TEXT: IUZ6-02 
    
   
   
   
   
   
  Blue Scales, Red Secrets 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
   
  by Casey Brown 
   
  Contributors: Iuz’s Border State’s Regional Triads 
  Reviewed by: Britt Frey 
  Playtesters: Mike Ahlf, Stef Fiorentino, Brian Forrester, Shawn Goldman, Frank Pont, Wes Shanks, Nathan Sparks, 
  Phil Tchou, Robert Warehall, Charles Willis  
   
   
  A simple escort mission has brought you to the spur of Rift Canyon known as Dragon Rift. What could make its master 
  worried enough to employ common humanoids to do his work? An Iuz’s Border States metaregional adventure set in 
  the Combination of Free Lords, for APLs 6 to 12. Having a wilderness oriented PC at the table will prove beneficial 
  during this adventure. PCs that have the Enmity of Morginstaler will find this adventure to be very bad for their health. 
   This is Part One of the Seeker of the Flesh series. 
  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. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, please e−mail your point of contact (POC) at 
  dragotha@gmail.com; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  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 one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the chart; 
  then, take the highest CR animal (or animals), and add 2 
  (drop fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may only 
  bring four or fewer animals of this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  Blue Scales, Red Secrets 
   
  Page 2 
  
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round metaregional adventure set 
  in Iuz’s Border States. Characters native to Iuz’s Border 
  States 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 who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  The Rift Canyon is rumored to be the home of many 
  magical and dangerous creatures. Ogres, bandits, undead 
  left by the arch-cleric Kyuss, and other horrible beings all 
  lurk within the Rift’s deep shadows.  
   
  Of all the creatures in the Rift, one has risen to a 
  position of dominance in recent years, and has made his 
  presence known to the various denizens of the Rift. 
  Morginstaler, the Red Dragon of the Rift, lays claim to 
  the Rift and its environs, save for Riftcrag (which the 
  dragon has ‘graciously’ ceded to the Boneheart Cranzer). 
   
  For the most part, Morginstaler is happy dominating 
  the various denizens who live in the eastern portion of 
  the Rift Canyon but, from time to time, boredom gets the 
  best of him and he explores the western areas of the Rift, 
  enjoying his dreams of power as he terrorizes the puny 
  mortals that he finds. During one such flight, a score of 
  kobolds failed to flee as he flew overhead.  
   
  Enraged, he descended to teach the foolish 
  humanoids a lesson with his bare claws (for Morginstaler 
  revels in melee combat, believing himself undefeatable 
  by all except an older, larger dragon), brutally killing 
  several of the kobolds. Much to his surprise, the 
  remaining humanoids actually charged him instead of 
  fleeing, led by a kobold adept.  
   
  The battle was short and furious, as Morginstaler 
  mowed the small warriors down with evil efficiency. 
  With their adept slain, the rest tried to flee, but 
  Morginstaler, now in a blood frenzy, chased the 
  remaining kobolds down, slaying them in turn. As is 
  common for red dragons, Morginstaler allowed one to 
  flee, to spread word amongst his kind that Morginstaler 
  was to be feared. 
   
  Curious as to why the kobolds would be foolish 
  enough to not flee from him, let alone charge him, the 
  dragon searched the remains of the adept carefully. 
  While the adept’s possessions were not even worthy of 
  being added to his treasure trove, Morginstaler did 
  discover one interesting object in the adept’s pouch: a 
  strange blue dragon scale that detected as faint 
  abjuration. The scale was fresh enough, and of a size large 
  enough, to worry the mighty red dragon, and all further 
  thoughts of treasure and killing were driven from his 
  head.  
   
  After a full week of trying to discover the meaning 
  and powers of the scale (in a deep, empty cave far from 
  his lair), Morginstaler has grown frustrated and worried 
  about a possible threat from an older and larger blue 
  dragon moving into his territory.  
   
  Determined to learn more about the scale, 
  Morginstaler has flown out to the road by Wraithkeep 
  looking for armed traveling parties, to coerce them into 
  exploring the kobolds’ lair to learn more. After all, there 
  Blue Scales, Red Secrets 
   
  Page 3 
  
  is no need for the Iuzians or the denizens of the Rift to 
  know that he is worried. 
   
  Adventure Summary  
  Introduction 
  Various regional plot hooks explain why PCs not native 
  to the BK are in the BK. 
   
  Encounter 1 
  The PCs start the mod traveling on the road north of 
  Wraithkeep, just east of Dragon Rift. It is a clear, early 
  spring day, and they can easily see the huge, red, winged 
  form of Morginstaler flying towards them. 
   
  After calming the party’s fear of being eaten, and if 
  made Friendly via Diplomacy, Morginstaler explains that 
  he is looking to “hire” a group of adventurers to find out 
  why a group of kobolds is behaving oddly. If the party 
  declines, Morginstaler gets very angry and threatens the 
  party, eventually coercing them into investigating the 
  dead kobolds’ remains.  
   
  If there are any female PCs in the party with a 
  Charisma 14 or higher, Morginstaler invites them to a 
  “guided tour of the Rift” while flirting with them. 
   
   
  Encounter 2 
  The PCs enter the Rift, possibly triggering a rockfall. 
   
  Encounter 3 
  The PCs encounter a local resident of the Rift, a mage 
  who might share some valuable information with them. 
   
  Encounter 4 
  The PCs encounter some of the Rift’s local wildlife. 
   
  Encounter 5 
  The PCs come upon the site of Morginstaler’s fight with 
  the kobolds. Here they may examine the dead kobolds, 
  but there is not much left to find, other than one strange 
  blue dragon scale, a note, and tracks leading back to the 
  kobolds’ lair. 
   
   
  Encounter 6 
  The PCs locate the rubble-covered entrance to the 
  kobolds’ lair. A sneaky PC that somehow enters the lair 
  will see more signs of a growing cult. Enterprising PCs 
  might even enter the area and converse with the kobold 
  adepts to learn more about the mysterious blue dragon 
  being worshipped. Due to the number of kobolds (over a 
  thousand), it will be clear that the PCs cannot eradicate 
  the kobold threat on their own. 
   
  Encounter 7 
  The PCs return to tell Morginstaler what they have 
  learned, and to recover their missing traveling 
  companion. Being Chaotic and Evil, Morginstaler thanks 
  them by having some of his children attack. 
   
  Conclusion 
  The PCs have discovered a growing cult dedicated to a 
  blue dragon in the Rift Barrens.  
   
   
  Preparation for Play 
  • 
  Find out if any of the PCs are in disguise, and, if so, 
  what their Disguise check is. Remember, they may 
  not start the mod having taken 20 on this check (as 
  that would have taken 6 hours). 
  • 
  Discretely find out if any of the PCs are females with 
  a Charisma of 14 or higher. 
  • 
  Find out if any of the PCs have the Enmity of 
  Morginstaler from BDK5-02 Trouble at Dragon Rift 
  or BDK6-07 Love Letter. 
  • 
  Find out if any of the PCs have the Favor of 
  Morginstaler from BDK6-07 Love Letter. 
  • 
  Remember, the Rift Canyon and the Rift Barrens are 
  generally devoid of plant life, so spells such as 
  entangle will not work. For climate and terrain 
  purposes, the Rift Canyon is a Temperate Forbidding 
  Mountain while the Rift Barrens is a Temperate 
  Rocky Desert (see DMG pages 89-91). 
   
  Bandit Kingdoms Introduction 
  It has been a long, weary journey from Rookroost to 
  where you find yourselves now, on the eastern road 
  from Riftcrag to Balmund. Not so much because of 
  the weather, or because of worrying about avoiding 
  Iuzians, but because your charge, a wealthy, 
  yammering merchant, won’t shut up.  
   
  Ever since Yulk n the grain merchant hired you 
  in the Dirty Dog Tavern to escort him to Balmund, 
  you’ve been subjected to a non-stop stream of inane 
  merchant-speak. Perhaps you’ll be lucky and wander 
  into an angry hydra, or a hungry manticore.... 
  i
  i
   
   
  “Dorakaa really is lovely in the winter, despite 
  the demons,” Yulkin says as you make the turn south 
  towards Wraithkeep. The merchant has already 
  assured you that h s passes will get your party past 
  Wraithkeep’s patrols. Based on what you have seen so 
  far, they probably will. 
  The PCs have been hired by Yulkin to escort him from 
  Rookroost to Balmund, at the rate of 4 sp/level/day, paid 
  upon safe delivery. He absolutely hates being teleported, 
  Blue Scales, Red Secrets 
   
  Page 4 
  
  and he prefers to stop in every village and town to say “hi” 
  to his various contacts. 
   
  Be sure to modify the following text for younger or 
  more sensitive players: 
   
   
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  “Speaking of Dorakaa, I was just there a few weeks 
  ago, and I saw something truly horrendous. A dead 
  male elf was hanging in chains on one of the tower 
  walls of the Bonehearts’ Citadel. I think it was 
  Jumper’s tower.  
   
  “Anyhow, the elf’s nearly naked body was 
  covered with horrific wounds, appendages were 
  amputated, intestines hung out of his bel y. It was 
  awful! Demons would fly up and peck at him, eating 
  strips of flesh, muscle, and sinew! 
   
  “That’s when I noticed that the poor bastard’s 
  eyes were open  and moving! He was alive! He was 
  trying to scream, but his tongue was missing! Blood 
  stained the wall and ground below him, and written 
  next to him on the wal  in huge letters painted n 
  blood were the words, ‘The Sage of Rookroost is here’. 
  “D d any of you know him?” 
  A DC 20 Knowledge (local – Iuz’s Border States) check 
  reveals that the “Sage of Rookroost”, an elf wizard of some 
  power named Morgan Silverlane, personally taunted a 
  Greater Boneheart and paid the final price for it. The 
  lesson here is: While you might be able to strike at the 
  Old One, seldom can you strike at him overtly without 
  paying the final price. 
   
   
  Yulkin the Merchant: Male human Exp 6; hp 32; N; 
  Fort +3, Ref +1, Will +8; Str 10, Dex 8, Con 12, Int 13, 
  Wis 16, Cha 14; Appraise +10, Bluff +14, Diplomacy 
  +17, Forgery +10, Gather Information +13, Knowledge 
  (local – Iuz’s Border States) +10, Profession (merchant) 
  +15, Sense Motive +17; Negotiator, Skill Focus (Bluff), 
  Skill Focus (Profession [merchant]), Skill Focus (Sense 
  Motive).  
   Languages: Common, Orc.  
   Possessions: traveler’s outfit, masterwork dagger, belt 
  pouch (100 gp), light riding horse. 
   
  Furyondy Introduction 
  The flyers that led you to travel to the port town of 
  Willip read, “Brave Adventurers Wan ed! Fabulous 
  Wealth! Easy Travel! Low Danger! Contact Larrick in 
  the F ying Dolphin tavern in Willip for details. 
  Interviews will be held on the 27th of Coldeven.”  
   
  It sounds too good to be true, but maybe, just 
  maybe, it will turn out to be h gh paying and low risk, 
  which would make for a nice change of pace. Even if 
  the job does not pan out, a trip to the coastal town is 
  sure to be more relaxing than hanging around the 
  northern provinces right now. 
  So you’ve made your way to the Flying Dolphin, a 
  rowdy inn located in Willip’s harbor district. A quick
  scan of the inn’s crowd reveals an assortment of 
  would-be mercenaries, caravan guards, and ex-
  soldiers, all relaxing and telling each other stories 
  while waiting to be interviewed by a man in leather 
  armor you presume to be Larrick. One by one, the 
  interviewees all shake their heads at the man, and 
  leave the inn. 
   
   
  The heroes should take this opportunity to introduce 
  themselves to each other, as they share a table in the inn.  
   
  If the PCs try to ask one of the interviewed men 
  what they learned, they just shake their heads and say, 
  “He must be crazy!” and exit the inn. None are willing to 
  stand still for a minute while a PC tries to use the 
  Diplomacy skill on them, and each starts as Indifferent 
  towards the PCs.  
   
  If made Friendly, they merely say, “Listen, I know of 
  a guy looking to hire good old fashioned caravan guards. 
  Why don’t you come with me?” If made Helpful, they try 
  to physically drag the PC out of the inn, telling them, 
  “Come on. Forget this guy. Let’s go get a real job!”  
   
  Obviously, if the PC chooses to find other work, the 
  adventure is over for them. They may earn one week’s 
  worth of wages guarding a caravan, at the standard low-
  risk caravan guard pay rate of 2 sp/level/day. 
   
  Whenever the PCs are ready to approach Larrick, 
  proceed with the following. They may approach him 
  individually, or as a group. 
   
   
  The man sitting n front of you has the dusty look of a 
  miner, which is defin tely an odd sight here in this 
  coastal town. 
   
  “I’ll get right to the point,” he says. “I’ve learned 
  of the location of a large vein of a valuable metal, but 
  I need guards to watch my back while I verify the 
  purity of the lode.” 
  Larrick will question each of the PCs about their level of 
  experience and areas of specialty. He will take notes 
  during the discussion. Larrick may relay the following 
  information if asked: 
  • 
  The expedition will not violate any of the King’s 
  laws, nor will they have to pay taxes as the site is 
  located outside of Furyondy’s borders. 
  • 
  Pay is the standard rate (4 sp/level/day), plus normal 
  expenses such as food, lodgings, tolls, etc. He will 
  increase the rate to 8 sp/level/day for any clerics 
  dedicated to Bleredd, Callarduran Smoothhands, 
  Dumathoin, Flandal Steelskin, Jascar, and/or Ulaa. 
  Blue Scales, Red Secrets 
   
  Page 5 
  
  • 
  He learned of the vein through a Rhenee contact. 
  The Rhenee contact warned him to avoid the 
  notorious Men of the Rift, which should not be a 
  problem since the suspected lode is nowhere near 
  their territory. 
  • 
  Should the site pan out, he will offer the PCs a bonus 
  based on the purity of the vein and revenue 
  projections. 
  • 
  He will NOT reveal the type of metal that he is 
  going to investigate without magical coercion. 
  Magical methods such as detect thoughts could be 
  used to glean this information, however. It is 
  adamantine. 
  • 
  The location he wishes to investigate is in the Rift 
  Canyon. This is why no one has agreed to 
  accompany him yet, the cowards. 
  • 
  Not a lot is known about the Rift or its denizens, but 
  he has heard that the Men of the Rift have cleaned 
  out most of the monsters over the past hundred 
  years or so. 
  • 
  He has hired a wizard from the Wayfarers’ Guild of 
  Greyhawk City to teleport him and the crew he 
  selects to the Rift Canyon. Specifically, they will be 
  teleporting to the town of Rowyna, located in the 
  County of Urnst on the Artonsamay River, because 
  the mage is familiar with that town.  
  • 
  The wizard will be able to teleport himself, Larrick, 
  and a number of other creatures, using a portable 
  hole. Should a druid PC be upset about leaving 
  behind their animal companion, he tells them that 
  the Wayfarer Guild mage will probably have ways of 
  accommodating them. Alternatively, they can spend 
  the day in Rowyna summoning a new one while he 
  shops for supplies. 
  • 
  The wizard will not be accompanying them into the 
  Rift, but will instead meet them in Rowyna two 
  weeks later to teleport them home. 
  • 
  Once in Rowyna, they will be able to buy supplies 
  and mounts before crossing the river and heading 
  towards the Rift Canyon. As long as they stay clear of 
  Wraithkeep, Sheerwatch, and Sarresh, they should 
  be able to avoid any Iuzian hassles. 
  • 
  Larrick will purchase mounts in Rowyna. He has 
  arranged with the Flying Dolphin owner to stable 
  any mounts that need to be left behind. 
  • 
  If the trip is successful, Larrick’s financiers will fund 
  a much larger expedition to create a mining camp. In 
  this event, they will all become rich beyond their 
  wildest dreams. 
   
   
  Should the PCs agree to his terms, he will be very 
  pleased, and he will buy them all a round of ale before 
  telling them to meet him at dawn the following day in 
  the common room. The PCs will be able to find suitable 
  lodgings in the inn, or in another inn in the town, as long 
  as they are paying Adventurer’s Standard or higher. 
  Those who are living off the wild can sleep on the inn’s 
  common room floor. 
   
  Larrick reminds them that they might wish to make 
  sure to bring their saddlebags and other valuables, since 
  they will be leaving their mounts behind, before retiring 
  for the night.  
   
  Should the PCs scry on him, he can be seen pouring 
  over various maps, sharpening pick axes and the like, etc. 
  In addition, he appears to briefly talk to thin air, as he 
  replies to a sending spell from the hired mage, when he 
  says, “Yes, we are still on for tomorrow. See you at dawn.” 
   
  The following morning, Larrick meets the PCs in the 
  common room at dawn. Continue with the following: 
   
  Larrick looks eager to get started, and his enthusiasm 
  irritates the innkeep while your group finishes 
  putting on your armor, eating breakfast, and getting 
  ready. 
   
  i
   
  If the PCs wish to prepare a heroes’ feast, Larrick stops 
  them, telling them there is no time because the mage will 
  be here soon. Larrick tells them that they can cast the 
  spell once they arrive in Rowyna. 
   
  A few minutes later, there is a pop of displaced air as a 
  human in robes appears in the inn. Fixing his gaze on 
  Larrick, he asks, “Are you ready?” as he fishes a black, 
  circular piece of cloth from a pocket. 
   
  Larrick gathers everyone into a circle, and the mage casts 
  teleport. The mage can bring along four medium sized 
  creatures or two large sized creatures. In addition, he will 
  use his portable hole to transport more creatures. The 
  portable hole can hold up to 8 small, 4 medium, or 2 large 
  creatures. To fit everyone inside, the mage first casts a 
  mass reduce person spell. Using this technique, the mage 
  can bring along two large sized creatures and eight small 
  creatures.  
   
  Should the PCs desire to bring along more large 
  sized mounts, the mage has one scroll of reduce animal 
  available to be purchased, slightly marked up from the 
  normal price since he is casting a free mass reduce person 
  spell as part of the deal (200 gp). 
   
  The portable hole contains enough air for 8 small 
  creatures to breath for two-and-a-half minutes.  
   
  Continue with the following: 
   
  As you arrive (or cl mb out of the portable hole), one 
  of the first things that you note is that you are not in 
  any sort of village. Rather, you appear to have arrived 
  on a flat, dirt road out in the middle of open 
  Blue Scales, Red Secrets 
   
  Page 6 
  
  scrublands. After a moment, everyone is out of the 
  portable hole, and the mage dismisses the spell, 
  returning everyone back to their normal size. 
    
  Larrick eyes the mage warily. The mage appears 
  to be taking in the surroundings, as curious as 
  everyone else is. 
   
  “Well, where in the n ne hells of Baator are we?” 
  Larrick shouts at him. 
  i
   
  ti
   
  l
   
   
  l
  i
   
  t
  i
   
  “Based on the road,” the mage calmly replies, “the 
  posi on of the sun, and the canyon that appears to be 
  several miles to the west of us, I’d say we arrived off 
  target by thirty to forty miles. We arrived next to the 
  Rift Canyon’s eastern most edge. These things happen 
  from time to time during teleportations.” 
   
  “Well, fix it! Teleport us to Rowyna!” Larrick 
  demands. 
  “I could do that, but then I would have to charge 
  you for another casting of the spel . As we previously 
  discussed, any off target arrival will be compensated 
  with a twenty-five percent discount if we arrive 
  within a reasonable distance of the target. Based on 
  where we are, Rowyna is a mere thirty to forty miles 
  due south. You should be able to walk there in two 
  days, three at the most. Just go due south until you 
  reach the Artonsamay, cross it, and then go east. Do 
  not stay on this road for more than a few miles, as 
  Wraithkeep is not too far to the south.” 
   
  Larrick grumbles, clearly not happy, but pulls 
  some coins and gems from a belt pouch and tosses the 
  pouch to the mage, who examines its contents closely 
  before pocketing it. 
   
   
  Larrick is actually not that upset about the off target 
  arrival as now he gets the chance to examine the lay of 
  the land a bit before making his purchases in Rowyna. 
  Such information could mean the difference between 
  purchasing mules, or purchasing horses.  
   “I’ll meet you in Rowyna in seventeen days time, to 
  give you time to travel there before setting off on 
  your expedition,” the mage says. “I’ll even toss in a ten 
  percent discount off the price of teleporting you 
  home.” 
   
  Larrick nods at the mage, who then casts a spell 
  and disappears. After the mage is gone, Larrick turns 
  to your group and says, “Wel , no point compla ning. 
  Let’s get moving.” 
  Read the players the Bandit Kingdoms Warning before 
  proceeding to Encounter One. Larrick is impatient to get 
  moving, so he will not stop if the PCs want to cast heroes’ 
  feast. Moreover, sitting down on the open road and 
  eating a meal for an hour is a very bad idea in the Bandit 
  Kingdoms. 
   
  Larrick the Miner: Male human Exp6; hp 44; LN; Fort 
  +3, Ref +2, Will +6; Str 16, Dex 10, Con 14, Int 12, Wis 
  13, Cha 8; Appraise +10, Climb +12, Jump +12, 
  Knowledge 
  (dungeoneering) 
  +13, 
  Listen 
  +10, 
  Profession (miner) +13, Search +10, Survival +10 (+12 
  underground); Power Attack, Skill Focus (Knowledge 
  [dungeoneering]), Skill Focus (Profession [miner]), 
  Weapon Focus (heavy pick).  
   Languages: Common, dwarf.  
   Possessions: traveler’s outfit, masterwork heavy pick, 
  masterwork leather armor, masterwork miner’s pick 
  (2), belt pouch (1,000 gp worth of gems and coins). 
   
  Wayfarer Guild Mage: Male human Conj5/ Mage of 
  the Arcane Order 4/ Wayfarer Guide 1. 
   Possessions: portable hole, scroll of reduce animal. 
   
  Highfolk Introduction 
  The flyers that led you to travel to the town of 
  Highfolk read, “Brave Adven urers Wanted! Fabulous 
  Wealth! Easy Travel! Low Danger! Contact Marcalus 
  of the Merchants’ Guild of Highfolk for details. 
  Interviews will be held on the 27th of Coldeven.”  
   
  It sounds too good to be true, but maybe, just 
  maybe, it will turn out to be h gh paying and low risk, 
  which would make for a nice change of pace. 
   
