TEXT: FUR5-04 
   
   
   
   
   
  A Mine.  A Plan.  A Canard. 
  Pandemonium. 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.1 
  by Andrew Nuxoll 
  Reviewed by Chris Tulach 
   
   
  Claw Gorge, a gigantic rift in the Furyondian plain, has always been the country’s premier source for limestone.  Now 
  there are whispers in Littleberg of something far more precious, especially to adventurers. Beware! Greed brings out the 
  worst in some folks and the rush is already on.  “There’s mithral in them thar hills!” A Furyondy regional adventure 
  designed for PCs levels 1 to 14 (APL 2 to 12). 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at furypoc@wmis.net; 
  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, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  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 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 2 
  
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  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 regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 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 
  Claw Gorge, located in the Barony of Littleberg, is an 
  enormous gouge in the Furyondian plain that is almost a 
  mile long. Some speculate that it was created by powerful 
  magic before the devastation. Others say a massive 
  meteor fell from the sky and shattered the land. Still 
  others declare that it was dug by titans seeking some 
  great treasure. Whatever its origin, “The Claw” has been 
  mined for centuries and has yielded little other than 
  limestone…until recently.   
  The Oakheart Mine, situated at the deepest part of 
  the gorge (the “ankle” of the claw), has yielded iron ore in 
  the past. During the Greyhawk Wars it was heavily 
  mined to fulfill the need for weapons and armor, but the 
  mine has historically seen little use because it has always 
  had a reputation for being cursed. Old stories tell of 
  miners simply disappearing from dead end tunnels. 
  Shortly after the war, fell beasts and bizarre aberrations 
  appeared in the mine. Even though there was evidence of 
  magical summoning the mine was abandoned. The 
  dwarves who worked the Oakheart would rather give up 
  the mine than risk their lives for a mediocre vein. 
  Three years ago, Oral and Ardy Quivex (a gnomish 
  brother and sister) decided to try their luck in the 
  Oakheart. In exchange for yielding a small percentage of 
  any profits to the dwarven owners, they were allowed to 
  reopen the mine, which they did immediately. After a 
  thorough search, the siblings found no monsters in the 
  tunnels. In short order the mine began to yield iron ore 
  once again. When it was clear that the gnomes had not 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 3 
  
  been eaten by behirs, others agreed to be hired on as 
  additional workers. In time, a small mining village had 
  sprung up beside the mine.   
  Everyone was happy. The dwarves were happy to 
  have a more income in their pockets.  The gnomes were 
  pleased at their success. The workers were glad to have 
  good paying jobs. 
  So, the day that the miners found a tiny vein of 
  silvery metal, Oral thought they had turned a little good 
  fortune into a mother lode. He rushed a sample to Ardy 
  who promptly pointed out that it couldn’t be silver 
  because it worked like iron. Ardy began asking 
  experienced miners in the area if they could identify the 
  metal but no one had seen such a thing before. Only 
  when Ardy brought the metal to the dwarves did the 
  truth come out:  the Oakheart mine was yielding mithral. 
  The dwarves wisely recommended that they keep their 
  discovery as quiet as possible, lest there be a rush of 
  prospectors. But within days the word was out and within 
  a month there were dozens of hopeful folk from across 
  the barony looking to find a bit of the strange metal even 
  more precious than platinum. Oral and Ardy were forced 
  to hire armed guards to keep some unscrupulous types at 
  bay.  Then, a worker was caught trying to smuggle some 
  mithral out of the mine. Actual work in the mine slowed 
  to a crawl. When only a few pounds of mithral were 
  extracted during the next month, the dwarves accused 
  the Quivexes of holding back. When the gnomes angrily 
  protested, the dwarves accused them of incompetence 
  and threatened to cancel the contract. 
  Everyone 
  was 
  unhappy. 
  The 
  dwarves 
  were 
  suspicious of the gnomes. The gnomes were angry with 
  the dwarves and the workers were starting to feel like 
  prisoners. Just when it didn’t seem like things could get 
  any worse duergar boiled out of the mine in the dead of 
  night. The workers and their families were captured and 
  drug into the mines. The workers’ children were held as 
  ransom while the workers were forced to resume their 
  mining. Suddenly, the mine really had become a prison! 
  Oral and Ardy (who had been away negotiating with 
  the dwarves on the night of the duergar raid) returned to 
  discover an abandoned mining village. A haughty 
  duergar guard at the mine entrance who informed them 
  that mine and its contents were no longer the property of 
  “surface mutants” such as themselves. Any attempt to 
  enter the mine or to steal the duergar’s property 
  (including their “new slaves”) would be met with lethal 
  force. The workers would be killed rather than yielded to 
  the surface folk.   
  What the gnomes did not know is that a few tunnels 
  in the Oakheart mine run very close to areas in the 
  underdark. Mining in those areas can be heard by 
  underdark travelers’ sensitive ears. A duergar enclave is 
  only a day’s ride (if you have the right kind of mount) 
  from there and the gray dwarves have been known to use 
  spells (or spell like abilities) to emerge in the mine and 
  quietly collect surface slaves. Much of the mine’s cursed 
  reputation comes from these kidnappings. 
  A monastery of duergar monks moved to an area 
  about halfway between the enclave and the passage under 
  the Oakheart mine. Because of its proximity, the monks 
  have always kept on eye on the mine via scrying and 
  when they discovered that the mine was active again and 
  yielding mithral, they decided that a secret source of the 
  metal (not to mention several dozen new slaves) would 
  be invaluable. 
  The midnight raid was masterminded by Grash, a 
  powerful enlightened fist who is unfailingly loyal to his 
  master. Under his expert guidance the mine has been 
  commandeered and it now producing mithral at several 
  times the rate that it was under Oral and Ardy. Grash 
  knows that a retaliation of some kind is likely and that he 
  may not be allowed to hold the mine. However, he 
  intends to keep his grip if at all possible and has prepared 
  his troops well. Grash is no fool. He knows that the slaves 
  are key to the duergar success in the mines. He will not 
  yield his new slaves if possible and will not hesitate to 
  abandon the mines if that collateral is lost. 
  Within 24 hours of the duergar raid, a large 
  contingent of Claw Gorge miners and militia arrived to 
  help. The duergar refused any further negotiation. When 
  a squad of militia attempted to infiltrate the mine the 
  duergar held true to their threat of lethal force. The next 
  morning, the bodies of the squad members were thrown 
  before the mine along with an elderly gnome who had 
  been from the mining town. He was beaten to near death 
  but resuscitated. 
   
  There appeared to be little that the brave 
  Furyondians could do without endangering the lives of 
  their countrymen. However, one gnome of dubious 
  reputation has come forward with a bizarre plan. He’s 
  built a souped up mining car that could perhaps travel to 
  the back of the mine so quickly that the duergar would 
  not have time to react. If only they could find about a half 
  dozen people insane enough to ride the contraption… 
  Adventure Summary 
  Introduction: One of the PCs overhears a conversation 
  that mithral has been discovered somewhere in the 
  Kingdom of Furyondy. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 4 
  
  Encounter One: The PCs investigate what they’ve 
  overheard and learn where the mithral was found.   
  Encounter Two: The PCs set off for Claw Gorge in hopes 
  of acquiring some of the precious metal for themselves. 
  As they approach, startling news reaches their ears: a 
  group of gray dwarves has invaded the mine and laid 
  claim to the area where the mithral was found. Several 
  gnomish miners and their families were taken prisoner. 
  Encounter Three: The PCs arrive at the mining town 
  near the Oakheart mine. Everyone has gathered to 
  discuss what to do about the duergar. The PCs arrive in 
  the middle of a heated discussion and have a chance of 
  catching a spy.   
  Encounter Four: One of the gnomes has a plan (uh-oh!) 
  to rescue their comrades. All they need is a party of brave 
  “volunteers” to ride a souped up mining car (monikered 
  “The Canard”) into the mine at top speed in order to 
  reach the captive children before the duergar can react. 
  While the PCs protect the children, the miners and 
  militia move in and battle the duergar. The PCs are 
  shown a map of the mine and given a description of what 
  is known about its interior. Specifics about operating The 
  Canard are given by Preak Osshius, the young gnomish 
  wizard who designed it. The PCs are left to plan their 
  raid. 
  Encounter Five: The PCs approach the entrance to the 
  mineshaft and eliminate the duergar standing guard. If 
  they’re too late, too noisy (or too flashy) they’ll raise the 
  alarm. 
  Encounter Six: The PCs are careening down the track 
  through the mine. However, they encounter a few 
  obstacles (one-round micro-encounters). In each case, the 
  PCs must make a decision about how to handle the 
  obstacle.  
  Encounter Seven: The PCs arrive at the end of the line 
  (and perhaps crash into it!). They take out the duergar 
  guarding the children. 
  Encounter Eight: The PCs have a few precious moments 
  to prepare while the remaining duergar approach. If they 
  are wise, they fortify a position at the rear of the mine to 
  defend themselves and the kids. 
  Encounter Nine: Several duergar from the mines arrive 
  to eliminate the PCs for their intrusion. To succeed the 
  PCs must hold their position against this force until the 
  surface folk arrive. 
  Conclusion: The PCs heroically emerge from the 
  mine…or perhaps the startled militia arrives to find an 
  empty mine because the PCs have been kidnapped and 
  taken back to the duergar monastery. 
  Preparation for Play 
  In Encounter Three, the PCs might uncover a duergar 
  spy. Have them make Spot checks in advance to avoid 
  tipping off the players. In Encounter Six, the PCs will 
  likely be riding a modified mining cart called The 
  Canard.  The rules for operating The Canard are 
  summarized in DM’s Aid #1: Special Rules for The 
  Canard.  To run Encounter Four properly, it is essential 
  that you have read and understand these rules 
  beforehand. 
   
  In Encounter Seven, the enemy duergar use the 
  amount of armor the PCs are wearing as a target read. 
  Note this information during PC introductions instead of 
  asking for it during the encounter. The monks in 
  Encounter Seven also use various strength draining 
  techniques on the PCs. As part of your preparation for 
  running this scenario, you should review the Carrying 
  Capacity rules on pages 161-162 of the Player’s 
  Handbook. A PC carrying more than his maximum 
  carrying capacity is able to move five feet as a full round 
  action but is unable to attack or cast spells. These rules 
  should be enforced during play. The DM should also 
  remember that restoration and lesser restoration have a 
  three round casting time. 
  Introduction 
  The PCs are in Littleberg, the capital city of the Barony of 
  Littleberg. For roleplaying purposes, have each player 
  introduce his character and explain why that character is 
  in Littleberg.  Perhaps they are just passing through on 
  the way to another destination.  Perhaps they are staying 
  here at least for the time being. Are they traveling with 
  others in the party or have they met up in an Inn?   
   
  When introductions are complete, select one 
  (preferably non-lawful) member of the party who is most 
  likely to “accidentally” overhear a conversation. Give that 
  person Player Handout #1. While player is reading the 
  handout, read this text aloud: 
  It’s a pleasant autumn day in the Barony of Littleberg. 
  Folk are bustl ng about and the markets have been 
  ful  of fresh produce.  Watermelons, in particular, had 
  a bumper crop this year and you couldn’t help but 
  take advantage of the low prices. Each of you is sitting 
  at table in the Idle Ingot Inn about elbow deep in a 
  large melon when <insert PC’s name here> rushes in 
  with a twinkle in his eye. 
  i
  l
  The PC is, of course, under no obligation to spill any of 
  his ill-gotten information. Some fun roleplaying may 
  result if a PC insists on keeping the information to 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 5 
  
  himself or herself.  S/he may even want to begin 
  investigations on his/her own (see Encounter One). 
  However, don’t allow the other players to sit idly for long. 
   Consider allowing the remaining PCs Sense Motive 
  checks (vs. the secretive PC’s Bluff) to realize that their 
  traveling companion is up to something. In the unlikely 
  event that the PC continues to stay tight-lipped the 
  adventure is over. What good is a secret if you can’t share 
  it around?  
  Encounter One: Investigations 
  The PCs may want to Gather Information about various 
  aspects of the conversation. Below are questions they are 
  likely to ask. Report all the information up to and 
  including the rolled DC. The first entry under each 
  question is a red herring, but all responses are truthfully 
  given. 
  What is “the Oakheart”? 
  • 
  DC 4: He’s a lunatic elf. I saw him come through 
  town a year back with a gnome riding on his 
  back and penchant for sitting in campfires. 
  • 
  DC 9: I think it’s a mine in the Claw Gorge. 
  • 
  DC 14: It’s located in the deepest part of The 
  Claw. It’s cursed though. Miners that go in 
  there…just don’t ever come out.  
  • 
  DC 19: It’s one of the few mines in The Claw 
  that ever produced iron ore instead of 
  limestone. The mine’s been closed since after 
  the Great Northern Crusade. 
  • 
  DC 24: I heard the mine’s been reopened by two 
  gnomes I ain’t heard of before. I can tell you 
  there’s definitely been iron ore coming through 
  town with the Oakheart mark on it.  
  • 
  DC 29: So you’ve heard, then? They say 
  someone’s found mithral in The Claw. I assure 
  you that’s just a miner’s tale. The Claw has been 
  mined for centuries and hasn’t produced a 
  single ounce of truly valuable ore. Mithral in the 
  Oakheart…Next you’ll be hearing that Prince 
  Thrommel has risen from the grave! Ha! 
  A miner named Davin? 
  • 
  DC 9:  Davin Dell? He’s a tanner.  He runs a 
  shop on Copper street. What you be wanting 
  with him? He ain’t hurt nobody!   
  • 
  DC 14: Davin Steelstern? He runs a mine out in 
  the Claw Gorge. 
  • 
  DC 19: He runs several mines in The Claw. I 
  used to work for him. He’s a bit old, even for a 
  dwarf, but he sure knows how to run a mine. 
  A dwarf named Blannar? 
  • 
  DC 9: Blannar Boulderbender? A fine dwarf 
  indeed. You’re a little late, lad. He’s been dead 
  nigh two centuries. You might find his clan in 
  the Yatils. I expect his daughter lives there still. 
  • 
  DC 14: Blannar is a carter that works The Claw. 
  He hauls the stone out and sells it in the cities. 
  It’s hard work, but lucrative I’m told. 
  • 
  DC 19: I wouldn’t truck with Blannar if I were 
  you. Some folk tell tales about his past that I 
  wouldn’t care to hear again. His mistreats his 
  mules too. 
  • 
  DC 
  24: 
  Y’need 
  something 
  moved, 
  eh? 
  Something that you don’t want others to know 
  about? You look like the sort. Blannar’s your 
  man all right. I ain’t seen him since last month. 
  • 
  DC 29: Blannar’s in town right now. I saw his 
  cart at the Hitch and Wagon Inn. 
  Note: If the PCs pursue Blannar, feel free to make up a 
  brief encounter. Blannar neither shares nor confirms any 
  information until he sees a fair amount of coin (a 
  minimum of 10 x APL gold pieces). PCs can reduce this 
  amount by a number of gold pieces equal to their 
  Diplomacy roll. A successful opposed Intimidate check 
  also makes him spill his guts.   
   
  Blannar is privy to all the information listed in this 
  section. In addition, he informs the PCs that he was hired 
  by Davin Steelstern to bring the mithral to Littleberg 
  because Blannar has a reputation for doing things 
  discretely. Davin also asked Blannar to talk to the 
  weaponsmith about being the front man for the sale of 
  the mithral. Blannar has met Ardy Quivex but doesn’t 
  know much about her, only that she is running the 
  Oakheart mine for Davin. Blannar suggests that Davin 
  might be in the market for “some folk like yourselves”, 
  especially if the PCs used Intimidate to get him to talk. 
   
  Blannar: Male dwarf Rog6 (Bluff +8, Sense Motive + 
  5). 
   
  The PCs may also decide to confront the 
  weaponsmith, Yane Dearbeard. He is indeed a very 
  honest dwarf and a stubborn one too. If the PCs ask him 
  about the mithral he calmly but sternly asks them to 
  leave his shop. If they persist he threatens to call the city 
  guard. If they still persist he calls the guard (who arrive 
  in 1d4 minutes). If they still persist he remains silent.  He 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 6 
  
  receives a +10 circumstance bonus to this Sense Motive 
  from the PCs but it is possible, but very difficult, to worm 
  the info out of him with Bluff, Diplomacy and 
  Intimidate. Remember, these checks take a full minute. 
  Upon arrival, the city guard insists that the PCs exit the 
  premises and also ask them to leave town. 
   
  Yane Dearbeard: Male dwarf Exp11 (Sense Motive 
  +4 (+14)). 
  Encounter Two: Claw’s Edge 
  Eventually, hopefully, the PCs decide it’s time to make 
  their way to Claw Gorge. Getting there is easy. Ask 
  anyone in town and they’ll point the way.  
   
  Claw Gorge is about sixty miles from Littleberg. 
  Inform the players of this so they are aware of the time 
  passing. (If you need to know how long the trip takes, 
  consult the rules for overland travel on p.164 of the 
  Player’s Handbook.) Higher level parties might be able to 
  use spells like teleport, fly, and wind walk to speed up the 
  journey but for the sake of the story, this has no impact 
  on what has transpired before the PCs arrive. Once the 
  PCs reach the gorge, read the following text: 
  The trip to Claw Gorge has been mildly eventful but 
  nothing out of the ordinary. A quick word with fel ow 
  travelers kept you headed in the right direction. Now 
  you find yourself standing at the lip of Claw Gorge in 
  the mid-morning sun. This massive, claw shaped rent 
  in the earth is startling to behold.  Even at the 
  shallow end, it’s a 300-foot drop to the ground below. 
  You can see a road that switchbacks down the cliff 
  wal  and out of sight along the bottom of the gorge. 
  As you prepare to make your way down, your ears 
  catch the sound of singing. Shortly afterward, a small 
  cart rounds the first bend ahead. A middle-aged 
  gnome is singing “Step Gandy Pony” to the sturdy 
  animal pulling his cart out of the gorge. The cart is 
  lightly loaded with metalwork including pots, pans, 
  mining implements and the like. He smiles broadly 
  upon seeing you. “Wel  met, travelers! I can tell by 
  your stature, your dress and that trepidatious look n 
  your eye that you’ve never been into The Claw before! 
  There’s nothing to worry about down there. It’s an 
  easy hike as long as you’re headed in the downward 
  direction!” 
  l
  l
  l
  i
   
  f
  This is Borry Busybottom, a metalsmith and merchant 
  who sells supplies to the miners in the gorge. Borry 
  immediately recognizes any PCs who have played the 
  Furyondy Intro scenario entitled FURIntro4-03 Wreath 
  of the Dead (and they should recognize him). The gnome 
  is particularly friendly with this PC for rescuing him 
  from Rond’s Keep. Give that PC a +2 circumstance bonus 
  to Gather Information checks with the gnome. Borry has 
  only been at his current occupation for about six months 
  but since he visits all the mines on a regular basis, he 
  already knows all the rumors. Quick thinking PCs may 
  ask him about the Oakheart mine. Read the following: 
  Borry’s smile broadens again. “Now why am I not 
  surprised? You’re here for the mithral, no doubt? Yes, 
  word has truly gotten out about it now. You’re about a 
  day late and a wheatsheaf short. Two nights ago a 
  band of brigands took the Oakheart mine by force!  
  Some say it was gray dwarves from the underlands 
  that did it. Some even say they were led by a half-man 
  with tentacles for teeth that’ll suck your brains out as 
  soon as look at you. Course, I’m sure the truth of it is
  that it’s just a gaggle of common bandits who heard 
  about the mithral and came to take what isn’t theirs. 
  The whole Claw is up in arms over it. You’d best 
  hurry! There’s a meeting at highsun at the Oakheart 
  smelting house. I reckon by the sun that i  you start 
  out right now and don’t delay you’ll only be an hour 
  late. The Oakheart is easy to find. It’s the deepest 
  mine in The Claw. Just keep walking until you run 
  out of road 
  The PCs are welcome to question Borry further. He 
  knows all the information that the PCs could have 
  acquired with Gather Information above. He also knows 
  Oral and Ardy Quivex and has only words of praise for 
  their success in the Oakheart. He vouches that they are 
  upstanding folks even if Oral talks too much and Ardy 
  has a foul temper. 
   
  Even if the PCs have horses, they must walk them to 
  the bottom of the gorge because the trail is too steep. 
  Once they get there, however, they can ride again. 
  Regardless of the speed of their transport, the plot 
  requires that the PCs arrive in the middle of the meeting. 
  Encounter Three: Rising Gorge 
  The text below assumes PCs travel to the mine on foot or 
  horse. If they travel by magical means, some adjustment 
  may be necessary. Once the PCs reach the Oakheart 
  mine, read the following: 
  You’ve been traveling deeper and deeper into the 
  gorge all day. The walls have gotten steadily higher as 
  you’ve passed several mines and mostly empty mining 
  camps. When you finally reach the end of the gorge 
  you get your first look at the large black hole in 
  bottom of the gorge that can only be the Oakheart 
  mine. A narrow cart rail leads from the mine to a 
  small settlement nearby that has no more than a 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 7 
  
  dozen structures. As you draw close though, you can 
  hear a cacophony of vo ces coming from the largest of 
  these buildings. 
  i
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  t
   
   
  f
   
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  l
   
  “Th s is ridiculous! You might as well shave your 
  beard for all the good it will do.” 
  “It’s the best idea we’ve heard all day!” 
  “Isn’t it worth a shot?” 
  “I still say a ransom is our best op ion.” 
   
  “And I still say we don’t have anything as 
  valuable as what they already have.” 
   
  “I say that the minute that contraption is within 
  bowshot of the mine they’ll kill every gnomeling they 
  have.”
  “Gentlefolk, please be calm. I assure you that The 
  Canard is quite expeditious. I estimate that it could 
  travel from the mouth of the mine to its terminus in 
  less than a minute. They’ll be totally agog.” 
   
