TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20. Permission has been granted to photocopy this module. 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  zeiftriad@yahoogroups.com for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  ZEFI6-02 
   
   
   
   
   
  Do Dragons Cry? 
   
  A One-Round D&D LIVING GREYHAWK®  
  Sultanate of Zeif Regional Adventure 
  Version 1.05 
  Round 1 
  By Belinda Hamilton-Gibson and Cory Fliegel 
   
  Editor: Cory Fliegel, Jon Dawes; Cartography: Cory Fliegel; Playtesters: Jon Dawes, Greg Friesen, 
  Neal Bennet, Michael Tufts, Adeline Tufts 
   
   
  Another day in Nafiq heats up with the arrival of a gnome and a lucrative job offer. Are you brave enough 
  to fight the heat and sun and travel to Antalotol, near the southern border of the Sultanate of Zeif? An 
  introductory module for level 1 characters only. Characters above this level may not play in this adventure. 
  May be of intrigue to those of the Harem, Spahis, or Dusk Lash meta-orgs. 
   
  
  Do Dragons Cry? 
  [Round 1] 
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table DM (or usually just 
  DM). Sometimes (and almost all the time in the 
  cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK PC. Second PC and DMs 
  gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) 
  points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation 
  and 
  development, 
  RPGA 
  event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PCS 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: PC’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides PC 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 non-player 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 PCs bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of 
  the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1. Determine the PC level for each of the PCs 
  participating in the adventure. 
  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 PC 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 PC’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. 
  Round up to the nearest whole number. 
  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 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 2 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  character's PC 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 PCs to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level PCs 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 PC. 
  2. Advise PCs to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in Zeif.  Characters native to Zeif 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 
  This is an introductory adventure. The purpose is 
  to introduce the characters to Sultanate of Zeif, 
  from a seedy meyhane in Nafiq all the way to 
  Cumalızık (near Antalotol) to meet an orc trader. 
  Farud bin Jehangir is a wealthy merchant trying to 
  get a very valuable gift from a contact among the 
  orc Tribes, in time for an important wedding in 
  Nafiq. Bandit activity near Antalotol has delayed 
  the shipment. All the impatient merchant needs is 
  for a strong group of adventurers who can handle 
  themselves to go and fetch it. 
  Adventure Summary 
  Encounter 1- The PCs intervene on behalf of a 
  gnome who asked the wrong question to the wrong 
  group of guys. 
  Encounter 2- The heroes meet Merchant Farud 
  and are asked to head southeast to arrange a 
  trade. 
  Encounter 3- The PCs come upon a militia 
  deserter and an escaped Harem girl, trying to 
  catch dinner. 
  Encounter 4- The heroes arrive in Cumalızık, 
  looking for their orc guide. They have to depend on 
  their diplomacy and information gathering skills to 
  find him. 
  Encounter 5- The next morning the PCs head 
  further east to meet their trader contact. They save 
  him from a bandit attack, retrieve their box, and 
  make their way home. 
  Encounter 6- A Druid wolf rider takes exception to 
  the PCs slaughtering his “Bandit Brothers”. 
  Conclusion- The players make it back to Nafiq. 
  Preparation for Play 
  • 
  The DM should be familiar with effects of 
  exposure in hot environments. (DMG p.303) 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 3 
  • 
  The DM should be familiar with the effects of 
  weather and wind, particularly during battle. 
  (DMG p.93-95) 
  • 
  In the box text you will see new words used. 
  Beside them in brackets ( ) you will see the 
  English version of the word. For regional 
  flavor, we ask that you use the new words and 
  explain what they are to your players. 
  Encounter One: Gnome time 
  for introductions – It’s a bar 
  fight. 
  It is early summer in Nafiq, a naval town on the 
  west coast of the Dramidj Ocean. 
  In one of Nafiq’s seedier taverns – The 
  Laughing Lich Meyhane (meadhall) – it is about 
  3 hours before sunset. The meyhane is full of 
  people enjoying a cool, indoor place to relax. 
  The Laughing Lich is a large single-room, with 
  a central stone fire-pit that is rarely used in 
  summertime. The floor is covered with rotten 
  woodchips… that seem to be moving! No wait; 
  it’s just the resident vermin. 
  A large pox-faced woman walks past your 
  table, gracelessly slamming a tankard of bira 
  (ale) in front of each of you. Funny, no one 
  remembers ordering them. 
  The temperature in the room rises briefly as 
  the tavern door is quickly opened and closed. 
  The person entering the meyhane is painfully 
  out of place: a male gnome dressed in a bright 
  blue and gold caftan and embroidered slippers. 
  His destination appears to be a corner table, 
  where four rough looking Bakluni men are 
  seated. You hear laughter from a nearby table 
  and someone say, “Ha-ha…I wonder who 
  rubbed the lamp and let him out?” 
  After a minute or two, there is a noisy “thud”. 
  Looking over to the corner table, one of the 
  men slams his tankard down, pushes back his 
  chair and rises to his feet. He stands over six 
  feet tall and towers over the gnome. In a deep 
  voice, he says, “Hey LITTLE gnome, stop 
  bothering me!” 
  Abruptly, one of his mates lifts his tankard and 
  clobbers the gnome on the side of his head. 
  The well-dressed gnome takes a staggering 
  step and falls to his knees. A riot of laughter 
  erupts as the men point to the floor. “He hasn’t 
  had enough,” the standing man says and 
  moves around to the front of the table. You 
  hear a whimper coming from the general 
  direction of the floor. 
  If the PCs do nothing to help the gnome, he is beat 
  up and thrown outside. Skip the bar brawl and go 
  directly to Encounter 2. In this case, however, 
  Merchant Farud offers them only 75gp for the 
  mission, and they do not earn the 50gp bonus at 
  the end. 
  If the PCs decide to move in, read the following 
  (See Map 1 for starting positions of all involved): 
  The gnome is scrambling on all fours to get 
  under a nearby table. The men at the corner 
  table seem to have taken offence at your 
  intrusion 
  and 
  appear 
  to 
  be 
  readying 
  themselves for a fight.  
  “Butt out!” the tall man hollers. He then brings 
  back his leg as if he intends to punt the gnome 
  through the bar window. 
  Tactics: 
  The men are burly and full of booze. They fight 
  with whatever they can get their hands on (see 
  Appendix 2 for rules on improvised weapons). 
  Bar brawling is quite literally tradition in Nafiq, and 
  there are strict rules of etiquette. 
   
  Knowledge (local VTF) – DC 5 
  • 
  The players know the “rules of barroom brawls 
  in Zeif” including the penalties for dealing lethal 
  damage. 
   
