in 
  the city. We thought we may have need of her, 
  well, talents, so we asked if she would meet 
  Scrambled Eggs 
   
  Page 14 
  
  with us on this day. Luckily you're here, and 
  you have the 'cargo', this would be the perfect 
  time to hand the eggs over to her- she's the 
  perfect ... person ... to take care of them. Just I 
  beg you … be silent while she is here and let 
  me do the talking. I do not wish to risk offense 
  to her. Her help is vital to us.” 
  The PC's may have questions for Jan. Some 
  sample questions are given below. 
  • 
  Who are we meeting? 
  “I shall be honest with you. To tell you her real 
  name would compromise her position within 
  this city- but you can call her Ealep (A-El-Up), 
  Your Shiny Friend In High Places.” 
  • 
  Can we trust her? 
  “She can be trusted with your life; I surely 
  trust her with mine. Fear not, she will ensure 
  that the eggs are dealt with.” 
  Clever and observant players might notice that 
  Ealep is Pelae spelt backwards. Pelae is a silver 
  dragon who lives in the city of Krestible. More 
  information about Pelae, for the curious, can be 
  found 
  on 
  the 
  Perrenland 
  website 
  at 
  http://perrenland.lythia.com/download/krestible_pr
  oject.pdf 
   
  Have Jan answer any other reasonable question 
  the PC's have. If they're being too invasive with 
  their questioning, or once the PC's are done 
  asking questions, read the following: 
  A hunched, old human woman steps out of the 
  shadows, dressed in a hood and a simple 
  peasant's robe. She appears unarmed, her 
  head down, silvery hair falling about her 
  shoulders. She moves up to Jan, her body 
  language tense. “You know I hate this,” she 
  hisses quietly, glancing about as if expecting a 
  horde of assassins to jump out and attack her 
  at any moment, “I'm not here to interfere, to 
  probe into the business of others...” Jan bows 
  respectfully, keeping his head down. “I'm 
  sorry, My Lady,” he offers humbly, “But this is 
  such a serious matter... we thought you should 
  know.” The woman nods. “Very well, then. I 
  will help you this once and this once only, but 
  you have exhausted all favor with me by doing 
  so.” 
  Jan nods his head. “I understand.” Then, the 
  woman moves forward, taking a small bag 
  from a pouch in her robe. This bag is 
  elaborately 
  decorated, 
  seeming 
  in 
  stark 
  contrast with the dirty, simple robe of it's 
  owner. The woman opens the door of the 
  carriage and steps inside. Moments later, she 
  leaves, tucking the bag away in her robes once 
  more. “I'll make sure it's done,” she says 
  quietly, “Now leave.” With that, she turns 
  about 
  and 
  walks 
  into 
  the 
  shadows, 
  disappearing as mysteriously as she came. 
  If the PC's interrupt the boxed text, the woman 
  ignores any requests or questions by the PC's.  
  If the PC's begin to make a serious fuss, Jan 
  makes every effort to get them to behave- but 
  obtaining the eggs is paramount to the stranger, 
  so she does her best to.  
  If the PC's attempt to fight her, pull off her hood (or 
  otherwise seek her identity), physically restrain 
  her, accuse her of being Thil'ixianadoriameia or 
  significantly disrupt the proceedings she mutters a 
  quick spell- and vanishes. Jan and the others go 
  to sell the wagon and the eggs are never delivered 
  to their rightful owner. Go to Conclusion (C). 
  Jan seems relieved that the meeting is over. 
  Once the woman is gone, he smiles lightly, 
  stretching out. “Well, I'm glad that'd done,” he 
  says with a sigh, “I'm always nervous when I 
  meet with that one.” He offers a chuckle, then 
  turns back towards the carriage. “Well, we 
  better get rid of this thing first. It should be 
  worth a pretty penny- how about we sell it, eh? 
  The mules, too. I'm sure we can find a buyer 
  and I think together they'll form adequate 
  payment for our troubles. But let's get it out of 
  here, first.” 
  Let the PC's talk about their reward if they want, or 
  the best way to sell off the wagon. But before they 
  get on with anything... 
  However, as you're standing there discussing 
  this, a hunched, old woman steps out of the 
  shadows, dressed in a hood and a simple 
  peasant's robe. She appears unarmed, her 
  head down, silvery hair falling about her 
  shoulders. She moves up to Jan, her body 
  language tense. “You know I hate this,” she 
  hisses quietly, glancing about as if expecting a 
  horde of assassins to jump out and attack her 
  at any moment, “I'm not here to interfere, to 
  probe into the business of others...”  
  The PC's might be surprised at this turn of events. 
  If they have something compelling to do, then let 
  them- otherwise, let Jan do his thing. Alternatively, 
  the PC's may say something like, 'We just had that 
  boxed text...' assure them that it's the right one. 
  Scrambled Eggs 
   