  A skinny male half-elf in leather armor is 
  interviewing applicants in an inn in Highfolk. One 
  by one, he appears to be sending people on their way, 
  apparently not happy with their credentials. 
   
   
   
  The heroes should take this opportunity to introduce 
  themselves to each other, as they share a table in the inn.  
   
  Obviously, if the PC chooses to find other work, the 
  adventure is over for them. They may earn one week’s 
  worth of wages guarding a caravan, at the standard low-
  risk caravan guard pay rate of 2 sp/level/day. 
   
  Whenever the PCs are ready to approach Marcalus, 
  proceed with the following. They may approach him 
  individually, or as a group. 
   
   
   
  “I’ll get right to the point,” the half-elf says. “I’ve 
  made contact with some Rhenee merchants. I need 
  guards to watch my back while I negotiate with 
  them.” 
  Marcalus will question each of the PCs about their level 
  of experience and areas of specialty. He will take notes 
  during the discussion. Marcalus may relay the following 
  information if asked: 
  • 
  Pay is the standard rate (4 sp/level/day), plus normal 
  expenses such as food, lodgings, tolls, etc.  
  Blue Scales, Red Secrets 
   
  Page 7 
  
  • 
  He will be meeting the Rhenee contact on his barge 
  on the Artonsamay River, near the County of Urnst 
  town named Rowyna. 
  • 
  He needs bodyguards because this town borders the 
  Combination of Free Lords. 
  • 
  He will NOT reveal the type of merchandise that he 
  is going to discuss without magical coercion. 
  Magical methods such as detect thoughts could be 
  used to glean this information, however. He is 
  looking to trade darkwood and bronzewood for 
  mithral. 
  • 
  He has hired a wizard from the Wayfarers’ Guild of 
  Greyhawk City to teleport him and the guards he 
  selects to Rowyna, because the mage is familiar with 
  that town.  
  • 
  The wizard will be able to teleport himself, Marcalus, 
  and a number of other creatures, using a portable 
  hole. Should a druid PC be upset about leaving 
  behind their animal companion, he tells them that 
  the Wayfarer Guild mage will probably have ways of 
  accommodating them. Alternatively, they can spend 
  the day in Rowyna summoning a new one while he 
  starts the negotiations, which he expects to last two 
  weeks as he meets with various Rhenee barge 
  captains as they pass through the area. 
  • 
  The wizard will meet them in Rowyna two weeks 
  later to teleport them home. 
   
  Should the PCs agree to his terms, he will be very 
  pleased, and he will buy them all a round of ale before 
  telling them to meet him at dawn the following day in 
  the common room. The PCs will be able to find suitable 
  lodgings in the inn, or in another inn in the town, as long 
  as they are paying Adventurer’s Standard or higher. 
  Those who are living off the wild can sleep on the inn’s 
  common room floor. 
   
  Marcalus reminds them that they might wish to 
  make sure to bring their saddlebags and other valuables, 
  since they will be leaving their mounts behind, before 
  retiring for the night.  
   
  Should the PCs scry on him, he can be seen pouring 
  over ledgers. In addition, he appears to briefly talk to thin 
  air, as he replies to a sending spell from the hired mage, 
  when he says, “Yes, we are still on for tomorrow. See you 
  at dawn.” 
   
  The following morning, Marcalus meets the PCs in 
  the common room at dawn. Continue with the following: 
   
  Marcalus looks eager to get started, and his 
  enthusiasm irritates the innkeep while your group 
  finishes putting on your armor, eating breakfast, and 
  getting ready. 
  If the PCs wish to prepare a heroes’ feast, Marcalus stops 
  them, telling them there is no time because the mage will 
  be here soon. Marcalus tells them that they can cast the 
  spell once they arrive in Rowyna. 
   
  A few minutes later, there is a pop of displaced air as a 
  human in robes appears in the inn. Fixing his gaze on 
  Marcalus, he asks, “Are you ready?” as he fishes a 
  black, circular piece of cloth from a pocket. 
   
  Marcalus gathers everyone into a circle, and the mage 
  casts teleport. The mage can bring along four medium 
  sized creatures or two large sized creatures. In addition, 
  he will use his portable hole to transport more creatures. 
  The portable hole can hold up to 8 small, 4 medium, or 2 
  large creatures. To fit everyone inside, the mage first casts 
  a mass reduce person spell. Using this technique, the 
  mage can bring along two large sized creatures and eight 
  small creatures. Should the PCs desire to bring along 
  more large sized mounts, the mage has one scroll of 
  reduce animal available to be purchased, slightly marked 
  up from the normal price since he is casting a free mass 
  reduce person spell as part of the deal (200 gp). 
   
  Continue with the following: 
   
   
  i
   
   
   
   
   
  ti
   
  l
  i
   
  As you arrive (or cl mb out of the portable hole), one 
  of the first things that you note is that you are not in 
  any sort of village. Rather, you appear to have arrived 
  on a flat, dirt road out in the middle of open 
  scrublands. After a moment, everyone is out of the 
  portable hole, and the mage dismisses the spell, 
  returning everyone back to their normal size. 
   
  Marcalus eyes the mage warily. The mage appears 
  to be taking in the surroundings, as curious as 
  everyone else is. 
  “Where are we?” Marcalus asks him. 
  “Based on the road,” the mage calmly replies, “the
  posi on of the sun, and the canyon that appears to be 
  several miles to the west of us, I’d say we arrived off 
  target by thirty to forty miles. We arrived next to the 
  Rift Canyon’s eastern most edge. These things happen 
  from time to time during teleportations.” 
   
  “Well, fix it! Teleport us to Rowyna!” Marcalus 
  demands. 
  “I could do that, but then I would have to charge 
  you for another casting of the spel . As we prev ously
  discussed, any off target arrival will be compensated 
  with a twenty-five percent discount if we arrive 
  within a reasonable distance of the target. Based on 
  where we are, Rowyna is a mere thirty to forty miles 
  due south. You should be able to walk there in two 
  days, three at the most. Just go due south until you 
  reach the Artonsamay, cross it, and then go east. Do 
  Blue Scales, Red Secrets 
   
  Page 8 
  
  not stay on this road for more than a few miles, as 
  Wraithkeep is not too far to the south.” 
   
  Marcalus grumbles, clear y not happy, but pulls 
  some coins and gems from a belt pouch and tosses the 
  pouch to the mage, who examines its contents closely 
  before pocketing it. 
  l
   
   
  l
   
  f
   
  l
   
   
   
  Marcalus is not happy about the off target arrival, but he 
  is curious about possibly making new contacts during the 
  short trip to Rowyna.  
   “I’ll contact you via a sending spell in two weeks 
  time, to see if you are ready to return home,” the 
  mage says to Marcalus. “I’ll even toss in a ten percent 
  discount off the price of teleporting you home.” 
  Marcalus nods at the mage, who then casts a spell 
  and disappears. After the mage is gone, Marcalus 
  turns to your group and says, “Wel , no point 
  complaining. Let’s get moving before we run into any 
  of Old Wicked’s forces.” 
  Read the players the Bandit Kingdoms Warning before 
  proceeding to Encounter One. Marcalus is impatient to 
  get moving, so he will not stop if the PCs want to cast 
  heroes’ feast. Moreover, sitting down on the open road 
  and eating a meal for an hour is a very bad idea in the 
  Bandit Kingdoms. 
   
  Marcalus the Merchant: Male half-elf Exp6; hp 32; N; 
  Fort +3, Ref +4, Will +5; Str 8, Dex 14, Con 12, Int 13, 
  Wis 10, Cha 16; Appraise +10, Bluff +12, Diplomacy 
  +21, Gather Information +19, Knowledge (local – Iuz’s 
  Border States) +10, Listen +1, Profession (merchant) 
  +12, Search +2, Sense Motive +9, Spot +1; Skill Focus 
  (Diplomacy), Skill Focus (Gather Information), Skill 
  Focus (Profession [merchant]).  
   Languages: Common, elven.  
   Possessions: traveler’s outfit, masterwork longbow, 
  20 arrows, masterwork leather armor, rapier, dagger, 
  belt pouch (1,000 gp worth of gems and coins). 
   
  Wayfarer Guild Mage: Male human Conj5/ Mage of 
  the Arcane Order 4/ Wayfarer Guide 1. 
   Possessions: portable hole, scroll of reduce animal. 
   
  Perrenland Introduction 
  Word has gone out that the Voice is looking to hire a 
  group of stout adventurers for some sort of 
  expedition. Details are scarce, but a line of applicants 
  sit in the lavish common room o  the Voice’s College 
  on the grounds of the Grand Temple of the Old Kerk 
  in Schwartzenbruin. Singly or in groups, they are 
  eventually summoned by a blue-cloaked member of 
  the Voice and led into an adjacent office to be 
  interviewed. Several minutes later, each applicant 
  leaves, shaking his or her head. 
   
  The heroes should take this opportunity to introduce 
  themselves to each other, as they are waiting to be 
  interviewed.  
   
  If the PCs try to ask one of the interviewed men 
  what they learned, they just shake their heads and say, 
  “He must be crazy!” and exit the inn. None are willing to 
  stand still for a minute while a PC tries to use the 
  Diplomacy skill on them, and each starts as Indifferent 
  towards the PCs.  
   
  If made Friendly, they merely say, “Listen, I know of 
  a guy looking to hire good old fashioned caravan guards. 
  Why don’t you come with me?” If made Helpful, they try 
  to physically drag the PC out of the inn, telling them, 
  “Come on. Forget this guy. Let’s go get a real job!”  
   
  Obviously, if the PC chooses to find other work, the 
  adventure is over for them. They may earn one week’s 
  worth of wages guarding a caravan, at the standard low-
  risk caravan guard pay rate of 2 sp/level/day. 
   
  Whenever the PCs are ready to be interviewed, 
  proceed with the following. They may interview 
  individually, or as a group. 
   
  PCs who are members of the Voice meta-org should 
  be wearing their cloak of office. If they do so then the 
  greeting they get below is one of deepest courtesy and 
  respect. 
  Inside the office is a HetKanzler (Head Singer) of the 
  College and member of the Vuurzward clan by the 
  looks of his clothing, both sit behind a arge desk. 
  The Vuurzwarder appears to be a scholar of some sort, 
  and sits quietly in his chair, eying you. 
   
  “Greetings, fellow patriots. I am HetKanzler 
  Arven Bruidenhuis, Knowing that for you, time is 
  money, I’ll get right to the point, I seek to 
  commission a group of adventurers to protect this 
  gentleman, Marinus Vuurzward,” he says, pointing at 
  the Flan, “during an expedition in which he will be 
  seeking to discover the location of an Ur-Flan burial 
  site. Pay will be the standard rate. Marinus can answer 
  any questions you might have about the expedition.” 
  Marinus will question each of the PCs about their level of 
  experience and areas of specialty. He will take notes 
  during the discussion. Marinus may relay the following 
  information if asked: 
  • 
  Pay is the standard rate (4 sp/level/day), plus normal 
  expenses such as food, lodgings, tolls, etc. He will 
  increase the rate to 8 sp/level/day for any clerics of 
  the Old Kerk. 
  Blue Scales, Red Secrets 
   
  Page 9 
  
  • 
  The Old Kerk has learned, through various 
  divinations, of the possible location of an ancient Ur-
  Flan crypt.  
  • 
  Marinus is an expert on the Ur-Flan, but possibly not 
  as much as some of the PCs. 
  • 
  Everyone knows that Perrenland still lives with a 
  Ur-Flan legacy thus his expertise is in some demand 
  outside of the nation’s borders.  
  • 
  The location he wishes to investigate is in the Rift 
  Canyon. This is why no one has agreed to 
  accompany him yet. 
  • 
  It is known that the Bone Master (Kyuss) underwent 
  apotheosis in Wormcrawl Fissure, in the Rift 
  Canyon. 
  • 
  The expedition will NOT be going to the 
  Wormcrawl Fissure. That would be suicidal. 
  • 
  Not a lot is known about the Rift or its denizens, but 
  he has heard that the Men of the Rift have cleaned 
  out most of the monsters over the past hundred 
  years or so. 
  • 
  The Voice has hired a wizard from the Wayfarers’ 
  Guild of Greyhawk City to teleport Marinus and the 
  crew he selects to the Rift Canyon. Specifically, they 
  will be teleporting to the town of Rowyna, located in 
  the County of Urnst on the Artonsamay River, 
  because the mage is familiar with that town.  
  • 
  The wizard will be able to teleport himself, Marinus, 
  and a number of other creatures, using a portable 
  hole. Should a druid PC be upset about leaving 
  behind their animal companion, he tells them that 
  the Wayfarer Guild mage will probably have ways of 
  accommodating them. Alternatively, they can spend 
  the day in Rowyna summoning a new one while he 
  shops for supplies. 
  • 
  The wizard will not be accompanying them into the 
  Rift, but will instead meet them in Rowyna two 
  weeks later to teleport them home. 
  • 
  Once in Rowyna, they will be able to buy supplies 
  and mounts before crossing the river and heading 
  towards the Rift Canyon. As long as they stay clear of 
  Wraithkeep, Sheerwatch, and Sarresh, they should 
  be able to avoid any Iuzian hassles. 
  • 
  Marinus will purchase mounts in Rowyna. The 
  Voice has arranged to stable any mounts that need to 
  be left behind. 
  • 
  Their mission is to get in, verify whether the crypt is 
  indeed Ur-Flan, and get out. 
   
   
   
  i
   
   
   
   
  ti
  Should the PCs agree to the mission, Marinus and the 
  HetKanzler will be very pleased. Marinus reminds them 
  that they might wish to make sure to bring their 
  saddlebags and other valuables, since they will be leaving 
  their mounts behind, before retiring for the night. He 
  tells them to meet him at dawn the following day in a 
  nearby courtyard.  
   
  Should the PCs scry on Marinus, he can be seen 
  pouring over various maps. 
   
  The 
  following 
  morning, 
  Marinus 
  and 
  the 
  HetKanzler meets the PCs in the courtyard at dawn. 
  Continue with the following: 
   
  Marinus looks eager to get started. The HetKanzer 
  merely stands quietly by as your group finishes 
  putting getting ready. 
  If the PCs wish to prepare a heroes’ feast, the HetKanzler 
  stops them, telling them there is no time because the 
  mage will be here soon. Marinus tells them that they can 
  cast the spell once they arrive in Rowyna. 
   
  A few minutes later, there is a pop of displaced air as a 
  human in robes appears in the courtyard. Fixing his 
  gaze on Marinus, he asks, “Are you ready?” as he 
  fishes a black, circular piece of cloth from a pocket. 
   
   
  Marinus gathers everyone into a circle, and the 
  HetKanzler casts bless, while intoning a suitable prayer. 
  After that, the mage casts teleport. The mage can bring 
  along four medium sized creatures or two large sized 
  creatures. In addition, he will use his portable hole to 
  transport more creatures. The portable hole can hold up 
  to 8 small, 4 medium, or 2 large creatures. To fit everyone 
  inside, the mage first casts a mass reduce person spell. 
  Using this technique, the mage can bring along two large 
  sized creatures and eight small creatures. Should the PCs 
  desire to bring along more large sized mounts, the mage 
  has one scroll of reduce animal available to be purchased, 
  slightly marked up from the normal price since he is 
  casting a free mass reduce person spell as part of the deal 
  (200 gp). 
   
  Continue with the following: 
   
  As you arrive (or cl mb out of the portable hole), one 
  of the first things that you note is that you are not in 
  any sort of village. Rather, you appear to have arrived 
  on a flat, dirt road out in the middle of open 
  scrublands. After a moment, everyone is out of the 
  portable hole, and the mage dismisses the spell, 
  returning everyone back to their normal size. 
   
  Marinus eyes the mage confusedly. The mage 
  appears to be taking in the surroundings, as curious as 
  everyone else is. 
  “Where are we?” Marinus calmly asks him. 
  “Based on the road,” the mage calmly replies, “the
  posi on of the sun, and the canyon that appears to be 
  several miles to the west of us, I’d say we arrived off 
  target by thirty to forty miles. We arrived next to the 
  Blue Scales, Red Secrets 
   
  Page 10 
  
  Rift Canyon’s eastern most edge. These things happen 
  from time to time during teleportations.” 
   
   
   
   
   
   
   
  t
   
   
  “Can you teleport us to Rowyna?” Marinus asks. 
   
  “No. Alas, I only have one more teleport 
  prepared, and I need that to get home. I will send a 
  sending spell to the HetKanzer informing him of the 
  error.  
   
  Based on where we are, Rowyna is a mere thirty 
  to forty miles due south. You should be able to walk 
  there in two days, three at the most. Just go due south 
  until you reach the Artonsamay, cross it, and then go 
  east. Do not stay on this road for more than a few 
  miles, as Wraithkeep is not too far to the south.” 
   
   
   
  Marinus is not that upset about the off target arrival as 
  now he gets the chance to examine the lay of the land a 
  bit before making his purchases in Rowyna. Such 
  information could mean the difference between 
  purchasing mules, or purchasing horses. Plus, he’s a 
  curious fellow. A little walking never killed anybody.  
   “I’ll contact you via a sending spell in two weeks 
  time, to see if you are ready to return home,” the 
  mage says. 
  Marinus nods at the mage, who then casts a spell 
  and disappears. After the mage is gone, Marinus turns 
  to your group and says, “Well, let’s get moving.” 
  Read the players the Bandit Kingdoms Warning before 
  proceeding to Encounter One. Marinus is impatient to 
  get moving, so he will not stop if the PCs want to cast 
  heroes’ feast. Moreover, sitting down on the open road 
  and eating a meal for an hour is a very bad idea in the 
  Bandit Kingdoms. 
  Marinus the Scholar: Male human (Flan) Clr3/Exp3 
  (Allitur); hp 35; LG; Fort +5, Ref +1, Will +9; Str 10, Dex 
  8, Con 12, Int 13, Wis 16, Cha 14; Appraise +7, 
  Concentration +13, Decipher Script +7, Knowledge 
  (dungeoneering) 
  +7, 
  Knowledge 
  (history) 
  +13, 
  Knowledge (religion) +13, Profession (archeologist) 
  +15; 
  Skill 
  Focus 
  (Concentration), 
  Skill 
  Focus 
  (Knowledge 
  [history]), 
  Skill 
  Focus 
  (Knowledge 
  [religion]), Skill Focus (Profession [archeologist]).  
   Languages: Common, Flan, Orc, Old Oeridian, Ur-
  Flan.  
   Possessions: traveler’s outfit, masterwork spear, belt 
  pouch (200 gp). 
   
  Wayfarer Guild Mage: Male human Conj5/ Mage of 
  the Arcane Order 4/ Wayfarer Guide 1. 
   Possessions: portable hole, scroll of reduce animal. 
   
  Shield Lands Introduction 
  Recent reports indicate that several of the raiding 
  parties that have struck Bolam and Reynold have 
  been based out of the Rift Canyon. It seems as if the 
  denizens of the Combination of Free Lords are once 
  again raiding into the Shield Lands, apparen ly with 
  Iuzian consent. 
   
  Your scouting mission has been a tense one so 
  far, as you’ve followed a retreating warband deep into 
  the Rift Barrens north of the false Principality of 
  Redhand. Luckily, several loyal Shield Landers still 
  reside quietly in Redhand, and they proved helpful 
  during the chase by providing room in their barns for 
  your group to rest at night. 
  Your mission was not to overtake and capture the 
  raiders, but rather to follow them as far as possible, to 
  learn their favored routes in and out of the Rift 
  Barrens. The group you are following surprised you 
  by swinging east of the Rift itself, apparently intent 
  on either turning towards Stoink, or west towards 
  Riftcrag. Your patrol leader, a young greycloak, 
  appears eager to continue the chase, but his orders 
  were to turn back after two weeks. 
  With some reluctance, he surveys the tracks at an 
  intersection, determining that the warband did 
  indeed turn west, towards Riftcrag, before ordering 
  the return home. 
   
  Read the players the Bandit Kingdoms Warning before 
  proceeding to Encounter One. Kelvor is impatient to get 
  moving, so he will not stop if the PCs want to cast heroes’ 
  feast. Moreover, sitting down on the open road and 
  eating a meal for an hour is a very bad idea in the Bandit 
  Kingdoms. 
   
  Kelvor’s animal companion was previously killed 
  during a skirmish with the raiders. 
   
  Greycloak Kelvor: Male human Rgr6; hp 45; SA 
  Favored enemy orcs +4, undead +2; NG; Fort +5, Ref +5, 
  Will +2; Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8; 
  Handle Animal +8, Hide +7, Knowledge (geography) 
  +4, Knowledge (nature) +7, Listen +10, Move Silently 
  +8, Ride +14, Spot +10, Survival +15; Endurance, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Skill 
  Focus 
  (Survival), 
  Track, 
  Weapon 
  Focus 
  (longbow).  
   Languages: Common.  
   Spells Prepared (2; base DC = 11 + spell level): 1st—
  entangle, speak with animals. 
   Possessions: traveler’s outfit, +1 composite longbow 
  (+1 Str bonus), +1 studded leather armor, 20 arrows, 
  masterwork buckler, masterwork longsword, dagger, 
  belt pouch (100 gp), light warhorse. 
  Blue Scales, Red Secrets 
   
  Page 11 
  
   
  Dyvers Introduction 
  The 
  flyers 
  read, 
  “Brave 
  Adventurers 
  Wanted! 
  Fabulous Wealth! Easy Travel! Low Danger! Contact 
  Vilnius 
  of 
  the 
  Merchants’ 
  Guild 
  for 
  details. 
  Interviews will be held on the 27th of Coldeven.”  
   
  It sounds too good to be true, but maybe, just 
  maybe, it will turn out to be h gh paying and low risk, 
  which would make for a nice change of pace. 
  i
   
  l i
   
   
  , 
   
  A skinny male half-elf in leather armor is 
  interviewing applicants in one of Dyvers’ local inns. 
  One by one, he appears to be sending people on their 
  way, apparently not happy with their credentials. 
   
   
   
  The heroes should take this opportunity to introduce 
  themselves to each other, as they share a table in the inn.  
   
  Obviously, if the PC chooses to find other work, the 
  adventure is over for them. They may earn one week’s 
  worth of wages guarding a caravan, at the standard low-
  risk caravan guard pay rate of 2 sp/level/day. 
   
  Whenever the PCs are ready to approach Vilnius, 
  proceed with the following. They may approach him 
  individually, or as a group. 
   