  “How do you know it’s that fast i  you haven’t 
  tested it?!” 
   
  “How do you know it will even stay on the 
  track?!” 
   
  “I reckon it’ll explode before it even reaches the 
  mine.” 
   
  “Yeah!  Where are we going to find anyone fool 
  enough to ride in that thing??” 
   
  As this statement is uttered there is a lull in the 
  hubbub as people look nervously around. It is also at 
  this moment that your party steps inside the 
  “Oakheart Smelting House and Office” to find 
  yourself facing a large room full of agitated 
  humanoids, mostly dwarves and gnomes. Most of you 
  stand a full head and shoulders above the crowd, 
  easily visible to everyone in the room. All heads turn 
  and eyes fix keenly upon you. An uneasy si ence 
  settles amongst the crowd. 
  At the far end of the room sits a large mining cart 
  set on the track that leads to the mine. A battered 
  tower shield has been attached to the front of it and 
  several strange devices are mounted on the sides and 
  rear of the cart. The cart’s hand brake has been 
  reinforced and the words “The Canard” have been 
  carefully painted on the side in large white letters. 
   
  Final y, a young gnome in wizard’s robes who is 
  standing next to The Canard manages to speak. 
  “Hello,” he says nervously. You recognize his voice as 
  the same one that described The Canard as 
  “expeditious.”  “Please forgive our discourtesy. These 
  fine folk have a grave problem and you’re just the 
  …ahem…sort of people who might be able to aid 
  them. Might a few of us exchange a word with you in 
  a smaller venue?” 
  (Refer to the Spot check made by the PCs before 
  beginning play. If you haven’t done so already, have all 
  the PCs present make a Spot check (DC 27 to 17, 
  depending on modifications outlined in Encounter 3B) 
  now to see if they detect the spy.) 
   
  The speaker is Preak Osshius (see Encounter Four). 
  However, the meeting itself is being chaired by the 
  mine’s owner, Davin Steelstern and the mine’s operators, 
  Ardy and Oral Quivex. These three are standing on a 
  table on the wall to the PCs’ left. There are approximately 
  80 individuals in the room besides the PCs. A score of 
  them are militiamen, the rest are miners from nearby 
  mines. Everyone in the room waits quietly for the PCs to 
  answer Preak’s request to speak with the PCs.  Preak may 
  repeat his request if there is a long silence and Davin 
  supports the request if it is repeated. If the PCs ask 
  questions here, the appropriate NPC answers them.  
  Development: If the PCs succeed on the Spot check to 
  notice the spy, proceed to Encounter 3B. If PCs are 
  actively interacting with or searching the crowd, see 
  Encounter 3B to determine if they notice the spy. PCs 
  with spells up such as true seeing automatically notice 
  the spy. If the PCs agree to discuss the planning with the 
  leader, proceed to Encounter Four. 
  Encounter 3B:  Spy in the 
  Ointment 
  This meeting is being spied on by one of the duergar. If 
  the PCs uncover him, it makes rescuing the children 
  (Encounter Seven) much easier. If they do not 
  immediately spot the spy (which is likely) proceed to 
  Encounter Four. If the spy is uncovered later, return to 
  this encounter. 
   
  The spy tries to remain in the settlement until he 
  knows more about the PCs’ plans (i.e. through Encounter 
  Four). There are several ways that the spy might be 
  detected: 
  • 
  Upon entering the meeting hall, all PCs made a 
  Spot check (DC 27) to recognize that something 
  is amiss about the dwarven militiaman. If the 
  check is made by more than 5, the PC 
  immediately recognizes that the spy is magically 
  disguised.  
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  Page 8 
  
  • 
  If the PCs interact with the spy (up close) or 
  deliberately search the faces of the crowd, the 
  Spot check is easier (DC 22).  Once again, if the 
  check is made by more than 5, the PC 
  immediately recognizes that the spy is magically 
  disguised. 
  • 
  If the PCs are actively searching amongst the 
  crowd for spies (or some particular individual), 
  the check becomes even easier (Spot DC 17) and 
  it’s immediately clear that the spy is magically 
  disguised.  If the PCs are trying to search 
  discretely, they should make a Bluff check 
  opposed by the spy’s Sense Motive check to 
  avoid their search being detected. 
  • 
  A true seeing spell (or similar effect) 
  immediately reveals the spy. 
  • 
  If the PCs decide to search the houses in the 
  settlement, they find the unconscious body of 
  the militiaman whom the duergar spy has 
  “replaced.” This may alert them to the presence 
  of treachery. 
  • 
  If the PCs make a point of watching the mine 
  entrance (or moving toward the mine entrance) 
  immediately after their plans are made known 
  (effectively right after the NPCs leave the 
  meeting with them) then they see the spy when 
  he becomes visible again. (The invisibility only 
  lasts 1 minute.) At that point he has been 
  running for eight rounds and is 640 feet from 
  the PCs. If the PCs pursue him too far (DM’s 
  discretion as to how far “too far” is), the sentries 
  spot them coming and raise the general alarm 
  by sounding their gong. Therefore, the PCs 
  must act quickly and decisively if they want to 
  stop him. 
   
  Creatures: A duergar spy, wearing a Hat of Disguise, 
  has mingled in with the crowd appearing as a dwarven 
  militiaman.     
  All APLs (EL 2) 
  Gurlg the Spy: Duergar Monk 1; hp 17; see Appendix 
  Five.  
   
  Tactics:  Once the PCs attack, his aim is to escape 
  with the knowledge he already has. Therefore, he does 
  not stay and fight unless cornered. If he is clearly losing 
  the fight and escape appears impossible, Gurlg attempts 
  to take his own life. If the spy realizes he has been 
  discovered or the PCs are actively searching for spies, he 
  immediately attempts to escape. He uses his invisibility 
  to best effect. If possible, he discretely exits the meeting 
  room before becoming invisible so his sudden 
  disappearance is not noticed by onlookers. 
   
  Treasure:   
  All APLs: Loot – 3 gp, Coin – 0 gp, Magic – hat of 
  disguise (150 gp each). 
   
  Development: If the spy escapes, it’s likely that he 
  escapes with at least enough information to warn Grash 
  about The Canard and its use even if he’s uncertain the 
  PCs will be using it. This still results in a more difficult 
  Encounter Seven. Once the spy leaves the town, it takes 
  him five minutes to reach the sentries at the entrance. It 
  takes him ten minutes to reach the guards guarding the 
  miners and fifteen minutes to reach Grash with 
  reinforcements. Therefore it is possible for the PCs to 
  beat this encounter without defeating the spy by being 
  prompt. A party that deliberately hurries in order to beat 
  Gurlg back to the rear of the mine has successfully 
  thwarted him and deserves full experience for this 
  encounter. 
   
  A party that is accidentally prompt gets the benefit 
  of having defeated the spy (i.e., easier Encounter Seven) 
  but not the experience points.  By default, assume the 
  PCs are too late unless the players state that they are 
  deliberately hurrying.  Even if less than fifteen minutes 
  of real time has passed, it’s likely that more than fifteen 
  minutes of game time would be spent preparing for the 
  trip into the mine. 
   
  Encounter Four: Machinations 
  At your words, the room erupts into a buzz of chatter. 
  An elderly dwarf stands up and calmly waits about 
  five minutes for the crowd to quiet itself. He then 
  announces in a calm voice that there will be a one-
  hour recess.   
   
  A young female gnome who was helping to run 
  the meeting worries her way through the crowd and 
  says, “Follow me!” in a shrill whisper. She leads you to
  a small dining hal  and beckons you to seat yourself 
  around a roughly hewn stone table. She sits at a 
  posi on near the head of the table and introduces 
  herself as Ardy Quivex, the current co-foreman of the 
  Oakheart mine. 
   
  l
  ti
   
  Shortly you are joined by a handful of others:  
  Oral Quivex, Ardy’s brother and co-foreman; the old 
  dwarf, who introduces himself as Davin Steelstern, 
  the owner of the mine; Dowly Blackjowl a quiet 
  dwarven woman who is commanding the militia 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 9 
  
  detachment and lastly Preak Osshius the gnome 
  wizard who has apparently invented “The Canard.” 
   
  Creatures: 
  Ardy Quivex: Female gnome Exp2. Ardy is a young 
  gnome with short, light brown hair and thick build. Her 
  voice is shrill but firm and she speaks her mind at every 
  opportunity. She’s angry about what’s happened and is all 
  for any plan that includes physical violence against the 
  duergar in addition to an attempt to rescue the mine 
  workers. Preak’s plan is lousy, but it’s the best she’s heard. 
  Oral Quivex: Male gnome Exp1. Oral look nearly 
  identical to Ardy even though he is male. His voice is soft 
  and so is his manner. It’s clear that, despite his title as “co-
  foreman,” Ardy is in charge. Oral waits patiently for a 
  chance to speak and then rambles on until someone stops 
  him. He’s much more kind hearted than his sister and 
  would rather come to a peaceful solution with the 
  duergar.  However, by default he defers to his sister and 
  votes with her on any discussion unless coaxed away 
  from that stance by someone else. 
  Davin Steelstern: Male dwarf War3/Exp8. Davin is old, 
  even for a dwarf, but he still has his wits.  He bears the 
  Quivexes no ill will, but regards them as amateurs and 
  doesn’t respect their opinions much. He sees the 
  foolhardiness in the Preak’s plan and votes against it. He 
  recommends waiting until a larger armed force arrives. 
  However, previous experience has taught him to trust 
  adventurers when the situation warrants it. If the PCs 
  endorse a plan (even Preak’s) he’ll go along with it.   
  Dowly Blackjowl: Female dwarf Ftr4. Dowly is used to 
  giving orders and uncomfortable about being a second. 
  She’s a coiled snake, ready to strike the moment she has 
  an opportunity. Only the failure of her first raid on the 
  mine has her considering other options. She does not 
  favor a plan that doesn’t include some sort of assault by 
  her militia. She’d rather wait for reinforcements despite 
  the risk to the duergar’s prisoners. 
  Preak Osshius: Male gnome Wiz2. Preak is a local 
  wizard’s apprentice who happened to visiting his parents 
  in the gorge when word reached them of the troubles at 
  the Oakheart mine. The Canard is something that Preak 
  built before he started his apprenticeship. His intent was 
  to build a rail along the Claw Road from one end of the 
  gorge to the other. Then the miners could use Canards to 
  rocket their limestone blocks all the way to and up the 
  shallow end of the gorge for transport.  When word 
  spread of the situation at Oakheart, Preak made some last 
  minute refinements to the design (namely the reinforced 
  brake and the tower shield) and brought it to the 
  Oakheart mine along with his idea to use it to enter the 
  mine quickly. 
   
  Gurlg, the duergar spy (see Encounter Three and 3B) 
  does not attempt to listen in on this meeting with the 
  PCs; he is content to wait with the other militia until the 
  results of the meeting reach the group at large. Once he 
  knows enough about the PCs’ plan that he and his 
  brothers can thwart it, he attempts to discretely leave the 
  area. For example, if the spy hears that the PCs will use 
  The Canard to enter the mine and rescue the prisoners, 
  he has heard enough to make his exit. Whatever the 
  outcome of the meeting, the high level details of the PCs’ 
  plan become public knowledge unless the PCs explicitly 
  decide to keep it private. 
   
  Ardy begins the discussion by describing the 
  situation to the PCs. The key points that need to be made 
  are: 
  • 
  The mine has recently found a vein of a valuable 
  metal. She admits it is mithral if prodded. 
  • 
  The night before last, a band of duergar attacked 
  the miners in the settlement while they slept. 
  No bodies were found after a thorough search of 
  the settlement and the surrounding area. 
  Therefore, it is assumed that no one was killed. 
  • 
  The Quivexes discovered what had happened 
  the next day when they returned with Davin. 
  They were stopped at the mine entrance by the 
  duergar and told the mine was no longer their 
  property. 
  • 
  The duergar warned that any attempt to enter 
  the mine would be met with lethal force. They 
  also threatened to kill the prisoners if attempts 
  were made to enter the mine. 
  • 
  The militia arrived that afternoon and four of 
  them attempted to enter the mine by stealth. 
  They were killed and their bodies found this 
  morning at the mine’s entrance.  
  • 
  The body of an elderly gnome (named Sautik 
  Bottlebearer) was found with the militiamen. 
  He had been beaten and tortured. When a cleric 
  resuscitated him he told them he had been 
  selected to bear a message to the surface folk: 
  “Enter our mine again and all the gnome 
  children will be killed.” 
  If the party has any immediate questions, have the 
  appropriate NPC answer them. Otherwise, Preak leaps in 
  with his plan: 
  • 
  Sentries at the mine entrance have a large gong 
  that they can sound to raise the alarm. These 
  sentries have to be quickly and quietly 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 10 
  
  eliminated so the mine can be approached 
  without raising an alarm. 
  • 
  A party of “brave warriors” aboard The Canard 
  will rocket themselves into the rear of the mine 
  where it is very likely that the gnomes’ families 
  are being held.  
  • 
  The startled duergar guarding the prisoners 
  would not have time to react and the party 
  would be able to subdue them and rescue the 
  prisoners.   
  • 
  The militia and volunteer miners follow up 
  immediately with a frontal assault on the mine. 
  The miners that have been captured by the 
  duergar will be at risk in the chaos, but they 
  have a better chance of survival than they do 
  now. 
  • 
  The rescuers would take a fortified position and 
  fight off any duergar that attempt to retake the 
  prisoners. They’ll need to buy enough time for 
  the militia to reach the rear of the mine. 
  • 
  The duergar, trapped between overwhelming 
  numbers in the front and a loss of ransom in the 
  rear, would be forced to surrender. 
  Preak is supremely confident in The Canard and almost 
  entirely unaware of the risk of this plan. He is confused 
  and hurt if criticized. 
   
  The PCs might ask any of several questions.  The 
  most likely ones (and their answers) are presented here. 
  Do you have a map of the mine?/How big is the 
  mine? Yes. Give the players Player Handout #2: The 
  Oakheart Mine. 
  How does The Canard work? The Canard is a modified 
  mining cart that can travel the rail that runs the length of 
  the mine. By means of a controlled alchemical explosion, 
  it propels itself forward at rapidly accelerated pace. The 
  Canard is equipped with canisters of alchemical liquid. 
  They can be mounted on the rear of the cart and ignited 
  to launch it forward. The cart is stopped by igniting a 
  canister mounted on the fore of the cart. I was able to fill 
  three canisters to bring with me. It would be at least 
  three days before I could make any more. 
  Give the PCs Player’s Handout #3: How to Ride the 
  Canard. 
  How many people were captured by the duergar? 
  We’re pretty sure it’s exactly thirty-three. Twenty-one of 
  them are miners or people old enough that they were 
  forced to mine the mithral (thirteen gnomes and eight 
  dwarves). Sautik says the elderly were left to care for the 
  children. Now that he is gone, only three of them are left 
  (two gnomes and one dwarf). The other nine are 
  gnomelings (children). 
  How do you know that the miners’ families are at the 
  rear of the mine?/Where are the prisoners?/Where 
  are the miners?  “From Sautik we know that the 
  children are being held in a small, dead-end passage at 
  the very rear of the mine. Those who are able bodied 
  spend most of their days elsewhere. Sautik doesn’t know 
  where. However, we know that the duergar are mining 
  the mithral because they stated as much when we first 
  confronted them. We suspect that the rest of the 
  prisoners are in that part of the mine.” (Point to the map.) 
  Even if we can rescue the children, won’t the able-
  bodied miners be in jeopardy? Quite possibly. 
  However, the duergar can’t mine the mithral nearly as 
  quickly, or as well without their slave labor. We expect 
  that we’ll reach the miners before their lives are in 
  danger. Even if we don’t, these are able bodied folk who 
  will fight bravely if they believe a rescue is on the way. 
  What does the rear of the mine look like?  Provide a 
  rough sketch based upon the DM’s Map #2:  The Rear 
  Cavern. 
  How many duergar are in the mine? It’s impossible to 
  say. Sautik says they all look the same to him.  He never 
  saw more than four in one place but his best guess is that 
  there are at least a dozen – probably more. Sautik says 
  they have spiders too.  He also saw a tall humanoid with a 
  head like a squid. A Knowledge(Dungeoneering) check 
  (DC 23) reveals this to be a reasonable description for a 
  mind-flayer. (The mind-flayer was an illusion designed to 
  cow the prisoners.) 
  A mind-flayer?! “Is that bad?” asks Ardy innocently.  
  Spiders? Sautik says about twenty spiders, all twice as big 
  as a horse with large white eyes.  They had black and 
  white markings on their bodies and legs. They moved 
  about very rapidly. The duergar kept them corralled at 
  the rear of the mine and threatened to feed them with 
  the gnomelings.” A Knowledge – Arcana (DC 20) check 
  reveals these to be phase spiders. 
  Where are the duergar? Give the players Player 
  Handout #2: The Oakheart Mine. Dowly reports that her 
  scouts have seen at least two guards (one at APL 2) on 
  duty at the mine’s entrance. They appear to have some 
  way to alert the rest of the duergar to invaders. If we 
  bring The Canard in, we’ll have to take these sentries out 
  first, and do it very quickly before they can react. They 
  unfortunately have a clear view of the track between the 
  mine and the settlement. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 11 
  
   
  Ardy speculates that some of them must be guarding 
  the slaves who are mining the mithral and others are 
  guarding the family members at the back of the cave. 
  Are there any other entrances to the mine? No.  Give 
  the players Player Handout #2: The Oakheart Mine. 
  Why can’t we just try to sneak in ourselves without 
  The Canard? The mine is almost a mile deep. It’d be near 
  impossible to reach the rear of the mine without raising 
  an alarm. The duergar have promised to start executing 
  prisoners if we try to infiltrate the mine. You’re clearly 
  more skilled than our militiamen but I’m not optimistic 
  about your chances.  
   
  If the PCs insist that a more traditional infiltration is 
  the best plan, let them try it. See the section below 
  entitled Foregoing the Canard. At higher APLs, a direct 
  assault might actually be more effective. Preak, of course, 
  is disappointed if his invention is not used. 
  May we interview Sautik Bottlebearer, the elderly 
  gnome who was beaten and released? Yes, but I doubt 
  there is any further info he can provide.  (There is indeed 
  no more info to be had, but feel free to roleplay a short 
  bedside interview if time allows. Sautik is fatigued and 
  more than a little traumatized but he is friendly and sure 
  of his facts). 
  Planning the Assault 
   
  Allow the players time to plan their assault. The 
  players have been inundated with a lot of information at 
  this point. Feel free to use the NPCs to guide the 
  discussion a little, repeating facts they have apparently 
  missed. Make sure the players are aware of the steps of 
  the proposed plan outlined above. This scenario assumes 
  they follow the plan but of course they could modify it 
  any manner. Have the players outline their plan to you in 
  advance so you both understand what the PCs think will 
  happen. Once things are set in motion they will go 
  quickly. When the players begin to ask questions about 
  The Canard give them Player’s Handout #3:  How to Ride 
  the Canard.   
   
  A party may decide that they want to delay their 
  entrance into the mine (probably to rest and change their 
  spell selections). The locals argue against this delay but 
  they accept it if the PCs insist. The unconscious 
  militiaman (whom the spy replaced) is found at dusk, 
  which gives the PCs a hint that their plans may have been 
  leaked, and lends a sense of urgency to the mission. 
   
  Another option that high-level parties might 
  consider is the teleport spell. If they attempt to do so 
  based upon the descriptions of Oral, Ardy or Davin roll 
  the result on the “Seen Once” row of the chart (PHB page 
  293). The PCs can attempt to improve their position on 
  this chart via the scry spell. The caster must have 
  darkvision to get a clear picture of the cavern. 
   
  In order to succeed, any scheme involving 
  teleportation must result in the recovery of the miner’s 
  family members. If the teleport results in mishap the 
  militia assault the mine and are routed by the well-
  disciplined duergar. Eight militiamen are killed and two 
  prisoners are murdered in retaliation. 
  Foregoing The Canard 
   
  The PCs may decide The Canard is just too 
  dangerous. It’s possible (though unlikely) their way is 
  better. This approach has a much higher chance of failure 
  and will tax the party tremendously as it includes 
  encounters that are beyond the suggested EL range. It’s 
  also likely that pursuing such a scenario will exceed the 
  time allotted for the slot. Steer the PCs toward the 
  intended encounters or allow the alternate approach as 
  you see fit and real life circumstances allow.  
   
  Each subsequent encounter includes a section titled 
  Foregoing the Canard that describes what happens if the 
  PCs reach the encounter via another method. Use these 
  sections to guide you for the rest of the scenario. 
   
  The mine map shows the main tunnels and side 
  tunnels. There are also several, smaller exploratory 
  tunnels and small storage niches that are not depicted on 
  the map. These can be used for cover or hiding for PCs 
  that are not in The Canard. None of these is more than 
  100 feet deep and all are dead ends. 
   
  The duergar groups in the mine communicate with 
  each other via messenger on an hourly basis. If the PCs 
  stop to rest to regain spells after a fight, the surviving 
  duergar discover their handiwork and search for them in 
  force. Use the same statistics as Encounter Seven, but use 
  twice the number of monks. If the PCs can drop half 
  their number the remaining duergar flee. Grash orders all 
  the monks back to their monastery and they take their 
  prisoners with them (including any PCs). 
  Encounter Five: Entering the 
  Oakheart 
  In this encounter, the PCs approach the mine and 
  neutralize the guards on duty just inside the mine 
  entrance. At APL 2 there is only one guard instead of two. 
  The mine sits at a slightly lower elevation than the 
  settlement so the PCs can approach directly within 700 
  feet of the mine entrance without being visible. If they 
  approach the mine entrance by moving along the cliff 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 12 
  
  wall, they can move right up to the edge without being in 
  sight of the duergar.   
   