  Page 15 
  
  With a start, Jan rocks back on his heels. “My 
  Lady?” he asks curiously, “What do you 
  mean? Why have you come back...?” 
  “Come back?” the woman echoes, her voice 
  confused, “What do you mean?” 
  “You were just here,” Jan exclaims, “Just a 
  few minutes ago!” 
  The woman looks up. Under her hood, you can 
  see her features harden. “It would seem... that 
  Thil'ixianadoriameia got her eggs after all. We 
  were tricked. Jan- we will discuss this further. I 
  must leave you; it's too dangerous for me to 
  stay here.” With that, she turns and runs off 
  into the night. 
  Go to Conclusion (B). 
  Creatures:  
     Ll'aire Portsmouth: See combat appendix. 
  Treasure:  
   
  Loot – 0 gp, Coin – 150 gp. 
  ENCOUNTER 4C: EGGSPECT 
  THE UNEGGSPECTED? 
  The journey back to Krestible is much easier 
  without those blasted eggs- the carriage 
  moves much faster, too. In fact- everything 
  seems to be going your way. There are no 
  troublesome problems on the way back, 
  everything seems smooth and easy- so you 
  spend the next few days relaxing and having a 
  good time, doing whatever you fancy. 
  Ask the PC's what it is they're going to do, roughly, 
  over the next few days. How they answer doesn't 
  really matter.  
  As typically happens in a city such as 
  Krestible, rumors come to your ears from the 
  various taverns and streets regarding the 
  escalating war between the two halves of the 
  Dragonborn guild. It seems that an outpost 
  some days west of Krestible was attacked by a 
  large silver dragon several days ago and razed 
  to the ground. Further details are sketchy, but 
  they say that some influential members of the 
  sour half of the Dragonborn were killed during 
  the raid- and that faction has lost significant 
  power and influence. Although nothing in 
  confirmed, it would seem that those who 
  would help 'Lloria' got their just desserts after 
  all... 
  Go to Conclusion (C). 
  Treasure:  
   
  Loot – 0 gp, Coin – 150 gp. 
  CONCLUSION (A) 
  With the last of your attackers slain you begin 
  the grim task of looting their bodies, a practice 
  which has come to be known as 'Greyhawking' 
  due to the frequency in which it occurs in 
  these violent lands. Of Lloria there is no sign, 
  and strangely, no corpse lies broken at the 
  base of the tower as one might expect. Her 
  motivations and true identity remain a mystery, 
  as do her whereabouts. You are left with a 
  vague feeling of betrayal, as though Lloria 
  abused your good nature to her own strange 
  ends.  
        Still, not all the news is bad, and a 
  substantial amount of gold has been recovered 
  from the bodies of your attackers, something 
  which 
  is 
  always 
  in 
  short 
  supply 
  for 
  adventurers. Perhaps you might use it to 
  purchase a more powerful weapon to defend 
  yourself, further your arcane research or buy 
  your home town the largest barrel of skillet ale 
  Oerth has ever seen. Whatever your choice, 
  the gold is yours, rightly earned. 
  Go to After the Adventure. 
  CONCLUSION (B) 
   