   
   
  “I’ll get right to the point,” the half-elf says. “I’ve 
  contact with some Rhenee merchants who I need to 
  meet with, but I need guards to watch my back while 
  I negotiate with them.” 
  Vilnius will question each of the PCs about their level of 
  experience and areas of specialty. He will take notes 
  during the discussion. Vilnius may relay the following 
  information if asked: 
  • 
  Pay is the standard rate (4 sp/level/day), plus normal 
  expenses such as food, lodgings, tolls, etc. Members 
  of the mercenary guild will have their pay raised to 8 
  sp/level/day. 
  • 
  He will be meeting the Rhenee contact on his barge 
  on the Artonsamay River, near the County of Urnst 
  town named Rowyna. 
  • 
  He needs bodyguards because this town borders the 
  Combination of Free Lords. 
  • 
  He will NOT reveal the type of merchandise that he 
  is going to discuss without magical coercion. 
  Magical methods such as detect thoughts could be 
  used to glean this information, however. He is 
  looking to trade fine silks and gems for mithral. 
  • 
  He has hired a wizard from the Wayfarers’ Guild of 
  Greyhawk City to teleport him and the guards he 
  selects to Rowyna, because the mage is familiar with 
  that town.  
  • 
  The wizard will be able to teleport himself, Vilnius, 
  and a number of other creatures, using a portable 
  hole. Should a druid PC be upset about leaving 
  behind their animal companion, he tells them that 
  the Wayfarer Guild mage will probably have ways of 
  accommodating them. Alternatively, they can spend 
  the day in Rowyna summoning a new one while he 
  starts the negotiations, which he expects to last two 
  weeks as he meets with various Rhenee barge 
  captains as they pass through the area. 
  • 
  The wizard will meet them in Rowyna two weeks 
  later to teleport them home. 
   
  Should the PCs agree to his terms, he will be very 
  pleased, and he will buy them all a round of ale before 
  telling them to meet him at dawn the following day in 
  the common room. The PCs will be able to find suitable 
  lodgings in the inn, or in another inn in the town, as long 
  as they are paying Adventurer’s Standard or higher. 
  Those who are living off the wild can sleep on the inn’s 
  common room floor. 
   
  Vilnius reminds them that they might wish to make 
  sure to bring their saddlebags and other valuables, since 
  they will be leaving their mounts behind, before retiring 
  for the night.  
   
  Should the PCs scry on him, he can be seen pouring 
  over ledgers. In addition, he appears to briefly talk to thin 
  air, as he replies to a sending spell from the hired mage, 
  when he says, “Yes, we are still on for tomorrow. See you 
  at dawn.” 
   
  The following morning, Vilnius meets the PCs in 
  the common room at dawn. Continue with the following: 
   
  Vi n us looks eager to get started, and his enthusiasm 
  irritates the innkeep while your group finishes 
  putting on your armor, eating breakfast, and getting 
  ready. 
  If the PCs wish to prepare a heroes’ feast, Vilnius stops 
  them, telling them there is no time because the mage will 
  be here soon. Vilnius tells them that they can cast the 
  spell once they arrive in Rowyna. 
   
  A few minutes later, there is a pop of displaced air as a 
  human in robes appears in the inn. Fixing his gaze on 
  Vilnius, he asks, “Are you ready?” as he fishes a black
  circular piece of cloth from a pocket. 
   
  Vilnius gathers everyone into a circle, and the mage casts 
  teleport. The mage can bring along four medium sized 
  creatures or two large sized creatures. In addition, he will 
  use his portable hole to transport more creatures. The 
  portable hole can hold up to 8 small, 4 medium, or 2 large 
  Blue Scales, Red Secrets 
   
  Page 12 
  
  creatures. To fit everyone inside, the mage first casts a 
  mass reduce person spell. Using this technique, the mage 
  can bring along two large sized creatures and eight small 
  creatures. Should the PCs desire to bring along more 
  large sized mounts, the mage has one scroll of reduce 
  animal available to be purchased, slightly marked up 
  from the normal price since he is casting a free mass 
  reduce person spell as part of the deal (200 gp). 
   
  Continue with the following: 
   
  As you arrive (or cl mb out of the portable hole), one 
  of the first things that you note is that you are not in 
  any sort of village. Rather, you appear to have arrived 
  on a flat, dirt road out in the middle of open 
  scrublands. After a moment, everyone is out of the 
  portable hole, and the mage dismisses the spell, 
  returning everyone back to their normal size. 
  i
   
   
  ti
   
  l
  l i
   
  l
  i
   
  t
  f
    
  Vilnius eyes the mage warily. The mage appears 
  to be taking in the surroundings, as curious as 
  everyone else is. 
   
  “Where in the nine hells of Baator are we?” 
  Vilnius asks him. 
  “Based on the road,” the mage calmly replies, “the 
  posi on of the sun, and the canyon that appears to be 
  several miles to the west of us, I’d say we arrived off 
  target by thirty to forty miles. We arrived next to the 
  Rift Canyon’s eastern most edge. These things happen 
  from time to time during teleportations.” 
   
  “Well, fix it! Teleport us to Rowyna!” Vilnius 
  demands. 
  “I could do that, but then I would have to charge 
  you for another casting of the spel . As we previously 
  discussed, any off target arrival will be compensated 
  with a twenty-five percent discount if we arrive 
  within a reasonable distance of the target. Based on 
  where we are, Rowyna is a mere thirty to forty miles 
  due south. You should be able to walk there in two 
  days, three at the most. Just go due south until you 
  reach the Artonsamay, cross it, and then go east. Do 
  not stay on this road for more than a few miles, as 
  Wraithkeep is not too far to the south.” 
   
  Vi n us grumbles, clearly not happy, but pulls 
  some coins and gems from a belt pouch and tosses the 
  pouch to the mage, who examines its contents closely 
  before pocketing it. 
   
   
  Vilnius is not happy about the off target arrival, but he is 
  curious about possibly making new contacts during the 
  short trip to Rowyna.  
   “I’ll contact you via a sending spell in two weeks 
  time, to see if you are ready to return home,” the 
  mage says to Vilnius. “I’ll even toss in a ten percent 
  discount off the price of teleporting you home.” 
   
  Vilnius nods at the mage, who then casts a spell 
  and disappears. After the mage is gone, Vilnius turns 
  to your group and says, “Wel , no point compla ning. 
  Let’s get moving before we run into any bandits.” 
  Read the players the Bandit Kingdoms Warning before 
  proceeding to Encounter One. Vilnius is impatient to get 
  moving, so he will not stop if the PCs want to cast heroes’ 
  feast. Moreover, sitting down on the open road and 
  eating a meal for an hour is a very bad idea in the Bandit 
  Kingdoms. 
   
  Vilnius the Merchant: Male half-elf Exp6; hp 32; N; 
  Fort +3, Ref +4, Will +5; Str 8, Dex 14, Con 12, Int 13, 
  Wis 10, Cha 16; Appraise +10, Bluff +12, Diplomacy 
  +21, Gather Information +19, Knowledge (local – Iuz’s 
  Border States) +10, Listen +1, Profession (merchant) 
  +12, Search +2, Sense Motive +9, Spot +1; Skill Focus 
  (Diplomacy), Skill Focus (Gather Information), Skill 
  Focus (Profession [merchant]).  
   Languages: Common, elven.  
   Possessions: traveler’s outfit, masterwork longbow, 
  20 arrows, masterwork leather armor, rapier, dagger, 
  belt pouch (1,000 gp worth of gems and coins). 
   
  Wayfarer Guild Mage: Male human Conj5/ Mage of 
  the Arcane Order 4/ Wayfarer Guide 1. 
   Possessions: portable hole, scroll of reduce animal. 
   
  Bandit Kingdoms Warning 
  Read the following text after the PCs realize that they are 
  in the Bandit Kingdoms: 
   
  Please remember that things are different in the 
  Bandi  Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is the 
  right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications o  any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others.  
   
  Ask each player if their character belongs to any BK 
  regional or Iuz metaregional meta-orgs and, if so, which 
  one(s). Have them write this information on slips of 
  paper to maintain in-character secrecy.  
   
  Also, find out if anyone is Wanted by the Church of 
  Iuz (a Bandit Kingdoms meta-organization. For more 
  information, see www.bandit-kingdoms.net), and what 
  their Disguise check is (they may NOT take 20 on this). 
  While a hero’s Wanted! score might not come into play 
  Blue Scales, Red Secrets 
   
  Page 13 
  
  during this event, it is best to make our player base as 
  paranoid as possible. If anyone has a Wanted! score of 
  Malcontent or higher, be sure to make an ominous 
  “hmmmmm” noise, and roll a few d20s behind a screen. 
  Cackle evilly for effect.  
   
  Encounter One: Yes, Red 
  The spring weather is clear and pleasant. The 
  landscape is transitioning from the roughness of the 
  Rift Barren’s badlands to the smooth plains of the 
  Artonsamay River valley. Several miles to the west, 
  the easternmost edge of the Rift Canyon cuts the 
  ground. 
   
   
   
   
  Allow the PCs a DC 15 Knowledge (geography) check to 
  know that the portion of the Rift Canyon closest to the 
  road is known as “Dragon Rift.” A DC 15 Knowledge 
  (local – Iuz’s Border States) check will indicate that a 
  huge red male dragon named Morginstaler lives 
  somewhere in Dragon Rift. A DC 20 check will reveal 
  that Morginstaler is known to mate with a variety of 
  creatures. 
   
   
   
  There is a huge red dragon speeding through the air 
  towards your group from the west. Its wingspan must 
  be almost one-hundred feet, and its overall length is a 
  bit more than half that distance. It appears to be one-
  hundred feet. above the ground, and roughly seven-
  hundred feet away. 
  A DC 29 Knowledge check will reveal that the dragon is 
  at least a male young adult, a DC 32 will reveal that it is at 
  least an adult, and a DC 35 will confirm that it is a mature 
  adult. 
   
  Morginstaler double moves towards the PCs while 
  descending at a 45-degree angle, so he descends 100 feet 
  and moves 250 feet forward on his turn (he is flying nape 
  of the earth at this point). He is on a trajectory to land 100 
  feet in front of the PCs on the road. Be sure to emphasize 
  this for trigger happy parties. 
   
  Every round, give Morginstaler a Spot check at the 
  end of his movement to recognize PCs that have his 
  Enmity, with a -5 for being distracted (and with the 
  normal -1/10 ft. between the PC and Morginstaler). He 
  attacks these PCs on sight, if he recognizes them 
  (automatically triggering his frightful presence, and 
  possibly scaring away the other PCs and their mounts). 
  He gives the other PCs one warning to “Stay out of this.” 
  He does not attack other PCs unless they attack him or 
  aid his opponent. Once the PC is slain, Morginstaler casts 
  detect magic and takes the dead PC’s item that has the 
  strongest aura. He does not further molest the dead PC. 
  See Tactics. 
   
  If combat does NOT break out, continue with the 
  following. 
  At first, the dragon appeared to be flying right 
  towards your party, but now you realize that it 
  appears to be cutting you off, as if it will land on the 
  road ahead of you. Oddly enough, your mounts do not 
  seem that jittery. 
   
  Allow the PCs to make a Knowledge (arcana) check, 
  DC 25, to realize that the dragon is NOT using its 
  frightful presence ability. Ask the PCs what they wish to 
  do.  
   
  If they attack, see Tactics. If they flee, Morginstaler 
  laughs and flies to cut them off again. If they flee 
  magically, via teleport or some other magic, the event is 
  over; hand out ARs with 0 gp, no access, and the 
  discretionary role-playing experience designated in the 
  Experience Point Summary section of this adventure. 
   
  Otherwise, Morginstaler lands on the road 100 feet 
  in front of the PCs and commences to coerce the PCs 
  into serving his needs. Continue with the following: 
   
   
  The creature’s maw opens, but instead of fire come 
  words in Common.  
   
  “Don’t make me kill you! Make no threatening 
  moves and I will let you live long enough to hear 
  what I have to say!” 
   
  Due to his mask of lies, he does NOT detect as evil. All of 
  his possessions are hidden by the mask’s glamer. A DC 25 
  (+1/10 ft. between the PC and Morginstaler) Spot check 
  will allow a PC to see through this disguise. 
   
  The PCs may attempt to alter his attitude via 
  Diplomacy (his initial attitude is Indifferent, or 
  Unfriendly towards dragon disciples of metallic heritage, 
  or Friendly towards PCs who earned his favor in BDK6-
  07 Love Letter). As he is Chaotic and Evil, and generally a 
  “kill first, ask questions later” kind of dragon, all 
  Diplomacy attempts suffer a -10 Circumstance penalty 
  unless the Diplomacy attempt specifically appeals to him 
  as a chaotic evil dragon.  
   
  PCs who are female and/or speak Draconic to him 
  receive a +2 Circumstance bonus to Diplomacy (these 
  bonuses stack). Female PCs who flirt with him receive an 
  additional +2 Circumstance bonus. PCs who flatter him 
  receive a +2 Circumstance bonus. PCs who provide 
  information about the location, age, and size of other red 
  or gold dragons that they have encountered gain a +5 
  bonus (if they are lying, this is opposed by Morginstaler’s 
  Sense Motive check). For every 100 gp worth of magic 
  items given to him, the PC receives a +1 Circumstance 
  bonus (max +10, as the PCs have not earned any treasure 
  yet this may not come out of “over-the-cap” gold). PCs 
  Blue Scales, Red Secrets 
   
  Page 14 
  
  who say that they have never heard of Morginstaler, Red 
  Dragon of the Rift, suffer a -10 Circumstance bonus. 
   
  Morginstaler will only be Friendly or Helpful 
  towards the PC who altered his attitude, not towards the 
  rest of the party. Remember, a Helpful chaotic evil 
  creature really is not less of a threat than an Indifferent 
  one. Chaotic evil creatures often kill family and friends if 
  the mood strikes them to do so. 
   
  The PCs cannot lower his attitude unless they attack, 
  or say something really foolish to him (such as a direct 
  insult). He will attack if he is disrespected. 
   
  If a PC casts a spell, Morginstaler will attempt to 
  Spellcraft it. If the spell is defensive in nature, he says 
  nothing (other than to chuckle). If he fails to Spellcraft it, 
  or Spellcrafts that it is offensive in nature (or an offensive 
  combat buff spell), he will give the PC one warning, 
  saying “I wouldn’t do that if I were you!” Ask the PC if 
  they wish to complete the spell. If they say “yes,” roll 
  initiative and see Tactics. 
   
   
  Note: If Morginstaler sees a female (of any PC race) with 
  a Charisma of 14 or higher, he will attempt to flirt with 
  that character. His responses to that PC will be tempered 
  accordingly, and towards these PCs he will initially have 
  a Friendly attitude. 
   
  Should a female with a Charisma of 14 or higher flirt 
  back with Morginstaler, he will invite them to go on a 
  “Tour of the Rift Canyon and its majestic wonders” with 
  him. Naturally, good and lawful aligned PCs should find 
  this idea abhorrent, but chaotic neutral and neutral PCs 
  might just take him up on his offer. If any choose to go 
  with him, see Development below. 
   
  Each group of PCs should be guarding an NPC from their 
  region. Morginstaler will guess who that is, as they seem 
  the least adventurous of the mortals in front of him. To 
  ensure the PCs’ cooperation, he will threaten to kidnap or 
  kill the NPC.  
   
  Note: Paladins need not worry about losing their 
  paladinhood if they agree to cooperate with the dragon, 
  as the only way to rescue the NPC while avoiding a fight 
  that will surely kill their comrades is to do as the dragon 
  asks. 
   
   
  Below is a list of expected questions that the PCs 
  might ask Morginstaler, and his response. Remember, 
  you, the judge, should roll any Sense Motive checks that 
  the players ask for, to prevent meta-gaming. 
   
  “What do you want with us?” 
  “I wish to ‘hire’ you, in a manner of speaking, for a 
  small job.” (true) 
  “What kind of job?” 
  “Research, mostly. I recently encountered some very 
  odd kobolds, and I want you to find out why they 
  were acting so strangely.” (true) 
   
   
   
   
  i
  l.
   
  f
   
   
   
   
  “How were they acting odd?” 
  “They failed to run away from me.” (true) 
   
  “Were acting?” 
  “Surely you don’t think that I allowed them to live, do
  you? The Rift is MINE to rule as I see fit. Care to 
  dispute the point, mortal?” 
  “Yes, I do!” 
  Roll Initiative. See Tactics. 
   
  “What’s the pay?” or “Why should we help you?” 
  “Pay? How about I allow you all to live, so you may 
  tell the tale of how you talked to Morginstaler, the 
  Red Dragon of the Rift, and lived. Plus, I won’t kill 
  that fellow you appear to be guarding,” he says, while 
  pointing at <insert NPC’s name here>. (true) 
   
  “What do you want with him?” 
  “I can’t trust you to do my bidding without a hostage. 
  He’ll be fine, I assure you. When you return here to 
  relay what you have learned, I shall return h m, hale, 
  hearty and none the worse for wear. I promise,” he 
  adds with a toothy grin. (true) 
   
  “How can we trust you?” 
  “Have I eaten you yet?” (true) 
   
  “Where can we find these kobolds?” 
  “Kobolds are like rats, they can live in any small hole. 
  Their lair is somewhere in the lower southern half of 
  my Rift, west of the great mesa. I do not know exactly 
  where their lair is, but I slaughtered the strange ones 
  just east of where the Great Mesa almost reaches the 
  southern canyon wal  From there, you should be able
  to find their lair i  you look hard enough, I imagine.”
  (true) 
  “How do we get down into the Rift?” 
  “There is a good trail not too far from here, roughly 55 
  of your miles away, as I fly it, on the south side of the 
  Rift. I will scorch the earth to indicate where it 
  begins.” (true) 
   
  “Are there any other threats in the Rift that we should 
  know about?” 
  “Probably.” 
  “Please tell us!” 
  Blue Scales, Red Secrets 
   
  Page 15 
  
  • 
  If the PCs improved Morginstaler’s attitude to 
  Friendly: “Watch out for the so-called ‘Men of the 
  Rift’. As many of them worship the Slaughterer, 
  they can be quite eager for battle.” 
  • 
  If the PCs improved his attitude to Helpful, as above 
  plus: “There are many strange creatures that 
  inhabit my Rift. I’d stay away from the area 
  furthest to the west, as I hear that there’s an 
  illithid colony somewhere deep in that area.”  
   
  “Where should we meet you once we have the 
  information you seek?” 
  “I shall meet you at the top of the trail that I mark for 
  you. Try not to take too long or I shal  grow bored and 
  I will eat your friend.” (true) 
  l
  t
  .
   
   
  “How long is too long?” 
  “Two weeks.” 
   
  “How do we know that you won’t just kill us once we 
  return?” 
  “You don’t. However, should you return with useful 
  information, I will be inclined to no  eat you.” (true) 
   
  “I’d like to go on the tour with you!” 
   
  If the PC is female with a Charisma of 14 or higher, 
  Morginstaler responds, “Excellent! Come here, and 
  don’t be scared. Tonight, I shall show you wonders 
  such as you could never imagine. Tomorrow, I will 
  return you to the top of the trail, where you can wait 
  for your comrades.” (true, see Development below) 
   
  If the PC is not a female with a Charisma of 14 or 
  higher, he replies, “No ” (true). Also, feel free to have him 
  insult the PC for being ugly, weak, cowardly, etc. 
   
  All APLs (EL 21) 
  Morginstaler, Red Dragon of the Rift: Male mature 
  adult red dragon Bbn1/Pious Templar 1; hp 436; Bluff 
  +24, Sense Motive +22, Spellcraft +6, Spot +32; see 
  Appendix One. 
   
  Tactics: If Morginstaler attacks a PC that has his Enmity, 
  he will avoid attacking the other PCs, as he is trying to 
  make an example of the foolish mortal. Remember, as 
  soon as he attacks his frightful presence ability is 
  automatically activated. 
   
  In combat, Morginstaler will use every method at his 
  disposal to cause as much damage and death as possible. 
  Once attacked, he will not care if the PCs say that they 
  surrender. 
   
  Morginstaler is a melee terror and he prefers to fight 
  while on the ground. He prefers to open combat with a 
  blinding breath quickened breath weapon before 
  activating his “boots” of haste, raging, and then charging 
  into melee.  
   
  If he uses the Spellcraft skill to identify that a PC has 
  cast the delay death spell, he will make sure to make one 
  of his attacks each round a non-lethal damage attack 
  (suffering the normal -4 penalty to hit while doing so). 
  He will coup d’ grace any downed opponents he can 
  reach if he has nothing better to do with his actions, 
  especially if he has already detected the use of the delay 
  death spell. For these attacks, he will use his claws of the 
  ripper, which multiplies one of his normal claw attack’s 
  damage by four on a critical hit. Feel free to detail to the 
  players how he just clawed the PC’s head clean off if the 
  PC fails either the coup d’ grace or massive damage saving 
  throw. 
   
  He prefers to use the Power Attack feat for 10, unless 
  the opponent is wearing light or no armor, then he power 
  attacks for 15. Remember, all natural weapons count as 
  one-handed for the purposes of Power Attack damage. 
   
  It is important to remember that he has blindsense 
  out to 60 feet, in case an invisible PC attempts to sneak up 
  on him. As a pious templar, he also has the mettle 
  supernatural ability that allows him to shrug off some 
  magical effects. He will use his True Believer feat if he 
  successfully uses the Spellcraft skill to identify a spell 
  that will cause him serious damage or irritation should he 
  fail the save. His armor, disguised by his mask of lies, 
  provides cold resistance 10 and has the light fortification 
  ability. His cloak of displacement (minor) gives his 
  enemies a 20% miss chance against him, and it negates 
  sneak attacks because rogues cannot target a vital area.
  Finally, he has spell resistance 23. 
   
  If the party poses a serious threat, he will fly away 
  while he casts his buff spells, then return to the fight. If 
  he is dropped below 150 hit points, he flees. 
   
  In short, Morginstaler is a CR 21 creature that few 
  parties below APL 16 should be able to seriously threaten. 
  The PCs should be scared to death that at any moment he 
  is going to change his mind and decide to eat them. If the 
  PCs provoke him into a fight, he will use every means at 
  his disposal to kill them. After all, he is chaotic evil. 
   