  Within the bar, opponents are free to beat each 
  other senseless with fists, mugs, and chairs, and 
  the moment one of them drops the other stops. 
  People cheer on the winner, and buy drinks for the 
  loser. Bystanders cheer and jeer, but stay out of 
  the fight. Anyone breaking the rules by drawing a 
  weapon, casting a spell, or interfering in the fight 
  brings down the wrath of everyone else present. 
  The use of any weapon (even those that normally 
  deal non-lethal damage) is frowned upon and 
  onlookers will berate PCs if they begin to draw 
  them. If players and NPCs would like to use 
  objects such as tankards, chairs and bottles, there 
  is a –4 penalty to deal non-lethal damage. These 
  are also “improvised weapons” which adds another 
  –4 penalty to attack (for a cumulative penalty of –
  8) 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 4 
  The Nafiq Zabita (Nafiq Police) does not interfere 
  in the brawl; it’s not a crime in here. However, if 
  any participants deal lethal damage, the guards 
  throw the offending characters in the Hapishane 
  (jail) [the PC loses 8 TUs plus a 75gp fine] and the 
  adventure is over for them. Remind the players 
  that bar fights are common and that pulling a 
  weapon just isn’t done. 
  Map Legend: The table of four men is where the 
  action starts. The gnome is just to the north of 
  them (9 squares down, 11 squares in). Players can 
  start in any table they wish. All other figures are 
  onlookers and peasants. 
  Development: 
  Listen Check – DC 15 
  “The Zabita!” 
  “Get out of here. The guards are coming.” 
  Spot Check – DC 10 (after 1 round) 
  There is a bell over the bar. At the beginning of 
  round 2 the barman rings the bell and most of the 
  patrons clear out of the meyhane. The Zabita 
  arrive in 4 rounds. Any player native to Zeif 
  automatically knows that Zabita is Baklunish for 
  Police. Any players from out of region may make 
  an INT Check DC 10 to get the gist of the word. 
  APL 2 (EL 2) 
  Squire Jovn: Male gnome Exp1/Ari1. 
  Rough Adventurers (4): Male human War1; hp 
  10; see Appendix One. 
  After the PCs exit the meyhane, read or 
  paraphrase the following: 
  Across the street is the gnome from the tavern, 
  motioning for you to come over. [Read the 
  following in a fast paced voice.] “Sağol. Sağol. 
  (Thanks or gratitude) You saved me. I don’t 
  know why those men where so hostile. Did you 
  see? One of them hit me over the head. I just 
  don’t understand. I was only trying to hire 
  them for my employer. ‘Find some strong folk,’ 
  he said, and that’s what I did.” The gnome 
  looks each of you over and smiles. “You look 
  like a tough lot. Why don’t you take the job 
  instead?” 
  Who are you? 
  I am Squire Jovn. I have been working for 
  Merchant Farud for five seasons. Mostly I run 
  errands, arrange meetings and manage his 
  business affairs when he is out of town. 
  What kind of job? 
  I don’t know exactly. I was told to hire some strong 
  men and bring them back to my employer. Come 
  quickly. I will take you to meet him. 
  Who is your employer? 
  Farud bin Jehangir, a wealthy merchant. I suggest 
  we get moving. This heat is excruciating and I 
  really need to get inside. 
  Encounter Two: Meeting the 
  Merchant 
  Squire Jovn leads you down a series of streets. 
  An ocean breeze has stirred up a mixture of 
  dust and sand. Visibility is poor. Finally Jovn 
  throws open the side door of a two-story 
  house. 
  Once inside you are asked to remove your 
  cloaks and boots, and are offered slippers to 
  wear instead. 
  You are quickly ushered into a sitting room. 
  There are chairs of all sizes and a variety of 
  cushions and pillows on the floor. A servant 
  brings in a tray of lemonade and tells you that 
  Merchant Farud will be right in. A few minutes 
  later a tall and slim Bakluni man with thinning 
  black hair enters the room. 
  “So, Jovn tells me you saved his life today. 
  Blessed be Mouqol that the repayment of his 
  debt may continue. He also tells me you may 
  be interested in the job I have to offer. That’s 
  excellent. But of course you’re wondering what 
  the job is and why all this secrecy and closed-
  door 
  meetings. 
  Let’s 
  start 
  with 
  some 
  introductions. 
  I 
  am 
  Merchant 
  Farud 
  bin 
  Jehangir al’Yilmaz, local entrepreneur, and you 
  are?  
  Have the PCs introduce themselves. 
  Now the job is fairly simple. You are to travel to 
  the village of Cumalızık, near Antalotol in the 
  Beylik of Tarkad. There you will meet a good 
  friend of mine – an orc by the name of Prug 
  Strolin. He will escort you to a meeting with an 
  orc trader where you will conduct a transaction 
  on my behalf. 
  Who is Prug Strolin? 
  Prug Strolin is an orc guide. I have used his 
  services on past trips east. 
  Who is the orc trader? 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 5 
  His name is Golgk. I spent some time with him 
  many years ago. He is a well-respected trader 
  within Antalotol. 
  What are we trading? 
  You will be carrying with you a small wooden box. I 
  can’t tell you what’s in it exactly, but it is locked 
  and only Golgk and I have the command word to 
  open it. 
  Why aren’t you conducting the trade yourself? 
  I cannot leave Nafiq. The Mouqollad Consortium is 
  involved in some rather testy negotiations and my 
  knowledge may be called upon. 
  What will we be paid? 
  I will pay you 100 efrits each (or 75 efrits if they 
  didn’t help Jovn in the bar fight), half now and half 
  upon completion of the delivery. 
  After all questions have been answered continue 
  with the following. 
  “So fellows, does this sound like a job you can 
  handle?” Farud leans back in his chair and 
  waits for your answer. 
  Assuming the PCs agree, read or paraphrase the 
  following: 
  “Good, good. Now, unless you have pre-
  arranged lodgings in town, I can offer you a 
  room here. The market opens a little after 
  sunrise, in case you need any extra supplies. 
  The soothsayers warn the summer will be 
  unpredictable this year; you might want to 
  stock up on hot environment clothing and 
  goods.” 
  Encounter Three: Along the 
  Tozluyol 
  The Tozluyol (Dusty Road) leads from Nafiq to 
  Antalotol via Barakhat, and travel on this road 
  is rough. The ground is hard and the sun is 
  unrelenting. You estimate it will take 11 days to 
  reach Cumalızık. 
  Have the PCs organize a travel formation. This is 
  important later. 
  Your first day on the road is uneventful and, as 
  night falls, you find a roadside inn. The next 
  three evenings your party is not so lucky and 
  you must make camp off to the side of the 
  road. 
  Have the PCs set a watch order. Nothing happens, 
  but keeps the PCs on their toes! 
  Also, there is nowhere to buy food on the road. If 
  the PCs don’t have enough rations, they may 
  suffer the effects of starvation. Similarly, without 
  appropriate skills, like Survival or Profession – 
  Woodcutter, they won’t be able to scrounge 
  enough wood for a fire. Further, they also need 
  appropriate skills or equipment to light a fire. 
  The next two days are hard. It is hot and windy, 
  with no clouds and very few shady places. 
  Toward the end of your sixth day of travel, you 
  see the village of Istiklal in the Beylik of 
  Kalereen. You find modest accommodations at 
  The Drunken Sand Giant Inn and settle in for 
  the night. Next morning the sky is cloudy and 
  the air cool. Your group leaves town in good 
  spirits. 
  Have the PCs set their travel formation once 
  again. 
  Another two days pass uneventfully. The area 
  you move into after lunch seems different. The 
  grassy plain you have been traveling through 
  slowly gives way to scrubland with a scattering 
  of short trees and you can hear the movement 
  of animals all around. 
  A militia deserter and an escaped Harem girl have 
  laid out a net trap on the road. They are hoping to 
  catch an animal to eat. (See Map 2 for trap 
  locations and the placement of Mohuri and Yubaul) 
   
  Large Net Trap: CR 2; mechanical; location 
  trigger; manual reset; Atk +5 melee (see note); 
  Search DC 20; Disable Device DC 25. 
   