  Well. So much for that! Whoever the imposer 
  was, he or she is long gone. It might have even 
  been Thil'ixianadoriameia herself, although it 
  seems unlikely. Perhaps the crimson dragon 
  has more allies in this city, and the goodly 
  Dragonborn more infested with spies, then 
  anyone ever imagined. With these thoughts on 
  your mind, Jan arranges a buyer for the 
  carriage- and he pays a very tidy sum, as well. 
  Go to After the Adventure. 
  CONCLUSION (C) 
  You spend this day just as you've spent 
  hundreds before it- on the road, enjoying the 
  life of an adventurer. You check into an inn for 
  the night, then prepare for some rest. But just 
  as you begin to prepare for some shuteye, 
  there is a knock at the door of your room. 
  “Package for you,” says a short, freckled 
  human who thrusts a heavy pouch at you and 
  then scurries away. Opening it reveals a small 
  number of gold coins, although no mention of 
  who sent it to you, or why.  
  Scrambled Eggs 
   
  Page 16 
  
  Go to After the Adventure. 
  AFTER THE ADVENTURE 
  Many days later you find yourself back in the 
  city of Krestible, your belly full of delicious 
  food and your purse equally full with well 
  earned coin. As you walk through the crowded 
  marketplace, a rather portly human man with 
  silvery hair bumps against you apparently by 
  accident- even after you'd moved out of his 
  way. The incident is forgotten, although later 
  that day you find a strange note slipped into 
  one of your pockets. 
  If the PC's came to this encounter from 
  Conclusion A or B, show the PC's Player 
  Handout #3, or read it aloud yourself. Otherwise, 
  show them Player Handout #4. Then read the 
  following; 
  Somehow, you do not think you have seen the 
  last of 'Lloria' quite yet... 
  The End 
   
  DM’s Note: If you are running this adventure 
  before the 5st of February 2005, please e-mail the 
  author at u2552331@anu.edu.au with the subject 
  “Scrambled Eggs Conclusion”. Include in the 
  message body which conclusion path (A, B or C) 
  your group reaches, along with any other relevant 
  information, so that any possible sequels or follow 
  on events can be planned. 
  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. 
  Introduction 
  Experience objective: Accept the quest for Lloria 
   
  APL2 30 xp 
  Encounter One 
  Experience objective: Defend yourselves. 
   
  APL2 90 xp 
  Encounter Two 
  Experience objective: Defend yourselves. 
   
  APL2 120 xp 
  Encounter Three 
  Experience objective: Investigate the Basilisks' 
  den OR Defend yourselves. 
   
  APL2 30 xp 
  Encounter Four 
  Experience objective: Defend yourselves OR 
  Observe the strange meeting OR Bum around! Do 
  nothing! 
   
  APL2 150 xp 
  Story Award 
  Objective(s) met: Discovering the true identity of 
  Lloria the Gold. 
   
  APL2 30 xp 
  Total possible experience: 
   
  APL2 450 xp 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  Scrambled Eggs 
   
  Page 17 
  
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:   
   
  L: 0 gp; C: 0 gp; M: 0 gp 
  Encounter Two:   
   
  L: 40 gp; C: 140 gp; M: 0 gp 
  Encounter Three (A):   
   
  L: 60 gp; C: 60 gp; M: 0 gp 
  Encounter Three (B):   
   
  L: 60 gp; C: 60 gp; M: 0 gp 
  Encounter Three (C):   
   
  L: 120 gp; C: 0 gp; M: 0 gp 
  Encounter Four (A):   
   
  L: 60 gp; C: 90 gp; M: 0 gp 
  Encounter Four (B):   
   
  L: 0 gp; C: 150 gp; M: 0 gp 
  Encounter Four (C):   
   
  L: 0 gp; C: 150 gp; M: 0 gp 
  Total Possible Treasure 
  Path A: L: 160gp; C: 290 gp; M: 0 gp  - Total: 
  450 gp 
  Path B: L: 100gp; C: 350 gp; M: 0 gp  - Total: 
  450 gp 
  Path C: L: 160gp; C: 290 gp; M: 0 gp  - Total: 
  450 gp 
  Special 
  As this is an introductory scenario, there is no 
  special access for this module. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  As this is an introductory scenario, there is no 
  special access for this module.
  Scrambled Eggs 
   