  Special: Should a female PC with a Charisma of 14 or 
  higher choose to go with Morginstaler on a tour of the 
  Rift, they may do so (in fact, more than one can go with 
  him). Any PC that chooses to go earns the Consort of 
  Morginstaler favor from the AR (non-negotiable). Pull 
  these players aside for a quick recap of the evening (see 
  below). 
   
  Under no circumstance will he allow anyone else to 
  accompany them, other than the kidnapped NPC. 
  Morginstaler gently cradles the NPC and allows the 
  PC(s) to ride upon his back as he flies off to the west, 
  where the PC will witness him blasting the earth with his 
  Blue Scales, Red Secrets 
   
  Page 16 
  
  breath weapon to mark the beginning of the trail that 
  leads down into the Rift. The NPC has passed out from 
  fright.  
   
  Should any other PC attempt to follow him, he will 
  lose them unless they can maintain a fly speed of 150 feet 
  per round. If he detects them, he will warn them once to 
  cease following them before he attacks. 
   
  After that, he will take the female PC(s) on a tour of 
  the Rift Canyon after he drops the NPC off in a large 
  cave, where they are guarded by four half-red dragon 
  umber hulks (see Appendix Three). He will then fly 
  through the Rift, slaughtering various monsters (huge 
  ankhegs, dinosaurs, etc.), and order the Men of the Rift to 
  prepare the PC(s) a feast for dinner (or else!). After 
  dinner, he will take the PC(s) on a nighttime flight 
  through the Rift canyon, which, with the beautiful starry 
  night and the light of the two moons, should be 
  incredibly romantic. 
   
  Should another PC attempt to “rescue” the PC, or the 
  kidnapped NPC, Morginstaler, or his scions, will attempt 
  to kill the would-be rescuer. 
   
  The following day, Morginstaler delivers the 
  Consort(s) to the marked area as promised (they might 
  have to wait for their friends to arrive, if the other PCs are 
  traveling on foot). The PC is unharmed but immediately 
  enjoys the benefits outlined on the AR for being a 
  Consort of Morginstaler (Fire Resistance 10, +1 
  enhancement bonus to natural armor, +1 inherent bonus 
  to Charisma), but fatigued (from lack of sleep).  
   
  Development: If the PCs wish to search for the 
  battlefield, proceed to Encounter Two. If the PCs wish to 
  just wait for Morginstaler, proceed to Encounter Seven. 
  If the PCs wish to abandon the NPC they were guarding, 
  and flee, proceed to the Conclusion. 
   
  Encounter Two: Tripping the 
  Rift 
  There are several ways in which the party might choose 
  to move to the Rift floor. Higher APL parties might 
  simply fly or teleport down, while lower level tables 
  might feather fall down. Keep in mind that the Rift 
  Canyon floor is half-a-mile below the level of the Barrens 
  at this point.  
   
  Morginstaler keeps his word and marks the 
  beginning of the trail with a fifty-foot diameter scorch 
  mark, 55 miles to the south-west of where he talked to 
  the PCs (see Judge Aid Two). The path is 10 feet wide, 
  barely wide enough to allow a large sized creature to 
  navigate it, and contains many switchbacks. At roughly a 
  10 to 15 degree down angle, the path takes 6 miles to 
  reach the canyon floor, but is relatively free of hazards 
  and monsters. Be sure to have the players place their PCs 
  in marching order before continuing with the trap. 
   
  A DC 15 Survival or Knowledge (dungeoneering) 
  check will reveal that rockfalls are a real threat while 
  traveling down the path. 
   
   
  Development: Should the PCs wish to discover another 
  trail, a DC 20 Survival check will allow them to find a 
  passable trail down into the Rift, almost identical to the 
  one detailed above. In this case, the PCs encounter the 
  trap for the APL below theirs, as relying on their own 
  judgment has located them a slightly safer route down 
  into the Rift than the one Morginstaler marked for them.  
   
   
  Note: Any PC that decides to go cliff jumping, expecting 
  the damage to be maxed out at 20d6, is in for a rude 
  shock, as the Rift Canyon floor is littered with rubble and 
  other sharp rocks. In addition, the canyon wall is not 
  quite sheer, although it looks like it is from the top due to 
  the canyon’s massive size and the PC’s perspective while 
  standing 
  on 
  the 
  top. 
  A 
  DC 
  10 
  Knowledge 
  (dungeoneering) check will reveal to the PC that the cliff 
  face is not sheer. 
   
  In addition, swirling winds will slam any falling PCs 
  into the canyon wall numerous times before they reach 
  the bottom. For brevity, assume that a PC that voluntarily 
  chooses to fall down the canyon wall suffers 20d6 once 
  for each 500 feet fallen, to a total of 100d6 if they fall all 
  2,500 feet to the canyon floor, as they bounce their way 
  down the canyon’s face. After they take the second batch 
  of 20d6, the other PCs may grow concerned and attempt 
  to cast a spell or utilize some other option to rescue the 
  foolish PC. At this point, the PC has fallen 1,000 feet, and 
  has 1,500 feet to go before they hit bottom. 
   
   
  Trap: 
  One of the dangers of the Rift is its bizarre 
  weather. Highly localized, swirling, gale-force winds can 
  sweep men away from rock faces in the blink of an eye. 
  Drifting mists can make rock moist and as hazardous as 
  ice and frost. Rockfalls are common, and cave-ins are 
  hardly uncommon. This is dangerous terrain, to be sure.  
   
  Remember: dwarves can use their Search skill to 
  locate difficult stonework traps just like rogues can. The 
  PCs MAY NOT Take 20 searching for this trap, as they 
  are moving down miles of mountainous terrain. To do so 
  would mean that they are taking seven days to travel one 
  mile. 
   
  Roughly halfway down the trail, the first creature 
  weighing more than 200 pounds triggers the trap, as the 
  vibration of their steps sends the loose rocks tumbling 
  down onto their heads. If a PC successfully locates and 
  disables the trap, the rocks fall harmlessly over the trail 
  and down into the canyon. A PC that fails the Disable 
  Blue Scales, Red Secrets 
   
  Page 17 
  
  Device check by 5 or more triggers a rockfall onto their 
  head. 
   
  A PC who is struck by the rocks might be knocked 
  over the edge of the path. A successful Reflex saves 
  means that the PC avoided falling. A PC who falls must 
  attempt another Reflex save to stop their fall at the next 
  switchback before they fall all the way to the Rift Canyon 
  floor. The average damage for falling to the Rift floor is 
  350 points. 
   
  APL 4* (EL 6) 
   
  Rocks from Above: CR 3; mechanical; location 
  trigger; no reset; Atk +14 melee (6d6, rocks); Search DC 
  23; Disable Device DC 16. 
   
  Falling Over the Edge: CR 3; DC 14 Reflex save 
  avoids; 40 ft. fall (4d6, fall). 
   
  Falling to the Rift Floor: CR 3; DC 4 Reflex save 
  avoids; 500 ft. fall (100d6, fall). 
   
  Note: The APL 4 trap is only for APL 6 parties who used 
  the Survival skill to locate their own path down into the 
  Rift. 
   
  APL 6 (EL 8) 
   
  Falling Boulder: CR 5; mechanical; location trigger; 
  no reset; Atk +19 melee (8d6, boulder); multiple targets 
  (can strike all characters in two adjacent specified 
  squares); Search DC 26; Disable Device DC 15. 
   
  Falling Over the Edge: CR 5; DC 15 Reflex save 
  avoids; 50 ft. fall (6d6, fall). 
   
  Falling to the Rift Floor: CR 5; DC 5 Reflex save 
  avoids; 500 ft. fall (100d6, fall). 
   
  APL 8 (EL 10) 
   
  Collapsing Rock-wall: CR 7; mechanical; location 
  trigger; no reset; Atk +19 melee (10d6, stone blocks); 
  multiple targets (all targets in a 10-ft.-by-10-ft. area); 
  Search DC 29; Disable Device DC 15.  
   
  Falling Over the Edge: CR 7; DC 16 Reflex save 
  avoids; 80 ft. fall (8d6, fall). 
   
  Falling to the Rift Floor: CR 7; DC 6 Reflex save 
  avoids; 500 ft. fall (100d6, fall). 
   
  APL 10 (EL 12) 
   
  Collapsing Rock-wall: CR 9; mechanical; location 
  trigger; no reset; Atk +19 melee (12d6, stone blocks); 
  multiple targets (all targets in a 10-ft.-by-10-ft. area); 
  Search DC 32; Disable Device DC 15.  
   
  Falling Over the Edge: CR 9; DC 17 Reflex save 
  avoids; 100 ft. fall (10d6, fall). 
   
  Falling to the Rift Floor: CR 9; DC 7 Reflex save 
  avoids; 500 ft. fall (100d6, fall). 
   
  APL 12 (EL 13) 
   
  Collapsing Rock-wall: CR 10; mechanical; location 
  trigger; no reset; Atk +19 melee (12d6, stone blocks); 
  multiple targets (all targets in a 20-ft.-by-10-ft. area); 
  Search DC 35; Disable Device DC 15.  
   
  Falling Over the Edge: CR 10; DC 18 Reflex save 
  avoids; 120 ft. fall (12d6, fall). 
   
  Falling to the Rift Floor: CR 10; DC 8 Reflex save 
  avoids; 500 ft. fall (100d6, fall). 
   
  Once the PCs have made their way down to the Rift 
  Canyon floor, they should head west to locate the battle 
  site. Numerous caves line the canyon’s wall, at varying 
  heights, and the PCs have no trouble each night locating 
  an empty cave and securing it against nighttime threats. 
  However, feel free to play upon their fears by making 
  them set a watch order, and describing strange howling 
  noises that they hear in the night (this is mostly the 
  wind, but sometimes a monster nearby howls as well), or 
  strange lights they see moving in the Rift, etc. 
   
  Note: PCs do not earn experience for this encounter if 
  they never encounter the trap (fly, levitate, teleport, etc.). 
   
  Development: If the PCs wish to continue searching for 
  the battlefield, proceed to Encounter Three. If the PCs 
  wish to meet with Morginstaler, proceed to Encounter 
  Seven. If the PCs wish to abandon the NPC they were 
  guarding, and flee, proceed to the Conclusion. 
   
  Encounter Three: Rift Lore 
  As the PCs travel down the Rift, they will encounter the 
  mage Menfri Rauveen. Menfri is flying east on his bronze 
  griffon, 50 feet above the ground, on his way to 
  investigate a particularly interesting cave formation not 
  too far from where the PCs entered the Rift.  
   
  As you travel west along the Rift Canyon floor, wary 
  of the multitude of cave entrances that could harbor 
  unimaginable creatures, you hear a strange noise. It 
  almost sounds like someone is whistling a jaunty 
  tavern song. The rocky echo of the Rift’s nearby wall 
  makes it impossible to locate where the sound is 
  coming from, or from how far away. 
   
   
  Allow the PCs one round worth of actions. If a PC readies 
  an action, make the player be very specific as to what they 
  are readying, and what the conditional trigger is. 
   
  Just as this registers, you see four small, apple-sized 
  orbs come flying out of a gulch approximately two-
  hundred feet ahead of your party. They quickly 
  spread out in several directions, with one of them 
  Blue Scales, Red Secrets 
   
  Page 18 
  
  moving directly towards your group  The whistling is 
  growing louder, and you think it is coming from the 
  gulch that the orbs flew out of. 
  .
   
  i
   
   
  i
  A DC 15 Knowledge (arcana) or Spellcraft check will 
  reveal that these are some sort of scrying sensors. A DC 
  25 Spellcraft check will reveal that these are orbs from a 
  prying eyes spell. The orbs exit the gulch 220 feet in front 
  of the PCs. They are traveling 60 feet per round. Their 
  range of vision is 120 feet, so they have not yet spotted 
  the PCs. They are spaced such that each eye can see 
  adjacent eyes. 
   
  Allow the PCs one round of actions. If they attack 
  the eye(s), the witnessing eyes flee back into the gulch, to 
  report to Menfri.  
   
  If the PCs elect to hide, the eyes have a Spot check 
  modifier of +14, and they might be able to see the PCs 
  (unless the PCs retreat, staying out of the eyes’ range of 
  vision). If the PCs do not hide or retreat, the eye spots 
  them at a range of 120 feet. If the PCs hide, determine 
  Spot distance normally. 
   
  If the PCs do not attack the eye, and the eye spots 
  one of them, continue with the following: 
   
  The flying orb approaches, and then suddenly stops, 
  pauses for a brief instant, and then starts flying back 
  towards the gulch. The jaunty whistling is defin tely 
  getting louder. 
  Give the PCs another round of actions before continuing: 
  The airy tune suddenly gets much louder as a flying 
  form emerges from the gulch. A robed, middle-aged, 
  backpack-wearing human is mounted upon a strange 
  beast. The golden winged creature has the body of a 
  lion and the head of some large bird of prey. A grey-
  furred, hyena headed humanoid sits behind him. 
   
  The man’s whistl ng stops suddenly as he spots 
  your party, clearly surprised by your presence. He is 
  so surprised that he almost falls off the back of his 
  saddle less mount. One of the orbs is speeding 
  towards him, and has almost reached him. 
   
  Menfri is 220 feet ahead of the PCs, flying at an altitude 
  of 50 feet above the Rift floor. Remember, he has the 
  following spells in effect: contingency (if Menfri falls 
  unconscious, he will be teleported home), misdirection 
  (as a rock), prying eyes, and tongues. 
   
  At this point, give the PCs a surprise round. 
  Attacking Menfri or his gnoll servant without 
  provocation is an Evil act that should be notated on the 
  PC’s AR. You MUST warn the PCs that attacking them 
  without provocation, even in the Bandit Kingdoms or the 
  Rift Canyon, is an Evil act before allowing them to 
  continue with such an act.   
  Note: Should a PC continue with their attack, see Tactics, 
  below. In addition, the player’s home region Triad MUST 
  be contacted to inform them of the PC’s Evil act. Good 
  aligned clerics/favored souls or paladins who attack him, 
  OR allow him to be attacked without trying to stop their 
  attacking comrade (verbally or physically), lose the favor 
  of their deity, immediately becoming ex-clerics/favored 
  souls or ex-paladins until they receive atonement from a 
  priest of their faith. 
   
  If the PCs do not attack Menfri, continue with the 
  following: 
   
  “Hullo! Are you lost? Do you need some supplies?” 
  the man shouts in Common, his voice echoing down 
  the Rift as his mount slowly flies towards your party. 
  He holds out his hand, and the orb lands in it.  
   
  If the PCs tell Menfri to “go away,” he will look 
  disappointed but will fly off, continuing on his business. 
   
  If the PCs wish to talk to Menfri, he will land his 
  mount sixty feet away from the PCs and dismount, 
  clearly wary but curious. The gnoll stays silent and seated 
  on the griffon. The gnoll has no interest in conversation, 
  having been dragged along by Menfri for cheap labor 
  during his explorations. It is not a slave to be rescued, as 
  it is getting compensated. 
   
  At no point in time will Menfri attack the PCs 
  without provocation. Menfri’s initial attitude towards the 
  PCs is Friendly, as he is curious. If the PCs destroyed any 
  of his prying eyes, his initial attitude will instead be 
  Indifferent. 
   
  If Menfri is somehow made Unfriendly by a botched 
  Diplomacy attempt, he will remount his griffon and bid 
  the party, “good luck” before flying off.  
   
  Menfri is a strange fellow. His decades in the Rift, 
  and among the humanoids of the Men of the Rift, have 
  made him a bit odd by civilized standards. He has the 
  appearance of a well-worn scholar/explorer, but one who 
  is quite capable of handling himself in a variety of 
  situations. Menfri’s knowledge is vast on a wide range of 
  topics, and he does not mind sharing his knowledge with 
  those who are friendly to him. 
   
  Below is a list of salient points of information about 
  the Rift that Menfri can share with the PCs if he is 
  Friendly towards them, should they ask: 
  • 
  Common creatures in this area of the Rift include 
  ankhegs, behirs, various dinosaurs, displacer beasts, 
  gricks, kobolds, umber hulks and various other 
  creatures that like dark and deep places. Most of 
  these creatures are sneaky, so stay alert. Most of the 
  Blue Scales, Red Secrets 
   
  Page 19 
  
  Rift monsters cannot fly, that’s why he loves his 
  bronze griffon so much. 
  • 
  The PCs may ask him to tell them about the abilities 
  of various monsters. Use Menfri’s Knowledge skills 
  to determine what he knows. 
  • 
  He knows of no kobolds that are acting any stranger 
  than usual.  
  • 
  There are several large kobold communities in the 
  Rift Canyon. He believes that the closest probably 
  live somewhere near the great mesa. 
  • 
  He lives with the Men of the Rift. They leave him to 
  his research and bring him strange artifacts when 
  they find them. In exchange, he constructs magic 
  items for the Plar of the Rift (Durrand Grossman). It 
  only took one chain lightning spell for the 
  minotaurs to learn to behave around him. 
  • 
  He does not participate in raids, just in defending 
  the Men from attacks by Iuzian forces. 
  • 
  There have been no attacks for several years as the 
  Plar of the Rift and Boneheart Cranzer worked out a 
  deal a while back. Menfri is quite happy about this 
  arrangement, as it gives him more time to research 
  the Rift’s mysteries. 
  • 
  Morginstaler is a mature adult red dragon, and 
  should not to be trusted, nor trifled with.  
  • 
  He knows where one of Morginstaler’s lairs is, but 
  he suspects that that dragon has several lairs in the 
  Rift, each with its own lair wards and guardians. 
  • 
  Morginstaler will mate with anything to assert his 
  dominance and to create half-dragon offspring. 
  Examples known to Menfri include half-dragon 
  ankhegs, bulettes (how bored was he?), delvers 
  (nasty buggers!), dire wolves, various humanoids, 
  stirges, trolls (hard to kill!), and umber hulks. 
  Morginstaler prefers to mate with intelligent 
  creatures. 
  • 
  Menfri is utterly terrified of Morginstaler, and he 
  has seen the dragon slay many creatures and 
  humanoids. 
  • 
  The dragon occasionally coerces Menfri into 
  constructing a new magic item. In exchange, 
  Morginstaler allows him to explore the Rift 
  unmolested. 
  • 
  No one knows what geological or divine activity 
  formed the Rift, but Menfri’s research leads him to 
  believe that it was created during a battle between 
  two of Oerth’s oldest Powers. 
  • 
  Stay away from Wormcrawl Fissure. Kyuss’s 
  creations still infest that area. 
  • 
  There are many crypts and hidden places of magical 
  power in the Rift, and not even Menfri dares to 
  explore them all. He refuses to divulge their 
  locations. 
  • 
  Watch out for rockfalls and cave-ins. 
  • 
  Boneheart Cranzer, ruler of Riftcrag, flattened the 
  entire Tangles Forest during the spring thaw of 596 
  CY. Something about a Great Hunt, General Hok of 
  the Warfields (formerly of the Horned Society), and 
  some fey called “redcaps”. Menfri himself saw scores 
  of vrocks streaming out of an extra-planar gate in the 
  Rift before he got the hell out of there. 
  • 
  Cranzer is a bad, bad man. He is far more powerful 
  than Menfri, and even better at concoction making. 
  • 
  Menfri asks that the PCs collect the pelts of any 
  exotic creatures that they kill. He offers to use his 
  crafting skills to turn those pelts into valuable 
  magical items, which he will sell to the PCs. If they 
  agree, he arranges to meet them in three weeks. He 
  can’t meet up with them earlier because he will be 
  busy with his research. 
   
  In addition, the PCs may choose to purchase spells from 
  Menfri, at the standard rates outlined in the PHB. See 
  Menfri’s spells prepared list for a list of spells available. 
  Menfri will not tarry further on his task, so he will not be 
  willing to wait until tomorrow to prepare new spells. 
   
  If Menfri is made Helpful, he will arrange to meet 
  wizard PCs in the near future to swap spells with them, if 
  they so desire, and even to teach them the Sudden Silent 
  meta-magic feat. See the AR. 
   
   
  For Sale: Menfri is also willing to sell most of his magical 
  items to the PCs, at the standard prices (however, he will 
  not part with his headband of intellect +6, for any 
  reason). They can make this purchase now, if they so 
  choose.  
   
  He has the following items that he is willing to sell: 
  amulet of health +4, vest of resistance +3, heward’s handy 
  haversack, figurine of wondrous power (bronze griffon), 
  clear spindle ioun stone, goggles of night.  
   
  He also currently has the following consumable 
  items available: potions of displacement (2), fly (2), and 
  levitate (2); scrolls of feather fall (2), levitate (2), fly (2), 
  mount (4), break enchantment (CL 14), ethereal jaunt 
  and greater dispel magic (CL 14). 
   
  All APLs (EL 14) 
  Menfri 
  Rauveen: 
  Male 
  human 
  (Oeridian) 
  Wiz7/Loremaster7; hp 99; see Appendix One. 
  Bronze Griffon: hp 59; see Monster Manual page 139. 
  Gnoll: hp 11, see Monster Manual page 130. 
   
   
  Tactics: Should the PCs attack him, but not injure him 
  seriously, Menfri will blast them with chain lightning 
  followed by a quickened lightning bolt, both targeted at 
  any obvious arcane spellcasters. The next round, he will 
  Blue Scales, Red Secrets 
   
  Page 20 
  
  cast quickened scorching ray at any surviving mages and 
  then teleport home (taking his bronze griffon and gnoll 
  servant with him), unless he thinks that he can defeat the 
  PCs. In this case, he will attempt to use his spells to the 
  best of his abilities. Pleas for mercy will be ignored if the 
  PCs initiated combat. He will NOT attack PCs who did 
  not attack him. 
   
  If Menfri feels seriously threatened by the PCs, or is 
  reduced to less than half of his hit points by their initial 
  attacks, he will instead teleport home. 
   
  Remember, if he is knocked unconscious (which 
  includes death), his contingency teleport activates. 
   
   
  Development: Should the PCs attack Menfri without 
  provocation, see the Note above regarding Evil acts. 
  Should Menfri surivive and flee, the PCs lose the access 
  on the AR that is based on the premise of him selling 
  them items (see For Sale, above), or meeting them later 
  (see the AR).  
   
  Otherwise, they are free to arrange to meet him later, 
  once their business with Morginstaler is concluded.  
   
  As this is not designed to be a combat encounter, a 
  Treasure section is not listed for this encounter. 
   
  If the PCs wish to continue searching for the 
  battlefield, proceed to Encounter Four. If the PCs wish to 
  meet with Morginstaler, proceed to Encounter Seven. If 
  the PCs wish to abandon the NPC they were guarding, 
  and flee, proceed to the Conclusion. 
   