  Note: Characters in 10-ft. square are grappled 
  by net (Str 18) if they fail a DC 14 Reflex save. 
  Have the PCs make Spot check (DC 20) to see 
  the trap. If they detect and disable or avoid the net 
  trap, continue with the encounter, but the PCs can 
  try to gain a surprise round by using stealth. 
  Otherwise, if the trap goes off, read or paraphrase 
  the following: 
  A human male wearing loose fitting hide armor 
  stands up from some nearby scrub-bushes, 
  wielding a shortspear. His pants are torn and 
  string is holding his boots together. He sports 
  a scraggly beard and his skin looks slightly 
  grey. He seems surprised to see you. You are 
  not sure if he stole the clothing he is in as they 
  hang from him as if three sizes too big. 
  Thirty feet up the road, a female steps out of 
  from behind a short tree. She is holding a rusty 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 6 
  dagger, and a sling is tied to her waist. She 
  wears ragged and torn leather armor, which 
  was not tailored for her. Through the holes in 
  the armour you see many of her ribs as her 
  skin is wrapped tight around them. It appears 
  that these two have been living here for some 
  time. Their sunken eyes and their less than 
  energetic stance tells you that these two have 
  gone days, if not weeks without proper meals 
  in their bellies. 
  Knowledge (Nobility and Royalty) 15 – The insignia 
  of the Zeir-I-Zeif Spahi is on the man’s armor. 
  Tactics: The NPCs are not interested in a fight. 
  The trap was meant for an animal. However, if 
  attacked they defend themselves. 
  Sense Motive check (DC 20) to get a hunch that 
  the NPCs don’t want to fight. 
  APL 2 (EL 2) 
  Mohuri, Harem Escapee, female human Brd1 
  [FATIGUED]: hp 6, see Appendix One 
  Yubaul, Deserter, male human Ftr1 [FATIGUED]: 
  hp 12, see Appendix One 
  Map Legend: The large red circle (covered by 
  leaves) is the net trap. The figure closest to the 
  large tree is Yubaul. The second figure further up 
  the road is Mohuri. 
  Development: 
  If the PCs kill Yubaul and Mohuri, they find a 
  journal in Yubaul’s backpack. It details why the two 
  are on the run. Give Players Handout One. 
  If, for some reason, the PCs do decide to fight 
  these two, Mohuri and Yubaul will surrender on 
  their Initiative. 
  If the PCs are willing to talk, so are the NPC’s. In 
  this case, paraphrase the contents of the journal 
  during the conversation. If the PCs show some 
  sympathy, (share food and shelter) the two agree 
  to accompany the party to Cumalızık. With the 
  help of Yubaul, the party catches a small wild cow 
  the next morning that feeds everyone for the rest 
  of the journey. Lastly, once in Cumalızık, Yubaul’s 
  easy manner and familiarity with the locals grants 
  a +5 bonus to any Gather Information checks. 
  Some PCs of the Lawful persuasion may believe 
  that the deserters should be taken in to authorities 
  to stand trial. Knowledge (Local VTF) DC 10 will let 
  them know there is Zabita in Cumalizik that would 
  arraign them. 
  For those PCs with a special mission, these are 
  the two spoke of. If they believe they should rush 
  off to Antalotol or Zeir-I-Zeif have them make 
  either a Knowledge (Local VTF) DC 5, INT or WIS 
  check DC 10 to understand that they are under a 
  verbal contract to Farud bin Jehangir al’Yilmaz and 
  breaking 
  that 
  contract 
  could 
  have 
  serious 
  repercussions. 
  Encounter Four: Strolin’ 
  round the village 
  The weather has not improved over the past 
  three days. The heat is oppressive and the sun 
  shines brightly. On the bright side you have 
  arrived at the village of Cumalızık. 
  According to Farud you are to meet Prug 
  Strolin at the tavern, but which one? There are 
  three – The Crusty Dwarf, Crossroads Taverna, 
  and The Lazy Shepherd. Nearby are three 
  people: a young Bakluni woman carrying a 
  wicker basket; an older Bakluni man staring at 
  the ground mumbling; and a pair of town 
  Zabita on patrol. 
  The PCs need to make Gather Information checks 
  to find their guide. Apply up to a +5 bonus for 
  excellent role-playing. 
  Gather Information DC 5 
  • 
  I’ve seen orc men going in and out of all three 
  of those taverns. 
  Gather Information DC 10 
  • 
  The Crossroads Taverna is next to the Moquol 
  Temple near the bazaar. Not many orcs 
  worship him, so I wouldn’t expect to see your 
  friend there. A rougher crowd calls the Lazy 
  Shepherd home; and the Crusty Dwarf is in the 
  aristocrat district. 
  Gather Information DC 15 
  • 
  The proprietor of the Crusty Dwarf is known to 
  be a friend of orcs. He serves ale and food 
  their kind like, though the prices can be steep. 
  Gather Information DC 20+ 
  • 
  Your new friend draws you a map of the 
  village, showing the location of the main 
  streets, the temples, the taverns and the 
  various stores (Give Players Handout Two). 
  You also discover that Prug Strolin is a 
  frequent visitor to the Crusty Dwarf. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 7 
  Cumalızık (village) Beylik of Tarkad: (See Map 
  3) Conventional; AL NG; 200gp limit; Assets 
  5,610gp; Population 613; Mixed (human 64%, half-
  orc 18%, orc 12%, dwarf 2%, gnome 2%, half-elf 
  1%, elf 1%). 
   