  Page 18 
  
  COMBAT APPENDIX
  INTRODUCTION 
   
   
   
  Thil'ixianadoriameia the Red: CR 13; Female 
  young adult red dragon; Huge dragon (fire); HD 
  19d12+95; hp 218; Init +0; Spd 40ft., fly 150ft. 
  (poor); AC 26; touch 8, flat-footed 26; Base Atk 
  +19; Grp +37; Atk +27 melee (2d8+10, bite); Full 
  Atk +27 melee (2d8+10, bite), +22 melee 
  (2d6+5, 2 claws), +22 melee (1d8+5, 2 wings), 
  +22 melee (2d6+15, tail slap); Space/Reach 
  15ft./10ft. (15ft with bite); SA breath weapon, 
  crush, frightful presence, improved snatch, spell-
  like abilities, spells; SQ blindsense 60ft., 
  damage reduction 5/magic, darkvision 120ft., 
  immunity to fire, magical sleep effects, and 
  paralysis, low light vision, spell resistance 19, 
  vunerability to cold; AL CE; SV Fort +16, Ref 
  +11, Will +13; Str 31, Dex 10, Con 21, Int 14, 
  Wis 15, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +21, 
  Concentration +21, Intimidate +7, Bluff +21, 
  Diplomacy +6, Hide -8, Jump +33, Knowledge 
  (Arcana) +15, Knowledge (History) +15, Listen 
  +21, Search +21, Sense Motive +7, Spellcraft 
  +12, Spot +12; Cleave, Flyby Attack, Hover, 
  Improved 
  Snatch, 
  Power 
  Attack, 
  Snatch, 
  Wingover. 
   
  Equipment: Ring of polymorph (worn), 
  potion of undetectable alignment (quaffed), 
  scroll of teleport. 
   
  Breath Weapon (Su): 50-ft. cone, 10d10 
  fire, Reflex DC 24 for half. 
   
  Crush (Ex): Area 15ft by 15ft.; Small or 
  smaller opponents take 2d8+15 points of 
  bludgeoning damage, and must succeed on a 
  DC 24 Reflex save or be pinned. 
   
  Frightful Presence (Ex): 150-ft. radius, HD 
  18 or fewer; Will DC 21 negates. 
   
  Improved Snatch (Ex): Against Medium or 
  smaller creatures, bite for 2d8+10/round or claw 
  for 2d6+5/round. 
   
  Spell-Like Abilities: 5/day – locate object. 
  Caster level 5th. 
   
  Spells: As 5th-level sorcerer. 
   
  Sorcerer Spells Known: (6/7/5; save DC 
  12 + spell level): 0th – arcane mark, detect 
  magic, flare, ray of frost, read magic, resistance; 
  1st – alarm, magic missile, protection from good, 
  ventriloquism; 2nd – darkness, obscure object; 
   
  Tactics: Munch, munch, munch. 
   
  ENCOUNTER TWO  
   
   
  Jan Hawkrend: CR 1; male human(fighter 1); 
  HD 1d10+2; hp 7; Init +2; Spd 40 ft. (mounted) 
  30 ft. (dismounted); AC 18, touch 12, flat-footed 
  16; Base Atk/Grp: +1/+3; Atk +5 melee (1d6+2, 
  shortspear) (-1 to attack when dismounted); Full 
  Atk 
  +4 
  melee 
  (1d6+2, 
  shortspear); 
  Space/Reach: 10ft. (mounted) 5ft.(dismounted) / 
  5ft.; AL LN; SV Fort +7, Ref +4, Will +3; Str 14, 
  Dex 14, Con 14, Int 8, Wis 12, Cha 14. 
   
  Skills and Feats: Ride +4, Mounted Combat, 
  Weapon Focus (shortspear), Power Attack . 
   