  Rather than approach on foot, the PCs may decide to 
  approach while riding the mining cart with the intent of 
  catching the duergar off guard.  This can only work if the 
  cart is moving under rocket power (i.e., very fast) and the 
  PCs can neutralize them in a single round. Otherwise, the 
  cart whizzes right past the guards and they sound the 
  alarm anyway. However, if the PCs are lucky they may 
  still be able to outrun the alarm as it is passed to the rear 
  of the mine (see Encounters Six and Seven). 
   
  If the PCs approach at a slower speed, (e.g., the cart is 
  pushed by the party’s barbarian) the duergar spot them 
  coming (unless they are invisible) and sound the alarm 
  just as the PCs arrive. 
   
  The cart makes a fair amount of noise creaking and 
  squeaking along the track so a party that wants to sneak 
  up invisibly with it needs to silence it somehow. This can 
  be done with some lubricant and a Disable Device check 
  (DC 12). If the alchemical rockets are firing, the cart is 
  terribly loud and only a silence spell can mute it. 
   
  The first time one or more PCs gets close enough to 
  see the guard(s), read the following (at APL 2 adjust the 
  text to show only one guard present): 
  The mine entrance was obviously a natural cave 
  before it began to be mined. It’s well over 100 feet 
  across at it widest and it looms over you like the maw 
  of a tarrasque. A slow, cool breeze oozes out of the 
  darkness. As your eyes adjust, you can make out a 
  large gong on a rack about four feet in diameter. 
  Sliding into the dark gullet of the mine is the pair of 
  long metal rails that shine in the sunlight. The floor 
  of the mine is rough but neat with only a few oose 
  stones about. It is level here at the entrance but you 
  can see deeper within that it begins to slope 
  downward. 
  l
   
  Creatures:  Have any PC that can see the gong 
  make a Spot check (DC 13). Those that succeed can make 
  out the head and shoulders of two duergar (one at APL 2) 
  crouched against the wall of the mine where it narrows to 
  60 feet. The location of their hiding place requires them 
  to be about 20 feet away from the gong (which is behind 
  them). They each wear a pair of goggles with lenses 
  tinted black. They silently watch the area open area 
  before the mine with calm certainty.   
   
  The sentries are on duty for eight hours shifts. The 
  goggles that the duergar are wearing negate their usual 
  racial penalties for acting in daylight.  Therefore, the 
  duergar do not wear them after dark. 
  APL 2 (EL 2) 
  Duergar Sentry: Male duergar Monk1; hp 10; see 
  Appendix One.  
  APL 4 (EL 4) 
  Duergar Sentries (2): Male duergar Monk1; hp 10; see 
  Appendix Two. 
  APL 6 (EL 6) 
  Duergar Sentries (2): Male duergar Monk3; hp 24; see 
  Appendix Three. 
  APL 8 (EL 8) 
  Duergar Sentries (2): Male duergar Monk5; hp 38; see 
  Appendix Four. 
  APL 10 (EL 10) 
  Duergar Sentries (2): Male duergar Monk7; hp 52; see 
  Appendix Five. 
  APL 12 (EL 12) 
  Duergar Sentries (2): Male duergar Monk9; hp 66; see 
  Appendix Six. 
   
  Tactics: 
  Once 
  combat 
  begins, 
  the 
  duergar 
  immediately move to the gong and sound it. Since the 
  gong is twenty feet away, they have to charge it in order 
  to reach it and ring it in a surprise round. 
   
  To sound the gong, the duergar strike it with their 
  fists. They must hit the gong for what would be 3 points 
  of damage (i.e., before hardness is applied) in order for it 
  to sound loudly enough to be heard by the garrison 
  deeper in the mine. Unless the duergar have been 
  disabled in some way (such that they have a penalty to 
  their damage rolls) they always strike for at least enough 
  damage to sound the gong hard enough to sound it. 
   
  Once the gong is sounded the duergar enlarge 
  themselves if not yet in melee. They hold their positions 
  in the mine and wait for the PCs to come to them. If 
  placed under missile fire (while not in melee), the 
  duergar take full cover behind an outcropping on the 
  mine wall.   
   
  Like all the duergar monks encountered in this 
  scenario, the sentries attack for non-lethal damage by 
  default when using their unarmed strike. This allows 
  them to take prisoners who might have useful 
  information and/or can be made slaves.   
   
  These duergar have no reason to die defending the 
  mine entrance. Once the gong has sounded and one of 
  them is below 25% of his hit points they both turn 
  invisible and attempt to hide and/or flee into the mines. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 13 
  
   
  Development: Each major encampment of duergar 
  has a gong. Once one of them has sounded, the duergar at 
  each adjacent post sound theirs and so on until Grash 
  hears word of an assault. Therefore, once the sentries 
  sound their gong, the PCs hear an answering gong in 1d4 
  rounds. The impact of failure to prevent the sentries from 
  sounding the alarm won’t be felt until the PCs reach 
  Encounters Six and Seven. See those encounters for 
  details. 
   
  Treasure:   
  APL 2: Loot – 3 gp, Coin – 0 gp, Magic – 0gp. 
  APL 4: Loot – 6 gp, Coin – 0 gp, Magic – 0gp. 
  APL 6: Loot – 6 gp, Coin – 0 gp, Magic – 0gp. 
  APL 8: Loot – 6 gp, Coin – 0 gp, Magic – 0gp. 
  APL 10: Loot – 6 gp, Coin – 0 gp, Magic – 0gp. 
  APL 12: Loot – 6 gp, Coin – 0 gp, Magic – 0gp. 
  Foregoing The Canard 
  This encounter does not change if the PCs are not riding 
  the The Canard. 
  Encounter Six: White Knuckles 
  This encounter covers the trip from the mine entrance to 
  its terminus. It is assumed that the PCs are traveling in 
  the Canard and moving at a rapid pace. As the PCs move 
  along the track they have multiple “micro-encounters”: 
  one round encounters that may have an impact on future 
  events. These encounters occur when the PCs reach a 
  particular point on the map.   
   
  The micro-encounters are designed to be fun but not 
  particularly deadly. At lower APLs, some micro-
  encounters have been omitted to preserve this. As a 
  result, the overall encounter level for this encounter 
  remains too small to affect the adventure’s experience 
  award. 
   
  The complete game mechanics of the Canard are 
  listed in DM’s Aid #1: Special Rules for the Canard. You 
  should have carefully read these rules as part of your 
  preparation for running this scenario. Use the Aid as a 
  reference while running any encounters with the 
  Canard. Keep track of where the PCs are based upon their 
  speed and actions. It is highly recommended that you 
  place a copy of the DM’s mine map (see DM’s Map #1:  
  The Oakheart Mine) in front of you with a small die or 
  other token on it to keep track of the PCs current 
  position. Keep this map hidden from the players. Each of 
  the micro encounters is labeled on your map. Run each 
  encounter when the PCs reach that position.  
   
  Do not tell the PCs where they are on the map. 
  Instead, the players must reckon their current position 
  using the descriptions from the micro-encounters. PCs 
  with stone cunning may instead make a Knowledge – 
  Dungeoneering roll. If the character does not have ranks 
  in Knowledge – Dungeoneering s/he can still roll a 
  check, but has a –10 circumstance penalty due to lack of 
  familiarity with underground, mines, etc. 
   
  • 
  DC 10 – The character knows within two 
  squares (i.e., 300 feet) of their current location. 
  Roll randomly to determine what square the 
  character thinks s/he is in. 
  • 
  DC 15 – They character knows within one 
  square (i.e., 150 feet) of their current location. 
  Roll randomly to determine what square the 
  character thinks s/he is in. 
  • 
  DC 20 – The character knows their precise 
  position on the map. 
  The micro-encounters are described in the following 
  subsections. Have the PCs roll initiative once now and 
  use that initiative order for each round that the PCs are 
  riding the cart (including the micro-encounters). Don’t 
  forget that at least one PC must spend a standard action 
  to drive the cart and prevent a crash. 
   
  Some micro-encounters are altered depending upon 
  whether the enemy is “prepared”. If the PCs were able to 
  prevent the duergar spy from returning to the mine, then 
  the enemies are unprepared. If the sentries were able to 
  set off the gong, the duergar can still be unprepared 
  because they are not expecting a high-speed mining cart. 
  If the gong warning comes into play it is specifically 
  mentioned in the micro-encounter. 
  Micro−Encounter 6a:  Forward Guard 
  If the duergar are prepared read the following: 
  As the sunlight rapidly fades away behind you, you 
  are greeted by a small contingent of duergar who are 
  hurriedly loading their crossbows from a posit on of 
  cover. Nearby you see another gong like that used by 
  the sentries. 
  i
  Each duergar takes one shot at the nearest PC on his 
  initiative. Assuming cart is moving at least 100 
  feet/round, the dwarves do not have time to fire again. 
  The PCs, however, can return fire if they wish. Make it 
  clear to the players that they only have one round. 
  If the duergar are unprepared read the following: 
  As the sunlight rapidly fades away behind you, you 
  spot a party of duergar ahead. They appear to be 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 14 
  
  surprised by your approach. Nearby you see another 
  gong, ke that used by the sentries. Looks of surprise 
  stand out on their faces. 
  li
  This duergar outpost is not prepared for a fast moving 
  mining cart and they do not have their crossbows out and 
  do not have cover. They do not have time to fire at the 
  PCs. The PCs have time for one standard action before 
  they roll out of sight.   
   
  Creatures: The makeup of this outpost is identical to 
  the one that the PCs face in Encounter Nine, so use the 
  statistics from that encounter.   
  APL 2 (EL 0) 
  Duergar Disciple: Male Duergar Monk1; hp 10; see 
  Appendix One.  
  Duergar Acolyte (5):  Male Duergar War1; hp 10; see 
  Appendix One. 
  APL 4 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk2; hp 17; 
  see Appendix Two.  
  Duergar Acolyte (7):  Male Duergar War1; hp 10; see 
  Appendix Two. 
  APL 6 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk3; hp 24; 
  see Appendix Three.  
  Duergar Acolyte (8):  Male Duergar Monk1; hp 10; see 
  Appendix Three. 
  APL 8 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk5; hp 38; 
  see Appendix Four.  
  Duergar Acolyte (8):  Male Duergar Monk3; hp 24; see 
  Appendix Four. 
  APL 10 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk7; hp 52; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk5; hp 38; see 
  Appendix Five. 
  APL 12 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk9; hp 66; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk7; hp 52; see 
  Appendix Five. 
   
  Development: The duergar here ring their gong 
  after the PCs have passed. A wise party might attempt to 
  disable the gong. The gong’s wooden frame has hardness 
  5 and 25 hit points.  The gong can also be disabled via a 
  silence spell, a web spell, a tanglefoot bag or similar 
  method. 
  Foregoing The Canard 
  If the PCs are not in The Canard they must defeat or 
  avoid this garrison of monks. These monks still attempt 
  to sound the gong. 
  Micro−Encounter 6b:  Illusion 
  Grash has placed an illusionary ward here to deter 
  prisoners from escaping. However, it works equally well 
  at deterring the invading PCs. Read the following: 
  Abruptly, the mineshaft widens into a larger cavern. 
  Ahead you can see a monstrous rep ilian form 
  emerging from the shadows. Its head turns lazily in 
  your direction and its eyes glint with malice. You 
  recognize with no small amount of dismay that its 
  massive body is blocking the cart track. You have only 
  a few seconds before your hap ess cart collides with 
  the monster. 
  t
  l
  The monstrous form is the illusion of an Old Black 
  Dragon (size Huge, AC 8). Roll initiative for the dragon, 
  insert him into the current initiative order and proceed 
  with the round as normal. 
   
  On his/her turn, a PC who studies the dragon, 
  attacks it, interacts with it is entitled to a Will save (DC 
  14) to recognize that it is an illusion. Once one person 
  disbelieves and announces this fact to the party, 
  subsequent attempts are made with a +4 bonus.  PCs who 
  fail this save must react as if they are really facing a 
  dragon. (Though this particular dragon has no “frightful 
  presence.”) 
   
  On the dragon’s initiative it uses its line of acid 
  breath weapon on as many PCs in the cart as it can target 
  (Reflex DC 24, 16d4 acid “damage”).  Any PC who 
  believes the illusion and is “injured” to below zero hit 
  points by the breath weapon is actually just stunned for 
  one round.   
   
  Once a PC hits the dragon with a weapon or spell, it 
  vanishes. If the dragon has not been hit by the end of the 
  round, it immediately vanishes as the cart plows into it. 
  Foregoing The Canard 
  This encounter does not change if the PCs are not in The 
  Canard, except that the illusion does not automatically 
  vanish at the end of the round, since there is no cart to 
  plow into it. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 15 
  
  Micro−Encounter 6c:  Cart in the Way! 
  Skip this encounter at APL 2.  Otherwise, read the 
  following: 
  As you round a curve you see that the mine shaft 
  forks. You can tell that the main cart track (which you 
  are following) will take the left fork. Directly 
  between you and the fork you behold an insidious 
  carelessness:  someone has left an empty mining cart 
  on the track! You have only a moment to act before 
  you collide with it. 
  The empty cart is somewhat smaller than the canard and 
  made of wood rather than metal. The party has one round 
  to do something about the cart. There are several actions 
  that the PCs can take. Do not read these possibilities to 
  the PCs. Adjudicate any other actions based on the 
  responses below. 
  • 
  A PC at the front of the Canard can ready an 
  action to knock the cart out of the way just 
  before impact. This requires a Strength check 
  (DC 20). A PC with a pole or a pole arm that has 
  reach (e.g., a spear or halberd) gets a +6 bonus 
  on this check for leverage. 
  • 
  As a move action, a PC can brace himself/herself 
  for the impact. This reduces damage taken from 
  the collision but doesn’t prevent it. 
  • 
  A PC can slow The Canard down with the brake 
  and/or mounting and firing canister on the 
  front of the cart. 
  • 
  The PCs can put some sort of soft object 
  between the carts. This doesn’t prevent the 
  collision but does negate any damage that would 
  be taken. It doesn’t prevent the other effects of 
  the collision. 
  • 
  A PC can place himself between the carts to act 
  as the “soft object.” This PC takes double 
  damage from the collision but everyone else is 
  spared. 
  • 
  The PCs can attempt to destroy the cart.  It has 
  hardness 5 and 50 hit points. 
  • 
  The following are some examples of spells that 
  can be used to move the cart out of the way:  
  wood shape, gust of wind, control winds, wind 
  wall, telekinesis. 
  If the empty cart is still on the track at the end of the 
  round the two carts collide with the following results: 
  • 
  All PCs in The Canard take 1d6 damage per 100 
  feet/round that the cart was traveling at the 
  time of impact (e.g, 3d6 damage if traveling at 
  maximum speed).  A PC who used a move action 
  to brace himself takes half damage.  
  • 
  An individual PC can negate 1d6 damage with a 
  Jump check (DC 15) or a Tumble check (DC 15). 
  This PC is now outside the cart, unless they 
  succeeded by 5 or more. 
  • 
  The canisters are not be broken by this impact.   
  • 
  The Canard immediately slows to half the speed 
  it was traveling just before impact. 
  • 
  The Canard’s maximum speed is reduced to 200 
  feet/round since it is now pushing a second 
  cart. 
  • 
  Subsequent Dexterity checks to control The 
  Canard suffer a -2 penalty 
  After the collision, the empty cart can be pushed off of 
  the track with a Strength check (DC 20). This negates the 
  penalties resulting from the collision.   
   
  The PCs may also decide to jump into the smaller 
  cart to avoid being squeezed. For game purposes this 
  smaller cart is 3 feet wide by 7 feet long and can hold two 
  PCs before someone has to squeeze. 
  Foregoing The Canard 
  If the PCs are not in The Canard, read the following: 
  Up ahead, you see that the mineshaft forks. You can 
  tell that the main cart track (which you are following) 
  will take the left fork. Down the right fork you can 
  faintly make out the clank of miners’ picks on stone. 
  Directly between you and the fork someone has left 
  an empty mining cart on the track. 
  If the PCs proceed towards the sound, they encounter all 
  of the captured miners who are able to work. These 
  thirteen gnomes and eight dwarves are still in good 
  spirits but clearly aware that they cannot overwhelm 
  their captors. The miners are guarded by a garrison of 
  duergar identical in make-up to that found Encounter 
  Nine (use those statistics). If the PCs attack, the gnomes 
  and dwarves attack as well. Use the statistics for gnome 
  warriors (Monster Manual p. 132) and dwarven warriors 
  (Monster Manual p. 91) but omit their armor, shields and 
  arm them with picks (1d4 damage for medium and 1d3 
  damage for small). If the fight goes badly, the duergar 
  attempt to flee and/or hold a miner as hostage as 
  appropriate. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 16 
  
  Micro−Encounter 6d:  Rear Guard 
  A contingent of duergar is guarding the passage to the 
  rear of the mine. This micro-encounter plays out 
  differently depending upon whether the alarm gongs 
  have been sounded and whether the duergar are prepared 
  for the approach of the Canard (e.g., the spy from 
  Encounter Four escaped). 
  If the alarm gongs have not sounded and the duergar are 
  unprepared, read the following: 
  Another large fork in the mineshaft comes into view. 
  A small group of duergar stand haphazardly near the 
  entrance to the left shaft but The Canard is already is 
  already curving right away from it. The gray dwarves 
  are clearly surprised by your appearance and have no 
  time to mount a defense. One of them steps toward a 
  nearby gong that’s similar to the others that you’ve 
  seen previously. 
  The PCs have one round to apply ranged attacks on these 
  dwarves if they like. This group is the first to arrive in 
  Encounter Eight so record any damage and adjust the 
  encounter appropriately. 
  If the duergar are prepared but the alarm gongs have not 
  been sounded read the following: 
  Another large fork in the mine shaft comes into view. 
  A small group of duergar move in a flurry of activity 
  near the entrance to the left shaft. They are frantically 
  loading their crossbows as you approach. It appears 
  that they’ll get a shot off before the Carnard follows 
  the track to the right and away from them. A large 
  gong, like the ones you’ve seen previously, sits 
  nearby. 
  On their initiative, each duergar is able to fire at the PCs 
  once as they go by. Similarly, the PCs have one standard 
  action. 
  If the duergar are unprepared but the alarm gongs have 
  sounded read the following: 
  Another large fork in the mineshaft comes into view. 
  As the Canard begins following the track to the right, 
  some of you are able to make out duergar to your left. 
  They are watching you from a position of hiding. A 
  large gong, like the ones you’ve seen previously, sits 
  nearby. 
  On his initiative, any PC who can Spot a duergar (DC 12) 
  is able to target them if they desire. The duergar have 
  cover. 
  If the duergar are prepared and the alarm gongs have 
  sounded, then the duergar have enlarged themselves, 
  turned invisible and moved up to within 10 feet of the 
  cart track.  
  Another large fork in the mineshaft comes into view. 
  Sitting alone at the entrance to the left fork is a large 
  gong, like the ones you’ve seen previously. As the 
  Canard begins following the track to the shaft on 
  your right, two eight-foot-tall duergar suddenly 
  appear on either side of the cart. They lash out with 
  their fists. 
  There are several circumstance at work if the duergar are 
  prepared for this encounter. Review the following 
  carefully: 
  • 
  The duergar have seen the PCs coming and they 
  have a readied action to strike as the cart goes 
  by.   
  • 
  The cart is always moving. To simulate this, 
  stagger the duergar into the existing initiative 
  order. The duergar are paired so begin the 
  round with two duergar attacking. Then allow 2-
  3 PCs an action, then the next pair of duergar 
  attacks, etc.   
  • 
  Due to the speed of the cart there’s only time for 
  each combatant (PC or NPC) to make a standard 
  action as per a surprise round. They can, of 
  course, ready an action to strike at more 
  opportune moment in the round. 
  • 
  Since the duergar are 10 feet from the cart, PCs 
  without reach cannot make a melee attack. 
  Furthermore, the duergar can only attack PCs 
  within their reach (i.e., those on their side of the 
  cart).  
  • 
  The PCs receive a +4 cover bonus to their armor 
  class from the Canard.  
  • 
  The duergar have no cover bonus due to their 
  current large size.  
  • 
  In addition, to their normal attacks, the PCs 
  with reach weapons receive additional attacks of 
  opportunity as the duergar move through their 
  threatened squares. Since the PCs have cover, 
  the duergar do not receive the same. PCs that 
  have not acted in the round yet are considered 
  flat-footed for the purposes of these attacks of 
  opportunity. 
  • 
  Remember that the duergar are invisible until 
  they have attacked.   
   
  Creatures: The makeup of this garrison is identical 
  to the one that the PCs face in Encounter Nine, so use 
  the statistics from that encounter.   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 17 
  
  APL 2 (EL 0) 
  Duergar Disciple: Male Duergar Monk1; hp 10; see 
  Appendix One.  
  Duergar Acolyte (5):  Male Duergar War1; hp 10; see 
  Appendix One. 
  APL 4 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk2; hp 17; 
  see Appendix Two.  
  Duergar Acolyte (7):  Male Duergar War1; hp 10; see 
  Appendix Two. 
  APL 6 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk3; hp 24; 
  see Appendix Three.  
  Duergar Acolyte (8):  Male Duergar Monk1; hp 10; see 
  Appendix Three. 
  APL 8 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk5; hp 38; 
  see Appendix Four.  
  Duergar Acolyte (8):  Male Duergar Monk3; hp 24; see 
  Appendix Four. 
  APL 10 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk7; hp 52; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk5; hp 38; see 
  Appendix Five. 
  APL 12 (EL 0) 
  Duergar Disciple (2): Male Duergar Monk9; hp 66; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk7; hp 52; see 
  Appendix Five. 
   