  Encounter Four: Danger, 
  Danger, Danger! 
  As the PCs make their way west through the canyon, 
  they will be beset upon by some of the local wildlife. It is 
  true that behirs normally avoid living in the territory of a 
  dragon. These behirs live outside of Morginstaler’s 
  normal territory, the red dragon just tends to think of the 
  entire Rift Canyon as his. 
   
  This encounter will occur the same day that the PCs 
  encountered Menfri, unless they specifically said that 
  they were resting before continuing to travel. Have the 
  players place their PCs in a marching order before 
  continuing with the encounter. 
   
  The creatures are lounging either inside the 
  entrance to their cave lair (if the PCs are hugging the 
  southern canyon wall) or in the shade behind some huge 
  or gargantuan boulders, a half-mile or so from their lair (if 
  the PCs are avoiding walking near the canyon wall). Both 
  situations provide the monsters with cover, allowing 
  them to hide, until the PCs can either see into the cave or 
  see around the boulder. Other than a few boulders here 
  and there, the terrain is unimpeded. 
   
  The encounter start distance is 220 feet (this is the 
  distance at which the monsters first spot the PCs, unless 
  all of the PCs are taking pains to hide). Sound travels 
  farther in the Rift (as per mountainous terrain), thus the 
  DC of Listen checks increases by 1 per 20 feet between 
  listener and source, not the standard 1 per 10 feet. Unless 
  the PCs are taking exceptional care to travel quietly, the 
  monsters will hear them coming from quite a ways away 
  as well. The creatures are not moving, thus they cannot 
  be heard. 
   
  The PCs should get a Spot check to notice the hiding 
  creatures. Should any PC spot the lurking creatures, they 
  may act during the surprise round. Remember to place 
  the PCs 10 feet away from the monsters for every point 
  that a PC’s Spot check exceeds the monsters’ Hide check 
  result. 
   
  The PCs’ path will take them within 40 feet of the 
  cave or boulders that the creatures are hiding behind. 
  Once the PCs have either spotted the monsters, or are 
  perpendicular to the creatures’ hiding place, they attack 
  (see Tactics, below).  
   
   
   
  APL 6 (EL 9) 
  Elite Advanced Displacer Beast: hp 94; Hide +12, 
  Listen +6; see Appendix Two.
  Very-Elite Advanced Displacer Beast: hp 150; Hide 
  +11, Listen +6; see Appendix Two.
   
  APL 8 (EL 11) 
  Very-Elite Advanced Displacer Beast: hp 150; Hide 
  +11, Listen +6; see Appendix Three.
  Uber-Elite Advanced Displacer Beast: hp 225; Hide 
  +15, Listen +6; see Appendix Three.
   
  Tactics: At APLs 6 and 8, the displacer beasts attempt to 
  charge the smallest PCs, as it favors small game. Once 
  one has knocked a PC unconscious, it will attempt to flee 
  with its dinner. Remember, an unconscious PC is an 
  object that does not need to be grappled, merely picked 
  up with a move action like any other object.   
   
  The displacer beasts are intelligent and wise enough 
  to run if they are in danger of dying or if the PCs get out 
  of their reach via fly spells and start raining ranged 
  attacks and spells down upon them. If they flee, they run 
  back to their lair. Once cornered, they fight to the death 
  as ferociously as possible. 
   
  APL 10 (EL 13) 
  Elite Advanced Behir: hp 304; Hide +14, Listen +6; 
  see Appendix Four. 
   
  APL 12 (EL 15) 
  Elite Advanced Behir (2): hp 304 each; Hide +14, 
  Listen +6; see Appendix Five. 
  Blue Scales, Red Secrets 
   
  Page 21 
  
   
  Tactics: At APLs 10 and 12, the behir(s) attempts to 
  charge the closest PC, hoping to grab them in its jaws. A 
  behir is a terrifying grappler. Once an opponent has been 
  grabbed, the behir can constrict the opponent, dealing 
  3d8+15 points of damage with a successful grapple check. 
  In addition, the behir’s rake special attack allows it to 
  make six claw attacks on a grappled opponent each 
  round. The behir will not attempt to swallow an 
  opponent until it is unconscious. Remember, a behir that 
  swallows an opponent can use its Cleave feat to bite and 
  grab 
  another 
  opponent. 
  A 
  swallowed 
  opponent 
  immediately takes 3d8+15 points of bludgeoning damage 
  and 8 points of acid damage per round from the behir’s 
  gizzard. 
   
  Note: The EL has been lowered by 1 due to Menfri’s 
  warnings and the fact that he offered to sell several 
  magical items which would be of enormous help during 
  this encounter.  
   
  Treasure: If the PCs encountered the creatures out on 
  the Rift floor, they will have to locate the creatures’ lair to 
  find the treasure. The PCs may use the Track feat to 
  locate the creatures’ lairs. At APLs 6 and 8, a DC 18 
  Survival check by a character with the Track feat will lead 
  them to the displacer beasts’ lairs. At APLs 10 and 12, a 
  DC 16 Survival check by a character with the Track feat 
  will lead them to the behir’s lair. 
   
  APL 6: L: 0 gp; C: 130 gp; M: 570 gp – +1 heavy steel 
  shield (195 gp), wand of bull’s strength (375 gp). 
   
  APL 8: L: 0 gp; C: 320 gp; M: 820 gp – +1 heavy steel 
  shield (195 gp), chime of opening (250 gp), wand of bull’s 
  strength (375 gp).  
   
  APL 10: L: 0 gp; C: 865 gp; M: 1,375 gp – staff of 
  charming (1,375 gp). 
   
  APL 12: L: 0 gp; C: 1,201 gp; M: 2,139 gp – +3 heavy 
  steel shield (764 gp), staff of charming (1,375 gp). 
   
  Once the PCs have slain the monsters, they should 
  remember to skin the creatures (do not remind them of 
  this, they must specifically tell you that they are 
  harvesting the bodies) if they wish to take the parts to 
  Menfri. 
   
  A DC 20 Survival check will allow the PC to 
  successfully skin the creatures in such a manner that 
  various body part will be useful to Menfri. PCs may not 
  Take 20 on this check, as the consequence for failure is 
  ruining the hides. 
   
   
  Special: If a table locates the creatures’ lair, they will 
  discover the juvenile, medium-sized displacer beast cubs 
  (one male, one female). At APLs 6 and 8, they are found 
  in the displacer beasts’ lair. At APLs 10 and 12, the behir 
  has recently slaughtered the adult displacer beasts and 
  moved into the cave, and the cubs have been hiding in a 
  small tunnel ever since. 
   
  Read the following: 
   
  You have followed the monsters’ tracks back to their 
  cave la r, and you can only hope that there are no 
  more of the creatures inside. 
  i
   
   
  The cave’s entrance is huge, and a large tunnel 
  extends back into the Rift Canyon’s wall. After a short 
  distance, the tunnel opens up into a huge cavern, 
  roughly one-hundred feet in diameter. The remains of 
  various creatures litter the cavern floor. Here and 
  there, you can see the gleam of coins and gems 
  reflecting the weak light that manages to make its 
  way into the cavern. 
   
  Then you hear a cat-like hiss. You notice two 
  medium sized cat-like creatures hiding at the far side 
  of the cavern. They appear to be starved. Behind 
  them, a smaller tunnel stretches away into the dark, 
  and they appear to be leaning towards it, ready to flee. 
   
  If ANY PC attacks, the cubs attempt to flee down the 
  tunnel. As soon as one PC attacks, all PCs lose their 
  chance at befriending the cubs.  
   
  A DC 15 Knowledge (arcana) check will reveal that 
  these are a pair of displacer beast cubs, who are nearing 
  maturity. These cubs do NOT detect as evil (they are 
  lawful neutral), and they rather look like emaciated 
  panther kittens, albeit medium-sized with six legs and a 
  pair of tentacles sprouting from their shoulders. Their 
  initial starting attitude is Hostile. Displacer beasts speak 
  Common.  
   
  A PC that successfully alters a displacer beast cub’s 
  attitude to Friendly, with a DC 35 Diplomacy or Wild 
  Empathy check, gains access to the displacer beast as a 
  special cohort (see the AR). The PC may NOT Take 20 on 
  this check. The PCs may NOT attempt to assist each 
  other on this check, nor may each PC try more than once 
  per displacer beast cub. A PC that fails at a Diplomacy 
  check may not try a Wild Empathy check on the same 
  cub, or vice versa. Be sure to keep track of which cub, if 
  any, the PC successfully befriends, as each cub has 
  different ability scores. 
   
  The first PC that gives the cubs fresh food or water 
  receives a +2 Circumstance bonus to their check (thus, 
  two PCs may earn this bonus, one for feeding them food, 
  the other for giving them water. If the same PC does 
  both, they earn a +4 Circumstance bonus to their check). 
  Do not suggest this to the players! Let them figure it out 
  on their own through role-playing. 
   
  If the cubs learn that the PCs killed their parents, 
  they will not be all that upset. Their parents were lawful 
  evil, and hence a touch cruel. The cubs were almost ready 
  Blue Scales, Red Secrets 
   
  Page 22 
  
  to strike out on their own anyway, and had little 
  emotional attachment to their parents. 
   
  Even if made Friendly or Helpful, the cubs will not 
  accompany the PC out of the cave. Immediately after the 
  adventure, the PC may come back to build a solid 
  relationship with the cub. 
   
  Development: If the PCs wish to continue searching for 
  the battlefield, proceed to Encounter Five. If the PCs 
  wish to meet with Morginstaler, proceed to Encounter 
  Seven. If the PCs wish to abandon the NPC they were 
  guarding, and flee, proceed to the Conclusion. 
   
   
  Encounter Five: Dead Kobolds 
  After traveling many miles through the Rift Canyon, the 
  PCs eventually locate the scene of the battle between 
  Morginstaler and the strange kobolds.  
   
  For miles now, you have been able to see the Great 
  Mesa looming ahead. The massive rock formation 
  approaches the southern canyon wall, forming a 
  bottleneck, albeit one that is two miles wide. The 
  canyon floor has also been descending for a few miles 
  now, making the env ronment even more oppressing 
  and still. Occasionally, you can hear the roar of some 
  strange beast echoing through the Rift. 
  i
  l
   
  As your party rounds a large boulder, suddenly 
  the view opens up as the ground descends even more 
  sharply than before. Roughly four-hundred feet ahead 
  is a scene of devastation and carnage. Dozens of small 
  bodies litter the canyon floor amid a few large 
  boulders. A few carrion birds pick at the carcasses, 
  while several large green centipede-like creatures 
  move amongst the bodies. 
   
   
   
  A DC 13 Knowledge (dungeoneering) check reveals that 
  these are carrion crawlers, and that they are bloated from 
  eating. The carrion crawlers are so full that they ignore 
  both the birds and the PCs unless they are attacked.  
   
  Off in the distance to your right, you catch a glimpse 
  of something huge and green slithering into a crevice 
  in the Rift’s floor. 
   
   
  The PCs are merely catching a glimpse of a native 
  Rift denizen, an advanced carrion crawler. Several of its 
  offspring are still feeding on the kobolds’ bodies. 
   
  Smart PCs who wish to collect the carrion crawler’s 
  hide and tentacles for Menfri, or who think that the beast 
  might have swallowed an important clue, will think to 
  attack the creature from long range. 
   
  All APLs (EL 1) 
  Carrion Crawler: hp 19; see Monster Manual page 30. 
   
  Note: The EL has been lowered by 3 due to the creature’s 
  lack of aggression and because the encounter start 
  distance is so vast. 
   
  Tactics: When attacked, the carrion crawler, being nearly 
  mindless, simply double moves towards the closest PC 
  until it can engage them in melee combat.  
   
  Once the PCs have slain the monster, they should 
  remember to skin the creature (do not remind them of 
  this, they must specifically tell you that they are 
  harvesting the body) if they wish to take the parts to 
  Menfri. 
   
  A DC 20 Survival check will allow the PC to 
  successfully skin the creature in such a manner that 
  various body parts will be useful to Menfri. PCs may not 
  Take 20 on this check, as the consequence for failure is 
  ruining the hide. 
   
  Once the PCs approach to examine the dead bodies, 
  continue with the following: 
   
  There are roughly two dozen dead, small-sized 
  corpses littering the area. Four of the bodies appeared 
  to have died while each was mounted on a medium-
  sized creature. 
   
   
  A DC 11 Knowledge (nature) check will confirm that 
  these were indeed kobolds. A DC 13 Knowledge (nature) 
  check will reveal that the mounts were dire weasels. 
   
  Weapons and pieces of armor, backpacks, and belt 
  pouches litter the ground. For the most part, the 
  corpses have been picked clean by scavengers.  
   
  The ground at the site of the battle is scorched, 
  and huge gouges have been dug into the hard rock of 
  the canyon’s floor, presumably where Morginstaler 
  stood. The nearby ground that is not scorched is 
  stained black. 
   
  One nearby boulder, a rather large one, appears 
  to have suffered a direct blast of Morginstaler’s fiery 
  breath, centered on a small crack that creates a fissure 
  just barely large enough for a smal  humanoid to hide 
  in. 
   
  A thorough Search check of the battlefield, boulder, and 
  bodies will reveal the following: 
  • 
  DC 10 – the kobolds were wearing leather armor and 
  wielding spears and slings. All of their weapons and 
  Blue Scales, Red Secrets 
   
  Page 23 
  
  armor were destroyed either during the attack, or by 
  the creatures that feasted on their bodies. 
  • 
  DC 20 – One of the kobolds was wearing better 
  armor than his peers (the adept). His small-sized 
  masterwork quality studded leather armor survived 
  the attack, and the remains of a spell component 
  pouch litter his corpse.  
  • 
  DC 25 – Stuffed under the studded leather armor of 
  the spellcaster is a piece of rough parchment. If the 
  PCs can read draconic, give them Player Handout 
  One. 
  • 
  DC 25 – Inside the boulder’s fissure, one more 
  kobold corpse rests. Clearly destroyed by fire, 
  nothing remains but bones and a small-sized 
  masterwork spear. This corpse is too damaged for a 
  speak with dead spell to work. 
  • 
  DC 30 – In a belt pouch, hidden under the sergeant’s 
  corpse, is a single strange blue dragon scale. It is 
  roughly the size of a human hand, and detects as 
  faint abjuration to detect magic. 
   
  It is quite likely that the PCs will wish to use the spell 
  speak with dead to question one of the dead kobolds. All 
  of the kobolds were of lawful evil alignment. The adept’s 
  Will save modifier is +5, the other kobold corpses all have 
  Will save modifiers of -1. The kobolds spoke Draconic, so 
  they will have to be questioned in that language. 
   
   
  A common kobold corpse can reveal the following 
  information if asked: 
  • 
  We live in the big mesa. We have lived there for 
  many generations. 
  • 
  The main entrance to the lair is on the mesa’s 
  northwest side. 
  • 
  There are many hidden entrances, and all of them 
  are guarded, but I do not where they are. 
  • 
  There are thousands in my clan. 
  • 
  Some of us have tamed dire weasels. 
  • 
  We worship a blue dragon. 
  • 
  I have never seen our god, but I think our high 
  priests have. 
  • 
  The priests tell us that our god will be arriving soon 
  to lead us in battle. 
  • 
  We were killed by a really big red dragon while 
  patrolling the area one night. One of my friends 
  escaped, I think. 
  • 
  We did not run because our priest told us that our 
  god would be with us. We did not panic. 
  • 
  Our priest was wearing studded leather armor. 
   
  The kobold adept corpse can reveal the same information 
  as the common kobold corpse, plus the following: 
  • 
  I am but a junior priest; I do not know where the 
  hidden entrances to our lair are located. 
  • 
  Our god is a colossal blue dragon named Barazthorus 
  the Mighty. 
  • 
  Our new god appeared to all of our priests one night 
  in a vision. In the vision, he slew Stingtail and 
  demanded that we worship him. The priests who 
  refused all died the next night in their sleep.  
  • 
  Stingtail 
  is 
  also 
  known 
  as 
  Kurtulmak 
  Gnomesmasher. 
  • 
  Our new god has told us that he will be joining us 
  soon. We have been enlarging our largest cavern for 
  months now to make it large and grand enough for 
  our god. Then he shall lead us into battle, and we 
  shall be his favorites. 
  • 
  Our god shall slay Morginstaler. 
  • 
  The strange blue dragon scale helps protect our god’s 
  chosen from the fear aura of other, lesser dragons. 
  He gave them to us as a reward for all the hard work 
  we have been doing. 
  • 
  The piece of paper I was carrying is a prayer 
  dedicated to our god. 
   
  Treasure:  
   
   
  All APLs: L: 40 gp; C: 0 gp; M: 250 gp –strange blue 
  dragon scale (250 gp). 
   
   
  Development: The PCs might wish to track the kobolds’ 
  tracks back to the kobold lair. Doing so requires a DC 20 
  Survival check by a character with the Track feat. If they 
  are successful, proceed to Encounter Six. 
   
  If the PCs do not wish to go to the kobold lair, but 
  instead wish to go meet with Morginstaler, proceed to 
  Encounter Seven. If the PCs wish to abandon the NPC 
  they were guarding, and flee, proceed to the Conclusion. 
   
  Encounter Six: Kobold Home 
  Having followed the kobo d tracks around the great 
  mesa, you see a large gulch entrance several hundred 
  feet ahead. The tracks appear to lead into the gulch. 
  l
  l
   
  Allow the PCs to make any preparations that they wish to 
  make. 
   
  As you peer into the gulch, you see that it is wide, but 
  shal ow. Two-hundred feet wide, and one-hundred 
  feet deep, the gulch creates a indent into the great 
  mesa’s northwestern face. 
   
  The kobold tracks clearly lead towards the back 
  of the gulch, where it appears that a large rock fall has 
  recently occurred. Wherever the lair entrance was, 
  presumably it is gone now, covered by tons of rocks. 
  Blue Scales, Red Secrets 
   
  Page 24 
  
   
  After the surviving kobold returned, the kobold adepts 
  and sorcerers created a rock fall to block the entrance to 
  their lair, to prevent Morginstaler from finding it. Several 
  tons of rock now blocks the entrance. In addition, the 
  kobolds collapsed their tunnels nearest the entrance. 
  Twenty feet of rock rubble now blocks the entrance 
  outside the tunnel, and the first twenty feet of the 
  entrance tunnel is blocked by rock rubble as well, for a 
  total of 40 feet of rubble impeding the PCs. 
   
  Becoming incorporeal will not allow a PC to reach 
  where the entrance tunnel is clear, as incorporeal 
  creatures must remain adjacent to the exterior of 
  whatever object they are moving through. A PC who uses 
  dimension door to enter the mesa will be shunted to a 
  tunnel, taking the normal 1d6 damage. Becoming 
  ethereal will allow a PC to wander into the rock 
  formation, where they will eventually find a tunnel 
  which leads them to the kobold lair. The PCs will be 
  unable to locate one of the secret entrances to the lair at 
  this time. 
   
  If a PC manages to enter the lair, tell them that they 
  see a large (1,000+ adults) kobold community, all busily 
  working on expanding a massive cave, which is roughly 
  four-hundred feet in diameter. If they wish to question 
  the kobolds, use the bullet points listed in Encounter 
  Five as a guide for the information that they might learn. 
  Obviously, the kobolds start as Hostile towards the PC 
  unless they take care to disguise themselves as a kobold. 
   
  In short, the PCs are not supposed to explore the 
  kobold lair during this event. What is important is that 
  they have located a former entrance to the lair.  
   
  Development: Once the PCs are ready to meet with 
  Morginstaler, proceed to Encounter Seven. If the PCs 
  wish to abandon the NPC they were guarding, and flee, 
  proceed to the Conclusion. 
   
  Encounter Seven: Never Deal 
  with Morginstaler 
  Ever since meeting the PCs, Morginstaler has been flying 
  over the scorched area at the top of the trail periodically, 
  to keep an eye out for their return. During these trips, he 
  brings the unconscious NPC hostage with him. The 
  hostage has been dealt 50 points of non-lethal damage by 
  the dragon, to keep them quiet and subdued. 
   
  Read the following once the PCs near the meeting 
  point: 
   
  You approach the site that the great red dragon 
  marked with his fiery breath. The fifty-food diameter 
  area of blackened earth is a testament to the dragon’s 
  power. 
   
  There s no sign of him, and you have no idea 
  how long your wait might be. 
  i
   
  i
   
   
   
   
  Allow the PCs to make any preparations that they wish to 
  make. Have them arrange their PCs anywhere on the 
  battlemat that they like. They do not have to be in the 
  circle of scorched earth. The edge of the Rift Canyon, and 
  the top of the trail, should not be too far away. 
   
  Morginstaler arrives on the scene four hours after 
  the PCs arrive (assuming that at least one of them is 
  visible, if not, he flies off, retuning the next day at a 
  random time). This might cause some of their buff spells 
  to expire. 
   
  The PCs should see Morginstaler approaching from 
  nine-hundred feet away as he flies towards them from the 
  east. He will arrive in three rounds. Wary PCs will use 
  this opportunity to cast buff spells, expecting the dragon 
  to double cross them. 
   
  Continue with the following: 
   
  You hear a great rush of wind from the Rift Canyon, 
  and Morginstaler’s mighty form flies out of the Rift, 
  the hostage clutched carefully in his left claw. 
   
   
  If the PCs attack, see Morginstaler’s Tactics. If they 
  do not attack, continue: 
   
  The huge red dragon lands at the far edge of the 
  scorched area before gently depositing <insert NPC 
  hostage’s name>’s unconscious form on the ground in 
  front of him.  
   
  “Worry not,” the dragon says, “he merely passed 
  out from fright. What did you learn? Did you find the 
  kobolds’ lair?”
   
  Morginstaler is very good at detecting lies, and he will be 
  suspicious of the PCs, in case they attempt to lie to him, 
  or keep things from him. 
   
  Below is a list of expected answers that the PCs might 
  give Morginstaler, and his responses.  
   
  “We learned nothing!” 
  “Fools! I warn you! Do not l e to me!”
  “Seriously, we didn’t learn anything!” 
  The dragon grows angry, and slams its tail on the 
  ground. 
  “We’ll never tell you what we learned! Now release our 
  friend!” 
  Blue Scales, Red Secrets 
   
  Page 25 
  
  The dragon grows angry, and slams its tail on the 
  ground. 
   