  Equipment: Shortspear (wielded), scale mail 
  (worn), heavy shield (wood, worn), note (Player 
  Handout 1). 
  Millian Helia: CR 1/2; female human(warrior 1); 
  HD 1d8+2; hp 6; Init +0; Spd 40 ft. (mounted) 30 
  ft. (dismounted); AC 17, touch 12, flat-footed 16; 
  Base Atk/Grp: +2/+4; Atk +3 melee (1d6+2, 
  shortspear), (-1 to attack when dismounted); Full 
  Atk +3 melee (1d6+2, shortspear), (-1 to attack 
  when 
  dismounted); 
  Space/Reach: 
  10ft. 
  (mounted) 5ft. (dismounted) /5ft.; AL LN; SV Fort 
  +4, Ref +0, Will -1; Str 12, Dex 10, Con 14, Int 8, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Ride +4, Mounted Combat, 
  Weapon Focus (shortspear). 
   
  Equipment: Shortspear (wielded), scale mail 
  (worn), heavy shield (wood, worn). 
  Zaraphale Jun: CR 1/2; male human(warrior 1); 
  HD 1d8+2; hp 6; Init +0; Spd 40 ft. (mounted) 30 
  ft. (dismounted); AC 17, touch 12, flat-footed 16; 
  Base Atk/Grp: +2/+4; Atk +3 melee (1d6+2, 
  shortspear), (-1 to attack when dismounted); Full 
  Atk +3 melee (1d6+2, shortspear), (-1 to attack 
  when 
  dismounted); 
  Space/Reach: 
  10ft. 
  (mounted) 5ft. (dismounted) /5ft.; AL LN; SV Fort 
  +4, Ref +0, Will -1; Str 12, Dex 10, Con 14, Int 8, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Ride +4, Mounted Combat, 
  Weapon Focus (shortspear). 
   
  Equipment: Shortspear (wielded), scale mail 
  (worn), heavy shield (wood, worn). 
   
   
  Scrambled Eggs 
   
  Page 19 
  
   
  ENCOUNTER THREE (B) OR FOUR (A) 
   
  Klaus Brenner: CR 1; male human(sorcerer 1); 
  HD 1d4+2; hp 4; Init 2; Spd 30 ft; AC 12, touch 
  12, flat-footed 10; Base Atk/Grp: +0/+1; Atk +1 
  melee (1d4+1, dagger); Full Atk +1 melee 
  (1d4+1, dagger); Space/Reach: 5ft. /5ft.; AL CE; 
  SV Fort +2, Ref +2, Will 1; Str 12, Dex 14, Con 
  14, Int 8, Wis 8, Cha 16. +1 to all saves vs acid. 
   
  Skills and Feats: Concentration 4 ranks (+6, 
  +10 to cast defensively), Draconic Heritage 
  (Black), Combat Casting. 
   
  Equipment: Dagger (wielded), “Acid fang” 
  Familiar (snake). 
   
  Spells: As 1st-level sorcerer. 
   
  Sorcerer Spells Known (5/3; save DC 13 + 
  spell level); 0—arcane mark, dancing lights, 
  detect magic, acid splash; 1st—alarm, mount. 
  Jaelia 
  Bromiam: 
  CR 
  1; 
  female 
  high-
  elf(swashbuckler 1); HD 1d10+1; hp 6; Init 4; 
  Spd 30 ft; AC 18, touch 14, flat-footed 14; Base 
  Atk/Grp: +1/+3; Atk +5 melee (1d6+2, rapier 18-
  20x2); Full Atk +5 melee (1d6+2, rapier 18-
  20x2); Space/Reach: 5ft. /5ft.; AL NE; SV Fort 
  +3, Ref +4, Will -1; Str 14, Dex 18, Con 12, Int 
  13, Wis 8, Cha 8. 
   
  Skills and Feats: Tumble 4 ranks (+7), Swim 
  4 ranks (+6), Balance 4 ranks (+7), Climb 4 
  ranks (+6), Sense Motive 4 ranks (+3), Weapon 
  Finesse, Combat Expertise. 
   