  Tactics: Regardless of the specifics of the encounter, 
  the monks target unarmored or lightly armored PCs. 
  They sound the gong as soon as the PCs have passed by 
  (if it has not been disabled). 
  Foregoing The Canard 
  If the PCs are not in The Canard they must defeat or 
  avoid this garrison of monks. Remember that the duergar 
  monks attack for non-lethal damage unless it proves 
  ineffective. These monks still attempt to sound the gong 
  and that will have dire consequences later on. 
  Micro−Encounter 6e:  Sharp Bend 
  Skip this encounter at APLs 2 and 4.  Otherwise read the 
  following: 
  Ahead of you, the cart track makes and alarming jog 
  to the left. You’ve been around some tight curves so 
  far, but this one is clearly the tightest you’ve seen yet. 
  Navigating the cart around this bend will be tricky. 
  The PCs are in danger of crashing the cart.  The Dexterity 
  check for keeping the cart from crashing is more difficult 
  here (see below). As a result, more party members may 
  want to use the Aid Another action. If the PCs have been 
  keeping track they should know that they are close to the 
  end of the track. This encounter gives the party a chance 
  to spend one last precious action before the cart surges 
  into the rear of the mine. This is an excellent time to cast 
  a short duration buff spell, for example. You should begin 
  Encounter 
  Seven 
  immediately 
  after 
  this 
  micro-
  encounter. 
   
  To successfully navigate this sharp curve, the check 
  at the end of the round has these higher DCs: 
  Speed
  DC
  less than 150 feet/round 
  7 
  150 – 250 feet/round 
  13 
  greater than 250 feet/round 
  21 
   
  This is the last Dexterity check the PCs must make 
  to pilot the cart. If the cart crashes at this point, have it 
  skid to a halt right at the entrance to the rear cavern 
  where Encounter Seven takes place and modify the 
  introductory boxed text as appropriate. 
  Foregoing The Canard 
  If the PCs are not in The Canard then this encounter is 
  irrelevant. 
  Encounter Seven: Arrival of 
  the Cavalry 
  The PCs probably begin this encounter by entering the 
  rear cavern in The Canard. You should already know 
  what speed the Canard is traveling at this point. 
  The Canard screeches around the corner and hurtles 
  itself into a large cave. The sound of your arrival 
  echoes off the walls. Off to your left, at least a half-
  dozen large spiders in a large pen scuttle about at the 
  sound. In front of you, you can make out a small 
  outbui d ng of recent construction. No enemies are 
  visible in the cave. While the spiders are a little 
  l i
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  unsettling, they appear to be confined. In fact, your 
  most pressing danger right now is the fact that the 
  cart track is about to end at a crude stone barricade 
  right in front of the bui ding. If you don’t stop now, 
  you’re in for a crash! 
  l
  The Canard crashes into the barricade at the end of the 
  first round of combat unless the PCs stop it. Give the PCs 
  (and their invisible enemies) a new initiative roll and 
  begin combat. Be sure to keep track of how many rounds 
  have passed from this point as the reminder of the 
  scenario takes place round-by-round. 
   
  In addition to normal combat related actions, the 
  PCs can attempt to brake or stop the cart using the 
  methods described in DM’s Aid #1. If the cart is still 
  moving at the end of the first round, it crashes into the 
  barricade. Use the rules for adjudicating crashes that are 
  in DM’s Aid #1. 
   
  The prisoners are all located in the east alcove 
  behind a five-foot-tall barricade. Any PC that spends a 
  move action to scan the room for the prisoners locates 
  the barricade (no skill roll required). If any PC calls out to 
  the prisoners, some of them respond with cries for help. 
   
  Creatures: Depending on the circumstances of the 
  PCs arrival, the number and appearance of combatants in 
  the cave varies. The listing below shows all possible 
  creatures. Be certain to remove combatants as indicated 
  below. 
   
  The most likely scenario is that the duergar spy was 
  able to report to Grash. In this case, Grash has prepared 
  for the PCs by stationing three of his best monks in the 
  rear cavern.  See DM’s Map #2:  The Rear Cavern for the 
  prepared positions of all combatants. The spy has also 
  returned Grash’s hat of disguise and Grash currently 
  appears to be a mind flayer. The spy is not present for the 
  actual encounter with the PCs. 
   
  If the PCs prevented the duergar spy from returning 
  to the mine, Grash is the only enemy in the rear cavern. 
  When the PCs arrive, Grash is in the outbuilding. 
   
  If the monks were able to ring their gongs in the 
  previous encounter, then Grash and his guards (if 
  present) have time to position themselves and prepare 
  (see the Tactics section for details).  Grash takes a position 
  near the prisoners. The monks surround the point where 
  they expect the cart to arrive. See DM’s Map #2:  The Rear 
  Cavern for the starting positions of Grash and his guards. 
    
   
  If the gongs were not sounded, then Grash is in the 
  outbuilding. If the guards are present then one of them is 
  guarding the prisoners and the other(s) are in the 
  outbuilding with Grash. Even if the gongs were not 
  sounded, the combatants still have one round to prepare 
  if they hear the cart approach unless the PCs have used a 
  silence spell on The Canard.  
   
  The spiders in the pen are phase spiders. These 
  spiders are identical to those in the Monster Manual 
  (p.207) with two differences:   
  • 
  They have been bred to take two willing (or 
  unconscious) medium-sized passengers with 
  them when they phase.   (Alternatively they can 
  take one large passenger or four small 
  passengers). 
  • 
  Their poison deals Strength damage rather than 
  Constitution damage. 
  Although they can easily use their phase ability to escape 
  their pen, the spiders have been trained to respect such 
  barriers. They have also been trained not to attack unless 
  commanded to do so. Since the phase spiders represent 
  his only means of returning to his monastery, Grash has 
  opted not to risk them against the PCs because they are 
  more valuable to him than the monks under his 
  command. As a result, the phase spiders are not included 
  in the EL calculation.   
   
  Should the PCs attack the spiders or threaten them 
  in an obvious way, the monks order the spiders to attack 
  (which can be devastating at low APLs).  If no monks are 
  present, the spiders have enough sense to phase out and 
  retreat should they be attacked. If more duergar arrive in 
  the cavern, they can call the phase spiders back in order 
  to escape. 
  APL 2 (EL 3 or 5) 
  Grash:  Male Duergar Monk1/Necromancer1; hp 17; 
  see Appendix One. 
  Duergar Guard (2): Male Duergar Monk1; hp 10; see 
  Appendix One.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
  APL 4 (EL 5 or 7) 
  Grash:  Male Duergar Monk1/Necromancer3; hp 29; 
  see Appendix Two. 
  Duergar Guard (3): Male Duergar Monk2; hp 17; see 
  Appendix Two.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
  APL 6 (EL 7 or 9) 
  Grash:  Male Duergar Monk1/Necromancer5; hp 47; 
  see Appendix Three. 
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  Page 19 
  
  Duergar Guard (3): Male Duergar Monk3; hp 24; see 
  Appendix Three.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
  APL 8 (EL 9 or 11) 
  Grash: 
   
  Male 
  Duergar 
  Monk1/Necromancer5 
  /Enlightened Fist2; hp 57; see Appendix Four. 
  Duergar Guard (3): Male Duergar Monk5; hp 38; see 
  Appendix Four.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
  APL 10 (EL 11 or 13) 
  Grash: 
   
  Male 
  Duergar 
  Monk1/Necromancer5/ 
  Enlightened Fist4; hp 83; see Appendix Five. 
  Duergar Guard (3): Male Duergar Monk7; hp 52; see 
  Appendix Five.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
  APL 12 (EL 13 or 15) 
  Grash: 
  Male 
  Duergar 
  Monk1/Necromancer5/ 
  Enlightened Fist6; hp 101; see Appendix Six. 
  Duergar Guard (3): Male Duergar Monk9; hp 66; see 
  Appendix Six.  
  Phase Spiders (11):  hp 42 each; see Monster Manual 
  page 207. 
   
  Tactics: Grash and his guards (if present) always 
  attack for non-lethal damage with their unarmed strikes 
  unless they discover that it is not effective against a given 
  PC. Their intent is to capture and enslave the PCs, not 
  kill them. 
   
  At APL 6 and above, Grash’s guards each carry a 
  crossbow already loaded with a single poisoned crossbow 
  bolt. The poison is equivalent to large scorpion venom 
  (DC 18 Fortitude save resists, 1d6 Str/1d6 Str). Duergar 
  are immune to poison and therefore suffer no chance of 
  poisoning themselves.   
   
  In addition to the poison, Grash and his monks use 
  two other strength draining tactics: the weakening touch 
  feat and the ray of enfeeblement spell. Carrying Capacity 
  rules (PHB pages 161-162) should be enforced during 
  this encounter. 
   
  Grash attempts to escape if it becomes obvious he 
  will not win the battle. A good tactic is to threaten a 
  fireball thrown into the children’s enclosure if he is not 
  allowed to leave. He does this even if he no longer has 
  the spell memorized (allow a Sense Motive vs. Bluff if it is 
  asked for). If he does have an area effect spell, he uses it 
  on the gnomelings exactly as he threatens. Grash’s 
  weakness is his faith in the weakness of other races. 
  Therefore, he delays (rather than readying an action) 
  because he assumes the PCs will heed his threat. If he is 
  attacked he immediately throws the spell. Thus the PCs 
  get one chance (and only one) to drop him once he 
  makes the threat. If the gnomelings are killed the PCs do 
  not receive the Favor of the Quivexes reward on the AR. 
   
  If the PCs allow him, Grash moves to the spiders and 
  mounts one but phases out with all of them. He 
  intercepts the approaching duergar further up the mine 
  and directs them to escape ethereally back to their 
  monastery rather than enter the rear cavern or continue 
  the fight with the charging militia. Do not run 
  Encounters Eight and Nine. The adventure is over. PCs 
  receive experience points for defeating Grash but not for 
  Encounters Eight and Nine.  
  Additional tactics vary somewhat from APL to APL: 
   
  APL 2 and 4: If given time to buff, Grash becomes 
  invisible and casts false life (at APL4), then shield and 
  mage armor. Grash stays invisible by using his robe of 
  bones to summon undead into the fight. He tries to stay 
  out of melee with the PCs as long as possible. When they 
  start closing in on him, he uses ray of enfeeblement on 
  the most dangerous fighter. He tries to cast chill touch (at 
  APL 2) or shocking grasp (at APL 4) in melee. If grappled, 
  he enlarges himself to improve his grapple checks. 
   
  Grash’s guards become invisible just before the PCs 
  arrive (assuming the PCs are heard coming) and then 
  enlarge themselves. Unless they are seen (i.e., via a see 
  invisibility or a good Spot check), they delay for a PC to 
  move past them and provoke an attack of opportunity 
  before they begin combat. They use flurry of blows and 
  stunning fist on lightly armored opponents. They prefer 
  to grapple heavily armored opponents. 
   
  APL 6 and 8: Grash casts greater mage armor and 
  false life every day and it is still up when the PCs arrive 
  unless they specifically delay their arrival. If given time 
  to buff, Grash becomes invisible and then casts alter self 
  (troglodyte), blink (if possible) and shield. Remember 
  Grash gains additional attacks and the Multiattack feat 
  from alter self. At APL 8, if given inadequate time to 
  prepare he remains invisible and continues buffing and 
  moving randomly about the cavern. He then casts fireball 
  on the party as soon as they arrive in the cavern. He uses 
  ray of enfeeblement on the most dangerous looking 
  fighter. He avoids melee, casting spells such as 
  glitterdust. He tries to cast shocking grasp in melee. If 
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  Page 20 
  
  grappled, he enlarges himself to improve his grapple 
  checks. 
   
  Grash’s guards enlarge themselves before the PCs 
  arrive if possible. They then fire one poisoned bolt from 
  each of their crossbows as the PCs arrive (Large Scorpion 
  Venom: DC 18 Fortitude save resists, 1d6 Str/1d6 Str.). 
  They concentrate their fire on lightly armored PCs. They 
  turn invisible to gain a flat-footed AC on their first melee 
  attack (and perhaps give themselves time to enlarge 
  themselves if they haven’t already). They use flurry of 
  blows and pain touch on lightly armored opponents. 
  They use their weakening touch feat (at APL 8) on 
  heavily armored opponents and take advantage of 
  flanking and aid another actions to increase the odds of 
  landing a hit. They prefer to grapple heavily armored 
  opponents, especially once weakened. 
   
  APL 10 and 12:  Grash casts greater mage armor and 
  false life every day and it is still up when the PCs arrive 
  unless they specifically delay their arrival. If given time 
  to buff, Grash becomes invisible and then casts stoneskin, 
  blink, alter self (troglodyte), shield and lesser globe of 
  invulnerability on himself. Remember Grash gains 
  additional attacks and the Multiattack feat from the alter 
  self. He casts Evard’s black tentacles on the PCs as soon as 
  they arrive. If he has not had time to finish buffing, he 
  moves to a position of complete cover (probably behind 
  the outbuilding) to try to finish.  Once an enemy fighter 
  comes into melee he uses an empowered ray of 
  enfeeblement on that PC. He uses his Arcane Fist ability 
  to deliver shocking grasp spells simultaneously with his 
  Fists of Energy ability. If he is grappled (and was 
  previously unable to cast blink) he enlarges himself to 
  improve his grapple checks. 
   
  Grash’s guards enlarge themselves and use alter self 
  (troglodyte) via their Chameleon tattoos before the PCs 
  arrive if possible.  Remember the additional attacks and 
  the Multiattack feat from the alter self. They then fire 
  one poisoned bolt from each of their crossbows as the 
  PCs arrive (Large Scorpion Venom: DC 18 Fortitude save 
  resists, 1d6 Str/1d6 Str.). They concentrate their fire on 
  lightly armored PCs. They turn invisible to gain a flat-
  footed AC on their first melee attack (and perhaps give 
  themselves time to enlarge themselves if they haven’t 
  already). At APL 12, they use their Mountain tattoos if it 
  is clear that they stand between the PCs and where the 
  PCs want to go. They use their improved trip feat on all 
  opponents first, to reduce their armor class. If successful, 
  they use a weakening touch on tripped opponents. Once 
  an opponent is weakened, they switch to grappling. At 
  APL 12, they particularly like to combine flurry of blows 
  with rapid stunning and weakening touch to gain two 
  weakening attacks per round until one of those attacks is 
  successful.  
  Foregoing The Canard 
  If the PCs are not in The Canard and the rear guard was 
  able to sound their gong, then Grash and his guards (if 
  present) have opted to leave.  They’ve murdered the older 
  adults (leaving their bodies behind) and taken the 
  gnomelings with them. The duergar use their phase 
  spiders to avoid the PCs ethereally. Any surviving 
  duergar closer to the surface are rescued and the bodies 
  of defeated duergar are also recovered if it can be done 
  safely.   
   
  If the gong was not sounded, the PCs must approach 
  Grash and his guards from the entrance and defeat 
  him/them. Otherwise, this encounter proceeds as 
  described.   
   
  Depending upon how the PCs made their way here, 
  this may be the last encounter of the scenario for them 
  because the monks that would be involved in Encounter 
  Nine were defeated (or bypassed) as the PCs made their 
  way in. Give the PCs full experience for Encounter Nine 
  in that case. 
   
  Treasure:  
  APL 2: Loot – 20 gp, Coin – 0 gp, Magic – hat of disguise- 
  (150gp), bracers of armor +1- (83gp), robe of bones- 
  (200gp). 
  APL 4: Loot – 23 gp, Coin – 0 gp, Magic – hat of disguise- 
  (150gp), bracers of armor +2- (333gp), robe of bones- 
  (200gp). 
  APL 6: Loot – 73 gp, Coin – 0 gp, Magic – hat of disguise- 
  (150gp), bracers of armor +3- (750gp). 
  APL 8: Loot – 73 gp, Coin – 0 gp, Magic – hat of disguise- 
  (150gp), monk’s belt- (1083gp). 
  APL 10: Loot – 73 gp, Coin – 0 gp, Magic – hat of 
  disguise- (150gp), bracers of armor +3- (750gp), monk’s 
  belt- (1083gp), gloves of dexterity- (333gp). 
  APL 12: Loot – 73 gp, Coin – 0 gp, Magic – hat of 
  disguise- (150gp), bracers of armor +3- (750gp), monk’s 
  belt- (1083gp), bracers of armor +3- (750gp), gauntlet of 
  the dwarven forge- (2000gp). 
   
  Development: Grash’s life is paramount to the other 
  duergar. They sacrifice themselves to protect him and if 
  Grash falls in combat, any remaining guards immediately 
  surrender. They grudgingly request leave to aid their 
  leader and any of their comrades. If the PCs are defeated 
  by this encounter, they are taken prisoner by the monks.  
  The consequences for this are found on the AR.  
  If 
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  Page 21 
  
  the PCs are still in combat 13 rounds after they enter the 
  rear cavern then the first group of duergar monks from 
  mines arrive (see Encounter Nine). 
  Encounter Eight: Now What? 
  This encounter begins immediately after the dust has 
  settled from the fight with Grash. It takes 13 rounds (1.3 
  minutes) for the first reinforcements to arrive once the 
  PCs arrive in the rear cavern. In most situations the PCs 
  have a few rounds to prepare for the onslaught. If no such 
  time is available then skip this encounter. Otherwise, 
  read the following:  
  As the combat ends, a mild quiet falls over the cave. 
  You can make out the muffled sounds of several 
  gnome children calling for help from behind the 
  barricade in the eastern alcove. You can’t hear any 
  approaching duergar yet, but you know they’ll be 
  here and soon. 
  Do not drop out of initiative but continue to take PC 
  actions individually in initiative order. This conveys the 
  appropriate sense of urgency and lets the players know 
  that they should use the available time to prepare. PCs 
  have time to launch multiple ranged attacks against the 
  approaching duergar and can position themselves to 
  benefit from cover.  Keep in mind that PCs without 
  darkvision need a light source to target distant enemies. 
  It is not unfair to remind the party that they will be badly 
  outnumbered by the dwarves. 
   
  There are twelve NPCs imprisoned in the alcove 
  behind the wall: nine gnomelings and their three elderly 
  guardians. They are pleased for the rescue (though 
  surprised it’s not their comrades who have come to do the 
  rescuing). Given a rope, the gnomelings can clamber over 
  the wall easily:  one gnomeling per round per rope. The 
  elderly dwarf (and two gnomes) need some help and 
  require three rounds each to climb over the wall.  PCs 
  who can safely make a hole in the wall (e.g., with a 
  stoneshape spell) can speed up the rescue. 
   
  Should any PC enter the outbuilding, read the 
  following: 
  This small outbuilding is equipped as a satellite office, 
  infirmary and equipment storage facility. The ceiling 
  is a scant six-feet high. On the western wall sits a 
  gnome-sized bunk bed with a bedroll on each bunk. 
  An unlit candle rests on a nearby nightstand next to a 
  leather bound book. Directly before the door is a 
  gnome-sized desk that is currently bare. The rest of 
  the building has been devoted to equipment storage. 
  Shelves line the walls and there are crates and a 
  couple barrels on the floor. A lone window faces 
  south toward the mine entrance. 
  The adventurers can find several standard equipment 
  items that may be of use. The desk’s drawers are locked 
  (DC 12) and contain ink, pens, paper, several records and 
  a small ingot of mithral. The book by the bed is written in 
  gnomish and titled Effective Medical Care with Good 
  Humor.  
   
  The items in the crates and shelves are neatly 
  stacked and labeled (except the toolchest). Finding any 
  particular item requires a Search check (DC 5), which is a 
  standard action. Taking a complete inventory of the 
  equipment requires three full rounds (or two rounds by 
  more than one PC) but eliminates the need for future 
  Search checks. If a PC spends just a single round doing 
  inventory, provide them with a random partial list. The 
  available equipment includes: 
  • 
  6 coils of hempen rope (50 feet) 
  • 
  grappling hook 
  • 
  37 pints of oil 
  • 
  9 common lanterns 
  • 
  1 bullseye lantern 
  • 
  7 miners picks (6 small sized, 1 medium sized) 
  • 
  4 shovels (all for small sized creatures) 
  • 
  1 crowbar (for a small sized creature) 
  • 
  60 trail rations in two sealed wooden crate 
  marked 
  “emergency food rations” which 
  requires a full-round action and a DC 10 
  Strength check to open with a crowbar 
  • 
  30 gallons of water in three sealed barrels each 
  marked “emergency water rations” 
  • 
  6 signal whistles 
  • 
  24 torches 
  • 
  14 candles 
  • 
  2 tanglefoot bags 
  • 
  3 flasks of acid 
  • 
  1 vial of antitoxin 
  • 
  2 sunrods 
  • 
  1 box of 11 tindertwigs 
  • 
  2 healer’s kits 
  • 
  large box of gnomish tools and spare parts (for 
  repairing the mining carts). Some of the 
  contents of this box include: 
  o a pot of foul smelling axle grease and a 
  brush 
  o two hammers, one with a particularly 
  wide head 
  o a pingwill stamper 
  o a gingwatzit 
  o lots of rivets 
  o a pair of finger widgets 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 22 
  
  o several sizes of sheet metal 
  o several wooden boards (none longer 
  than 5 feet) 
  o a wrizzlewringer 
  o 3 metal awls (each a different size) 
  o a dingletamper 
  o 2 pairs of goggles  
  Obviously, a good number of these items could be used 
  by the PCs to help them prepare for the duergar’s attack. 
  On the other hand, some of the tools should be a 
  complete mystery to non-gnomish PCs. Reward 
  creativity. Possible preparations for the fight include the 
  following: 
  • 
  The PCs can use the outbuilding for cover while 
  they fire at the oncoming duergar.  The front of 
  the building has a door and a glass-less window. 
  • 
  The barricade where the gnomelings are being 
  held can also be used for cover but the PCs 
  won’t see the duergar until they are closer. 
  • 
  Any remaining canisters of propellant from the 
  Canard can be hurled at the attackers. A canister 
  can only be used to target a square and not an 
  individual. The canisters have a 10-foot range 
  increment. Once they hit the ground, they 
  explode dealing 3d6 damage to anyone in that 
  square and 2d6 damage to anyone in an adjacent 
  square. 
  • 
  The PCs and gnomelings can hide elsewhere in 
  the cavern. There are six small alcoves in the 
  rear of the cavern that can each hold two 
  medium-sized (or four small sized) creatures. 
  Additional PCs and/or NPCs can hide behind or 
  inside the outbuilding. The duergar enter the 
  cavern and upon finding the prisoners absent 
  they give the cave and the outbuilding a cursory 
  scan (one Spot check taking distance into 
  account) before they move to the phase spiders 
  and escape (taking any fallen duergar with 
  them). The PCs receive full experience points 
  for Encounter Nine if they avoid that encounter 
  in this manner.   
  As a final note, remember that the PCs only have (at best) 
  one minute of game time to prepare. Do not let more 
  than 15 minutes of real time elapse. Encourage quick 
  decisions by the players to mirror the situation in the 
  mine. 
  Foregoing The Canard 
  If the PCs did not arrive in The Canard then this 
  encounter should not occur. 
   