  Authority Figure: Pelgar bin Uzek al’Mein, 
  male human Ari10 
   
  Important Characters: Felgim, male human 
  Exp2 (Gem merchant); Sogar, male orc Exp4 
  (owner, “The Lucky Blacksmith”); Dath Hawkeye, 
  male elf Rgr1 (Bowyer, “The Lance and Elm”); 
  Rasim, male human Com1 (carpenter); Hasdi, 
  female human Dru3 (Herbalist); Yazid, male 
  human Exp1 (weaver); Mehmi, male human Exp1 
  (owner, coffeehouse); Xixa, female human Com3 
  (Bathhouse operator); Runda, female orc Ari1 
  (interpreter); Clig, male human Com2 (owner, 
  Boarding House); Yargob, male gnome Com2 
  (merchant, General Store); Kozant, male human 
  Clr2 
  (Mouqol); 
  Kemal, 
  male 
  human 
  Com1 
  (barkeep, Lazy Shepherd); Ramoth, male halfling 
  Com2 (owner, “Crossroads Taverna”); Kothan, 
  male orc Exp1 (owner, “The Crusty Dwarf”) 
   
  Others: Town guards (30); Adp3 (3); Ari3 (1); 
  Ari1 (2); Brd4 (1); Clr1 (2); Dru1 (2); Ftr2 (7); Rog1 
  (4); War3 (4); Wiz1 (1); Exp7 (1); Exp1 (13); Com1 
  (526). 
  The Lazy Shepherd 
  Located 
  north 
  of 
  the 
  bazaar, 
  the 
  Lazy 
  Shepherd is run by Kemal, a Baklunish male. 
  Upon entering, your senses are assailed by the 
  horrible smell, the dim, smoky light, and the 
  sound of someone singing. In the corner, an 
  orc man is singing in a language unfamiliar to 
  most. [If anyone speaks Orc, he is singing about 
  lost loves and fallen heroes.] Kemal is tending 
  bar this afternoon for the dozen or so 
  customers. At one table is a young man in 
  magician’s robes, wiggling his fingers and 
  talking 
  to 
  himself. 
  [Spellcraft 
  DC 
  15 
  – 
  Prestidigitation to light the table candle] 
  Gather Information DC 10 or Listen 13 
  • 
  Prug Strolin hasn’t been to this bar in months. 
  Gather Information DC 15 or Listen 18 
  • 
  That Strolin guy thinks he’s too good for us 
  down here. He likes the snooty atmosphere of 
  the Crusty Dwarf. 
  Talking to any of the orcs in the Orc language 
  grants a +5 bonus to the Gather Information 
  check. 
  The Crusty Dwarf 
  The Crusty Dwarf is nearly full. A good-looking 
  Bakluni woman meets you at the door. 
  “Welcome to the Crusty Dwarf. This evening, 
  we are serving a roasted goat with figs, yams, 
  and a coarse rye bread; and for dessert we 
  offer either blood pudding or spice bread. Can I 
  show you to a table?” 
  Gather Information DC 10 or Listen 13 
  • 
  The hostess says, “Mmm… I don’t recall 
  seeing Prug, but it’s been a busy day today.” 
  Seeing the disappointment on your face she 
  adds, “Funny thing about him though...he 
  always smells nice and clean when he suppers 
  here.” 
  Gather Information DC 15 or Listen 18 
  • 
  Kothan, the tavern owner, says, “Prug was 
  here earlier for a drink. He told me he was 
  going to Xixa’s bathhouse before returning for 
  dinner. Xixa’s is on the edge of town, west 
  from here.” 
  Bathhouse 
  Xixa is the owner and operator of Cumalızık’s 
  principal public bathhouse. For a few djinn, the 
  locals can enjoy either a hot steam room or a 
  refreshing bath. The place is very respectable, 
  with separate facilities for men and women. As 
  you enter, an older Oeridian woman introduces 
  herself as Xixa.  
  If asked about Prug, she tells the PCs that he is 
  currently in the steam room and that she could 
  pass along a message. 
  Give the PCs time to figure out a message. 
  She returns after a few minutes, “Prug will 
  meet you at the Crusty Dwarf for breakfast, one 
  hour after sunrise.” 
  At this point the PCs can run around town a bit 
  more, but it is getting later in the evening and most 
  of the shops have closed for the night. They can 
  find accommodations at the Crusty Dwarf. 
  If Mohuri and Yubaul are with the party, they bid 
  the PCs farewell at this point and part ways in 
  good spirits. 
  If the PCs simply cannot find Prug on their own, it 
  costs each PC 3gp in bribes and additional nights 
  lodging (note this on their ARs) as they spend the 
  next two days looking for him. They finally track 
  him down at the Crusty Dwarf during breakfast. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 8 
  Next morning, read or paraphrase the following: 
  Breakfast at the Crusty Dwarf consists of nut 
  bread, butter, honey, olives, cucumbers, and 
  soft cheese. Tea and quince juice is available 
  to drink. It is the best meal you’ve eaten since 
  leaving Nafiq. 
  Prug tells you that Farud arranged for him to 
  serve as your guide because of his experience 
  in this region of Zeif. Over the years, he has 
  served as caravan guard, caravan scout, guide, 
  and even goat farmer. He knows where to find 
  reliable sources of food and water in the Plains 
  of Antal, a skill that people pay very well for. 
  Your orc guide says it will take two days to 
  reach the rendezvous point, which is south of 
  Cumalızık. 
  He 
  advises 
  your 
  group 
  that 
  conditions could get worse the further you 
  travel into the Plains. Wind and sandstorms are 
  common in early summer. 
  If necessary, give the PCs time to re-stock their 
  equipment. 
  Encounter Five: Bandits at 2 
  o’clock 
  For two days you have been following your 
  guide along a trail that has not seen use in 
  many years. At times the path looks clear and 
  at 
  other 
  times 
  it 
  seems 
  to 
  disappear 
  completely. After a quick noon meal, your new 
  orc friend says that you should meet the trader 
  Golgk within one hour. 
  Just as Prug suspected, the weather has 
  gotten worse. Around you, the wind has 
  suddenly increased and the sand has started 
  blowing, reducing your visibility. To the 
  northeast you hear the sounds of fighting. 
  At this point, any PC not protected against hot 
  weather must make the following save every hour: 
  Fort save: DC 15, +1 for each previous check. 
  [Characters wearing heavy clothing or armor of 
  any sort take a -4 penalty on their saves. A 
  character with the Survival skill may receive a 
  bonus on this saving throw and may be able to 
  apply this bonus to other characters as well (see 
  PHB, p.83). 
  Failed save: 1d4 non-lethal damage. [This non-
  lethal damage cannot be recovered until the 
  character gets cooled off (i.e., reaches shade, 
  survives until nightfall, gets doused in water, is 
  targeted by endure elements, etc.)] 
  Light undergrowth conditions are described DMG 
  p.89: 
  • 
  Undergrowth provides concealment. 
  • 
  The DC of Tumble and Move Silently checks 
  increased by 2. 
  Strong wind conditions (gusts between 21-30 mph) 
  are described DMG p.95: 
  • 
  Apply a -2 penalty to Listen checks. 
  • 
  Apply a -2 penalty to ranged weapon attack 
  rolls. 
  • 
  Tiny creatures are knocked down; small and 
  medium creatures are unaffected. 
  • 
  Unprotected 
  flames 
  are 
  automatically 
  extinguished. 
  Once the battle has been spotted (See Map 4): 
  In the clearing, through the dust being blown 
  around by the heavy wind, you see a small 
  covered wagon; a male orc is cowering 
  underneath it. Defending the wagon are two 
  male humans, both bleeding freely, their cloaks 
  standing straight like a flag in the wind. 
  Surrounding the men are two humans and one 
  orc. They wear leather armor and fight with 
  falchions. 
  Creatures: 
  APL 2 (EL 2) 
  Orc Bandit War1: hp 6; see Appendix One. 
  Flan (Human) Bandit War1: hp 8; see Appendix 
  One. 
  Bakluni Bandit Leader Ftr1: hp 15; see 
  Appendix One. 
  Tactics: Under the direction of the Leader, the 
  bandits attacked Golgk’s wagon in the hopes of 
  capturing some loot. 
  Map Legend: The two figures closest to the 
  wagons are the guards. The other three figures are 
  the bandits. The leader is in white. The orc 
  merchant is hiding under the first wagon. 
  Developments: The wounded guards quit the fight 
  as soon as the PCs join in. Prug runs to dress their 
  wounds and does not participate in the combat. If 
  two of the bandits drop, the remaining one tries to 
  get away. 
  Prug Strolin: Male orc Rgr5 
  Golgk: Male orc Exp3. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 9 
  Bodyguards (2): Male human War1. 
  Trader Golgk is extremely pleased that you 
  saved him from the bandits and rewards you 
  the best way he knows how – money. He gives 
  you each 50 efrits and a handful of potions! 
  Golgk eagerly trades boxes with the PCs. 
  Unfortunately; the one he gives the party cannot be 
  opened. 
  The four potions are: Bull’s Strength, Eagle’s 
  Splendor, Owl’s Wisdom, and Bear’s Endurance. 
  Golgk invites the PCs to join his camp and rest for 
  the night. 
  Encounter Six: Band of 
  Bandit Brothers 
  The way back to Nafiq has been quiet and a 
  little bit cooler. You can actually see some 
  clouds trying to block the sun. Late one 
  afternoon, your guide signals the group to 
  stop. “Ah!” says Prug. “Look to the north my 
  friends. There you see the Pillars of Istus. This 
  is where I leave you. Stay on this path and 
  you’ll be on the Tozluyol by next sunrise. You 
  should save three days on your journey to 
  Nafiq.” 
  Prug marches off eastward. The Pillars look close 
  but are several hundred miles away, preventing 
  the PCs from reaching them at this point. 
  About thirty minutes after they leave, have all PCs 
  make a Listen Check (DC 10) at a –5 penalty for 
  distance or a Spot Check (DC 15) to see this 
  goblin. Those that make either check are not 
  surprised and may act in the surprise round. 
  Bounding in from behind some shrubbery is a 
  truly wild sight. A goblin, with wild hair and 
  red, crazed eyes, atop a wolf and screaming in 
  rage, barrels in towards you. “You killed my 
  bandit brothers! I will avenge their deaths!!” 
  APL 2 (EL 3) 
  Goblin, Mounted Drd3: hp 27: See Appendix 1 
  Wolf Companion: hp 34: See Appendix 1 
  Tactics: The Goblin pre-cast two spells before 
  charging (Shillelagh and Magic Fang). During the 
  first two rounds he will cast (in this order) Bull’s Str 
  and then Bear’s Endurance. The appendix shows 
  these augmented stats. His wolf companion 
  shares the effects, and this is shown in the 
  appendix. The goblin uses Ride by Attack to its full 
  potential. He singles out unarmored or unarmed 
  PCs.  
  Map Legend: The goblin on his wolf start in the 
  top right corner behind the bushes. PCs should be 
  near the bottom of the map to give them time to 
  react. Cover is important for tactics, be sure to 
  drawn them on your map! 
  Development: PC who speak goblin hear their 
  opponent cursing them for the murder of his 
  leader. If the PCs curse back at him in his tongue, 
  he is momentarily startled and drops to the bottom 
  of the initiative order. 
  After defeating the druid it is all clear to Nafiq.  
  Conclusion 
  The remainder of your trip back to Nafiq is hot 
  but uneventful. Merchant Farud is especially 
  glad for your return <read the following only if the 
  PCs helped Jovn in the bar brawl> and gives 
  each of you a 50 efrit bonus. He also decides to 
  show you the contents of the box. 
  Inside is a tear-shaped blue gem, six inches in 
  length. “It is called The Dragons Tear. Legend 
  says that when the Dragon Turtle Xoshour lost 
  its mate, it cried for a year, and every one of 
  those tears turned into a precious jewel. Each 
  one of these jewels is sacred, and it took many 
  months of negotiation to secure it.” 
  Farud holds the gem in his hand, staring at it 
  intently for a moment, then continues. 
  “You see, my niece is getting married soon to 
  the first son of the Bey of Beit Castan. It is 
  important to secure a good relationship with 
  the Bey and her family. Now, while my good 
  friend Mehrzad says, ‘Never allow family to 
  stand in the way of opportunity,’ I like to think 
  of family as an untapped business resource. 
  Impressing the Bey and her family could be 
  very good for business… very good indeed.” 
  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 the brawlers 
  Experience objective 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 10 
   