  Equipment: Rapier (wielded), chain shirt 
  (worn), 2x dagger. 
  Xael Stonefist: CR 1; male dwarf(barbarian 1); 
  HD 1d12+8; hp 13; Init 1; Spd 30 ft; AC 17, 
  touch 11, flat-footed 16; Base Atk/Grp: +1/+2; 
  Atk +2 melee (1d10+1, war axe, dwarven x3); 
  Full Atk +2 melee (1d10+1, waraxe, dwarven 
  x3); Space/Reach: 5ft. /5ft.; AL CE; SV Fort +7, 
  Ref +1, Will -1; Str 12, Dex 12, Con 20, Int 8, 
  Wis 8, Cha 6. 
   
  Skills and Feats: Climb 4 ranks (+5), Swim 4 
  ranks (+0), Listen 4 ranks (+3), Toughness, 
  Rage, Fast Movement. 
   
  Equipment: Dwarven waraxe (wielded), 
  chain shirt (worn), heavy steel shield (worn) 
  dwarven waraxe, dagger. 
  Ll'aire Portsmouth: CR 1; female half-elf(rogue 
  1); HD 1d6+2; hp 5; Init 2; Spd 30 ft; AC 17, 
  touch 13, flat-footed 14; Base Atk/Grp: +0/+1; 
  Atk +2 melee (1d6+2, short sword, 19-20x2, 1d6 
  sneak attack); Full Atk +0 2x melee (1d6+2, 
  short sword, 19-20x2, 1d6 sneak attack); 
  Space/Reach: 5ft. /5ft.; AL CE; SV Fort +2, Ref 
  +5, Will -1; Str 14, Dex 16, Con 14, Int 8, Wis 8, 
  Cha 10. 
   
  Skills and Feats: Balance 4 ranks (+7), 
  Climb 4 ranks (+6), Disable Device 4 ranks (+3), 
  Disguise 4 ranks (+4), Gather Information 4 
  ranks (+4), Spot 4 ranks (+3), Listen 4 ranks 
  (+3), Two Weapon Fighting, Sneak attack 1d6, 
  Trapfinding. 
   
  Equipment: 2x Short sword (wielded), chain 
  shirt (worn), 4x dagger. 
  ENCOUNTER THREE(C) 
   
  Galadoriamiazial The Red: Male premature 
  wyrmling red dragon; CR 3; Medium dragon 
  (fire); HD 5d12; hp 30; Init +0; Spd 40ft; fly 130ft. 
  (poor); AC 15, touch 9, flat-footed 15; Base Atk 
  +5; Grp +10; Atk +6 melee (1d8+1, bite); Full Atk 
  +6 melee (1d8+1, bite), +1 melee (1d4+1, 2 
  claws), 
  +1 
  melee 
  (1d3+1, 
  2 
  wings); 
  Space/Reach 5ft./5ft.; SA breath weapon; SQ 
  blindsense 60 ft., darkvision 120 ft., immunity to 
  fire, magic sleep effects,  and paralysis, low light 
  vision, vunerability to cold; AL CE; SV Fort +4, 
  Ref +3, Will +4; Str 13, Dex 8, Con 11, Int 10, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Appraise +7, Bluff +5, 
  Diplomacy +2, Intimidate +9, Jump +14, 
  Knowledge (geography) +4, Listen +10, Search 
  +10, Spot +10; Power Attack, Flyby Attack.  
        Breath Weapon (Su): 30-ft. cone, 1d6 fire, 
  Reflex DC 13 for half. 
   
   
   
   
   
  Scrambled Eggs 
   
  Page 20 
  
   
   