  Treasure: None. Using any of the equipment from 
  the outbuilding to aid in this adventure is fine. Taking it 
  for personal gain is stealing.  
  Encounter Nine: The Alamo? 
  Immediately after the PCs entered the mine, the militia 
  and other claw gorge residents attacked the mine en 
  masse. The duergar garrison at the entrance did not even 
  bother to stay and fight but retreated immediately. Their 
  smaller numbers (and universal darkvision) allowed 
  them slightly outpace the angry throng. Similar routs 
  occurred as the miners moved deeper into the mine. 
  Thus, the duergar arrive in the rear cavern with a primary 
  goal of leaving the mine using the phase spiders. This 
  requires several rounds because there are only a limited 
  number of spiders for all duergar.  The duergar’s 
  secondary goal is to murder the elderly prisoners and 
  kidnap the gnomelings in the back of the mine as reprisal 
  for the monks’ humiliation at the hands of the surface 
  folk. While the PCs can’t possibly defeat the entire 
  duergar force, they don’t have to. They need only hold 
  out for two rounds to survive the encounter. 
   
  Creatures: Two waves of duergar arrive in the rear 
  cavern after the PCs do. Each wave consists of half of the 
  total combatants for this encounter (see below). For 
  example, at APL 6 each wave consists of 1 disciple and 4 
  acolytes. These are followed by a third wave: the miners 
  and militia from the surface (see the Development 
  section below). These waves are described below. 
   
  Wave One: 13 rounds after the PCs first arrive in the 
  rear cavern (i.e., before the combat with Grash begins) 
  some of the rear guard arrives there as well. These 
  duergar are looking to help Grash and defeat the PCs. If 
  the PCs and gnomelings are hiding, the duergar make a 
  brief search (allow one Spot check) and then they and the 
  duergar in wave 2 attempt to retreat with the phase 
  spiders.   
   
  Wave Two: 2 rounds after the rear guard arrives (i.e., 
  15 rounds after the PCs first arrive in the rear cavern) the 
  remainder of the duergar monks arrive (running from 
  the surface folk). There are approximately 30 of these 
  duergar. Fortunately for the PCs, these duergar are bent 
  on escape. Any PC who makes a Listen check (DC 11) can 
  hear the crowd of angry gnomes coming toward them (a 
  frightening sound to be sure). Anyone who succeeds DC 
  21 on the check can estimate that the gnomes will arrive 
  in two rounds. PCs with stonecunning receive a +2 bonus 
  on this check. 
   
  However, a small contingent of this wave of duergar 
  moves toward the PCs to cover their brothers’ retreat. If 
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  Page 23 
  
  the PCs are not visible, this contingent instead moves to 
  retrieve the gnomeling prisoners whom they intend to 
  keep as slaves. This contingent consists of the other half 
  of the combatants listed for this encounter as well as any 
  monks from Wave 1 who remain.  
   
  The monks who are not attacking the PCs whistle to 
  the phase spiders and begin to exit the mine via the 
  ethereal plane. For each surviving spider, two duergar 
  can escape on every other round.   
   
  If the PCs thwart their escape (i.e., the spiders are 
  dead or there is a dimensional anchor in effect), the 
  monks turn and fight rather than face the shame of 
  imprisonment by “lesser” races. They fight to inflict lethal 
  damage at this point. They still lose this fight (the surface 
  folk greatly outnumber them) but not before inflicting 
  severe casualties. 
   
  Wave 3: Two rounds after the last duergar arrive 
  (i.e., 17 rounds after the PCs first arrive in the rear 
  cavern), the miners and militia flood into the cavern. 
  They move directly toward any remaining duergar and 
  attack until all of them are vanquished or have retreated. 
  APL 2 (EL 5) 
  Duergar Disciple: Male Duergar Monk1; hp 10; see 
  Appendix One.  
  Duergar Acolyte (5):  Male Duergar War1; hp 10; see 
  Appendix One. 
  APL 4 (EL 7) 
  Duergar Disciple (2): Male Duergar Monk2; hp 17; 
  see Appendix Two.  
  Duergar Acolyte (7):  Male Duergar War1; hp 10; see 
  Appendix Two. 
  APL 6 (EL 9) 
  Duergar Disciple (2): Male Duergar Monk3; hp 24; 
  see Appendix Three.  
  Duergar Acolyte (8):  Male Duergar Monk1; hp 10; see 
  Appendix Three. 
  APL 8 (EL 11) 
  Duergar Disciple (2): Male Duergar Monk5; hp 38; 
  see Appendix Four.  
  Duergar Acolyte (8):  Male Duergar Monk3; hp 24; see 
  Appendix Four. 
  APL 10 (EL 13) 
  Duergar Disciple (2): Male Duergar Monk7; hp 52; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk5; hp 38; see 
  Appendix Five. 
  APL 12 (EL 15) 
  Duergar Disciple (2): Male Duergar Monk9; hp 66; 
  see Appendix Five.  
  Duergar Acolyte (8):  Male Duergar Monk7; hp 52; see 
  Appendix Five. 
   
  Tactics:  Only half of the listed combatants arrive in 
  this first wave.  As before, these duergar monks begin by 
  attacking for non-lethal damage.  They switch to lethal 
  damage as soon as it becomes clear that they must retreat. 
   
  If Grash and/or his monk guards are still standing 
  when Wave 1 arrives, the newly arrived monks run 
  forward to help as quickly as possible.  Otherwise, they 
  double move forward to attack. If the PCs ambush (or 
  counter attack) the duergar, they only need to drop half 
  of this first wave of duergar (one quarter of the total 
  combatants) to get them to retreat. If retreat is impossible 
  (or suicidal) they surrender, fully expecting to be rescued 
  by their brothers.  
   
  The second wave of duergar neither retreats nor 
  surrenders because they are covering for their brothers 
  who are attempting to escape. If the PCs have taken 
  prisoners, the duergar fight to free them but do not give 
  their lives for that cause. Once they are the only duergar 
  remaining in the cave, they retreat quickly to the phase 
  spiders to make their exit.   
   
  If given the opportunity, the monks attempt to 
  retrieve their dead. If bodies can be easily reached before 
  the surface folks arrive, the monks move to retrieve 
  them. If access is blocked the monks instead attempt to 
  retrieve their dead with their phase spiders. A lone 
  duergar phases in, grabs a body and immediately phases 
  out again (all in the same round). Grash’s body is their 
  first priority. If all visible monk bodies have been 
  retrieved, the monks attempt to retrieve unconscious 
  PCs! If the PCs actively attempt to thwart these retrievals, 
  the monks cease their efforts. Similarly, if the PCs have 
  hidden the bodies, the monks do not attempt to find 
  them. 
   
  Development: As soon as the mob arrives in the 
  cavern, the duergar all turn to defend themselves against 
  this larger threat and continue to retreat as quickly as 
  they are able. From now on, all the duergar ignore the 
  PCs unless a PC provokes an attack of opportunity or a 
  PC performs an action that requires the duergar attack 
  him/her and no one else (e.g., a grappling or the Goad 
  feat). You can end the encounter and read the Conclusion 
  whenever you judge the PCs are out of danger. If the 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 24 
  
  duergar cannot escape, they lose the battle in six rounds 
  (sooner if the PCs continue to help).   
   
  Treasure:   
  APL 2: Loot – 17 gp, Coin – 0 gp, Magic – 0gp. 
  APL 4: Loot – 26 gp, Coin – 0 gp, Magic – 0gp. 
  APL 6: Loot – 23 gp, Coin – 0 gp, Magic – 0gp. 
  APL 8: Loot – 29 gp, Coin – 0 gp, Magic – 0gp. 
  APL 10: Loot – 29 gp, Coin – 0 gp, Magic – 0gp. 
  APL 12: Loot – 29 gp, Coin – 0 gp, Magic – 0gp. 
  Foregoing The Canard 
  If the PCs did not arrive in The Canard then this 
  encounter should not occur. 
  Conclusion 
  Once the battle is done, you should assess the casualties 
  for the surface folk. If the PCs were able to save the 
  gnomelings and continued to attack the duergar after the 
  duergar began ignoring them, then casualties were 
  minimized and the PCs have earned the favor or Oral and 
  Ardy Quivex. If they failed at either of these tasks then 
  they do not receive the favor. If the PCs killed the phase 
  spiders and forced the duergar to fight, it is likely that 
  many additional casualties were inflicted on the surface 
  folk. You should assess the impact of the PCs’ actions and 
  decide whether they have earned the favor. 
   
  If the PCs were successful, read the following 
  concluding text (which may need to be adjusted): 
  As the last of the duergar vanishes from sight, a 
  momentary silence falls over the crowd of miners and 
  militia. Some remain warily glancing about for a new 
  ambush.  Others rush to the sides of their fallen 
  comrades. Abruptly, a mother call out for her child in
  a scared voice, “Bimpnottin?” Immediately there is a 
  reply from knot of children still cowering behind the 
  wall. “Ma?” A chorus of voices follows and there is a 
  reunion of happy gnomes. A soft cheer (almost a sigh) 
  rises from crowd of miners. Oral Quivex strides out of 
  the crown with a broad grin under an angry purple, 
  bruise swelling on h s cheek. “Well done, you lot.” he
  beams, “That was as clever a trick as Garl himself 
  might have done.” 
   
  i
   
  If the PCs were captured by the duergar, read the 
  following: 
  You regain consciousness and heave your eyelids 
  open to view a ligh less world. A faint breeze informs 
  you that your gear and clothing are gone. A soft ache 
  and a gentle swaying tells you have been strapped 
  tightly to one of the duergars’ spiders. Your stomach 
  lurches with the vermin’s motions. The bonds 
  holding you would be easy to wriggle out of…if only 
  you weren’t so weak. Your muscles twitch and writhe 
  uncontrol ed beneath your skin. A duergar’s rancid 
  hiss in your ear makes you aware of an intense 
  headache.  “Are you awake now, my slave? Good. 
  You’ll be happy to know that I’ve decided to name 
  you ‘Teergroth.’ It’s a word that means ‘beaten one’ in 
  the duergar tongue.  Yes, yesterday was the first of 
  many beatings for you, my pet.” Several nearby 
  duergar wheeze with laughter at your captor’s 
  entente. 
  t
  l
  If the PCs failed but were not captured, read the 
  following: 
  The sting of your failure is visible in every gnomish 
  eye in the crowd that watches you emerge from the 
  Oakheart mine. The Quivexes were understanding, if 
  deeply disappointed and word of your failure will no 
  doubt spread quickly. Your honor feels as badly 
  beaten as you do. Perhaps, someday, there will be a 
  way for you to redeem yourselves with the people of 
  The Claw. 
  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 Three 
  Experience objective: Prevent the duergar spy from 
  reporting to Grash either by defeating him in combat or 
  some other means.  
   
  APL2 90 xp 
   
  APL4 90 xp 
   
  All other APLs 30xp 
  Encounter Five 
  Experience objective: Defeat the duergar sentries. 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 25 
  
   
  APL12 360 xp 
  Encounter Six A or Six D 
  Experience objective: If the PCs bypass these duergar via 
  The Canard then no experience is awarded for this 
  encounter.  If the PCs are afoot (or otherwise self 
  propelled) and defeat these duergar then award 
  experience as follows: 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Seven 
  Experience objective:  Defeat Grash to receive the first 
  number.  Add 60xp if the guards are present and also 
  defeated. 
   
  APL2 90 xp or 150 xp 
   
  APL4 150 xp or 210 xp 
   
  APL6 210 xp or 270 xp 
   
  APL8 270 xp or 330 xp 
   
  APL10 330 xp or 390 xp 
   
  APL12 390 xp or 450 xp 
  Encounter Nine 
  Experience objective:  Defeat the duergar with or without 
  the aid of the Claw militia and miners. PCs who obtained 
  experience for Encounter 6A or 6D do not obtain 
  additional experience for Encounter 9.  
     
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Story Award 
  Experience objective: Rescue the captive gnomelings and 
  keep them from harm. 
     
  APL2 45 xp 
   
  APL4 75 xp 
   
  APL6 120 xp 
   
  APL8 150 xp 
   
  APL10 180 xp 
   
  APL12 210 xp 
  Discretionary roleplaying award 
   
  APL2 15 xp 
   
  APL4 30 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 26 
  
  Encounter Three 
  All APLs: L – 3 gp, C – 0 gp, M – 150 gp (hat of disguise 
  150 gp each). 
  Encounter Five 
  APL 2: L – 3 gp, C – 0 gp, M – 0gp. 
  APL 4: L – 6 gp, C – 0 gp, M – 0gp. 
  APL 6: L – 6 gp, C – 0 gp, M – 0gp. 
  APL 8: L – 6 gp, C – 0 gp, M – 0gp. 
  APL 10: L – 6 gp, C – 0 gp, M – 0gp. 
  APL 12: L – 6 gp, C – 0 gp, M – 0gp. 
  Encounter Seven 
  APL 2: L – 20 gp, C – 0 gp, M – 433 gp: hat of disguise 
  (150gp), bracers of armor +1 (83gp), robe of bones 
  (200gp). 
  APL 4: L – 23 gp, C – 0 gp, M – 683 gp: hat of disguise 
  (150gp), bracers of armor +2 (333gp), robe of bones 
  (200gp). 
  APL 6: L – 73 gp, C – 0 gp, M – 900gp: hat of disguise 
  (150gp), bracers of armor +3 (750gp). 
  APL 8: L – 73 gp, C – 0 gp, M – 1566gp: hat of disguise 
  (150gp), bracers of armor +2 (333gp), monk’s belt 
  (1083gp). 
  APL 10: L – 73 gp, C – 0 gp, M – 2316gp: hat of disguise 
  (150gp), monk’s belt (1083gp), bracers of armor +3 
  (750gp), gloves of dexterity (333gp). 
  APL 12: L – 73 gp, C – 0 gp, M – 3983gp: hat of disguise 
  (150gp), monk’s belt- (1083gp), bracers of armor +3 
  (750gp), gauntlet of the dwarven forge (2000gp). 
  Encounter Nine 
  APL 2: L – 17 gp, C – 0 gp, M – 0gp. 
  APL 4: L – 26 gp, C – 0 gp, M – 0gp. 
  APL 6: L – 23 gp, C – 0 gp, M – 0gp. 
  APL 8: L – 29 gp, C – 0 gp, M – 0gp. 
  APL 10: L – 29 gp, C – 0 gp, M – 0gp. 
  APL 12: L – 29 gp, C – 0 gp, M – 0gp. 
  Total Possible Treasure 
  APL 2: L – 43 gp, C – 0 gp, M – 433gp. Total: 476 gp 
  (Maximum 450 gp). 
  APL 4: L – 58 gp, C – 0 gp, M – 683gp. Total: 741 gp 
  (Maximum 650 gp). 
  APL 6: L – 105 gp, C – 0 gp, M – 900gp. Total: 1005 gp 
  (Maximum 900 gp). 
  APL 8: L – 111 gp, C – 0 gp, M – 1566gp. Total: 1677 gp 
  (Maximum 1300 gp). 
  APL 10: L – 111 gp, C – 0 gp, M – 2316gp. Total: 2427 gp 
  (Maximum 2300 gp). 
  APL 12: L – 111 gp, C – 0 gp, M – 3983gp. Total: 4094 gp 
  (Maximum 3300 gp). 
  Special 
  Favor of the Quivexes: Oral and Ardy Quivex are 
  grateful to you for rescuing their mine, the miners and 
  their children with a minimum of casualties.  As a result, 
  they’ve agreed to sell you enough mithral to have one suit 
  armor, one weapon or one shield of your choice crafted 
  for you.  Cross off this favor once it is used. 
  Favor of Davin Steelstern: For your instrumental role in 
  driving off the duergar, the owner of the Oakheart mine 
  holds you in high esteem. Davin is a powerful dwarf with 
  a lot of connections in Furyondy and abroad. Among 
  other, less tangible benefits, Davin’s favor grants you 
  regional access to buy dwarvencraft armor, shields and 
  weapons.  See Races of Stone p.159. 
  Favor of Preak Osshius: For successfully proving his 
  invention (“The Canard”) you have earned the favor of an 
  up and coming gnome wizard.  I wonder if that’s a good 
  thing or a bad thing? 
  Ire of Grash: You allowed the duergar wizard Grash to 
  escape (or his fellow monks were able to escape with his 
  body and have had him raised).  As a result, Grash has 
  reserved a special place for you in his malicious heart. 
  Imprisoned in the Heart of Venom: As a result of your 
  capture in the Oakheart mine the duergar monks have 
  enslaved you. They’ve taken you to their monastery in a 
  lightless place known as the Heart of Venom. This PC 
  cannot be played in any further adventures until s/he is 
  rescued. Contact the Furyondy triad. 
  Earthsilk jersey: See Races of Stone p.160. To keep this 
  jersey in good repair, the PC must spend 50gp per year in 
  addition to the purchase cost.   
  Altered Phase Spider Venom: This poison’s effects are 
  identical to Large Scorpion Venom (see DMG p.296).  
  PCs may buy a maximum of three doses. 
  Grash’s Spell Book(s): 
  APL 2: 1
  st — cause fear, chill touch, jump, mage armor, 
  ray of enfeeblement, shield.  (700 gp) 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 27 
  
  APL 4 (all of APL 2 plus): 1
  st — lesser orb of acid
  CA, 
  shocking grasp, unseen servant; 2
  nd — command undead, 
  false life, scorching ray. (1600 gp) 
  APL 6 (all of APL 4 plus): 2
  nd — blindness/deafness, 
  glitterdust, alter self; 3
  rd —  fireball, greater mage armor
  CA, 
  halt undead. (3100 gp) 
  APL 8 (all of APL 6 plus):  3
  rd — blink, dispel magic, ray 
  of exhaustion, spectral hand. (4300 gp) 
  APL 10 (all of APL 8 plus): 4
  th — animate dead, bestow 
  curse, Evard’s black tentacles, Otiluke’s resilient sphere, 
  stoneskin, wrack
  CD. (6700 gp) 
  APL 12 (all of APL 10 plus):  5
  th — reciprocal gyre
  CA, 
  symbol of pain, spirit wall
  CA. (8200 gp) 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Sun Lenses (Adventure; SandStorm p.100; 10 gp) 
  • 
  Hat of disguise (Adventure; DMG p.258; 1800gp) 
  • 
  earthsilk jersey (Adventure; Races of Stone p.160; 
  and also see above; 150gp) 
  • 
  Robe of bones (Adventure; DMG p.265; 2400gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Bracers of armor +2 (Adventure; DMG p.250; 4000 
  gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Bracers of armor +3 (Adventure; DMG p.250; 9000 
  gp) 
  • 
  Altered Phase Spider Venom (Adventure; see above, 
  200gp) 
   
  APLs 8-10 (all of APLs 2-6 plus the following): 
  • 
  Monk’s Belt (Adventure; DMG p.248; 13,000 gp) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Gauntlet of the Dwarven Forge (Adventure; 
  Complete Warrior p.135; 24000 gp) 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 28 
  
  Appendix One – APL 2 
  Encounter Five 
   
   
   
   
  Duergar Guard: Male Duergar Mnk1; CR 2; Medium 
  Humanoid (4'3"); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; 
  AC 14, touch 14, flat-footed 13; BAB/Grp: +0/+6; Atk:  
  +1 ranged (1d8/19-20, light crossbow); Full Atk:  +1 
  ranged (1d8/19-20, light crossbow) or +2 melee (1d6+2, 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, 
  stonecunning, 
  immunity 
  to 
  poison/phantasm /paralysis, dwarven stability, +2 saves 
  versus spells and spell-like effects, spell-like abilities, 
  Flurry of Blows; AL LE; SV Fort +4, Ref +3, Will +5; Str 
  14, Dex 12, Con 14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge –
  Religion +1, Listen +6, Move Silently +8, Spot +6, 
  Tumble +5; Languages: Common, Undercommon, 
  Dwarven; Improved Grapple, Improved Unarmed 
  Strike, Stunning Fist (DC 13, 1/day). 
   