  “The kobolds were given these strange blue dragon scales 
  by a dragon they claim to be their new god.” 
  “Tell me more! What does the scale do? What is their 
  supposed god’s name?” 
   
  i
   
  l
  l
   
  “Here is a copy of a prayer we found on one of them.” 
  “Let me see that!” he commands. As he reads the 
  paper, he motions for you to return to where you 
  were standing. 
   
  “We found their lair, but the entrance was covered by 
  rubble.” 
  “Where exactly was this entrance located?” 
   
  “The lair entrance was in the southern canyon cliff face,” 
  or some other lie by the PCs that Morginstaler detects via 
  Sense Motive. 
  “Fools! I warn you! Do not l e to me!”
   
  “The lair entrance was on the northwest side of the great 
  mesa,” or a lie which Morginstaler does NOT detect. 
  “Ahhhh. Excel ent. You have done wel .” 
    
  This information, coupled with Morginstaler’s own 
  worries, have convinced him of a possible threat from an 
  older and larger blue dragon moving into his territory. 
  Morginstaler is a proud creature, and there is no reason 
  for the PCs to be allowed to live, knowing this 
  information. Once he has learned all that he can from the 
  PCs, continue with the following: 
   
  “Thank you for your efforts. Here is your reward!” 
  With that, the huge dragon slams his tail into the 
  ground.  
   
  Allow the players to play any Feign Surprise cards they 
  might have declared in use at the start of the round and 
  have them roll initiative. Be sure to roll Initiative for 
  Morginstaler, to keep track of when he can act, and to 
  help scare the players. 
   
  Regardless of whether or not a PC made 
  Morginstaler Friendly or Helpful in Encounter One, his 
  offspring tries to kill them. Morginstaler is far too 
  worried about a gargantuan blue dragon moving into his 
  Rift to worry about new “friends.” In addition, he does 
  not want anyone knowing that he is worried, so the PCs 
  must die (the only exception being female PCs who took 
  the tour with him).  
   
  Note: The PCs’ goal should be to rescue the NPC hostage 
  and to get the hell out of there. There is no need to fight 
  Morginstaler’s offspring (let alone Morginstaler himself!) 
  to the death. PCs receive full experience for this 
  encounter if they rescue the hostage and flee. 
   
  Creatures: Hiding ten feet below ground level (thus 
  blocking detection spells), under the center of scorched 
  area, are some of Morginstaler’s children. At APL 12, the 
  creatures are separated by a distance of thirty feet. 
  Remember, creatures are immune to the gaze attacks of 
  others of their kind.  
   
  At no point in time will these creatures attack a PC 
  who went with Morginstaler on a tour of the Rift, even 
  for non-lethal damage. If a PC gets confused and attacks a 
  Consort PC, the creatures will even move to defend her, 
  attacking the offending PC to the best of their abilities. 
   
   
   
   
  APL 6 (EL 10) 
  Elite half-red dragon umber hulk: hp 100; see 
  Appendix Two.
   
  APL 8 (EL 12) 
  Elite advanced half-red dragon umber hulk: hp 188; 
  see Appendix Three.
   
  APL 10 (EL 14) 
  Very-Elite advanced half-red dragon umber hulk: 
  hp 264; see Appendix Four.
   
  APL 12 (EL 16) 
  Very-Elite advanced half-red dragon umber hulks 
  (2): hp 264 each; see Appendix Five.
   
  Tactics: As soon as Morginstaler slams his tail upon the 
  ground, the umber hulks burst forth from the ground. 
  Unless the PCs were somehow specifically aware of the 
  umber hulk’s presence, this constitutes a surprise round. 
  The creatures burrows 10 feet to get to ground level, then 
  move 10 feet towards the closest PCs.  
   
  The half-red dragon umber hulk is a smart creature, 
  and it should be run accordingly. It can fly, has a gaze 
  attack, a breath weapon (although a rather weak one at 
  higher APLs, and it knows this) and is dangerous in 
  melee combat. Its preferred tactic is to wade in close, to 
  force PCs to make saves against its gaze attack, and to 
  melee with anyone not already confused.  
   
  If a PC falls next to the creature, and it has nothing 
  better to do with its actions the next round, it will coup d’ 
  grace the PC, especially if Morginstaler has seen the PCs 
  cast the spell delay death. 
   
  Be sure to familiarize yourself with the rules for gaze 
  supernatural abilites (Monster Manual, page 309) before 
  running this encounter. 
   
  Blue Scales, Red Secrets 
   
  Page 26 
  
  All APLs (EL 21) 
  Morginstaler, Red Dragon of the Rift: Male mature 
  adult red dragon Bbn1/Pious Templar 1; hp 436; Bluff 
  +24, Sense Motive +22, Spellcraft +6, Spot +32; see 
  Appendix One. 
   
  Morginstaler’s Tactics: Morginstaler is not meant to be 
  an active participant in this fight. Just because you have 
  his stats handy does not mean that you should use him to 
  decimate a party. He is simply enjoying watching the 
  fight, and plans to kill the PCs himself if his offspring 
  cannot. However, best laid plans.... 
   
  If Morginstaler starts his round within range of the 
  umber hulk’s gaze attack, he needs to make a save, as 
  normal. Especially at APLs 10 and 12, there is a real 
  danger that he could fail this save, which could prove 
  disastrous for the PCs. Since he has blindsense, he will 
  just close his eyes to avoid having to make the save, and 
  then he will back away from the fight, taking the hostage 
  with him, to watch it from a safer distance. Once again, 
  he will deposit the hostage on the ground in front of him. 
   
  During the fight, the PCs should be scared that at 
  any minute the dragon will grow bored and join the 
  fight. During the fight itself, he is constantly mocking 
  the PCs’ petty efforts to defeat his offspring, while 
  keeping an eye on the hostage who is still unconscious at 
  his feet. Even if a PC approaches the hostage, he will 
  merely react with draconic laughter. However, should 
  Morginstaler Spellcraft that a PC is attempting to leave 
  with the hostage via teleport, he will warn the PC to stop. 
  Should the PC provoke an attack of opportunity while 
  casting the spell (such as by failing to cast defensively), 
  Morginstaler will seek to subdue the PC with non-lethal 
  damage. 
   
  Morginstaler only attacks PCs if he recognizes a PC 
  that has his Enmity, or if he himself is attacked AND 
  damaged. It is possible that a PC will become confused 
  and attack Morginstaler. The dragon will just laugh 
  unless the PC somehow manages to damage him. at 
  which point he will attack them with non-lethal damage 
  only, for fun. 
   
  At no point in time will he attack a PC who 
  accompanied him on a tour of the Rift. In fact, such a PC, 
  or one who earned his Favor during BDK6-07 Love 
  Letter, could possibly Bluff their way closer to 
  Morginstaler, asking for his protection before trying to 
  sneak away with the unconscious NPC hostage. 
   
  Should Morginstaler enter combat, see his tactics 
  from 
  Encounter 
  One. 
  Remember, 
  as 
  soon 
  as 
  Morginstaler attacks, his frightful presence ability 
  automatically starts. 
   
  Development: As soon as a PC successfully teleports 
  away with the hostage, OR as soon as the party has 
  defeated Morginstaler’s offspring, continue with the 
  following on Morginstaler’s initiative: 
   
  With a tremendous roar, the dragon bel ows his rage. 
  His outstretched wings nearly block out the sky! His 
  form quickly swells as air rushes into his gaping maw. 
  l
  f
  i
   
  l
  l
  i
  i
   
   
  As his head rushes forward, ready to blast you 
  with flames, it comes to an abrupt halt, and it almost 
  appears as i  is he is l stening to something that only 
  he can hear. 
  Flames ap out of his nostri s and mouth, but the 
  barrage of fire is not released. Instead, the dragon 
  shouts something in draconic before running to the 
  edge of the Rift and leaping over the side, his wings 
  guiding h s diving fall.  
   
  When the dust that his clawed feet kicked up 
  passes, you can clearly see <insert NPC’s name> still 
  lying there, unconscious, where the dragon left him. 
   
  If any of the PCs speak draconic, what Morginstaler 
  shouted was, “Damnit all to the nine hells!” A DC 20 
  Knowledge (arcana) check will reveal that one of the few 
  things that could possibly stop a red dragon from 
  attacking is if that red dragon learned that its lair was 
  being threatened. 
   
  If the PCs did not befriend Menfri, let it suffice to 
  say that a very unlucky goat just wandered into one of 
  Morginstaler’s lairs, triggering a lair ward alarm. 
   
  Menfri has been greater scrying on Morginstaler. As 
  soon as he sees Morginstaler about to attack the PCs, he 
  teleports to one of Morginstaler’s lairs, triggering a lair 
  ward. If the PCs befriended Menfri, one of them 
  (preferably an arcane spellcaster) receives a sending spell 
  from him. 
   
  Read the following text: 
   
  “Sorry could not help more, this should draw away 
  that overgrown l zard! Tripped his lair wards. Do not 
  worry about the hide! Flee now!”
   
  The PC is free to reply, in twenty-five words or less. 
  Anything rude will lose the party access to the Gratitude 
  of Menfri access on the AR, as Menfri is taking a great 
  risk in helping the PCs by distracting Morginstaler. 
   
  If Morginstaler’s offspring are still alive, they 
  continue to attack the PCs. 
   
  The NPC is indeed alive, and unconscious due to 
  nonlethal damage. They can easily be revived by an 
  appropriate amount of healing magic. 
   
  Once the PCs flee, proceed to the Conclusion most 
  appropriate for their table. 
   
  Blue Scales, Red Secrets 
   
  Page 27 
  
  Conclusion: Success 
  Bandit Kingdoms 
  Read the following if the PCs rescued Yulkin: 
   
  Quickly you get out of there, dragging Yulkin’s 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings. He does not say a single word for the 
  rest of the journey to Balmund, and he continually 
  watches the skies... 
   
  Yulkin won’t even complain if the PCs wish to teleport 
  him somewhere.  
   
  For parties that did not make the gold cap, they 
  might wish to force the issue of payment. He owes the 
  PCs for 15 days of escorting, at 4 sp/level/day. That 
  comes out to 6 gp per level for each PC, which he 
  provides once he is delivered to Balmund. 
   
   
  Furyondy 
  Read the following if the PCs rescued Larrick: 
   
  Quickly you get out of there, dragging Larrick’s 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings. He does not say a single word for the 
  rest of the journey to Rowyna, and he continually 
  watches the skies. 
   
  Needless to say, Larrick no longer has any 
  interest in investigating any metals in the Rift 
  Canyon. 
   
  Larrick will not complain if the PCs wish to teleport 
  straight home instead of waiting for the mage in Rowyna.  
   
  For parties that did not make the gold cap, they 
  might wish to force the issue of payment. Larrick refuses 
  to pay them, since they let him be kidnapped by the 
  dragon. 
    
  Highfolk 
  Read the following if the PCs rescued Marcalus: 
   
  Quickly you get out of there, dragging Marcalus’ 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings. He does not say a single word for the 
  rest of the journey to Rowyna, and he continually 
  watches the skies. 
   
   
  Marcalus will not complain if the PCs wish to teleport 
  straight home instead of waiting for the mage in Rowyna.  
   
  For parties that did not make the gold cap, they 
  might wish to force the issue of payment. Marcalus 
  refuses to pay them, since they let him be kidnapped by 
  the dragon. 
   
  Perrenland 
  Read the following if the PCs rescued Marinus: 
   
  Quickly you get out of there, dragging Marinus’ 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings. He does not say a single word for the 
  rest of the journey to Rowyna, and he continually 
  watches the skies. 
   
  Needless to say, Marinus no longer has any 
  interest in investigating any crypts in the Rift 
  Canyon. 
   
  Marinus will not complain if the PCs wish to teleport 
  straight home instead of waiting for the mage in Rowyna.  
   
  For parties that did not make the gold cap, they 
  might wish to force the issue of payment. The 
  HetKanzler pays them double the agreed upon rate if 
  they return with Marinus alive. 
   
  Shield Lands 
  Read the following if the PCs rescued Kelvor: 
   
  Quickly you get out of there, dragging Kelvor’s 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings.  
   
  “Let’s go,” he says. “And when we get home, I’m 
  going to try to find Gildor Arcan x and ask h m to kill 
  that bloody red dragon.” 
  i
  i
   
   
  Dyvers 
  Read the following if the PCs rescued Vilnius: 
   
  Quickly you get out of there, dragging Vilnius’ 
  unconscious form with you. After a few minutes, he 
  sputters to consciousness, and warily eyes his 
  surroundings. He does not say a single word for the 
  rest of the journey to Rowyna, and he continually 
  watches the skies. 
   
   
  Vilnius will not complain if the PCs wish to teleport 
  straight home instead of waiting for the mage in Rowyna.  
   
  For parties that did not make the gold cap, they 
  might wish to force the issue of payment. Vilnius refuses 
  to pay them, since they let him be kidnapped by the 
  dragon. 
   
  Blue Scales, Red Secrets 
   
  Page 28 
  
  Development: If a PC successfully befriended at least 
  one of the displacer beast cubs, they gain access to a 
  “Companion of the Rift.” 
   
  If the PCs located Kobold Home, they gain “Kobold 
  Lair Knowledge.”  
   
  If the PCs befriend Menfri, and successfully 
  collected pelts to deliver to him, they gain the “Gratitude 
  of Menfri Rauveen.” 
   
  If the PCs located the strange blue dragon scale, they 
  may purchase it. 
   
  If a female PC with a Charisma of 14 or higher went 
  on a tour of the Rift Canyon with Morginstaler, they gain 
  the “Consort of Morginstaler” from the Supplemental 
  AR. 
   
  Conclusion: Failure 
  Bandit Kingdoms 
  Read the following if the PCs failed to rescue Yulkin: 
   
  To Baator with Yulkin! You’ve got your own hide to 
  keep intact. Better that he should be Morginstaler’s 
  hostage than you! 
   
  Furyondy 
  Read the following if the PCs failed to rescue Larrick: 
   
  You have let Larrick down, but what can you do 
  against a powerful red dragon such as Morginstaler? 
  Surely his friends and family will understand... 
   
  Highfolk 
  Read the following if the PCs failed to rescue Marcalus: 
   
  You have let Marcalus down, but what can you do 
  against a powerful red dragon such as Morginstaler? 
  Surely his guild will understand... 
   
   
   
  Perrenland 
  Read the following if the PCs failed to rescue Marinus: 
   
  You have let Marinus down, but what can you do 
  against a powerful red dragon such as Morginstaler? 
  Perhaps the Old Kerk’s Voice will be able to organize 
  a rescue mission in time to save the archeologist 
  before the dragon eats him... 
   
  l
   
  Shield Lands 
  Read the following if the PCs failed to rescue Kelvor: 
   
  You have let Kelvor down, but what can do you 
  against a powerful red dragon such as Morginstaler? 
  You know of only one creature that might be able to 
  defeat the red dragon, but how do you go about 
  finding Gildor Arcanix? 
   
   
  Dyvers 
  Read the following if the PCs failed to rescue Vilnius: 
   
  To Baator with Vi nius! You’ve got your own hide to 
  keep intact! Better that he should be Morginstaler’s 
  hostage than you! Surely his guild will understand... 
   
  Development: If a PC successfully befriended at least 
  one of the displacer beast cubs, they gain access to a 
  “Companion of the Rift.” 
   
  If the PCs located Kobold Home, they gain “Kobold 
  Lair Knowledge.”  
   
  If the PCs befriend Menfri, and successfully 
  collected pelts to deliver to him, they gain the “Gratitude 
  of Menfri Rauveen.” 
   
  If the PCs located the strange blue dragon scale, they 
  may purchase it. 
   
  If a female PC with a Charisma of 14 or higher went 
  on a tour of the Rift Canyon with Morginstaler, they gain 
  the “Consort of Morginstaler” from the Supplemental 
  AR. 
   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Defeat Morginstaler 
   
  All APLs 630 xp 
   
   
  Encounter Two 
  Encounter the trap 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 390 xp 
   
  Encounter Four 
  Defeat the monsters 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Blue Scales, Red Secrets 
   
  Page 29 
  
   
  Encounter Seven 
  Rescue the NPC hostage 
   
  APL6 300 xp 
   
  APL8 360 xp 
   
  APL10 420 xp 
   
  APL12 480 xp 
   
  Defeat Morginstaler 
   
  All APLs 630 xp 
   
  Discretionary roleplaying award 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
   
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 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 items are the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. 
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter Four: Local Wildlife 
   
  APL 6: L: 0 gp; C: 130 gp; M: 570 gp – +1 heavy steel 
  shield (195 gp), wand of bull’s strength (375 gp). 
   
  APL 8: L: 0 gp; C: 320 gp; M: 820 gp – +1 heavy steel 
  shield (195 gp), chime of opening (250 gp), wand of bull’s 
  strength (375 gp).  
   
  APL 10: L: 0 gp; C: 865 gp; M: 1,375 gp – staff of 
  charming (1,375 gp). 
   
  APL 12: L: 0 gp; C: 1,201 gp; M: 2,139 gp – +3 heavy 
  steel shield (764 gp), staff of charming (1,375 gp). 
   
  Encounter Five: Dead Kobolds  
   
  All APLs: L: 40 gp; C: 0 gp; M: 250 gp –strange blue 
  dragon scale (250 gp). 
   
  Total Possible Treasure 
   
  APL 6: L: 40 gp; C: 130 gp; M: 820 gp; Total: 900 gp 
  (990 gp). 
   
  APL 8: L: 40 gp; C: 320 gp; M: 1,070 gp; Total: 1,300 
  gp (1,430 gp). 
   
  APL 10: L: 40 gp; C: 865 gp; M: 1,625 gp; Total: 2,300 
  gp (2,530 gp). 
   
  APL 12: L: 40 gp; C: 1,201 gp; M: 2,389 gp; Total: 
  3,300 gp (3,630 gp). 
   
  Special 
  Companion of the Rift: If you immediately spend 4 
  TUs, you may develop a relationship with a displacer 
  beast cub; you gain access to one displacer beast cohort 
  (ECL 10). These cohorts advance by class and have a 
  favored class of rogue. They will always have a Lawful 
  Neutral alignment. Both cohorts start with the feats 
  Alertness, Dodge, and Stealthy. 
   
  The male has the following ability scores:  
  Str 22, Dex 16, Con 20, Int 4, Wis 14, Cha 6. 
    
  The female has the following ability scores:  
  Str 20, Dex 18, Con 18, Int 4, Wis 16, Cha 6. 
  Blue Scales, Red Secrets 
   
  Page 30 
  
   
   
  Consort of Morginstaler: Your PC went with 
  Morginstaler on a moonlit tour of the Rift. For the next 
  12 TUs, your PC gains Fire Resistance 10, a +1 
  enhancement bonus to natural armor, and a +1 inherent 
  bonus to Charisma. After those 12 TUs have been spent, 
  you must spend 12 more consecutive TUs in non-
  adventuring activities. The PC then gains fire resistance 5 
  for a duration of one year and access to the following 
  items: Draconic Breath
  CAr, dragon disciple, Draconic 
  Heritage
  CAr and Draconic Power
  CAr (all red only); 
  Dragonthrall
  Dra, draconic might
  SpC, entice gift
  SpC, ghostly 
  tail (Races of the Dragon). 
   
  Gratitude of Menfri Rauveen: Menfry has agreed to 
  craft the following magic items for you at the standard 
  prices: amulet of proof against detection and location, 
  Boccob’s blessed book, cloak of displacement (minor or 
  major), electricity resistance and fire resistance armor 
  upgrades, paralytic burst
  MH and shock weapon upgrades.  
   
  In addition, you may spend 1 TU later to locate 
  Menfri and purchase any of the above items, or items 
  marked with a  * below, copy spells from his spellbook 
  (see the supplemental AR), or learn the Sudden Silent
  CA 
  meta-magic feat. 
    
  Kobold Lair Knowledge: You have learned where an 
  entrance to a kobold lair lies buried by rubble in the Rift 
  Canyon. 
   
  Strange Blue Dragon Scale: Against a dragon’s frightful 
  presence, the bearer of this scale and all allies within 30’ 
  are treated as having +4 HD and gain a +4 to their Will 
  save. If the bearer makes his save, his familiar, animal 
  companion, and/or special mount automatically makes 
  its save. This item only works for kobolds and does not 
  take up an item slot. Frequency: Adventure. 
   
  Faint abjuration; CL 3rd; Craft Wondrous Item, 
  Dragon Hunter Bravery
  DRA; Price: 3,000 gp; Weight 1 lb. 
   
  Special (Supplemental AR) 
  Menfri’s Spellbook: PCs that earned the Gratitude of 
  Menfri Rauveen may copy spells from Menfri’s 
  spellbook. It costs you 1 TU to locate Menfri each time 
  you visit him to copy spells. This spellbook is not for sale. 
   
  Spellbook 0—acid splash, amanuensis
  SpC, arcane 
  mark, dancing lights, detect magic, detect poison, disrupt 
  undead, electric jolt
  SpC, flare, ghost sound, light, mage 
  hand, mending, message, open/close, prestidigitation, ray 
  of frost, read magic, resistance, silent portal
  SpC, touch of 
  fatigue; 1st—alarm, comprehend languages, endure 
  elements, feather fall, hold portal, identify, mage armor, 
  magic missile, nystul’s magic aura, protection from evil, 
  shield, spontaneous search
  SpC, true strike; 2nd—chain of 
  eyes
  SpC, darkvision, knock, locate object, marked object
  SpC, 
  misdirection, 
  obscure 
  object, 
  scorching 
  ray, 
  see 
  invisibility, whispering wind; 3rd—arcane sight, dispel 
  magic, displacement, fly, greater mage armor, lightning 
  bolt, secret page, tongues, unluck
  SpC; 4th—arcane eye, 
  dimension door, locate creature, polymorph, remove 
  curse, scrying; 5th—break enchantment, contact other 
  plane, passwall, prying eyes, sending, teleport; 6th—
  analyze dweomer, antimagic field, chain lightning, 
  contingency, disintegrate, greater dispel magic,  legend 
  lore, true seeing;. 7th—ethereal jaunt, forcecage, greater 
  arcane sight, limited wish, prismatic spray, vision. 
   