  PLAYER HANDOUT #1 
   
  My Dear Squire Hawkrend, 
   
  Your orders are to proceed to the Yatil Mountains and follow the group of adventurers we 
  observed leaving Krestible yesterday. It was a mistake to let them go. We now suspect that they 
  may be carrying the damn eggs! They cannot be allowed to escape. Think of what would 
  happen to us if the children of that foul beast were allowed to survive. Once you obtain them, 
  the eggs must be destroyed immediately. Obtain the adventurers' surrender if you can, but don't 
  hesitate to slay them if they refuse.  
  As to what we spoke of before you left... I know this is your first time in the field, but trust in your 
  training and you will prevail. They are only adventurers, after all! They should pose little threat. 
  Bring along Millian and Zaraphale. Although they are not due for some time in the field yet, you 
  are the only three we have left south of Krestible. Everyone else is trying to put the blasted 
  mother down once and for all. 
  No doubt you are curious as to how we are doing. Well, unfortunately, things go poorly. The 
  group and I have engaged the cunning beast just north of Krestible. It will sadden you to hear 
  that your good friend, the sorceress Tainah, was killed in the battle. As she was incinerated by 
  the beasts' flame and there was naught left of her body, we do not possess the resources to 
  attempt a raise. This will pain you as I know you two shared intimate relations. However, her 
  sacrifice has not been in vain- although the dragon escaped, we have wounded her greatly. We 
  suspect that it will be only hours, a day at most, before we finally hunt her down and exterminate 
  her cursed self once and for all.  
  In the name of the Dragonkin, 
   
  Borum 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scrambled Eggs 
   
  Page 21 
  
  PLAYER HANDOUT #2 
   
   
  This is a section of a journal, apparently the property of one Adaria Whistlethorn, is badly damaged by frost and 
  exposure although the later entries remain legible. 
  The Sixteenth Day, year 585. 
   
  Today we came close to finding the basilisk. Our ranger tracker, whom still refuses to give us his name, reported 
  that the creature was only two days ahead of us- this comes as welcome news. Our food supplies are running 
  desperately short and our cleric Kelador refuses to create more for us. “Moradin rewards those who help themselves,” 
  he keeps repeating over and over, much to our chagrin. We cannot liberate the lands from this menace if we starve to 
  death on some forsaken mountain. 
  The Nineteenth Day, year 585. 
   
  By the Gods! We have encountered the basilisk and it has slaughtered us without mercy. We were trying to pitch 
  camp for the night when suddenly we heard a pitched scream, suddenly cut short. I drew steel and made my way over 
  to where I heard the sound- I came around from beside Keladors' tent only to see the beast itself, crouched over the 
  petrified body of my husband, Xido. I cried out and charged the monster, but it laid me low with a single blow. When I 
  awoke, Mikeen was standing over me. He told me that the beast had killed our nameless tracker, An'ariel, Kelador, 
  Gronk and my beloved Xido. I weep now, thinking of how I could have saved him had I been at his side. We left their 
  stone bodies under the shade of a tree- we will collect them on the way back. However, I was unable to leave Xido, so 
  I carried him for as far as I could, but he was too heavy and I was forced to leave him out in the open. I pray to Kord 
  that he may be kept safe. 
  The Twentieth Day, year 585. 
   
  Without Kelador to protect us from the cold we are in serious strife. My teeth chatter and I can hardly hold my 
  quill. I mourn the loss of our companions constantly, especially Xido. We all knew the risks, but we somehow never 
  thought it would come to this. The little halfling Nudiam is especially suffering from the cold. His fingers and toes are 
  black and reek of death. There is little we can do little for the poor creature. Mikeen and I will carry him by stretcher 
  tomorrow, although he insists on being left behind “for the group”. We have sternly told him that this talk is defeatist 
  and the product of his ill mind, however, he has a point. In our state, we three cannot be expected to fight such a 
  mighty beast which took four of us in mere seconds.... still, we will try. 
  The Twenty-First Day, year 585. 
   
  Nudiam died this morning. We laid him in the snow of a ravine, although we could not spare the time to give him 
  a proper buried. His funeral has been added to the growing list of tasks which must be done when we travel back, 
  although Mikeen and I both know in our hearts that the chances of us returning at all are grim. Still, we keep in high 
  spirits, talk and laugh, pressing on always towards the reported den of this monster. For Xido, I shall have his head for 
  my mantlepiece! 
  The Twenty-Ninth Day, year 585. 
   