  APL 2: 60 xp (30 xp if the PCs do any lethal 
  damage.) 
  Encounter Three (a) – defeat or disable the 
  net trap 
  Experience objective 
   
  APL 2: 60 xp 
  Encounter Three (b) – negotiate with the 
  Harem escapee and deserter 
  Experience objective 
   
  APL 2: 60 xp (30 xp if the PCs harm the 
  deserters, 0 if they kill them) 
  Encounter Four – find Prug Strolin in 
  Cumalızık 
  Experience objective 
   
  APL 2: 45 xp 
  Encounter Five – defeat the bandits and 
  save the trader 
  Experience objective 
   
  APL 2: 60 xp 
  Encounter Six – defeat the druid  
  Experience objective 
   
  APL 2: 90 xp 
  Story Award 
  Module Objective met: 
   
  APL 2: 50 xp 
  Meta-org Mission/Role-Playing 
  Mission Objective met: 
   
  APL 2: 25 xp (you must subtract this if they fail 
  their mission) 
  OR: Role-Playing Award (not both): 
   
  APL 2: 25 xp 
   
  Total possible experience: 
   
  APL 2: 450 xp (425 if they failed their meta-org 
  mission) 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two: 
   
  APL 2: L: 0gp; C: 50gp (or 38gp if they did not 
  help Jovin); M: 0 gp 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 11 
  Encounter Five: 
  From Bandits 
   
  APL 2: L: 51gp; C: 40gp; M: 16gp 
  From Merchant 
   
  APL 2: L: 0gp; C: 50gp; M: 100gp 
  Encounter Six: 
  From the Druid 
   
  APL 2: L: 2gp; C: 0gp; M: 8gp 
  Conclusion: 
   
  APL 2: L: 0gp; C: 50gp (or 37gp if they did not 
  help Jovin); M: 0gp 
   
  Possible Bonus: L: 0gp; C: 50gp; M:0gp 
  Total Possible Treasure 
   
  APL 2: L: 53gp; C: 240gp; M: 124gp – Total: 
  417gp 
  Items for the Adventure 
  Record 
  Item Access 
  No Item Access given in Intro modules. 
   