  Blue Scales, Red Secrets 
   
  Page 31 
  
  Items for the Adventure 
  Record 
  APL 6: 
  • 
  Amulet of health +4 (Adventure; DMG)* 
  • 
  Arcane scroll of break enchantment (CL 14), 
  (Adventure; DMG)* 
  • 
  Arcane scroll of greater dispel magic (CL 14),
  (Adventure; DMG)* 
   
  • 
  Arcane scroll of ethereal jaunt (CL 13) (Adventure; 
  DMG)* 
  • 
  Clear spindle ioun stone (Adventure; DMG)* 
  • 
  Figurine of wondrous power (bronze griffon)* 
  (Adventure; DMG) 
  • 
  Goggles of night (Adventure; DMG)* 
  • 
  Heward’s handy haversack (Adventure; DMG)* 
  • 
  Strange blue dragon scale (Adventure; see above) 
  • 
  Vest of resistance +3 (Adventure; DMG)* 
  • 
  Wand of bull’s strength (Adventure; DMG) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Chime of opening (Adventure; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Staff of charming (Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  +3 heavy steel shield (Adventure; DMG) 
  Blue Scales, Red Secrets 
   
  Page 32 
  
  Appendix One – NPCs
  Encounter One 
   
   
   
   
  Morginstaler, Red Dragon of the Rift: Male mature 
  adult red dragon Bbn1/Pious Templar1 (Garyx); CR 21; 
  Huge dragon (fire); HD 25d12+225 plus 1d12+9 plus 
  1d10+9; hp 436; Init +5; Spd 50 ft, fly 150 ft. (poor); AC 
  43, touch 12, flat-footed 42 (-2 size, +7 armor, +3 
  deflection, +1 Dex, +24 natural); BAB: +27; Grp: +48; 
  Atk: +43 melee (2d8+18, bite) or +44 melee (2d6+11/19-
  20[x4], claws of the ripper); Full Atk: +43 melee 
  (2d8+18, bite), +44/+39/+34 melee (2d6+11/19-20[x4], 
  claws of the ripper), +44 melee (2d6+11/19-20, claw), 
  +43 melee (1d8+11, 2 wings), +43 melee (2d6+24, tail 
  slap); Space/Reach 15 ft./10 ft. (bite 15 ft.); SA breath 
  weapon, crush, fast movement, frightful presence, 
  spells, rage 1/day; SQ blindsense 60 ft., damage 
  reduction 10/magic, darkvision 120 ft., immunity to 
  fire, magic sleep effects, and paralysis, low-light vision, 
  mettle, spell-like abilities, vulnerability to cold, spell 
  resistance 23; AL CE. 
  SV Fort +30, Ref +18, Will +23;  
  Str 37, Dex 12, Con 28, Int 16, Wis 18, Cha 21.  
   
  Skills and Feats: Bluff +24, Concentration +39, 
  Diplomacy +9, Disguise +17, Intimidate +36, Jump +51, 
  Knowledge (arcana) +29, Knowledge (dungeoneering, 
  geography, nature, religion) +10, Listen +33, Search 
  +31, Sense Motive +22, Speak Language (3 languages), 
  Spellcraft +6, Spot +32; Improved Critical (claw), 
  Improved Initiative, Improved Multiattack, Improved 
  Rapidstrike 
  (claw), 
  Multiattack, 
  Power 
  Attack, 
  Quicken Breath, Rapidstrike (claw), True Believer 
  (Garyx), Weapon Focus (claw).  
   
  Languages: Common, Draconic, Giant, Orc. 
   
  Height, Weight, Length: Overall length: 66 feet; 
  Standing height: 14 feet; maximum wingspan: 90 feet; 
  weight: 24,000 lbs. These values are for descriptive 
  purposes only. In all regards, treat as a Huge sized 
  dragon.  
   
  Breath Weapon (Su): 50-foot cone, 14d10 fire, 
  Reflex DC 28 half. 
   
  Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller 
  opponents take 2d8+24 points of bludgeoning damage, 
  and must succeed on a DC 28 Reflex save or be pinned. 
   
  Frightful Presence (Ex): 210-ft. radius, HD 26 or 
  fewer, Will DC 26 negates. 
   
  Spell-Like Abilities: 7/day—locate object. Caster 
  level 9th. 
   
  Spells: As 9th level Sorcerer. 
   
  Sorcerer Spells Known (6/7/7/7/5; base DC = 15 + 
  spell level): 0—detect poison, detect magic, read magic, 
  mage hand, message, arcane mark, prestidigitation, 
  cure minor wounds; 1st—alarm, charm person, cure 
  light wounds, fist of stone, true strike; 2nd—
  invisibility, resist energy, scintillating scales, silence; 
  3rd—dispel magic, protection from energy, slow; 
  4th—blinding breath, polymorph. 
   
  Pious Templar Spells Prepared (1; base DC = 14 + 
  spell level): 1st—divine sacrifice. 
   
  Spells in effect: alarm (entrance to lair), disguise 
  self (mask of lies; used to appear unarmored, no cloaks, 
  etc.), undetectable alignment (mask of lies).  
   
  Possessions: claws of the ripper, +2 mithral 
  breastplate 
  of 
  cold 
  resistance 
  (10) 
  and 
  light 
  fortification, ring of protection +3, amulet of mighty 
  fists +5, ioun stone pink rhomboid, mask of lies, cloak 
  of displacement (minor), rear claw gauntlets (boots) of 
  speed, vest of resistance +3, divine scroll of (spike 
  growth, command plants, discern lies), scroll of 
  dispelling breath (CL 10). 
   
  Physical Description: Huge red dragon.  
   
  Note: CR raised by 1 due to favorable magic item 
  equipment possession. 
   
  Encounter Two 
   
   
   
   
  Menfri 
  Rauveen: 
  Male 
  human 
  (Oeridian) 
  Div7/Loremaster7 
  (Boccob); 
  CR 
  14; 
  Medium 
  humanoid (human); HD 14d4+56; hp 99; Init +1; Spd 
  30 ft. (x4); AC 17, touch 11, flat-footed 16 (+6 armor); 
  BAB: +6; Grp: +5; Atk: +6 melee (1d4-1, masterwork 
  dagger) or +7 ranged touch (spell); Full Atk: +6/+1 
  melee (1d4-1, masterwork dagger) or +7 ranged touch 
  (spell); SA Spells; SQ Summon Familiar, Secrets 
  (applicable knowledge, avoidance, bonus 1st-level 
  spell, bonus 2nd-level spell), Lore +16, Greater Lore; AL 
  N. 
  SV Fort +12, Ref +11, Will +15;  
  Str 8, Dex 13, Con 18, Int 24, Wis 12, Cha 10.  
   
  Skills and Feats: Concentration +21, Intimidate +2, 
  Knowledge (arcana) +27, Knowledge (dungeoneering) 
  +24, Knowledge (history) +24, Knowledge (nature) +10, 
  Knowledge (the planes) +10, Spellcraft +26, Survival +3 
  (+5 underground); Brew Potion, Craft Arms and 
  Armor
  B, Craft Wondrous Item, Extend Spell, Quicken 
  Spell, Scribe Scroll
  B, Skill Focus (Knowledge [arcana]), 
  Sudden Silent
  B, Spell Mastery (antimagic field, 
  forcecage, greater arcane sight, greater dispel magic, 
  limited wish, prismatic spray, vision)
  B. 
   
  Languages: Common, Old Oeridian, Flan, Orc. 
   
  Lore: At 2nd level, a loremaster gains the ability to 
  know legends or information regarding various topics, 
  just as a bard can with bardic knowledge. The 
  loremaster adds her level and her Intelligence modifier 
  Blue Scales, Red Secrets 
   
  Page 33 
  
  to the lore check, which functions otherwise exactly 
  like a bardic knowledge check. 
   
  Greater Lore (Ex): At 6th level, a loremaster gains 
  the ability to understand magic items, as with the 
  identify spell. 
   
  Possessions: explorer’s outfit, amulet of health +4, 
  headband of intellect +6, vest of resistance +4, heward’s 
  handy haversack, figurine of wondrous power (bronze 
  griffon), clear spindle ioun stone, goggles of night, belt 
  pouch (potion of displacement, potion of fly, potion of 
  levitate), scrollcase (scrolls of: feather fall, levitate, fly, 
  freedom of movement, mount [4], break enchantment, 
  greater dispel magic), Boccob’s blessed spellbook, spell 
  component pouch (2), masterwork dagger, masterwork 
  staff, backpack. 
   
  Description: Menfri Rauveen looks like a typical 
  bookworm mage...who has been shaken up by a life 
  living amongst some of the most notorious humanoids 
  and bandits on Oerth, the Men of the Rift. Standing 
  5’9” tall, and scholarly thin, his receding hair is mostly 
  grey in color. He disdains robes as impractical, 
  preferring to wear typical exploring gear. 
   
  Menfri commands much respect from the often 
  chaotic and evil Men, even the Erythnul worshippers, 
  for they have seen what his chain lightning spell can 
  do to his enemies. 
   
  The ex-Aerdi mage, who has been researching the 
  magical secrets of the Rift for over two decades, is 
  perhaps the world’s foremost humanoid expert on the 
  Rift Canyon. He is an avid collector of the pelts of 
  strange creatures, and uses them in his magic item 
  creation experiments. 
   
  Menfri is scared to death of Morginstaler because 
  Morginstaler once cornered him while he was doing 
  some research in the Rift. Morginstaler let him go, but 
  only after he promised to craft the dragon several 
  magic items. 
   
  Spells Prepared (5/8/8/7/6/5/5/4; base DC = 17 + 
  spell level): 0—detect magic (2), mage hand, read 
  magic (2); 1st—hold portal, mage armor, magic missile, 
  true strike, comprehend languages, feather fall, 
  protection from evil, shield; 2nd—extended endure 
  elements, knock (2), locate object, obscure object, 
  scorching ray (2), see invisibility; 3rd—extended 
  darkvision, displacement, fly, dispel magic, lightning 
  bolt, extended misdirection, extended whispering 
  wind; 4th—dimension door (3), extended greater mage 
  armor, remove curse, extended tongues; 5th—break 
  enchantment, quickened magic missile, extended 
  polymorph, quickened shield, teleport; 6th—greater 
  dispel magic, extended prying eyes, quickened 
  scorching ray, true seeing, chain lightning; 7th—
  greater arcane sight, quickened lightning bolt, limited 
  wish, prismatic spray. 
   
  Prohibited School: Enchantment. 
   
  Spellbook 0—acid splash, amanuensis
  SpC, arcane 
  mark, dancing lights, detect magic, detect poison, 
  disrupt undead, electric jolt
  SpC, flare, ghost sound, light, 
  mage 
  hand, 
  mending, 
  message, 
  open/close, 
  prestidigitation, ray of frost, read magic, resistance, 
  silent 
  portal
  SpC, 
  touch 
  of 
  fatigue; 
  1st—alarm, 
  comprehend languages, endure elements, feather fall, 
  hold portal, identify, mage armor, magic missile, 
  nystul’s magic aura, protection from evil, shield, 
  spontaneous search
  SpC, true strike; 2nd—chain of 
  eyes
  SpC, darkvision, knock, locate object, marked 
  object
  SpC, misdirection, obscure object, scorching ray, 
  see invisibility, whispering wind; 3rd—arcane sight, 
  dispel magic, displacement, fly, greater mage armor, 
  lightning bolt, secret page, tongues, unluck
  SpC; 4th—
  arcane 
  eye, 
  dimension 
  door, 
  locate 
  creature, 
  polymorph, 
  remove 
  curse, 
  scrying; 
  5th—break 
  enchantment, contact other plane, passwall, prying 
  eyes, sending, teleport; 6th—analyze dweomer, 
  antimagic 
  field, 
  chain 
  lightning, 
  contingency, 
  disintegrate, greater dispel magic,  legend lore, true 
  seeing;. 7th—ethereal jaunt, forcecage, greater arcane 
  sight, limited wish, prismatic spray, vision. 
   
  Spells in effect: contingency (if Menfri falls 
  unconscious, he will be teleported home), extended 
  darkvision, extended endure elements, extended 
  misdirection (as a rock), extended greater mage armor, 
  extended prying eyes, extended tongues. 
   
  Meta-organization Benefits (not included in his 
  stats): 
   
  Reputation for Violence: Menfri receives a +4 
  Circumstance bonus to Intimidate checks made in the 
  Bandit Kingdoms. 
   
  Rift 
  Familiarity: 
  Menfri 
  receives 
  a 
  +4 
  Circumstance bonus to the following skill checks 
  made when in the Rift Canyon or the Rift Barrens: 
  Balance, Climb, Hide, Jump, Knowledge (nature), 
  Listen, Move Silently, Spot, and Survival.  
   
   
  Blue Scales, Red Secrets 
   
  Page 34 
  
  Appendix Two – APL 6
  Encounter Four 
   
   
   
   
  Elite Advanced Displacer Beast: CR 7; Large magical 
  beast; HD 9d10+45; hp 94; Init +3; Spd 40 ft.(x4); AC 
  17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural); 
  BAB: +9; Grp: +20; Atk: +16 melee (1d8+7, tentacle); 
  Full Atk: +16 melee (1d8+7, 2 tentacles) and +10 melee 
  (1d8+3, bite); Space/Reach 10 ft./5 ft. (10 ft. with 
  tentacles); SQ Darkvision 60 ft., displacement, low-
  light vision, resistance to ranged attacks; AL NE. 
  SV Fort +11, Ref +10, Will +5;  
  Str 24, Dex 18, Con 20, Int 4, Wis 14, Cha 6.  
   
  Skills and Feats: Hide +12, Listen +6, Move 
  Silently +12, Spot +6; Alertness, Improved Natural 
  Attack (tentacle), Stealthy, Weapon Focus (tentacle). 
   
  Languages: Common. 
   
  Displacement (Su): Any melee or ranged attack 
  directed at it has a 50% miss chance unless the attacker 
  can locate the beast by some means other than sight. A 
  true seeing effect allows the use to see the beast’s 
  position, but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Skills: +8 racial bonus on Hide checks. 
   
   
   
  Very-Elite Advanced Displacer Beast: CR 9; Huge 
  magical beast; HD 12d10+84; hp 150; Init +3; Spd 40 
  ft.(x4); AC 19, touch 11, flat-footed 16 (-2 size, +3 Dex, 
  +8 natural); BAB: +12; Grp: +31; Atk: +22 melee 
  (2d6+11, tentacle); Full Atk: +22/+22/+17 melee 
  (2d6+11, tentacle) and +16 melee (2d6+5, bite); 
  Space/Reach 15 ft./10 ft. (20 ft. with tentacles); SQ 
  Darkvision 60 ft., displacement, low-light vision, 
  resistance to ranged attacks; AL NE. 
  SV Fort +15, Ref +11, Will +6;  
  Str 32, Dex 16, Con 24, Int 4, Wis 14, Cha 6.  
   
  Skills and Feats: Hide +11, Listen +6, Move 
  Silently +12, Spot +6; Alertness, Improved Natural 
  Attack (tentacle), Rapidstrike (tentacle)*, Stealthy, 
  Weapon Focus (tentacle). 
   
  Languages: Common. 
   
  Displacement (Su): Any melee or ranged attack 
  directed at it has a 50% miss chance unless the attacker 
  can locate the beast by some means other than sight. A 
  true seeing effect allows the use to see the beast’s 
  position, but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Skills: +8 racial bonus on Hide checks. 
   
  Physical Description: Huge displacer beast! 
   
  Encounter Seven 
   
   
   
   
  Elite half-red dragon umber hulk: CR 10; large 
  dragon (augmented aberration); HD 8d10+56; hp 100; 
  Init +1; Spd 20 ft. (x4), burrow 20 ft., fly 40 ft (average); 
  AC 22, touch 10, flat-footed 21 (-1 size, +1 Dex, +12 
  natural); BAB: +6; Grp: +22; Atk: +18 melee (2d4+12/x2, 
  claw); Full Atk: +18 melee (2d4+12/x2, 2 claws) and +15 
  melee (2d8+6/x2, bite); Space/Reach 10 ft./10 ft.; SA 
  Confusing gaze, breath weapon; SQ Darkvision 60 ft., 
  tremorsense 60 ft., low-light vision, immune to sleep 
  and paralysis effects, immune to fire; AL CE. 
  SV Fort +9, Ref +3, Will +7;  
  Str 35, Dex 12, Con 24, Int 10, Wis 12, Cha 17.  
   
  Skills and Feats: Climb +21, Jump +17, Knowledge 
  (dungeoneering) +5.5, Listen +12, Move Silently +6.5, 
  Spot +6.5; Ability Focus (confusing gaze), Multiattack, 
  Weapon Focus (claw). 
   
  Languages: Draconic, Terran. 
   
  Breath Weapon (Su): 30 ft. cone, once per day, 
  damage 6d8 fire, Reflex DC 21 half. The save DC is 
  Constitution-based. 
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster level 8th, Will DC 19 negates. The save DC 
  is Charisma-based. 
   
  Physical Description: A red-scaled, winged umber 
  hulk. 
   
   
  Blue Scales, Red Secrets 
   
  Page 35 
  
  Appendix Three – APL 8
  Encounter Four 
   
   
   
   
  Very-Elite Advanced Displacer Beast: CR 9; Huge 
  magical beast; HD 12d10+84; hp 150; Init +3; Spd 40 
  ft.(x4); AC 19, touch 11, flat-footed 16 (-2 size, +3 Dex, 
  +8 natural); BAB: +12; Grp: +31; Atk: +22 melee 
  (2d6+11, tentacle); Full Atk: +22/+22/+17 melee 
  (2d6+11, tentacle) and +16 melee (2d6+5, bite); 
  Space/Reach 15 ft./10 ft. (20 ft. with tentacles); SQ 
  Darkvision 60 ft., displacement, low-light vision, 
  resistance to ranged attacks; AL NE. 
  SV Fort +15, Ref +11, Will +6;  
  Str 32, Dex 16, Con 24, Int 4, Wis 14, Cha 6.  
   
  Skills and Feats: Hide +11, Listen +6, Move 
  Silently +12, Spot +6; Alertness, Improved Natural 
  Attack (tentacle), Rapidstrike (tentacle)*, Stealthy, 
  Weapon Focus (tentacle). 
   
  Languages: Common. 
   
  Displacement (Su): Any melee or ranged attack 
  directed at it has a 50% miss chance unless the attacker 
  can locate the beast by some means other than sight. A 
  true seeing effect allows the use to see the beast’s 
  position, but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Skills: +8 racial bonus on Hide checks. 
   
  Physical Description: Huge displacer beast! 
   
  Uber-Elite Advanced Displacer Beast: CR 11; Huge 
  magical beast; HD 18d10+126; hp 225; Init +3; Spd 40 
  ft.(x4); AC 19, touch 11, flat-footed 16 (-2 size, +3 Dex, 
  +8 natural); BAB: +18; Grp: +37; Atk: +28 melee 
  (2d6+11, tentacle); Full Atk: +28/+28/+23/+18 melee 
  (2d6+11, tentacle) and +22 melee (2d6+5, bite); 
  Space/Reach 15 ft./10 ft. (20 ft. with tentacles); SQ 
  Darkvision 60 ft., displacement, low-light vision, 
  resistance to ranged attacks; AL NE. 
  SV Fort +18, Ref +14, Will +10;  
  Str 33, Dex 16, Con 24, Int 4, Wis 14, Cha 6.  
   
  Skills and Feats: Hide +15, Listen +6, Move 
  Silently +14, Spot +6; Alertness, Improved Natural 
  Attack (tentacle), Improved Rapidstrike (tentacle), 
  Iron Will, Rapidstrike (tentacle)*, Stealthy, Weapon 
  Focus (tentacle). 
   
  Languages: Common. 
   
  Displacement (Su): Any melee or ranged attack 
  directed at it has a 50% miss chance unless the attacker 
  can locate the beast by some means other than sight. A 
  true seeing effect allows the use to see the beast’s 
  position, but see invisibility has no effect. 
   
  Resistance to Ranged Attacks (Su): A displacer 
  beast has a +2 resistance bonus on saves against any 
  ranged magical attack that specifically targets it (except 
  for ranged touch attacks). 
   
  Skills: +8 racial bonus on Hide checks. 
   
  Physical Description: Huge displacer beast! 
   
  Encounter Seven 
   
   
   
   
  Elite advanced half-red dragon umber hulk: CR 12; 
  Huge dragon (augmented aberration); HD 13d10+117; 
  hp 188; Init +0; Spd 20 ft. (x4), burrow 20 ft., fly 40 ft 
  (average); AC 23, touch 8, flat-footed 23 (-2 size, +15 
  natural); BAB: +9; Grp: +33; Atk: +24 melee (2d6+16/x2, 
  claw); Full Atk: +24 melee (2d6+16/x2, 2 claws) and +21 
  melee (3d8+8/x2, bite); Space/Reach 15 ft./15 ft.; SA 
  Confusing gaze, breath weapon; SQ Darkvision 60 ft., 
  tremorsense 60 ft., low-light vision, immune to sleep 
  and paralysis effects, immune to fire; AL CE. 
  SV Fort +13, Ref +4, Will +11;  
  Str 43, Dex 10, Con 28, Int 10, Wis 12, Cha 18.  
   
  Skills and Feats: Climb +21, Jump +17, Knowledge 
  (dungeoneering) +5.5, Listen +12, Move Silently +9, 
  Spot +9; Ability Focus (confusing gaze), Iron Will, 
  Multiattack, Weapon Focus (claw). 
   
  Languages: Draconic, Terran. 
   
  Breath Weapon (Su): 30 ft. cone, once per day, 
  damage 6d8 fire, Reflex DC 25 half. The save DC is 
  Constitution-based. 
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster level 13th, Will DC 22 negates. The save DC 
  is Charisma-based. 
   
  Physical Description: A huge, red-scaled, winged 
  umber hulk. 
   
  Blue Scales, Red Secrets 
   
  Page 36 
  
  Appendix Four – APL 10
  Encounter Four 
   
   
   
   
  Elite Advanced Behir: CR 14; Gargantuan magical 
  beast; HD 21d10+189; hp 304; Init +2; Spd 40 ft.(x4), 
  climb 15 ft.; AC 23, touch 8, flat-footed 21 (-4 size, +2 
  Dex, +15 natural); BAB: +21; Grp: +48; Atk: +33 melee 
  (3d6+22/19-20, bite); Full Atk: +33 melee (3d6+22/19-
  20, bite); Space/Reach 20 ft./15 ft.; SA Breath weapon, 
  constrict 3d8+15, improved grab, rake 1d6+7, swallow 
  whole; SQ Can’t be tripped, darkvision 60 ft., immunity 
  to electricity, low-light vision, scent; AL NE. 
  SV Fort +21, Ref +14, Will +13;  
  Str 41, Dex 14, Con 28, Int 4, Wis 18, Cha 12.  
   