  We tracked the creature back to its' den. There were thousands of those creepy statues all about- I cried as we 
  walked through them as each reminded me of Xido. As we reached the cave, the beast appeared- Mikeen and I had 
  discussed our tactics at length, so I threw my spears while Mikeen plinked away with his bow. By some stroke of luck, 
  he managed to take out one of its' eyes, which meant we could attack one side with impunity. Unfortunately, Mikeen 
  wasn't quick enough to completely blind the beast and was petrified. Then she came for me (I remember our 
  nameless ranger telling us that it was a she) so I drew my sword and fought for my life. I was knocked about badly- 
  I'm sure I've lost a lot of blood- but then I thought of my Xido and swung with enough force to end the beasts' life once 
  and for all. I'm alive, but I can't walk. The bleeding just won't stop. I try to think back to how Kelador used to do his 
  bandages, but nothing seems to help. My only hope is to hold out tonight and hope my strength returns tomorrow. 
   
  The journal is spotted with drops of blood. This is the last entry. 
   
   
   
   
  Scrambled Eggs 
   
  Page 22 
  
  PLAYER HANDOUT #3 
   
  This note was found in one of your pockets. It reads: 
   
  Friend, 
   
  The goodly Dragonborn have been dealt a hefty blow. The eggs have escaped us and will soon 
  hatch, becoming foul servants of evil. We know of your involvement and bear no grudge- we are aware 
  that you were tricked into helping the crimson one. The foul creature is wily, as you now know. There are 
  rumors that she has offered a deal to the forces of the Famine Queen- she will allow her wyrmlings to 
  serve the dark lady first as elite shock-troopers in the war against Perrenland, then as they age, as 
  steeds for her most loyal generals. Thil'ixianadoriameia, the mother who tricked you, has agreed to this 
  apparently in exchange for some powerful relic of unknown description. This cannot come to pass; the 
  very future of Perrenland may hang in the balance. You and those you were with know her better than 
  any- although it seems likely she will attempt to move her eggs many more times before they finally 
  hatch, tricking more and more of your fellow adventurers. However, I suggest you keep your mouth shut 
  about your deception- it would not do you any favors to claim to have been involved in the smuggling of 
  red dragon eggs. If questioned about this incident, deny all knowledge- except to myself and those I send 
  for you. It may take some time to track down her final destination, but in the near future we may need 
  your assistance in dealing with this threat. When the time is right, we will contact you again. 
   
  Yours sincerely, 
   
  Your Shiny Friend In High Places 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scrambled Eggs 
   
  Page 23 
  
  PLAYER HANDOUT #4 
   
  This note was found in one of your pockets. It reads: 
   
  Friend, 
   
  The goodly Dragonborn have been dealt a hefty blow. All but one of the eggs have escaped us and 
  will soon hatch, becoming foul servants of evil. We know of your involvement and bear no grudge- we are 
  aware that you were tricked into helping the crimson one for a time, and that you eventually destroyed the 
  foul creature you were carrying. This pleases us greatly. However, the remaining eggs continue to be a 
  problem. There are rumors that the mother has offered a deal to the forces of the Famine Queen- she will 
  allow her surviving wyrmlings to serve the dark lady first as elite shock-troopers in the war against 
  Perrenland, then as they age, as steeds for her most loyal generals. Thil'ixianadoriameia, the mother who 
  tricked you, has agreed to this apparently in exchange for some powerful relic of unknown description. 
  This cannot come to pass; the very future of Perrenland may hang in the balance. You and those you 
  were with know her better than any- although it seems likely she will attempt to move her surviving eggs 
  many more times before they finally hatch, tricking more and more of your fellow adventurers. However, I 
  suggest you keep your mouth shut about your deception- it would not do you any favors to claim to have 
  been involved in the smuggling of red dragon eggs. If questioned about this incident, deny all knowledge- 
  except to myself and those I send for you. It may take some time to track down her final destination, but in 
  the near future we may need your assistance in dealing with this threat. When the time is right, we will 
  contact you again. 
   
  Yours sincerely, 
   
  Your Shiny Friend In High Places 
  Scrambled Eggs 
   
  Page 24 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER5-A03 - Scrambled Eggs.pdf