  Favors 
  Favor of the Harem: For either bringing the 
  harem girl back to Zeir-I-Zeif, or giving her location 
  to agents of the Harem, the Matron Sultana has 
  noticed you. Whether this is a good thing or not 
  you are unsure of. 
  Favor of the Spahis: For turning in the deserter, 
  or giving his locations to the Spahis, you have 
  been granted a Favor of the Elder Spahis of 
  Karada, Ozan. You may swear your loyalty to him 
  during the Sadakat Festival (See the Loyalty to the 
  Sultan Certificate) and help create a new village in 
  his timar. 
  Favor of the Dusk Lash: For giving agents the 
  information requested the Lash is pleased. And 
  with all good business, you are now owed a Favor 
  in return. This will come into play later. 
   
  The Favor of the Harem and Favor of the Spahis 
  are given to all characters at the table, so long as 
  the conditions are met. The Favor of the Dusk 
  Lash is only given to members of the Dusk Lash 
  that complete the mission.
  
  Do Dragons Cry? 
  [Round 1] 
  Page 12 
  Appendix One (A) – Combat NPCs
  Encounter One 
   
   
   
   
  Adventurers, male human War1 (4): CR ½; 
  Medium Humanoid; HD 1d8+2; hp 10; Init +6; 
  Spd 20ft/x4; AC 15 (+3 armor, +2 dex), touch 12, 
  flat-footed 13; Base Atk/Grapple +1/+3; Full Atk 
  +3 (1d3+2; 20/x2, Unarmed Strike**), +3 (1d8+2; 
  19-20/x2, Longsword); AL N; SV Fort +4, Ref +2, 
  Will +0; Str 15, Dex 14, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +1, Listen +1, Ride 
  +6, Search +1, Spot +2; Use Rope +4; Combat 
  Reflexes, Improved Initiative. 
   
  Possessions: Hide armor, small wooden 
  shield (not in use), Longsword, Belt pouch 
  contains: 20gp, Beer Tankards. 
   
  Tankards: 1d3+2; Improvised weapon and 
  nonlethal damage -8 atk 
  Chair: 1d6+2; Improvised weapon and nonlethal 
  damage -8 atk 
  Chair leg: 1d3+2; Improvised weapon and 
  nonlethal damage -8 atk 
  Small table: 1d8+2; Improvised weapon and 
  nonlethal damage -8 atk 
  [See Appendix Two for new rules on Improvised 
  Weapon Damage] 
  ** No feat for unarmed combat. 
   
  Encounter Five 
   
   
   
   
  Human, Flan Bandit War1: CR ½; Medium 
  Humanoid; HD 1d8; hp 8; Init +1; Spd 30 ft./x4; 
  AC 14 (+3 armor, +1 Dex) touch 11, flat-footed 
  13; Base Atk/Grp: +1/+2; Full Atk +2 melee 
  (2d4+1; 18-20/x2, Falchion) or +2 ranged 
  (1d6+1, Javelin); Space/Reach: 5ft./5 ft.; SQ 
  None; AL CN; SV Fort +2, Ref +1, Will -1; Str 13, 
  Dex 12, Con 11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, 
  Jump +2, Ride +5; Toughness, Improved 
  Unarmed Strike. 
   
  Possessions: 
  Studded 
  leather 
  armor, 
  Falchion, Javelin (4), 20gp coin. Potion: cure 
  light wounds 
   
  Orc Bandit War1: CR ½; Medium Humanoid 
  (orc); HD 1d8+1; hp 6; Init +0; Spd 30ft/x4; AC 
  13 (+3 armor), touch 10, flat-footed 13; Base 
  Atk/Grapple +1/+4; Full Atk +4 (2d4+4; 18-20/x2, 
  Falchion) or +1 ranged (1d6+3, Javelin); 
  Space/Reach: 5ft./5 ft.; SQ Darkvision 60ft., 
  Light sensitivity; AL CE; SV Fort +3, Ref +0, Will 
  -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Climb +2, Jump +2, Listen 
  +1, Spot +1; Alertness. 
   
  Possessions: 
  Studded 
  leather 
  armor, 
  Falchion, Javelin (4), 40gp coin. Potion: cure 
  light wounds (2) 
   
  Languages: orc, Common. 
   
  Light sensitivity (Ex): orcs are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Human, Bakluni Bandit Leader Ftr1: CR 1; 
  Medium Humanoid; HD 1d10+2; hp 15; Init +2; 
  Spd 30 ft./x4; AC 14 (+3 armor, +2 Dex) touch 
  11, flat-footed 13; Base Atk/Grp: +1/+3; Full Atk 
  +4 
  melee 
  (2d4+3; 
  18-20/x2, 
  Masterwork 
  Falchion) or +2 ranged (1d6+2, Javelin); 
  Space/Reach: 5ft./5 ft.; SQ None; AL CN; SV 
  Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Intimidate +3, 
  Jump +5, Ride +5; Toughness, Improved 
  Unarmed Strike, Power Attack. 
   
  Possessions: 
  Studded 
  leather 
  armor, 
  Masterwork Falchion, Javelin (4), 180gp coin. 
  Potion: cure light wounds 
  Encounter Six 
   
   
   
   
   
  Goblin Wolf Rider Druid 3; Small Humanoid 
  (Goblinoid); CR 3; HD 3d8+3 (21 hp); Init +2; 
  Spd 30 ft/x4; AC 15 (+2 armor, +2 dex, +1 size), 
  touch 13, flat-footed 13; Base Atk/Grapple +2/-1; 
  Full Atk +5 melee (1d4+1; 20/x2, Masterwork 
  club), +4 ranged (1d4+1; 20/x2, Shortspear); AL 
  NE; SV Fort +4, Ref +3, Will +5; Str 12, Dex 15, 
  Con 12, Int 10, Wis 15, Cha 6; 
   
  Skills and Feats: Concentration +7, Handle 
  Animal +4, Hide +6, Listen +2, Move Silently +6, 
  Ride +14, Spot +2, Survival +10; Mounted 
  Combat, Ride by Attack 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 13 
   
  Equipment: 
  Masterwork 
  Club, 
  Leather 
  armour, Shortspears (4). Potion: cure light 
  wounds (2) 
   
  Spells Prepared (4/3/2; base DC = 12+ spell 
  level): 0—[cure minor wounds (3), Create 
  Water]; 
  1st—[magic 
  fang, 
  sandblast 
  (see 
  appendix), 
  shillelagh;] 
  2nd—[bull’s 
  strength, 
  bear’s endurance]. 
   