  Possessions: Crossbow bolts (10), Light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz1; CR 3; 
  Medium Humanoid (4'1"); HD 1d8+1d4+6; hp 
  17; Init +2; Spd 20 ft.; AC 15, touch 14, flat-
  footed 13; BAB/Grp: +0/-1; Atk:  -1 melee (1d6-1 
  unarmed strike); Full Atk:  -1 melee (1d6-1 
  unarmed strike) or  +2 ranged (1d8-1/19-20 light 
  crossbow); 
  SQ 
  Darkvision 
  120 
  ft., 
  Light 
  Sensitivity, 
  Stonecunning, 
  immunity 
  to 
  poison/phantasm/paralysis, dwarven stability, +2 saves 
  versus spells and spell-like effects, spell-like abilities, 
  Flurry of Blows, Summon Familiar, Necromancy 
  Specialization 
  (Enchantment 
  and 
  Illusion 
  Prohibited), DR 1/slashing or bludgeoning; AL 
  LE; SV Fort +5, Ref +4, Will +6; Str 9, Dex 14, 
  Con 16, Int 14, Wis 14, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +4, 
  Concentration +8, Knowledge – Arcana +6, 
  Knowledge –Religion +6, Listen +5, Move 
  Silently +10, Spot +5, Tumble +6, Spellcraft +6; 
  Languages: Common, Undercommon, Dwarven, 
  Draconic, Terran; Combat Casting, Improved 
  Unarmed Strike, Scribe Scroll, Stunning Fist 
  (DC 13, 1/day). 
   
  Possessions:  spell component pouch, Light 
  crossbow, crossbow bolts (10), earthsilk jersey, 
  bracers of armor +1, robe of bones, spellbook. 
   
  Spells Prepared (3+1/2+1, base DC = 12 + spell 
  level): 0—acid splash, detect magic, touch of fatigue 
  (2); 1st—chill touch, mage armor, ray of enfeeblement, 
  shield. 
   
  Power-up Suite (invisibility, shield, mage 
  armor) – AC 23, touch 14, flat-footed 21. 
  Duergar Guard: see Encounter Five. 
  Encounter Nine 
   
   
   
   
  Duergar Disciple: see Duergar Guard in Encounter 5. 
   
  Duergar Acolyte: Male Duergar War1; CR 1; Medium 
  Humanoid (4'4"); HD 1d8+2; hp 10; Init +0; Spd 20 ft.; 
  AC 10, touch 10, flat-footed 10; BAB/Grp: +1/+3; Atk:  
  +1 ranged (1d8/19-20 light crossbow); Full Atk:  +1 
  ranged (1d8/19-20 light crossbow) or  +3 melee (1d3+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, 
  stonecunning, 
  immunity 
  to 
  poison/phantasm/ paralysis, dwarven stability, +2 saves 
  versus spells and spell-like effects, spell-like abilities,; 
  AL LE; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 
  14, Int 9, Wis 10, Cha 4. 
  Skills and Feats: Knowledge – Religion +0, Move 
  Silently +5; Languages: Common, Undercommon, 
  Dwarven; Improved Unarmed Strike. 
  Possessions: crossbow bolts (10), light crossbow. 
  Power-up Suite (enlarge person) – AC 8, touch 
  8, flat-footed 8; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d4+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 29 
  
  Appendix Two – APL 4 
  Encounter Five 
   
   
   
   
  Duergar Guard: Male Duergar Mnk1; CR 2; Medium 
  Humanoid (4'3"); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; 
  AC 14, touch 14, flat-footed 13; BAB/Grp: +0/+6; Atk:  
  +1 ranged (1d8/19-20, light crossbow); Full Atk:  +1 
  ranged (1d8/19-20, light crossbow) or +2 melee (1d6+2, 
  unarmed); SQ Darkvision 120 ft., light sensitivity, 
  stonecunning, 
  immunity 
  to 
  poison/phantasm/ 
  paralysis, dwarven stability, +2 saves versus spells and 
  spell-like effects, spell-like abilities, Flurry of Blows; 
  AL LE; SV Fort +4, Ref +3, Will +5; Str 14, Dex 12, Con 
  14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge –
  Religion +1, Listen +6, Move Silently +8, Spot +6, 
  Tumble +5; Languages: Common, Undercommon, 
  Dwarven; Improved Grapple, Improved Unarmed 
  Strike, Stunning Fist (DC 13, 1/day). 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz3; CR 5; Medium 
  Humanoid (4'1"); HD 1d8+3d4+12; hp 29; Init +2; Spd 
  20 ft.; AC 16, touch 14, flat-footed 14; BAB/Grp: +1/+1; 
  Atk:  +3 melee (1d6 unarmed strike); Full Atk:  +3 
  melee (1d6 unarmed strike) or  +3 ranged (1d8/19-20 
  light crossbow); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows, Summon 
  Familiar, Necromancy Specialization (Enchantment 
  Prohibited, Illusion Prohibited), DR 1/slashing or 
  bludgeoning; AL LE; SV Fort +6, Ref +5, Will +7; Str 10, 
  Dex 14, Con 16, Int 14, Wis 14, Cha 4. 
   
  Skills and Feats: Concentration +9, Knowledge – 
  Arcana +8, Knowledge – Religion +8, Listen +5, Move 
  Silently +10, Spot +5, Tumble +6, Craft +2, Spellcraft 
  +10; Languages: Common, Undercommon, Dwarven, 
  Draconic, 
  Terran; 
  Combat 
  Casting, 
  Improved 
  Unarmed Strike, Scribe Scroll, Stunning Fist (DC 14, 
  1/day), Weapon Finesse. 
   
  Possessions: earthsilk jersey, robe of bones, bracers 
  of armor +2, spell component pouch, light crossbow, 
  crossbow bolts (10), spellbook (see the AR for 
  details). 
   
  Spells Prepared (4+1/3+1/2+1, base DC = 12 + spell 
  level): 0—acid splash (2), detect magic, touch of fatigue 
  (2); 1st—chill touch, mage armor, ray of enfeeblement 
  (2), shield; 2nd – false life, scorching ray. 
   
  Power-up Suite (invisibility, false life, shield, 
  mage armor) – hp 37; AC 23, touch 14, flat-footed 21. 
  Duergar Guard: see Encounter Five. 
  Encounter Nine 
   
   
   
   
  Duergar Disciple: Male Duergar Mnk2; CR 3; 
  Medium Humanoid (4'3"); HD 2d8+4; hp 17; Init +1; 
  Spd 20 ft.; AC 14, touch 14, flat-footed 13; BAB/Grp: 
  +1/+7; Atk:  +2 ranged (1d8/19-20 light crossbow); Full 
  Atk:  +2 ranged (1d8/19-20 light crossbow) or  +3 melee 
  (1d6+2 unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +1/+1, 
  Evasion; AL LE; SV Fort +5, Ref +4, Will +6; Str 14, Dex 
  12, Con 14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge –
  Religion +2, Listen +6, Move Silently +9, Spot +6, 
  Tumble +6; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Stunning Fist (DC 14, 
  2/day). 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Duergar Acolyte: Male Duergar War1; CR 1; Medium 
  Humanoid (4'4"); HD 1d8+2; hp 10; Init +0; Spd 20 ft.; 
  AC 10, touch 10, flat-footed 10; BAB/Grp: +1/+3; Atk:  
  +1 ranged (1d8/19-20 light crossbow); Full Atk:  +1 
  ranged (1d8/19-20 light crossbow) or  +3 melee (1d3+2 
  unarmed strike); SQ Darkvision 120 ft., light 
  sensitivity, stonecunning; AL LE; SV Fort +4, Ref +0, 
  Will +0; Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 4. 
   
  Skills and Feats: Knowledge – Religion) +0, Move 
  Silently +5; Languages: Common, Undercommon, 
  Dwarven; Improved Unarmed Strike. 
   
  Possessions: crossbow bolts (10), light crossbow. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 30 
  
  Power-up Suite (enlarge person) – AC 8, touch 
  8, flat-footed 8; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d4+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 31 
  
  Appendix Three – APL 6 
  Encounter Five 
   
   
   
   
  Duergar Guard: Male Duergar Mnk3; CR 4; Medium 
  Humanoid (4'3"); HD 3d8+6; hp 24; Init +1; Spd 25 ft.; 
  AC 14, touch 14, flat-footed 13; BAB/Grp: +2/+8; Atk:  
  +3 ranged (1d8/19-20 light crossbow); Full Atk:  +3 
  ranged (1d8/19-20 light crossbow) or  +4 melee (1d6+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +2/+2, 
  Evasion, Still Mind: +2 save vs. enchantment spells; AL 
  LE; SV Fort +5, Ref +4, Will +6; Str 14, Dex 12, Con 14, 
  Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge – 
  Religion +3, Listen +6, Move Silently +11, Spot +6, 
  Tumble +7; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Pain Touch, Stunning Fist 
  (DC 14, 3/day). 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +3 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +3 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +4 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz5; CR 7; Medium 
  Humanoid (4'1"); HD 1d8+5d4+18; hp 47; Init +2; Spd 
  20 ft.; AC 17, touch 14, flat-footed 15; BAB/Grp: +2/+2; 
  Atk:  +4 melee (1d6 unarmed strike); Full Atk:  +4 
  melee (1d6 unarmed strike) or  +4 ranged (1d8/19-20 
  light crossbow); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows, Summon 
  Familiar, Necromancy Specialization (Enchantment 
  Prohibited, Illusion Prohibited), DR 1/slashing or 
  bludgeoning; AL LE; SV Fort +6, Ref +5, Will +8; Str 10, 
  Dex 14, Con 16, Int 14, Wis 14, Cha 4. 
   
  Skills and Feats: Appraise +4, Concentration +11, 
  Knowledge – Arcana +10, Knowledge – Religion +10, 
  Listen +5, Move Silently +10, Spot +5, Tumble +6, 
  Spellcraft +11; Languages: Common, Undercommon, 
  Dwarven, Draconic, Terran; Combat Casting, Empower 
  Spell, Improved Toughness, Improved Unarmed 
  Strike, Scribe Scroll, Stunning Fist (DC 15, 2/day), 
  Weapon Finesse. 
   
  Possessions: earthsilk jersey, bracers of armor +3, 
  spell component pouch, light crossbow, crossbow bolts 
  (10), spellbook (see the AR for details). 
   
  Spells Prepared (4+1/4+1/3+1/1+1, base DC = 12 + 
  spell level): 0—acid splash (2), detect magic, touch of 
  fatigue (2); 1st—lesser orb of acid, ray of enfeeblement 
  (2), shield, shocking grasp; 2nd – alter self, false life, 
  glitterdust, scorching ray; 3rd – fireball, greater mage 
  armor. 
   
   
   
  Power-up Suite (greater mage armor, false life, 
  invisibility, alter self[troglodyte], blink, shield) – hp 
  57; AC 31, touch 14, flat-footed 29; Atk:  +4 melee (1d6 
  unarmed strike); Full Atk:  +4/+4 melee (1d6 unarmed 
  strike) and +4 melee (1d4 bite); SQ 50% miss chance. 
  Duergar Guard: see Encounter Five. 
  Encounter Nine 
   
   
   
   
  Duergar Disciple:  see Duergar Guard in Encounter 
  Five. 
  Duergar Acolyte: Male Duergar Mnk1; CR 2; Medium 
  Humanoid (4'3"); HD 1d8+2; hp 10; Init +1; Spd 20 ft.; 
  AC 14, touch 14, flat-footed 13; BAB/Grp: +0/+6; Atk:  
  +1 ranged (1d8/19-20, light crossbow); Full Atk:  +1 
  ranged (1d8/19-20, light crossbow) or +2 melee (1d6+2, 
  unarmed); SQ Darkvision 120 ft., light sensitivity, 
  stonecunning, 
  immunity 
  to 
  poison/phantasm/ 
  paralysis, dwarven stability, +2 saves versus spells and 
  spell-like effects, spell-like abilities, Flurry of Blows ; 
  AL LE; SV Fort +4, Ref +3, Will +5; Str 14, Dex 12, Con 
  14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge –
  Religion +1, Listen +6, Move Silently +8, Spot +6, 
  Tumble +5; Languages: Common, Undercommon, 
  Dwarven; Improved Grapple, Improved Unarmed 
  Strike, Stunning Fist (DC 13, 1/day). 
   
  Possessions: Crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +1 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +1 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +2 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
   
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 32 
  
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 33 
  
  Appendix Four – APL 8 
  Encounter Five 
   
   
   
   
  Duergar Guard: Male Duergar Mnk5; CR 6; Medium 
  Humanoid (4'3"); HD 5d8+10; hp 38; Init +1; Spd 30 ft.; 
  AC 15, touch 15, flat-footed 14; BAB/Grp: +3/+9; Atk:  
  +4 ranged (1d8/19-20 light crossbow); Full Atk:  +4 
  ranged (1d8/19-20 light crossbow) or  +5 melee (1d8+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +4/+4, 
  Evasion, Still Mind, Ki Strike – Magic, Slow Fall 20 ft., 
  Purity of Body; AL LE; SV Fort +6, Ref +5, Will +7; Str 
  14, Dex 12, Con 14, Int 8, Wis 17, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge – 
  Religion +5, Listen +6, Move Silently +13, Spot +6, 
  Tumble +9; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Stunning Fist (DC 15, 
  5/day), Weakening Touch. 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 13, touch 
  13, flat-footed 12; Atk: +4 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +4 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +5 
  melee 
  (2d6+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz5/Enlightened Fist2; 
  CR 9; Medium Humanoid (4'1"); HD 1d8+5d4+2d8+24; 
  hp 57; Init +2; Spd 30 ft.; AC 17, touch 14, flat-footed 
  14; BAB/Grp: +3/+3; Atk:  +5 melee (1d8 unarmed 
  strike); Full Atk:  +5 melee (1d8 unarmed strike) or  +5 
  ranged (1d8/19-20 light crossbow); SQ Darkvision: 120 
  ft., light sensitivity, stonecunning, Flurry of Blows: -2/-
  2, Summon Familiar, Necromancy Specialization 
  (Enchantment and Illusion Prohibited), DR 1/slashing 
  or bludgeoning; AL LE; SV Fort +6, Ref +8, Will +11; 
  Str 10, Dex 14, Con 16, Int 15, Wis 14, Cha 4. 
   
  Skills and Feats: Concentration +13, Escape Artist 
  +2, Knowledge – Arcana +10, Knowledge – Religion 
  +10, Listen +5, Move Silently +11, Spot +5, Tumble +12, 
  Spellcraft +15; Languages: Common, Undercommon, 
  Dwarven, Draconic, Terran; Close Quarters Fighting, 
  Combat Casting, Empower Spell, Improved Unarmed 
  Strike, Scribe Scroll, Stunning Fist (DC 16, 4/day), 
  Weapon Finesse. 
   
  Possessions: earthsilk jersey, monk's belt, spell 
  component pouch, light crossbow, crossbow bolts (10), 
  bracers of armor +2, spellbook (see the AR for 
  details). 
   
  Spells Prepared (4+1/4+1/4+1/2+1, base DC = 12 + 
  spell level): 0—acid splash (2), detect magic, touch of 
  fatigue (2); 1st—lesser orb of acid, ray of enfeeblement 
  (2), shield, shocking grasp; 2nd – alter self, false life, 
  glitterdust, scorching ray (2); 3rd – blink, fireball, 
  greater mage armor, ray of enfeeblement – empowered. 
   
   
   
  Power-up Suite (greater mage armor, false life, 
  invisibility, alter self[troglodyte], blink, shield) – hp 
  67; AC 32, touch 15, flat-footed 30; Full Atk:  +5/+5 
  melee (1d8 unarmed strike) and +5 melee (1d4 bite); 
  SQ 50% miss chance. 
  Duergar Guard: see Encounter Five. 
  Encounter Nine 
   
   
   
   
  Duergar Acolyte: Male Duergar Mnk3; CR 4; Medium 
  Humanoid (4'3"); HD 3d8+6; hp 24; Init +1; Spd 25 ft.; 
  AC 14, touch 14, flat-footed 13;BAB/Grp: +2/+8; Atk:  
  +3 ranged (1d8/19-20 light crossbow); Full Atk:  +3 
  ranged (1d8/19-20 light crossbow) or  +4 melee (1d6+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +2/+2, 
  Evasion (Ex), Still Mind (Ex): +2 save vs. enchantment 
  spells; AL LE; SV Fort +5, Ref +4, Will +6; Str 14, Dex 
  12, Con 14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge 
  (Religion) +3, Listen +6, Move Silently +11,  Spot +6, 
  Tumble +7; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Improved Grapple, 
  Improved Unarmed Strike, Pain Touch, Stunning Fist 
  (DC 14, 3/day). 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 12, touch 
  12, flat-footed 11; Atk:  +3 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +3 ranged (2d6/19-20, light 
  crossbow) 
  or 
  +4 
  melee 
  (1d8+3, 
  unarmed 
  strike);Space/Reach 10ft/10ft. 
  Duergar Disciple: see Duergar Guard in Encounter 
  Five. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 34 
  
  Appendix Five – APL 10 
  Encounter Five 
   
   
   
   
  Duergar 
  Guard: Male Duergar Mnk6/Tattooed 
  Monk1; CR 8; Medium Humanoid (4'3"); HD 
  6d8+1d8+14; hp 52; Init +1; Spd 30 ft.; AC 15, touch 15, 
  flat-footed 14;BAB/Grp: +4/+10; Atk:  +5 ranged 
  (1d8/19-20 light crossbow); Full Atk:  +5 ranged 
  (1d8/19-20 light crossbow) or  +6 melee (1d8+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +5/+5, 
  Evasion (Ex), Still Mind (Ex): +2 save vs. enchantment 
  spells, Ki Strike (Ex): Magic, Slow Fall (Ex): 30 ft., 
  Purity of Body (Ex): Immune to diseases, Chameleon 
  Tattoo; AL LE; SV Fort +9, Ref +8, Will +10; Str 14, Dex 
  12, Con 14, Int 8, Wis 17, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge 
  (Religion) +6, Listen +7, Move Silently +15,  Spot +6, 
  Tumble +11; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Endurance, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Stunning Fist (DC 16, 6/day), Weakening Touch. 
   
  Chameleon Tattoo: A character with this tattoo 
  can use an alter self effect once per day per tattoo he 
  possesses.  This benefit lasts one round per class level. 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up 
  Sui e 
  (enlarge 
  person, 
  alter 
  self[troglodyte]) – AC 19, touch 13, flat-footed 19; Atk: 
  +5 ranged (2d6/19-20, light crossbow); Full Atk:  +5 
  ranged (2d6/19-20, light crossbow) or +6/+6 melee 
  (2d6+3, unarmed strike) and +6 melee (1d6+1 bite); 
  Space/Reach 10ft/10ft. 
  t
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz5/Enlightened Fist4; 
  CR 
  11; 
  Medium 
  Humanoid 
  (4'1"); 
  HD 
  1d8+5d4+4d8+30; hp 83; Init +3; Spd 30 ft.; AC 19, 
  touch 15, flat-footed 15;BAB/Grp: +5/+5; Atk:  +8 melee 
  (1d8 unarmed strike); Full Atk:  +8 melee (1d8 
  unarmed strike) or  +8 ranged (1d8/19-20 light 
  crossbow); SQ Darkvision: 120 ft., light sensitivity, 
  stonecunning, Flurry of Blows, Summon Familiar, 
  Necromancy Specialization (Enchantment and Illusion 
  Prohibited), DR 1/slashing or bludgeoning; AL LE; SV 
  Fort +7, Ref +10, Will +12; Str 10, Dex 16, Con 16, Int 
  15, Wis 14, Cha 4. 
   
   
  Skills and Feats: Concentration +16, Knowledge – 
  Arcana +10, Knowledge – Religion +10, Listen +5, 
  Move Silently +16, Spot +5, Tumble +16, Spellcraft +17; 
  Languages: 
  Common, 
  Undercommon, 
  Dwarven, 
  Draconic, Terran; Close Quarters Fighting, Combat 
  Casting, 
  Empower 
  Spell, 
  Improved 
  Toughness, 
  Improved Unarmed Strike, Scribe Scroll, Stunning Fist 
  (DC 17, 6/day), Weapon Finesse. 
   
  Possessions: 
  unarmed 
  strike 
  (1d6), 
  spell 
  component pouch, light crossbow, crossbow bolts (10), 
  earthsilk jersey, monk's belt, bracers of armor +3, 
  gloves of dexterity +2, spellbook (see the AR for 
  details). 
   
  Spells Prepared (4+1/5+1/4+1/3+1/2+1, base DC = 
  12 + spell level): 0—acid splash (2), detect magic, touch 
  of fatigue (2); 1st—lesser orb of acid, ray of 
  enfeeblement (2), shield, shocking grasp (2); 2nd – 
  alter self, false life, glitterdust, scorching ray (2); 3rd – 
  blink, fireball, greater mage armor, ray of enfeeblement 
  – empowered; 4th – black tentacles, lesser globe of 
  invulnerability, stoneskin, wrack. 
   