  Skills and Feats: Climb +23, Hide +14, Listen +6, 
  Spot +6, Survival +4; Alertness, Cleave, Improved 
  Critical (bite), Improved Natural Attack (bite), Iron 
  Will, Power Attack, Track, Weapon Focus (bite). 
   
  Languages: Common. 
   
  Breath Weapon (Su): 20-foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex DC 29 half. The 
  save DC is Constitution-based. 
   
  Constrict (Ex): A gargantuan behir deals 3d8+15 
  points of damage with a successful grapple check. It 
  can make six rake attacks against a grappled foe as well. 
   
  Improved Grab (Ex): To use this ability, a behir 
  must hit a creature of any size with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it it establishes a hold and can 
  attempt to constrict the opponent or swallow the 
  opponent in the following round. 
   
  Rake (Ex): Six claws, attack bonus +32 melee, 
  damage 1d6+7. 
   
  Swallow Whole (Ex): A gargantuan behir can try 
  to swallow a grabbed Large or smaller opponent by 
  making a successful grapple check. 
  A behir that swallows an opponent can use its Cleave 
  feat to bite and grab another opponent. 
   
  A swallowed creature takes 3d8+15 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the behir’s gizzard. A swallowed creature 
  can cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the gizzard (AC 
  15). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
   
  A gargantuan behir’s gizzard can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny or 512 Diminutive or 
  smaller opponents. 
   
  Skills: +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened. 
   
  Physical Description: A gargantuan behir! 
   
  Encounter Seven 
   
   
   
   
  Very-Elite advanced half-red dragon umber hulk: 
  CR 14; Huge dragon (augmented aberration); HD 
  16d10+144; hp 264; Init +0; Spd 20 ft. (x4), burrow 20 
  ft., fly 40 ft (average); AC 23, touch 8, flat-footed 23 (-2 
  size, +15 natural); BAB: +12; Grp: +37; Atk: +28 melee 
  (2d6+17/x2, claw); Full Atk: +28/+28/+23 melee 
  (2d6+17/x2, claw) and +25 melee (3d8+8/x2, bite); 
  Space/Reach 15 ft./15 ft.; SA Confusing gaze, breath 
  weapon; SQ Darkvision 60 ft., tremorsense 60 ft., low-
  light vision, immune to sleep and paralysis effects, 
  immune to fire; AL CE. 
  SV Fort +14, Ref +5, Will +13;  
  Str 44, Dex 10, Con 28, Int 10, Wis 12, Cha 18.  
   
  Skills and Feats: Climb +21, Jump +17, Knowledge 
  (dungeoneering) +5.5, Listen +12, Move Silently +10.5, 
  Spot +10.5; Ability Focus (confusing gaze), Iron Will, 
  Multiattack, Rapidstrike (claw), Weapon Focus (claw). 
   
  Languages: Draconic, Terran. 
   
  Breath Weapon (Su): 30 ft. cone, once per day, 
  damage 6d8 fire, Reflex DC 27 half. The save DC is 
  Constitution-based. 
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster level 20th, Will DC 24 negates. The save DC 
  is Charisma-based. 
   
  Physical Description: A huge, red-scaled, winged 
  umber hulk. 
   
  Blue Scales, Red Secrets 
   
  Page 37 
  
  Appendix Five – APL 12
  Encounter Four 
   
   
   
   
  Elite Advanced Behir: CR 14; Gargantuan magical 
  beast; HD 21d10+189; hp 304; Init +2; Spd 40 ft.(x4), 
  climb 15 ft.; AC 23, touch 8, flat-footed 21 (-4 size, +2 
  Dex, +15 natural); BAB: +21; Grp: +48; Atk: +33 melee 
  (3d6+22/19-20, bite); Full Atk: +33 melee (3d6+22/19-
  20, bite); Space/Reach 20 ft./15 ft.; SA Breath weapon, 
  constrict 3d8+15, improved grab, rake 1d6+7, swallow 
  whole; SQ Can’t be tripped, darkvision 60 ft., immunity 
  to electricity, low-light vision, scent; AL NE. 
  SV Fort +21, Ref +14, Will +13;  
  Str 41, Dex 14, Con 28, Int 4, Wis 18, Cha 12.  
   
  Skills and Feats: Climb +23, Hide +14, Listen +6, 
  Spot +6, Survival +4; Alertness, Cleave, Improved 
  Critical (bite), Improved Natural Attack (bite), Iron 
  Will, Power Attack, Track, Weapon Focus (bite). 
   
  Languages: Common. 
   
  Breath Weapon (Su): 20-foot line, once every 10 
  rounds, damage 7d6 electricity, Reflex DC 29 half. The 
  save DC is Constitution-based. 
   
  Constrict (Ex): A gargantuan behir deals 3d8+15 
  points of damage with a successful grapple check. It 
  can make six rake attacks against a grappled foe as well. 
   
  Improved Grab (Ex): To use this ability, a behir 
  must hit a creature of any size with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins 
  the grapple check, it it establishes a hold and can 
  attempt to constrict the opponent or swallow the 
  opponent in the following round. 
   
  Rake (Ex): Six claws, attack bonus +32 melee, 
  damage 1d6+7. 
   
  Swallow Whole (Ex): A gargantuan behir can try 
  to swallow a grabbed Large or smaller opponent by 
  making a successful grapple check. 
  A behir that swallows an opponent can use its Cleave 
  feat to bite and grab another opponent. 
   
  A swallowed creature takes 3d8+15 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the behir’s gizzard. A swallowed creature 
  can cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the gizzard (AC 
  15). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own 
  way out. 
   
  A gargantuan behir’s gizzard can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny or 512 Diminutive or 
  smaller opponents. 
   
  Skills: +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened. 
   
  Physical Description: A gargantuan behir! 
   
  Encounter Seven 
   
   
   
   
  Very-Elite advanced half-red dragon umber hulk: 
  CR 14; Huge dragon (augmented aberration); HD 
  16d10+144; hp 264; Init +0; Spd 20 ft. (x4), burrow 20 
  ft., fly 40 ft (average); AC 23, touch 8, flat-footed 23 (-2 
  size, +15 natural); BAB: +12; Grp: +37; Atk: +28 melee 
  (2d6+17/x2, claw); Full Atk: +28/+28/+23 melee 
  (2d6+17/x2, claw) and +25 melee (3d8+8/x2, bite); 
  Space/Reach 15 ft./15 ft.; SA Confusing gaze, breath 
  weapon; SQ Darkvision 60 ft., tremorsense 60 ft., low-
  light vision, immune to sleep and paralysis effects, 
  immune to fire; AL CE. 
  SV Fort +14, Ref +5, Will +13;  
  Str 44, Dex 10, Con 28, Int 10, Wis 12, Cha 18.  
   
  Skills and Feats: Climb +21, Jump +17, Knowledge 
  (dungeoneering) +5.5, Listen +12, Move Silently +10.5, 
  Spot +10.5; Ability Focus (confusing gaze), Iron Will, 
  Multiattack, Rapidstrike (claw), Weapon Focus (claw). 
   
  Languages: Draconic, Terran. 
   
  Breath Weapon (Su): 30 ft. cone, once per day, 
  damage 6d8 fire, Reflex DC 27 half. The save DC is 
  Constitution-based. 
   
  Confusing Gaze (Su): Confusion as the spell, 30 
  feet, caster level 20th, Will DC 24 negates. The save DC 
  is Charisma-based. 
   
  Physical Description: A huge, red-scaled, winged 
  umber hulk. 
   
   
   
  Blue Scales, Red Secrets 
   
  Page 38 
  
  Appendix Six – New Rules Items
  Deity  
   
   
   
   
   
  Name: Garyx 
  Gender: m 
  Rank: Lesser Deity 
  Area 
  of 
  Concern/Portfolio: 
  Fire, 
  Destruction, 
  Renewal 
  Titles: Firelord, All-Destroyer, Cleanser of Worlds 
  Holy Symbol: Reptilian eye superimposed over a 
  flame 
  Alignment: CE 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Favored Weapon(s): Sickle (s) or claw 
  Weapon of the Dei y Spell: +1 flaming sickle or claw 
  t
  Domains: Chaos, Destruction, Dragon, Evil, Fire, 
  Renewal 
  Source: Draconomicon, page 33. 
  Description: Garyx the All-Destroyer symbolizes the 
  sheer power and destructive force of dragonkind. Some 
  argue that Garyx is actually insane, as a result of his 
  long occupation of the Windswept Depths of 
  Pandemonium. He appears much like a great wyrm red 
  dragon. 
   
  Feats  
   
   
   
   
   
  Improved Multiattack [Monstrous] (Dra p70) 
  You are particularly adept at using all your natural 
  weapons at once. 
   
  Prerequisites: Three or more natural weapons, 
  Multiattack. 
   
  Benefit: Your secondary attacks with natural 
  weapons have no penalty on the attack roll. You still 
  add only ½ your Strength bonus, if any, to damage 
  dealt. 
   
  Normal: Without this feat, your secondary natural 
  attacks are made at a –5 penalty (or a –2 penalty of you 
  have the Multiattack feat). 
   
  Improved Rapidstrike [Monstrous] (Dra p73) 
  You can attack more than once with a natural weapon. 
   
  Prerequisites: Dex 9, one or more pairs of natural 
  weapons, aberration, dragon, elemental, magical beast, 
  or plant type, base attack bonus +15, Rapidstrike. 
   
  Benefits: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make two or more extra attacks with one of those 
  weapons, the first at a -5 penalty and the second and 
  subsequent attacks at an additional -5, but never more 
  than four extra attacks. Creatures with multiple limbs 
  qualifies for this feat as well, so a creature with three 
  arms and three claw attacks qualifies for this feat. 
   
  Normal: Without this feat, you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapons you have. For example, a Large 
  dragon has one bite, two claws, two wings, and one tail 
  attacks. The dragon can take this feat twice, once for its 
  claws and once for its wings. 
   
  Quicken Breath [Metabreath] (Dra p73) 
  You can loose your breath weapon with but a thought. 
   
  Prerequisites: Con 19, breath weapon. 
   
  Benefits: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the same 
  time. 
   
  Rapidstrike [Monstrous] (Dra p73) 
  You can attack more than once with a natural weapon. 
   
  Prerequisites: Dex 9, one or more pairs of natural 
  weapons, aberration, dragon, elemental, magical beast, 
  or plant type, base attack bonus +10. 
   
  Benefits: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make one extra attack with one of those weapons at a -5 
  penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with three arms and 
  three claw attacks. 
   
  Normal: Without this feat, you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapons you have. For example, a Large 
  dragon has one bite, two claws, two wings, and one tail 
  attacks. The dragon can take this feat twice, once for its 
  claws and once for its wings. 
   
  Sudden Silent [Metamagic] (CA p83) 
  Once per day you may cast a spell silently without 
  special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you may apply the Silent 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Silent Spell feat normally, if you 
  have it. 
   
  True Believer [General] (CD p86) 
  Your deity rewards your unquestioning faith and 
  dedication. 
  Blue Scales, Red Secrets 
   
  Page 39 
  
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefits: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw. 
   
  This feat also allows you to use a relic (see relics, 
  page 88 of Complete Divine) of the deity you worship. 
   
  Magic Items  
   
   
   
   
   
  Claws of the Ripper (Dra p82): These metal, 
  scythe-like blades are designed to fit over one set of a 
  dragon’s claws, and they resize to fit any dragon of 
  Large size or bigger. A dragon wearing claws of the 
  ripper cannot also make use of a magic ring on that 
  claw. When worn, claws of the ripper increase the 
  damage dealt by the dragon’s claws on a critical hit, 
  giving them a ×4 multiplier (like that of a scythe). 
   
  Faint transmutation; CL 6th; Craft Ring; Price: 
  2,000 gp; Weight 10 lbs. 
   
   
  Mask of Lies: This black, featureless mask has 
  only slits for eyes and mouth. The wearer can use 
  disguise self on herself at will and is continually under 
  the effect of undetectable alignment. In addition, she 
  gains a +5 competence bonus on Bluff checks. 
   
  A mask occupies the same space on the body as 
  eye lenses or goggles. 
   
  Faint abjuration and illusion; CL 5th; Craft 
  Wondrous Item, disguise self, undetectable alignment; 
  Price 17,000 gp. 
   
   
  Vest of Resistance (CA p150): These garments 
  offer magic protection in the form of a +1 to +5 
  resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster level must be three times that of ioun 
  stone’s bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 
  gp (+3), 16,000 gp (+4), 25,000 gp (+5). 
   
  Spells  
   
   
   
   
   
  Blinding Breath (SpC p31) 
  Transmutation [Light] 
  Level: Sorcerer/wizard 4 
   
  This spell functions like breath flare, except that 
  targets that fail their saving throws against your breath 
  weapon are permanently blinded, rather than dazzled. 
   
   
  Breath Flare (SpC p38) 
  Transmutation [Light] 
  Level: Sorcerer/wizard 1 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: 1 round 
   
  For this spell to function, you must have a breath 
  weapon that uses fire or electricity, either as a 
  supernatural ability or as the result of casting a spell 
  such as dragon breath. When you successfully cast this 
  spell, your breath weapon is infused with bright light. 
  In addition to taking the normal fire or electricity 
  damage, creatures that fail their saving throws against 
  the breath weapon are dazzled for 1 minute per caster 
  level. Sightless creatures are not affected by breath 
  flare.  
   
  Dispelling Breath (SpC p67) 
  Abjuration 
  Level: Sor/Wiz 5 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: 1 round 
   
  For this spell to function, you must have a breath 
  weapon, either as a supernatural ability or as the result 
  of casting a spell such as dragon breath (SpC p73). 
  When you successfully cast this spell, your breath 
  weapon acts as a targeted dispel magic. 
   
  For each creature or object that fails its saving 
  throw against your breath weapon and that is the target 
  of one or more spells, you make a dispel check against 
  each ongoing spell currently in effect on the object or 
  creature. A dispel check is 1d20 + 1 per caster level 
  (maximum +15) against a DC of 11 + the spell’s caster 
  level. A creature’s magic items are not affected, and 
  creatures and objects that rolled successful saving 
  throws against your breath weapon are likewise not 
  affected. 
   
  If a creature that is the effect of an ongoing spell 
  (such 
  as 
  a 
  monster 
  summoned 
  by 
  monster 
  summoning), is in the area and fails its saving throw 
  against your breath weapon, you can also make a dispel 
  check to end the spell that conjured the creature 
  (returning it whence it came). 
   
  For each ongoing area or effect spell centered 
  within the area of your breath weapon, you make a 
  dispel check to dispel the spell. 
   
  Spells are dispelled prior to the effect of your 
  breath weapon being resolved. 
   
  You can choose to automatically succeed on dispel 
  checks against any spell in the area that you have cast. 
   
  Divine Sacrifice (SpC p70) 
  Evocation 
  Blue Scales, Red Secrets 
   
  Page 40 
  
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  Your first attack each round for the duration of the 
  spell deals an extra 5d6 points of damage if it hits, and 
  you take 10 points of damage each time you make such 
  an attack, whether or not the attack is successful. 
   
  Fist of Stone (SpC p94) 
  Transmutation [Earth] 
  Level: Sor/Wiz 1, warmage 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute 
   
  You transform one of your hands into a mighty fist 
  of living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  you make no other attacks that round). You can make 
  the slam attack as a natural secondary attack with the 
  normal -5 penalty (or -2 penalty if you have the 
  Multiattack feat; See page 304 of the Monster Manual) 
  as part of a full attack action. However, you cannot gain 
  more than one slam attack per round with this spell 
  due to a high base attack bonus (+6 or higher). 
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would 
  normally be while under the spell's effect. 
   
  Material Component: A pebble inscribed with a 
  stylized fist design. 
   
  Mage Armor, Greater (SpC p136) 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 3 
  Components: V, S 
   
  This spell functions like mage armor, except that it 
  requires no material component and its tangible field 
  of force provides a +6 armor bonus to Armor Class. 
   
  Scintillating Scales (SpC p181) 
  Abjuration 
  Level: Sor/Wiz 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell transforms your natural armor bonus to 
  Armor Class into a deflection bonus to your Armor 
  Class. While your overall Armor Class might not 
  change, the deflection bonus applies to melee touch 
  attacks and ranged touch attacks, including incorporeal 
  touch attacks. If you have no natural armor bonus, this 
  spell has no effect. 
   
   
  Blue Scales, Red Secrets 
   
  Page 41 
  
  Judge Aid One – The Rift Canyon 
  (Excerpts from Iuz the Evil) 
   
  The Rift Canyon is probably unique in all Oerik. 
  This huge, near-200 mile long fissure is over a mile 
  deep in places, with great sheer rock faces, scrub-
  wooded screes, paths which only the most agile can 
  clamber down, honeycombs of caves, caverns, and 
  warrens, and dark things slithering in its deepest 
  recesses. In this unpromising place, nearly 6,000 
  bandits manage to survive in the caves and passages. 
  The original 2,000 settlers have been joined by 4,000 
  exiles who have promised faithful service to the self-
  proclaimed Plar of the Rift, Durand Grossman. The 
  exiles are mostly Reyhu men, angry at their 
  displacement from rulership by Iuz's priests. They have 
  joined an extraordinary society (see the Bandit 
  Kingdoms meta-organization, “Men of the Rift”). 
   
   
  Survival in the Rift 
  However, these survivors are beset with problems. 
  Cranzer is determined to wipe out as many as possible, 
  mostly because the vital silver mines scattered around 
  the area of Riftcrag are the only material resource 
  worth having in the Bandit Lands. To secure their 
  safety, his troops ruthlessly exterminate all bandits 
  seen within some 30 miles of Riftcrag, where the 
  mines are located. Others may be captured, in the hope 
  of getting them to yield information about safe 
  pathways. Since such routes are often sabotaged, 
  booby-trapped, and then renewed by the Plar's men, 
  any information which is so obtained by Iuz's men is 
  soon rendered out of date. Nonetheless, Cranzer 
  employs goblins and orcs for mass attacks in warbands 
  of 200 and more. Well-equipped strike parties of orcs, 
  orogs and hobgoblins with priests and mages are used 
  for more important actions against the Plar.  
   
  The second problem the Rift bandits have is 
  simple: just getting enough to eat to stay alive. The Rift 
  itself has fish, lizards and the like in the caves and their 
  pools and springs, and some hardy goats on the hilly 
  surfaces of the canyon and even the barrens beyond. 
  Trapping yields a few birds, hares and other small 
  animals. But this is meager fare and the bandits are 
  forced to raid beyond the Rift in search of food. The 
  Tangles provides some, and raids on supply trains 
  headed for Riftcrag, Balmund or Hallorn provide more, 
  but starvation is a very real threat. 
   
  A third problem is the bizarre weather of the Rift. 
  Highly localized, swirling, gale-force winds can sweep 
  men away from rock faces in the blink of an eye. In the 
  winter, bitter frosts make any traversing of the rocks 
  very dangerous indeed and Iuz's forces have learned 
  most of the direct passage routes to the surface by now 
  and stand guard over them. Drifting mists can make 
  rock moist and as hazardous as ice and frost. Rockfalls 
  are common, and cave-ins are hardly uncommon. This 
  is dangerous terrain, to be sure. 
    
  Finally, the most inaccessible parts of the Rift, 
  both on the Rift floor and In the deepest caves, have 
  many monsters still, though bandits and humanoids 
  have wiped out most of those which lived along the 
  sides of this great crevasse over the last hundred or so 
  years. Around a hundred ogres, though, still hang on to 
  possession of one cluster of caves due north of 
  Sheerwatch and represent a real threat to anyone 
  approaching their domain. Behirs, carrion crawlers, 
  cave fishers, giant lizards, and gelatinous cubes are 
  among some of the more commonly reported hazards. 
  A singular annis, a beholder, and, allegedly, a small 
  group of illithids present more formidable, if 
  thankfully rarer, threats. It is also very likely that 
  passages to Underdark are to be found in some part of 
  the Rift and there have been reports of dinosaur-like 
  and prehistoric beasts in some of the very deep caverns 
  below the Rift. 
   
  Magical Secrets of the Rift 
  Legend tells that the Rift was created in a battle 
  between greater Powers. Which ones varies from 
  version to version of the tale, but it is said that a great 
  axe or hammer smote the ground and sundered it. Be 
  that as it may, it is certain that the very deepest recesses 
  of the Rift hold powerful and wild magical forces and 
  probably certain relics too. Again, there are legends 
  that a primordial giant race used the Rift as a burial 
  ground and their immense, cavern tombs can be found 
  below the Rift. The bandits have always had enough to 
  do fending off the monsters from these deeps without 
  trying to retrieve such magic, and as yet Menfri's 
  researches have not been able to pinpoint any specific 
  locations of these reputed magical relics and artifacts. 
  Blue Scales, Red Secrets 
   
  Page 42 
  
  Judge Aid Two − Rift Canyon Map 
   
  Special thanks to Eric Anondson, formerly of the Shield Lands Triad, for allowing us to use, and modify, the map that he 
  created. 
   
   
  Blue Scales, Red Secrets 
   
  Page 43 
  
  Player Handout One 
   
  Oh, most big and majestically mighty blue winged 
  god of white heat and death, your humble servant 
  bows before thee. I pray that you will see fit to 
  give this insignificant wretch a tiny bit of your 
  mighty strength, so that he might smite your 
  enemies and lead your children along the path you 
  have, in your infinite wisdom, revealed for us.  
   I strive to please you so that the day of your 
  arrival grows closer, the day that you shall lead us 
  in glorious battle as we subjugate all creatures and 
  show all the error of not bowing before your 
  beneficent might. 
   We, your chosen people, remain your humble and 
  faithful servants. 
    
   
   
   
   
   
  Blue Scales, Red Secrets 
   
  Page 44 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/596/Normal Scenarios/IUZ6-02 Blue Scales Red Secrets (APL 6-12)/IUZ6-02 - Blue Scales Red Secrets.pdf