  With all spells cast (Bull’s Strength, Bear’s 
  Endurance and Shillelagh): 
  HP 27; Base Atk/Grapple +2/+1; Full Atk +7 
  melee (1d10+4; 20/x2, Masterwork club + 
  Shillelagh), 
  +6 
  ranged 
  (1d4+3; 
  20/x2, 
  Shortspear); SV Fort +6, Ref +3, Will +5; Str 16, 
  Dex 15, Con 16, Int 10, Wis 15, Cha 6; 
  Concentration +9; 
  Wolf Companion: Medium Magical Beast; HD: 
  4d8+8 (26 hp); Init:+2; Spd: 50 ft.; AC: 17 (+3 
  dex, +4 natural), touch 13, flat-footed 14; Base 
  Attack/Grapple: +1/+3; Full Attack: Bite +4 melee 
  (1d6+2); Space/Reach: 5 ft./5 ft.; SA: Trip; SQ: 
  Evasion, Low-light vision, scent; Fort +5, Ref +5, 
  Will +1; Str 14, Dex 16, Con 15, Int 2, Wis 12, 
  Cha 6 
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1; Track; Weapon 
  Focus (bite) 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with 
  great agility. If she makes a successful Reflex 
  saving throw against an attack that normally 
  deals half damage on a successful save, she 
  instead takes no damage. Evasion can be used 
  only if the rogue is wearing light armor or no 
  armor. A helpless rogue does not gain the 
  benefit of evasion. 
  Share Spells (Ex): At the druid’s option, she 
  may have any spell (but not any spell-like ability) 
  she casts upon herself also affect her animal 
  companion. The animal companion must be 
  within 5 feet of her at the time of casting to 
  receive the benefit. If the spell or effect has a 
  duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not 
  affect the animal again, even if it returns to the 
  druid before the duration expires. 
  With all spells cast (Bull’s Strength, Bear’s 
  Endurance, and Magic Fang) 
  HP 34; Base Attack/Grapple: +1/+5; Attack: Bite 
  +7 melee (1d6+5); Fort +7, Ref +5, Will +1; Str 
  18, Dex 16, Con 19, Int 2, Wis 12, Cha 6 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 14 
  Appendix One (B) – Non-Combat NPCs  
  Encounter Three  
   
   
   
  Mohuri, Harem Escapee, female human Brd1 [FATIGUED]: CR 1; Medium Humanoid; HD 1d6; hp 6; 
  Init +2; Spd 30ft/x4; AC 14 (+2 armor, +2 dex), touch 12, flat-footed 12; Base Atk/Grapple +0/+1; Full Atk 
  +1 melee (1d4+1; 19-20/x2, Dagger), +2 ranged (1d4+1; 20/x2, Sling); AL NG; SV Fort +0, Ref +4, Will 
  +1; Str 12, Dex 14, Con 10, Int 10, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +7, Diplomacy +7, Disguise +5, Intimidate +3, Knowledge (Nobility) +2, 
  Knowledge (Religion) +2, Perform (Dance) +3, Perform (Sing) +3, Sense Motive +4, Slight of Hand +4; 
  Negotiator, Persuasive. 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: Leather armor, Dagger, Sling, rocks, Small sack contains: 2 rotten apples, 1 flask 
  (empty), 1 skinning knife (tip broken off) 
   
  Spells Known (2; base DC = 11+ spell level): 0—[Dancing Lights, Lullaby, Prestidigitation, Summon 
  Instrument] 
  Yubaul, Deserter, male human Ftr1 [FATIGUED]: CR 1; Medium Humanoid; HD 1d10+2; hp 12; Init +0; 
  Spd 20ft/x4; AC 13 (+3 armor), touch 10, flat-footed 13; Base Atk/Grapple +1/+3; Full Atk +2 melee 
  (1d8+3, 20/x2, Spear); AL LN; SV Fort +4, Ref +0, Will -1; Str 14, Dex 11, Con 15, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +3, Hide -3, Listen -1, Move Silently -3, Profession (Militia) +1, Ride +2, 
  Search +0, Spot -1; Combat Reflexes, Power Attack, Weapon Focus (Falchion). 
   
  Languages: Common, Ancient Baklunish. 
   
  Possessions: Hide armor, Spear, Backpack contains: journal, flint & steel, 1 flask (half-full), 1 rotten 
  apple. 
  ** No Falchion. Yubaul has traded it for food. 
   
  Encounter Four 
   
   
   
   
  Prug Strolin: Male Half-Orc Rgr5; Medium Humanoid; CR 5; 
  HD 5d8+10; hp 38; Init +1; Spd 30 ft/x4; AC 17 (+6 armor, +1 dex), touch 11, flat-footed 16; 
  Base Atk/Grapple +5/+8; Full Atk +9 One-handed  (1d10+4;19-20/x2,  +1 Adamantine bastard sword), +7 
  Two-Weapon (primary)  (1d10+4;19-20/x2,  +1 Adamantine bastard sword), +6 Two-Weapon (secondary) 
   (1d10+1;19-20/x2, Cold Iron bastard sword); 
  AL NG; SV Fort +6, Ref +5, Will +1; 
  Str 17(+3), Dex 12(+1), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 10(+0); 
    
  Skills: Climb¹ +5, Handle Animal +8, Heal¹ +6, Knowledge (dungeoneering) +4, Knowledge 
  (geography) +6, Knowledge (nature) +6, Listen¹ +2, Move Silently¹ +2, Search¹ +4, Spot¹ +4, Survival¹ +5. 
     
  Feats: Exotic Weapon Proficiency (Sword, Bastard), Oversized Two-Weapon Fighting. 
    
  Possessions: Mithril Breastplate, +1 adamantine bastard sword, Cold Iron bastard sword. Potion: cure 
  moderate wounds (x3) 
  Encounter Five 
   
   
   
  Golgk: Male Orc Exp3; Medium Humanoid (Orc); CR 3; 
  HD 3d6+6; hp 20; Init +0; Spd 30 ft/x4; AC 10 touch 10, flat-footed 10; 
  Base Atk/Grapple +2/+3; Full Atk +3 One-handed  (1d4+1;19-20/x2, Dagger); 
  AL NG; SV Fort +3, Ref +1, Will +3; 
  Str 12(+1), Dex 10(+0), Con 14(+2), Int 14(+2), Wis 10(+0), Cha 12(+1); 
    
  Skills: Appraise¹ +8, Bluff¹ +10, Craft skills…¹ +4, Craft (Alchemy)¹ +4, Diplomacy¹ +13, Forgery¹ +4, 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 15 
  Gather Information¹ +9, Knowledge (local) +8, Knowledge (nobility) +4, Profession (Merchant) +6, Sense 
  Motive¹ +8. 
    
  Feats: Negotiator, Skill Focus(Bluff¹). 
  Human, Baklunish Bodyguard War1: CR ½; Medium Humanoid; HD 1d8; hp 8; Init +1; Spd 30 ft./x4; AC 
  14 (+3 armor, +1 Dex) touch 11, flat-footed 13; Base Atk/Grp: +1/+2; Full Atk +2 melee (1d8+1; 18-20/x2, 
  longsword) or +2 ranged (1d6+1, Javelin); Space/Reach: 5ft./5 ft.; SQ None; AL CN; SV Fort +2, Ref +1, 
  Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +2, Intimidate +3, Jump +2, Ride +5; Toughness, Improved Unarmed Strike. 
   