  Power-up Suite (greater mage armor, false life, 
  invisibility, stoneskin, blink, alter self[troglodyte], 
  shield, lesser globe of invulnerability) – hp 96; AC 
  33, touch 16, flat-footed 31; Full Atk:  +8/+8 melee (1d8 
  unarmed strike) and +8 melee (1d4 bite); SQ DR 
  10/adamantine, 50% miss chance, immune to 1
  st, 2
  nd 
  and 3
  rd level spells. 
  Duergar Guard: same stats as Encounter Five. 
  Encounter Nine 
  Duergar Acolyte: Male Duergar Mnk5; CR 6; Medium 
  Humanoid (4'3"); HD 5d8+10; hp 38; Init +1; Spd 30 ft.; 
  AC 15, touch 15, flat-footed 14;BAB/Grp: +3/+9; Atk:  
  +4 ranged (1d8/19-20 light crossbow); Full Atk:  +4 
  ranged (1d8/19-20 light crossbow) or  +5 melee (1d8+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows: +4/+4, 
  Evasion (Ex), Still Mind (Ex): +2 save vs. enchantment 
  spells, Ki Strike (Ex): Magic, Slow Fall (Ex): 20 ft., 
  Purity of Body (Ex): Immune to diseases; AL LE; SV 
  Fort +6, Ref +5, Will +7; Str 14, Dex 12, Con 14, Int 8, 
  Wis 17, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge 
  (Religion) +5, Listen +6, Move Silently +13,  Spot +6, 
  Tumble +9; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Improved Grapple, 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 35 
  
  Improved Unarmed Strike, Stunning Fist (DC 15, 
  5/day), Weakening Touch. 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up Suite (enlarge person) – AC 13, touch 
  13, flat-footed 12; Atk: +4 ranged (2d6/19-20, light 
  crossbow); Full Atk:  +4 ranged (2d6/19-20, light 
  crossbow) or +5 melee (2d6+3, unarmed strike); 
  Space/Reach 10ft/10ft. 
  Duergar Disciple: same stats as Encounter Five. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 36 
  
  Appendix Six – APL 12
  Encounter Five 
   
   
   
   
  Duergar 
  Guard: Male Duergar Mnk6/Tattooed 
  Monk3; CR 10; Medium Humanoid (4'3"); HD 
  6d8+3d8+18; hp 66; Init +1; Spd 30 ft.; AC 16, touch 16, 
  flat-footed 15; BAB/Grp: +6/+12; Atk:  +7 ranged 
  (1d8/19-20 light crossbow); Full Atk:  +7/+2 ranged 
  (1d8/19-20 light crossbow) or  +8/+3 melee (1d8+2 
  unarmed strike); SQ Darkvision 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows, Evasion, 
  Still Mind, Ki Strike – Magic, Slow Fall 30 ft., Purity of 
  Body, Chameleon Tattoo, Mountain Tattoo; AL LE; SV 
  Fort +10, Ref +9, Will +12; Str 14, Dex 12, Con 14, Int 8, 
  Wis 18, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge – 
  Religion +7, Listen +9, Move Silently +17, Spot +8, 
  Tumble +13; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Endurance, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Rapid Stunning, Stunning Fist (DC 18, 6/day), 
  Weakening Touch. 
   
  Chameleon Tattoo: A character with this tattoo 
  can use an alter self effect once per day per tattoo he 
  possesses.  This benefit lasts one round per class level. 
   
  Mountain Tattoo: A character with this tattoo can 
  activate it to take on the immovability of the mountain 
  for as much as one round per class level, gaining 
  phenomenal durability though he cannot move from 
  the spot where he stands.  He gains +4 bonus to his 
  Constitution and Wisdom scores. The increase in 
  Constitution increases the tattooed monk’s hit points 
  by two per class level, but these hit points go away 
  when the ability’s duration expires or when the 
  character chooses to end it (free action).  These extra 
  hit points are not the first lost the way temporary hit 
  points are.  While using this ability, the tattooed monk 
  takes a –20 penalty on any Dexterity-based skill checks. 
   He is immune to bull rush and trip attacks.  The 
  tattooed monk may use this ability once per day per 
  tattoo he possesses.     
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up 
  Sui e 
  (enlarge 
  person, 
  alter 
  self[troglodyte], mountain tattoo) – hp 84; AC 20, 
  touch 15, flat-footed 20; Atk: +7/+2 ranged (2d6/19-20, 
  light crossbow); Full Atk:  +7/+2 ranged (2d6/19-20, 
  light crossbow) or +8/+8/+3 melee (2d6+3, unarmed 
  strike) and +8 melee (1d6+1 bite); Space/Reach 
  10ft/10ft. 
  Feats:  Stunning Fist (DC 20, 6/day) 
  Encounter Seven 
   
   
   
   
  Grash: Male Duergar Mnk1/Wiz5/Enlightened Fist6; 
  CR 
  13; 
  Medium 
  Humanoid 
  (4'1"); 
  HD 
  1d8+5d4+6d8+36; hp 101; Init +2; Spd 40 ft.; AC 17, 
  touch 14, flat-footed 14; BAB/Grp: +6/+6; Atk:  +8 
  melee (1d10 unarmed strike); Full Atk:  +8/+3 melee 
  (1d10 unarmed strike) or  +8/+3 ranged (1d8/19-20 
  light crossbow); SQ Darkvision 120 ft., light sensitivity, 
  stonecunning, Flurry of Blows, Summon Familiar, 
  Necromancy Specialization (Enchantment and Illusion 
  Prohibited), DR 1/slashing or bludgeoning; AL LE; SV 
  Fort +8, Ref +10, Will +13; Str 10, Dex 14, Con 16, Int 
  16, Wis 14, Cha 4. 
   
  f 
   
  Skills and Feats: Concentration +18, Knowledge – 
  Arcana +13, Knowledge – Religion +12, Listen +5, 
  Move Silently +19, Spot +5, Tumble +17, Spellcraft +20; 
  Languages: 
  Common, 
  Undercommon, 
  Dwarven, 
  Draconic, Terran; Arcane Strike, Close Quarters 
  Fighting, Combat Casting, Empower Spell, Improved 
  Toughness, Improved Unarmed Strike, Scribe Scroll, 
  Stunning Fist (DC 18, 7/day), Weapon Finesse. 
   
  Possessions: earthsilk jersey, bracers of armor +2, 
  monk's belt, gauntlet of the dwarven forge, spell 
  component pouch, light crossbow, crossbow bolts (10), 
  spellbook (see the AR for details). 
   
  Spells Prepared (4+1/5+1/5+1/3+1/2+1/1+1, base 
  DC = 13 + spell level): 0—acid splash (2), detect magic, 
  touch of fatigue (2); 1st—lesser orb of acid, ray of 
  enfeeblement (2), shield, shocking grasp (2); 2nd – 
  alter self, false life, glitterdust, scorching ray (3); 3rd – 
  blink, fireball, greater mage armor, ray of enfeeblement 
  – empowered; 4th – black tentacles, lesser globe of 
  invulnerability, stoneskin, wrack, 5th – reciprocal gyre, 
  spirit wall. 
   
  Power-up Suite (greater mage armor, false life, 
  invisibility, stoneskin, blink, alter self[troglodyte], 
  shield, lesser globe o invulnerability) – hp 115; AC 
  31, touch 14, flat-footed 29; Full Atk:  +8/+8/+3 melee 
  (1d10 unarmed strike) and +8 melee (1d4 bite); SQ DR 
  10/adamantine, 50% miss chance, immune to 1
  st, 2
  nd 
  and 3
  rd level spells. 
  t
  Duergar Guard: same stats as Encounter Five. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 37 
  
  Encounter Nine 
   
   
   
   
  Duergar Acolyte: Male Duergar Mnk6/Tattooed 
  Monk1; CR 8; Medium Humanoid (4'3"); HD 
  6d8+1d8+14; hp 52; Init +1; Spd 30 ft.; AC 15, touch 15, 
  flat-footed 14; BAB/Grp: +4/+10; Atk:  +5 ranged 
  (1d8/19-20 light crossbow); Full Atk:  +5 ranged 
  (1d8/19-20 light crossbow) or  +6 melee (1d8+2 
  unarmed strike); SQ Darkvision: 120 ft., light 
  sensitivity, stonecunning, Flurry of Blows, Evasion, 
  Still Mind, Ki Strike – Magic, Slow Fall 30 ft., Purity of 
  Body, Chameleon Tattoo; AL LE; SV Fort +9, Ref +8, 
  Will +10; Str 14, Dex 12, Con 14, Int 8, Wis 17, Cha 4. 
   
  Skills and Feats: Appraise +1, Knowledge –
  Religion +6, Listen +7, Move Silently +15, Spot +6, 
  Tumble +11; Languages: Common, Undercommon, 
  Dwarven; Combat Reflexes, Endurance, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Stunning Fist (DC 16, 6/day), Weakening Touch. 
   
  Chameleon Tattoo: A character with this tattoo 
  can use an alter self effect once per day per tattoo he 
  possesses.  This benefit lasts one round per class level. 
   
  Possessions: crossbow bolts (10), light crossbow. 
   
  Power-up 
  Sui e 
  (enlarge 
  person, 
  alter 
  self[troglodyte]) – AC 19, touch 13, flat-footed 19; Atk: 
  +5 ranged (2d6/19-20, light crossbow); Full Atk:  +5 
  ranged (2d6/19-20, light crossbow) or +6/+6 melee 
  (2d6+3, unarmed strike) and +6 melee (1d6+1 bite); 
  Space/Reach 10ft/10ft. 
  t
  Duergar Disciple: see Duergar Guard in Encounter 
  Five. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 38 
  
  Appendix Seven – All APLs
  Encounter Two 
   
   
   
   
  Gurlg the Spy:  Male Duergar Mnk1; CR 2; Medium 
  Humanoid (4'3"); HD 1d8+2; 10 hp; Init +1; Spd 20 ft.; 
  AC 15, touch 15, flat-footed 13; BAB/Grp: +0/+6; Atk:  
  +1 ranged (1d8/19-20 light crossbow); Full Atk:  +1 
  ranged (1d8/19-20 light crossbow); SQ Darkvision: 120 
  ft., light sensitivity, stonecunning, Flurry of Blows: 
  +0/+0; AL LE; SV Fort +4, Ref +3, Will +5; Str 14, Dex 
  12, Con 14, Int 8, Wis 16, Cha 4. 
   
  Skills and Feats: Appraise +1, Listen +6, Move 
  Silently +9, Spot +6, Tumble +5; Languages: Common, 
  Undercommon, 
  Dwarven; 
  Improved 
  Grapple, 
  Improved Unarmed Strike, Stunning Fist (DC 13, 
  1/day). 
   
  Possessions: crossbow bolts (10), light crossbow, 
  hat of disguise. 
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 39 
  
  Appendix Eight – New Rules Items
  Prestige Classes  
  Tattooed Monk 
  Certain monastic orders bestow supernatural or spell-
  like powers on their members by inscribing magic 
  tattoos on their skin. These tattooed monks shave their 
  heads, speak in cryptic riddles and maxims, and---in 
  many cases---travel the countryside furthering their 
  quest for enlightenment by facing and conquering 
  temptation.  
  The great majority of tattooed monks begin their 
  careers as monks. A small number of fighters, druids, 
  and even a few clerics adopt the tattoed monk prestige 
  class. In general tattooed monks are drawn from almost 
  exclusively from rural or wild regions, though more 
  “civilised” individuals who gain he favor of the 
  orderare sometimes allowed to join.   
   
  Hit Die: d8. 
  Requirements: 
  To qualify to become a tattooed monk a character must 
  fulfill all of the following criteria: 
   
  Alignment: any Lawful. 
   
  Base Attack Bonus: +3. 
   
  Skills: Knowledge (religion) 8 ranks. 
   
  Feats: Endurance, Improved Grapple, Improved 
  Unarmed Strike. 
   
  Class Skills: 
  The tattooed monks‘s class skills (and the key ability 
  for each skill) are Balance (Dex), Climb (Str), 
  Concentration (Con), Craft (Int), Diplomancy (Cha), 
  Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (Int), Listen (Wis), Move Silently (Dex), 
  Perform (Cha), Profession (Wis), Swim (Str), and 
  Tumble (Dex).  
   
  Skills Points at each level: 4 + Int modifier. 
   
  The Tattooed Monk Table 
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +0 
  +2 
  +2 
  +2 
  Monk abilities, tattoo 
   
  2 
  +1 
  +3 
  +3 
  +3 
  --- 
   
  3 
  +2 
  +3 
  +3 
  +3 
  Tattoo 
   
  4 
  +3 
  +4 
  +4 
  +4 
  --- 
   
  5 
  +4 
  +4 
  +4 
  +4 
  Tattoo 
  6 
  +4 
  +5 
  +5 
  +5 
  --- 
  7 
  +5 
  +5 
  +5 
  +5 
  Tattoo 
  8 
  +6 
  +6 
  +6 
  +6 
  --- 
  9 
  +6 
  +6 
  +6 
  +6 
  Tattoo 
  10 
  +7 
  +7 
  +7 
  +7 
   
   
  Class Features: 
  All of the following are class features of the mindspy 
  prestige class: 
   
  Weapon and Armor Proficiency: Tattooed 
  Monks gain no proficiency with any weapon or armor.  
   
  Monk Abilities: A tattooed monk’s class level 
  stacks with his monk levels for determining his 
  unarmed damage, AC bonus, and unarmed speed 
  bonus.  
   
  Tattoo (Su or SP): Tattooed monks gain their 
  powers from the magic tattoos that eventually cover 
  their bodies. A 1
  st-level tattooed monkhas one tattoo 
  and gains another tattoo at every odd-numbered level. 
  A tattooed monk can choose his tattoos from among 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 40 
  
  those described below. Note that three of the tattoos 
  (centipede, crescent moon, and phoenix) have 
  minimum class level requirements. 
   
  All tattoos are magical, and the abilities they 
  bestow are supernatural (except for the crescent 
  moon). A tattooed monk in an anti-magic field loses all 
  benefits of his tattoos. Unless the effect of a tattoo is 
  continuous, activating a tattoo is a move action that 
  does not provoke an attack of opportunity. 
   
  Arrowroot: A character with this tattoo can heal 
  wounds in another character by touch. Each day he can 
  cure a total number of hit points equal to his Wisdom 
  bonus x his class level. A tattooed monk cannot heal 
  himself, but he may divide the curing among multiple 
  recipients, and he doesn’t have to use it all at once.  
   
   
  Bamboo: Once per day per tattoo he possesses, a 
  character with this tattoo can add the number of 
  tattoos he possesses as an enhancement bonus to his 
  Constitution score.  This benefit lasts one round per 
  class level. 
   
  Bat: Once per day per tattoo he possesses, a 
  character with this tattoo can add the number of 
  tattoos he possesses as an enhancement bonus to his 
  Dexterity score.  This benefit lasts one round per class 
  level. 
   
  Bellflower: Once per day per tattoo he possesses, a 
  character with this tattoo can add his Charisma 
  modifier as an enhancement bonus to any of his ability 
  scores (including Charisma).  This benefit lasts one 
  round per class level. 
   
  Butterfly: Once per day per tattoo he possesses, a 
  character with this tattoo can add the number of 
  tattoos he possesses as an enhancement bonus to his 
  Wisdom score.  This benefit lasts one round per class 
  level. 
   
  Centipede: Once per week, a character with this 
  tattoo can use a shadow walk effect. This ability allows 
  the tattooed monk to cross great distances, but he must 
  end his journey on the Material Plane.  At tattooed 
  monk must be fifth level to gain this tattoo. 
   
  Chameleon: A character with this tattoo can use 
  an alter self effect once per day per tattoo he possesses. 
   This benefit lasts one round per class level. 
   
  Crab: A character with this tattoo gains damage 
  reduction 2/magic.  This damage reduction improves 
  by 2 for each additional tattoo he possesses. 
   
  Crane: A character with this tattoo gains a gradual 
  immunity to bodily decay.  When a tattooed monk first 
  gains this tattoo, he gains immunity to nonmagical 
  diseases.  When he gains his next tattoo (whatever it 
  may be) he acquires immunity to poison as well. When 
  he gains his next tattoo, he no longer takes ability score 
  penalties for aging and he cannot be magically aged.  
  Any aging penalties he may have all ready incurred 
  remain in place.  Bonuses still accrue, and the tattooed 
  monk still dies of old age when his time is up.   
   
  Chrysanthemum: Every hour that a character with 
  this tattoo is in direct sunlight, he heals a number of 
  hit points equal to his level.  A daylight spell does not 
  provoke this fast healing; the character must be 
  exposed to real sunlight.   
   
  Dragon: Once per day per tattoo he possesses, a 
  character with this tattoo can use fire breath as if he 
  had drunk an elixir of fire breath.  
   
  Dragonfly: Once per day, a character with this 
  tattoo gains a dodge bonus to his AC equal to the 
  number of tattoos he possesses. This benefit lasts one 
  round per class level. 
   
  Falcon: A character with this tattoo is immune to 
  fear (magical or otherwise).  Allies within ten feet of 
  him gain a morale bonus on their saving throws against 
  fear effects equal to the tattooed monk’s Charisma 
  bonus (if any) plus the number of tattoos he possesses. 
   
  Lion: Once per day per tattoo he possesses, a 
  character with this tattoo can smite a foe, gaining a +4 
  bonus on the attack roll and a bonus on the damage roll 
  equal to his class level on a single melee attack.  The 
  tattooed monk must declare the smite before making 
  the attack.  A missed attack uses up the attempt.     
   
  Monkey: A character with this tattoo gains a +1 
  competence bonus per tattoo he possesses on all 
  Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Open Lock, Sleight of Hand and Tumble 
  checks.     
   
  Moon, crescent: Once per day, a character with 
  this tattoo can use ethereal jaunt as a spell-like ability.  
  A tattooed monk must be at least ninth level to gain 
  this tattoo.  
   
  Moon, full: Once per day per tattoo he possesses, a 
  character with this tattoo can gain a +2 luck bonus on a 
  single attack roll, skill check, or ability check as he calls 
  on the power of the full moon.  This ability cannot be 
  used during daylight hours. 
   
  Mountain: A character with this tattoo can activate 
  it to take on the immovability of the mountain for as 
  much as one round per class level, gaining 
  phenomenal durability though he cannot move from 
  the spot where he stands.  He gains +4 bonus to his 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 41 
  
  Constitution and Wisdom scores.  The increase in 
  Constitution increases the tattooed monk’s hit points 
  by two per class level, but these hit points go away 
  when the ability’s duration expires or when the 
  character chooses to end it (free action).  These extra 
  hit points are not the first lost the way temporary hit 
  points are.  While using this ability, the tattooed monk 
  takes a –20 penalty on any Dexterity-based skill checks. 
   He is immune to bull rush and trip attacks.  The 
  tattooed monk may use this ability once per day per 
  tattoo he possesses.     
   
  Nightingale: A character with this tattoo can heal 
  wounds, either his own or other’s.  He can heal a 
  number of hit points equal to twice his current class 
  level each day and he can spread this healing out 
  among several uses.     
   
  Ocean: A character with this tattoo never needs to 
  eat, drink or sleep.     
   
  Phoenix: A character with this tattoo gains spell 
  resistance equal to his class level +15.  A tattooed monk 
  must be at least 7
  th level to gain this tattoo.     
   
  Pine: A character with this tattoo gains the 
  Remain Conscious feat.     
   
  Scorpion: Once per day per tattoo he possesses, a 
  character with this tattoo can force an opponent 
  attacking him to use his lowest ability score modifier 
  instead of his Strength or Dexterity score modifier 
  when making his attack roll.  The character can 
  activate this tattoo on his opponent’s turn, but he must 
  declare it before the success or failure of the attack is 
  determined.  The tattooed monk must be aware of the 
  attack and not flatfooted in order to use this ability.       
   
  Spider: To use this tattoo, a character must have 
  the Stunning Fist feat.  Instead of a stunning fist attack, 
  a character with this tattoo can make an attack that 
  delivers a contact poison.  The poison’s save DC is 
  equal to 10 + the tattooed monk’s class level + his Con 
  modifier.  The poison’s initial and secondary damage is 
  2 points of Constitution damage.  Using this tattoo 
  counts as one of the character’s stunning fist attacks for 
  that day.         
   
  Sun: Once per day per tattoo he possesses, a 
  character with this tattoo can gain a +2 luck bonus on a 
  single attack roll, skill check, or ability check, as he 
  calls on the full power of the sun.  This ability can only 
  be used during daylight hours.       
   
  Tiger: Once per day per tattoo he possesses, a 
  character with this tattoo can fight unarmed with a +1 
  bonus on all attack rolls and deal an extra 1d6 points 
  damage with a successful attack.  This burst of martial 
  ferocity lasts one round per class level.       
   
  Tortoise: Once per day per tattoo he possesses, a 
  character with this tattoo can use his class level as the 
  number of ranks in a skill he does not possess for the 
  purpose of one skill check.  For example, a fourth level 
  tattooed monk with two tattoos can make up to two 
  Use Magic Device checks as if he had 4 ranks in that 
  skill.  He adds his Charisma modifier to the skill check 
  as usual.       
   
  Unicorn: A character with this tattoo gains the 
  power of good fortune, usable once per day. This ability 
  allows the tattooed monk to reroll one d20 roll that he 
  has just made.  The character must take the result of 
  the reroll, even if it’s worse than the original roll.  The 
  character must declare the reroll before the result of 
  the original roll has been determined.     
   
  Wasp: Once per day per tattoo he possesses, a 
  character with this tattoo can use haste on himself.  
  The benefit lasts for one round per class level. 
   
  White Mask: A character with this tattoo is 
  immune to detect thoughts, detect lies and any attempt 
  to magically discern his alignment.  He gains a +10 
  bonus on all Bluff checks. 
    
  Multiclass Note: A monk who becomes a tattooed 
  monk may continue to advance as a monk. 
   Reference: Complete Warrior, page 82-85. 
  Enlightened Fist 
  Not all monks pursue metaphysical perfection to the 
  exclusion of all other study.  Some monks combine a 
  rigorous discipline of academic study with martial arts 
  and development of the body.  For these monks, the 
  study includes the practice of magic and the 
  implementation of certain arcane tricks into their 
  unarmed combat styles.  These enlightened fists master 
  the use touch spells, creating new forms of combat 
  where their fists strike with blinding speed, 
  phenomenal power and magical energy. 
   
  More enlightened fists are monk/sorcerers or 
  monk/wizards.  Some focus heavily on one class or the 
  other, while others seek to maintain balance between 
  their arcane and physical training. 
   