  Possessions: Studded leather armor, Longsword, Javelin (4), 20gp coin. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 16 
  Appendix Two – New Rules 
  Improvised Weapon Damage 
  Most improvised weapons deal between 1d3 and 1d6 points of damage (usually bludgeoning, but possibly 
  piercing or slashing). For more guidance on how much damage an improvised weapon deals, see table 
  below. For every 200 pounds of an objects weight beyond 400 pounds, it deals an additional 1d6 points of 
  damage if used as an improvised weapon. 
  If an object weights up to 2 pounds, a Medium character can treat it as a light weapon. Objects weighing 
  between 2 pounds and 10 pounds are one-handed weapons for Medium characters, and objects weighing 
  11 to 50 pounds are two-handed weapons. Halve these numbers for every size category below Medium, 
  and double them for every size category above Medium. 
   
  Object Weight 
  Damage1 
  Examples 
  Less than 2 lb.2 
  1d3 
  Mug, torch 
  2 lb. – 5 lb. 
  1d4 
  Lantern, manacles 
  6 lb. – 10 lb. 
  1d6 
  Chair shovel 
  11 lb. – 25 lb. 
  1d8 
  Ladder, small table 
  26 lb. – 50 lb. 
  2d6 
  Barrel (empty) 
  51 lb. – 100 lb. 
  3d6 
  Chest (full), big table 
  101 lb. – 200 lb. 
  4d6 
  Cart 
  201 lb. – 400 lb. 
  5d6 
  Wagon 
   
  1- A sharp object deals damage as an object of twice its weight. For instance, a broken bottle (1 lb.) deals 
  1d4 points of damage, not 1d3. Conversely, soft or malleable objects, such as a gourd, deals damage as 
  an object one half its weight, and the damage is nonlethal. 
  2- If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon. 
   
  From Complete Warrior, p. 159 
   
  
  Do Dragons Cry? 
  [Round 1] 
  Page 17 
  Player Handout One-Journal of Yubaul 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 18 
  Players Handout Two: Map of Cumalızık 
   
  
  Do Dragons Cry? 
  [Round 1] 
  Page 19 
  Players Handout Three: Meta-Org Missions 
  Educated in the Harem
   
  A former instructor from the Harem has contacted 
  you. One of the Sultan’s concubines has escaped 
  with the help of some guards. This is highly unusual 
  and embarrassing to the entire household. If you 
  discover any information about her whereabouts, 
  you are to report back to Zeir-I-Zeif. 
   
  Task: Take the concubine to a contact in Zeir-I-Zeif 
  if possible; otherwise report her last known location. 
  Educated in the Harem
   
  A former instructor from the Harem has contacted 
  you. One of the Sultan’s concubines has escaped 
  with the help of some guards. This is highly unusual 
  and embarrassing to the entire household. If you 
  discover any information about her whereabouts, 
  you are to report back to Zeir-I-Zeif. 
   
  Task: Take the concubine to a contact in Zeir-I-Zeif 
  if possible; otherwise report her last known location. 
  The Spahis of Zeif
   
  Brothers…Sisters…Spahi from all altimars. Two 
  members of our order have betrayed us and 
  brought shame upon all of Zeif. They have 
  kidnapped one of the Sultan’s women from the 
  Imperial Harem. This is a most serious matter. If 
  you obtain any information regarding these two 
  kopecks <dogs> you must report it immediately. 
   
   
  Task: Take the concubine and the two deserters to 
  a contact in Antalotol if possible, otherwise report 
  their last known location.  
  The Spahis of Zeif
   
  Brothers…Sisters…Spahi from all altimars. Two 
  members of our order have betrayed us and 
  brought shame upon all of Zeif. They have 
  kidnapped one of the Sultan’s women from the 
  Imperial Harem. This is a most serious matter. If 
  you obtain any information regarding these two 
  kopecks <dogs> you must report it immediately. 
   
   
  Task: Take the concubine and the two deserters to 
  a contact in Antalotol if possible, otherwise report 
  their last known location.  
  Dusk Lash
   
  Shadows and whispers have floated to us that an 
  item of some importance is to be exchanged in 
  Nafiq. As the purveyors of all merchandise in Zeif, 
  we need to know the exact nature of the 
  transaction. We need to know what the item is and 
  who has it currently. Go to Nafiq. A courier will 
  begin your journey. You will “gnome” when you “see 
  ’im”. 
   
   
  Task: Report all information pertaining to the 
  business transaction (most importantly who and 
  what) to your local Lash contact. 
  Dusk Lash
   
  Shadows and whispers have floated to us that an 
  item of some importance is to be exchanged in 
  Nafiq. As the purveyors of all merchandise in Zeif, 
  we need to know the exact nature of the 
  transaction. We need to know what the item is and 
  who has it currently. Go to Nafiq. A courier will 
  begin your journey. You will “gnome” when you “see 
  ’im”. 
   
   
  Task: Report all information pertaining to the 
  business transaction (most importantly who and 
  what) to your local Lash contact. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 20 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same 
  boat? Look around the table, maybe others have 
  information that you don’t. Not to worry, I’m sure it 
  won’t have an effect on your time here in Zeif. Sit 
  back, relax, enjoy! But watch for those shifty eyed 
  players staring at you! Maybe next time your 
  organization will have some more information for 
  you to go on. Not part of a meta-game 
  organization? You may be missing something then. 
  You may want to remedy that! 
   
  
  Do Dragons Cry? 
  [Round 1] 
  Page 21 
  Maps 
  Encounter One – The Laughing Lich Meyhane 
   
   
  The table of four men is where the action starts. The gnome is just to the north of them (9 squares down, 
  11 squares in). Players can start in any table they wish. All other figures are onlookers and peasants.
  
  Do Dragons Cry? 
  [Round 1] 
  Page 22 
  Encounter Three – Tozluyol [Dusty Road] 
   
  The large red circle (covered by leaves) is the net trap. The figure closest to the large tree is Yubaul. The 
  second figure further up the road is Mohuri.
  
  Do Dragons Cry? 
  [Round 1] 
  Page 23 
  Encounter Five – Bandits at 2 o’clock 
   
  The two figures closest to the wagons are the guards. The other three figures are the bandits. The leader 
  is in white. The orc merchant is hiding under the first wagon. 
  
  Do Dragons Cry? 
  [Round 1] 
  Page 24 
  Encounter Six: Band of Bandit Brothers 
  The goblin on his wolf start in the top right corner behind the bushes. PCs should be near the bottom of 
  the map to give them time to react. Cover is important for tactics, be sure to draw them on your map! 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Intro mods/ZEFi6-02 - Do Dragons Cry/ZEFi6-02 - Do Dragons Cry.pdf