  Enlightened 
  fists 
  are 
  most 
  common 
  in 
  metropolitan settings, where magical training is 
  available and becomes an integral part of the monastic 
  life.  Enlightened fist NPCs often live in communities 
  with ordinary monks, practicing magic primarily as a 
  means of self perfection 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 42 
  
  The Enlightened Fist Table 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/ Spells Known 
  1 
  +0 
  +0 
  +2 
  +2 
  Ki strike (magic), monk 
  abilities 
  --- 
  2 
  +1 
  +0 
  +3 
  +3 
  Fist of Energy 
  +1 level of existing arcane spellcasting 
  class 
  3 
  +2 
  +1 
  +3 
  +3 
  Arcane Fist 
  +1 level of existing arcane spellcasting 
  class 
  4 
  +3 
  +1 
  +4 
  +4 
  --- 
  +1 level of existing arcane spellcasting 
  class 
  5 
  +4 
  +1 
  +4 
  +4 
  Arcane Rejuvenation 
  +1 level of existing arcane spellcasting 
  class 
  6 
  +4 
  +2 
  +5 
  +5 
  Fist of energy (burst) 
  --- 
  7 
  +5 
  +2 
  +5 
  +5 
  Hold Ray 
  +1 level of existing arcane spellcasting 
  class 
  8 
  +6 
  +2 
  +6 
  +6 
  --- 
  +1 level of existing arcane spellcasting 
  class 
  9 
  +6 
  +3 
  +6 
  +6 
  Diamond Soul 
  +1 level of existing arcane spellcasting 
  class 
  10 
  +7 
  +3 
  +7 
  +7 
   
  +1 level of existing arcane spellcasting 
  class 
  Hit Die:  d8 
  Requirements:  To qualify to become an enlightened 
  fist, a character must fulfill all of the following criteria. 
   
  Skills: Concentration 8 ranks, Knowledge(arcane) 
  5 ranks, Spellcraft 5 ranks. 
   
  Feats: Combat Casting, Improved Unarmed 
  Strike, Stunning Fist. 
   
  Spells or Spell-Like Abilities:  Arcane caster level 
  3
  rd. 
  Class Skills:  The enlightened fist’s class skills (and the 
  key ability for each skill) are Balance (Dex), Climb 
  (Str), Concentration (Con), Craft (Int), Escape Artist 
  (Dex), Hide (Dex), Jump (Str), Knowledge(arcane) 
  (Int), Knowledge(religion) (Int), Listen (Wis), Move 
  Silently (Dex), Profession (Wis), Spellcraft (Int), Spot 
  (Wis), Swim (Str) and Tumble (Dex). 
   
  Skill Points at Each Level: 4 + Int modifier 
  Class Features:  All of the following are class features 
  of the enlightened fist. 
   
  Weapon and Armor Proficiency:  Enlightened 
  fists gain no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known:  Except at 1
  st level 
  and 6
  th level, an enlightened fist gains new spells per 
  day (and spells known, if applicable) as if she had also 
  gained a level in an arcane spellcasting class to which 
  she belonged before adding the prestige class level.  
  She does not, however, gain any other benefit a 
  character of that class would have gained (such as the 
  bonus feat sometimes gained by a wizard).  If she had 
  more than one arcane spellcasting class before 
  becoming an enlightened fist, she must decide to 
  which class to add each level fo rthe purpose of 
  determining spells per day and spells known. 
   
  Ki Strike (Su):  An enlightened fist’s unarmed 
  attacks are empowered with ki.  Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Monk Abilities:  An enlightened fist adds her 
  class level to her monk level to determine her class-
  based AC bonus, her unarmed damage, her unarmored 
  speed bonus, and the number of daily attempts of her 
  Stunning Fist feat.  I fhse has no monk levels, she gains 
  the AC bonus, unarmed damage, and unarmored spell 
  bonus of a monk whose level equals her enlightened 
  fist level, but she can’t add her Wisdom bonus to her 
  AC. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 43 
  
   
  An enlightened fist does not count her class levels 
  for the purpose of determining when she gains any 
  other monk class features, such as reduced penalties 
  for flurry fo blows attack rolls, bonus feats, evasion or 
  other special abilities. 
   
  Fist of Energy (Su):  Once per round as a free 
  action, an enlightened fist of 2
  nd leve of higher can 
  spend one of her daily stunning attempts to imbue her 
  unarmed strikes with either electricity or fire.  The 
  enlightened fist chooses the energy type each time she 
  activates.  For 1 round, each of her unarmed strikes 
  that hits deals an extra 1d6 points of damage 
  (electricity or fire, depending on the choice). 
   
  At 6
  th level and higher, an enlightened fist can 
  cause her energy-imbued strikes to burst with falme or 
  lightning on a critical hit.  In addition to dealing an 
  extra 1d6 points of energy damage, her unarmed 
  attacks deal an extra 1d10 pionts of energy damage on a 
  successful ciritcal hit.  If the enlightened fist’s 
  unarmed critical multiplier is x3, she adds an extra 
  2d10 points of energy damage instead, and if the 
  multiplier is x4, she adds an extra 3d10 points of 
  energy damage.  An enlightened fist with monk levels 
  can use this ability to channel energy through wielded 
  monk weapons just as she can though unarmed attacks. 
   
  Arcane Fist (Su):  Beginning at 3
  rd level, an 
  enlightened fist can spend on eher daily stunning 
  attempts to cast and eliver a touch spell as part of an 
  unarmed full attack action.  She can choose to deliver 
  the outch spell with any single unarmed attack she 
  makes during the action. 
   
  Arcane Rejuvenation (Su):  An enlightened fist 
  of 5
  th level or higher can channel arcane energy to heal 
  her own wounds.  As a standard action, she can 
  sacrifice one of her prepared spells or unused spell 
  slots; doing this heals a number of hit points of damage 
  equal to the spell’s level. 
   
  Hold Ray (Ex):  At 7
  th level or higher, an 
  enlightened fist can cast any spell that produces a ray 
  effect as a touch spell instead.  The spell’s range is 
  reduced to touch, and its Effect entry is replaced with 
  “Target: Creature touched.”  She can deliver the spell 
  with a touch attack or with a normal attack, and she 
  can hold the charge as with a normal touch spell.  An 
  enlightened fist can combine this ability with arcane 
  fist (see above) to deliver a ray-effect as part of an 
  unarmed full attack action. 
   
  Diamond Soul (Ex):  At 9
  th level, an enlightened 
  fist gains spell resistance equal to 10 + the total of her 
  monk levels and her enlightened fist levels. 
   
  Multiclassing Note:  A monk who becomes an 
  enlightened fist can continue advancing as a monk.  
  Furthermore, the character’s class levels in any class 
  that grant arcane spellcasting ability (such as a sorcerer 
  or a warmage) do not prevent her from continuing to 
  advance as a monk. 
  Feats 
  Arcane Strike [General]  
  You can channel arcane energy into your melee 
  attacks. 
  Prerequisites: Ability to cast 3rd-level arcane spells, 
  base attack bonus +4. 
  Benefit: When you activate this feat (a free action that 
  does not provoke an attack of opportunity), you can 
  channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons.  You must sacrifice 
  one of your spells for the day (of 1st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  1 round equal to the level of the spell sacrificed, as well 
  as extra damage equal to 1d4 points x the level of the 
  spell sacrificed.  The bonus you add to your attack rolls 
  from this feat cannot be greater that your base attack 
  bonus. 
  For example, Yarren the bladesinger has a base attack 
  bonus of +11 and the ability to cast 4th-level arcane 
  spells.  On his turn, he chooses to sacrifice one of his 
  4th-level spells for the day, marking it off as if he had 
  cast it.  Until his next turn, Yarren gains an extra +4 
  bonus on his attack rolls and an extra 4d4 points of 
  damage with a single melee weapon of his choice. 
   
  Reference: Complete Warrior, page 96. 
  Close-Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3.  
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such a special 
  ability, you may add the damage you deal as a bonus on 
  your opposed check to resist being grappled. This feat 
  does not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 44 
  
  when you would be denied one for being surprised, 
  helpless, or in a similar situation.  
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek. He takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
  Normal: Creatures with Improved Grapple, 
  improved grab or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple.  
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats.      
   
  Reference: Complete Warrior, page 97 
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to 
  your current hit dice.  Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
   If you lose a HD (such as by losing a level), you lose 
  one hit point permanently.   
   
  Reference: Complete Warrior, page 101.  
  Pain Touch [General] 
  You cause intense pain in an opponent with a 
  successful stunning attack.  
   
  Prerequisites: Wis 15, Stunning Fist, base attack 
  bonus +2.  
  Benefit: Victims of a successful stunning attack 
  are subject to such debilitating pain that they are 
  nauseated for 1 round following the round they are 
  stunned. Creatures that are immune to stunning 
  attacks are also immune to the effect of this feat, as are 
  any creatures more than one size category larger than 
  the feat user. 
   
  Reference: Complete Warrior, page 103.  
  Rapid Stunning [General] 
  You can use your stunning attacks in rapid succession.  
   
  Prerequisites: Combat Reflexes, Stunning Fist, 
  base attack bonus +6.  
  Benefit: You may use one additional stunning 
  attack (or other special attack that counts against your 
  daily limit of stunning attacks) per round.   
  Normal:  You may only attempt a stunning attack 
  (or any other special attack that counts against your 
  daily limit of stunning attacks) per round. 
  Special:  A fighter may select Rapid Stunning as 
  one of his fighter bonus feats. 
  A character can take this feat multiple times.  Its 
  effects stack. 
   
  Reference: Complete Warrior, page 105.  
   
  Weakening Touch [General] 
  Reference: Complete Warrior, page 106. 
  You can temporarily weaken an opponent with your 
  unarmed strike.   
   
  Prerequisites: Wis 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat before 
  you make an attack roll (thus, a missed attack roll ruins 
  the attempt).  You can make an unarmed attack that 
  does no damage but instead applies a –6 penalty to the 
  target’s strength score for 1 minute.  Multiple 
  weakening touches delivered on the same target are 
  not cumulative.  Each attempt to deliver a weakening 
  touch counts as one of your Stunning Foist attacks for 
  the day.  Creatures with immunity to stunning effects 
  cannot be affected by this feat. 
   Special: A fighter may select Weakening 
  Touch as one of his bonus fighter feats. 
   
  Spells 
  Greater Mage Armor 
  Reference: Complete Arcane, page 114. 
   
  Conjuration (Creation) [Force] 
   
  Level: Sor/Wiz 3 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action  
   
  Range: Touch  
   
  Target: Creature touched 
   
  Duration: 1 hour/level  
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 45 
  
   
  Saving Throw: Will negates (harmless) 
   
  Spell Resistance: No 
  This spell functions like mage armor, except that is 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
  Orb of Acid, Lesser 
  Conjuration(Creation)[Acid] 
  Level:  Sorcerer/Wizard 1, warmage 1 
  Components:  V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration:  Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage.  
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1
  st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3
  rd 
  level, 3d8 at 5
  th level, 4d8 at 7
  th level, and the maximum 
  of 5d8 at 9
  th level or higher. 
  Reciprocal Gyre  
  Abjuration 
  Level: Sor/Wiz 5  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level)   
  Target: One creature or object 
  Duration: Instantaneous  
  Saving Throw: Will half, then Fortitude negates (see 
  text)  
  Spell Resistance: No  
  You manipulate the magical aura of a creature or object, 
  creating a damaging feedback reaction of arcane power. 
  The target takes 1d6 points of damage per spell level of 
  each functioning spell or spell-like ability currently 
  affecting it (maximum 25d6). For example, a creature 
  who is hasted (3
  rd level), flying (3
  rd level) and protected 
  by a stoneskin spell (4
  th level wizard version) takes 
  10d6 points of damage (Will save for half). In addition, 
  any creature that fails its save must then succeed on a 
  Fortitude save or be dazed for 1d6 rounds.  
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area (such as 
  invisibility sphere and solid fog) can’t be used to deal 
  reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magical 
  items can’t be used to deal reciprocal damage, but 
  targeted spell effects can be – for example, the magic of 
  a cloak of resistance can’t be used by reciprocal gyre, 
  but a spell cast by a wand of invisibility could be.  
   
  Material Component: A tiny closed loop of copper 
  wire. 
   
  Reference: Complete Arcane, p. 119-120. 
  Spirit Wall 
  (See Complete Arcane, p. 124) 
  Necromancy [fear, mind affecting] 
  Level:   
  Sorcerer/Wizard 5 
  Components: 
  V, S, M 
  Casting Time: 
  1 standard action 
  Effect:  
  Swirling wall whose area is up to one 
  10ft square/level or a sphere or hemisphere with a 
  radius of up to 1 ft./level 
   
  Duration: 
   
  1 minute/level (D) 
  Saving Throw: 
   
  None 
  Spell Resistance: None 
   
   
  This spell creates an immobile, swirling, mass of 
  greenish white forms resembling tortured spirits.  One 
  side of the wall, selected by you, emits a low groaning 
  that causes creatures within 60 ft. of that side to make a 
  Will save or flee in panic for 1d4 rounds.  Any living 
  creature that merely touches the wall takes 1d10 points 
  of damage as its life force is disrupted.  A living 
  creature passing through the wall takes 1d10 points of 
  damage as above and must make a successful Fortitude 
  save or gain one negative level.   
   
  The barrier is semi-material and opaque, providing 
  cover and total concealment against physical attacks, 
  and it blocks magical effects (including spells, spell-
  like abilities, and supernatural abilities).  
   
  Material component: a clear cut gemstone. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 46 
  
  Wrack  
  (See Complete Divine, p. 190) 
  Necromancy [Evil];  
  Level:  Clr 3, Sor/Wiz 4  
  Components:  V, S  
  Casting Time:  1 standard action  
  Range:  Close (25 ft. + 5ft./2 levels)  
  Target:  One humanoid  
  Duration:  1 round/level  
  Saving Throw:  Fortitude negates  
  Spell Resistance:  Yes. 
   
   
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he/she doubles over and 
  collapses.  His face and hands blister and drip fluid, 
  and the eyes cloud with blood, rendering him blind.  
  For the duration of the spell, the subject is considered 
  helpless and cannot take actions. 
   
  Even when the spell ends, the subject is still 
  visibly shaken and suffers a -2 penalty on attack rolls, 
  saves and checks for 3d10 minutes.  The subject’s sight 
  returns at the end of the spell’s duration.  
   
  Items 
  Sun Lenses: This item, made of thin slabds of mica or 
  volcanic glass affixed to curved frames, can protect 
  your eyes from being dazzled by brght light, such as 
  glare.  If you are already dazzled when you don the 
  lenses, you are treated as if you had entered an area of 
  shade, you recover form the dazzled condition in 1 
  hour if you continue to wear the lenses.  
   
  Reference: Sandstorm p.101 
   
  earthsilk jersey:  One material the dwarves 
  developed early on in their society was earthsilk.  The 
  basis of the material is an odd fungus known as 
  maiden’s hair.  It grows long, thin, silken tendrils that 
  hang down from the main mass and collect moisture 
  from the damp underground air.  The fungus itself is 
  time consuming to harvest, because it is very tough 
  and difficult to cut despite its delicate appearance.  
  Once the fungus is harvested, the long, thin tendrils 
  are removed and used as thread or light yarn.  This 
  thread is called earthsilk, and it can be woven into a 
  fabric that rivals the finest silks of the surface world for 
  feel and sheen, though it is far heavier and courser 
  than an elven silk made.  Eartsilk fabric is a staple of 
  the dwarven wardrobe, and nearly every subterranean 
  dwarf owns at least one earthsilk jersey, typically worn 
  in place of an ordinary tunic under a vest or armor. 
   
  An earthsilk jersey retains the fibers’ natural 
  toughness, providing its wearer with damage reduction 
  1/slashing or bludgeoning.  It may be worn under 
  another type of armor. 
   
  Once crafted, an earthsilk jersey is durable unless 
  torn.  If the wearer of an earthsilk jersey takes a critical 
  hit that deals piercing damage, the garment is torn and 
  does not provide damage reduction unless it is 
  repaired. 
  Reference:  Races of Stone p.160 
   
  Gauntlet of the Dwarven Forge:  This iron gauntlet 
  extends to the elbow and is always cool to its wearer’s 
  touch.  When its command word is spoken, a gauntlet 
  of the dwarven forge glows red-hot for 10 rounds, 
  illuminating everything within 10 feet as if by 
  torchlight.  Anyone else touched by the gauntlet 
  during this time takes 1d6+10 points of fire damage.  
  The wearer of a gauntlet of the dwarven forge takes 
  half damage from fire-based attacks while the gauntlet 
  is glowing.  Fire attacks that allow Reflex saves for half 
  damage deal the wearer no damage if he makes his 
  save. 
   
  Moderate evocation:  CL 10
  th; Craft Wondrous 
  Item, fire shield; Price 24000gp; Weight 3lbs. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 47 
  
   
   
  DM’s Map #1:  The Oakheart Mine 
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 48 
  
  DM’s Map #2:  The Rear Cavern 
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 49 
  
  DM’s Aid #1:  Special Rules for The Canard 
  The complete game mechanics of the Canard are listed below. Player’s Handout #3 contains some of the items on this 
  list. Information that only you are privy to is labeled as such. 
  • 
  The PCs have three canisters of an alchemical fluid that is similar to alchemist’s fire. If someone opens one end of a 
  canister, fire roars out of that end like a rocket. If the canister is mounted on the cart, the cart accelerates to a 
  certain maximum speed and then slowly decelerates again.   
  • 
  DM Only: Mounting a canister is a move action. Firing it is a standard action. Unmounting a spent canister is a 
  free action. Once a canister is fired, the cart’s speed increases by 100 feet/round each round until it reaches a 
  maximum of 300 feet/round. It maintains this maximum speed until it runs out of fuel. The cart then decelerates at 
  a rate of 100 feet/round until it stops. Each canister has enough fuel to fire for five rounds. Therefore, if a single 
  canister is fired on a motionless cart, the cart travels a total of 1500 feet over seven rounds before coming to a halt 
  (100 feet the first round, 200 feet the second round, 300 feet for each of rounds three, four and five, 200 feet for the 
  sixth round and 100 feet for the seventh round). 
  • 
  Up to two canisters can be mounted on the cart at one time.   
  • 
  DM Only: If two canisters are firing simultaneously, the acceleration stacks (i.e., the cart’s speed increases by 200 
  feet/round). However, the cart’s maximum speed is still only 300 feet/round. 
  • 
  Once a canister is mounted and firing, it can’t be turned off. It could, perhaps, be removed or sundered before it’s 
  done firing but the consequences are not readily apparent.   
  • 
  DM Only: Removing a firing canister is a move action that requires a Reflex Save (DC 21) to avoid being burned 
  for 1d3 points of damage. If the PCs attempt to sunder a canister, it has 6 hit points and hardness 3. Sundering the 
  canister creates an explosion that deals 2d6 fire damage to everyone within 5 feet. PCs in the blast radius can make 
  a Reflex save (DC 13) for half damage.  PCs in the cart have cover from the blast, which gives them a +2 bonus on 
  the save and no damage if they make the save. 
  • 
  The PCs can also mount the canister on the front of the cart to stop it quickly. They should definitely avoid 
  traveling at top speed when they reach the end of the mine in order to prevent a crash.   
  • 
  Yes, it is possible for the cart to start going backwards! 
  • 
  DM Only: A front-mounted canister reduces the cart’s speed by the same amount as it would increase the speed if 
  it were rear mounted. This decrease stacks with the effective –100ft/round that the card would have if it were just 
  coasting. The hand brake reduces the cart’s speed by an additional 50 feet/round. Thus, the cart can be brought 
  from top speed to a mere 50 feet/round in a single round by a) removing any firing canisters from the rear of the 
  cart b) loading and firing a canister at the front of the cart c) applying the hand brake. 
  • 
  A firing canister sheds light equivalent to a torch. 
  • 
  In game terms, the cart is 10’ square. Thus, if there are more than four people in the party some of them have to 
  squeeze into a square with someone else. If two people are in a square then one of them can lie prone to eliminate 
  the “squeezed” status for the other provided s/he is standing up. 
  • 
  A person who sits, squats or lies down in the cart has total cover against someone standing on the ground. A person 
  who is standing in the cart has cover. The tower shield at the front provides cover but not full cover to those 
  standing at the front of the cart. 
  • 
  One person who is in the rear of the cart and can see the way ahead needs to steer the cart each round that the cart 
  is in motion. Steering at these high speeds requires quick reflexes. The driver must make a Dexterity check as a 
  standard action to steer. The PC may add any and all ranks s/he has in Sleight of Hand, Profession(miner) and 
  Profession(teamster) to this check. Other party members may use the Aid Another action provided they are in the 
  cart and can see the tunnel ahead (i.e., they are not prone). Crashing the cart would be very bad. 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 50 
  
  • 
  DM Only: If no one steers the cart on any given round, then roll an unmodified 1d6 and treat it as the result of the 
  Dexterity check for that round. 
  • 
  DM Only: The DCs for steering the cart are as follows: 
  • 
  Speed 
  • 
  DC 
  • 
  less than 150 feet/round 
  • 
  5 
  • 
  150 – 250 feet/round 
  • 
  9 
  • 
  greater than 250 feet/round 
  • 
  13 
  • 
  Failure by less than 5 indicates that the driver had to apply the handbrake to avoid a crash and the cart decelerated 
  by 50 feet/round. Failure by 5 or more indicates a crash (see below).   
  • 
  DM Only: When the cart crashes, everyone in the cart takes 1d6 damage per 50 feet/round that the cart is traveling 
  (e.g., 6d6 damage at top speed). Any canisters also take this damage (possibly destroying them). Each canister has 6 
  hit points and hardness 3. Each canister that is destroyed by the crash explodes for an additional 2d6 of fire damage. 
  • 
  If any PC jumps, tumbles or is thrown from the cart, s/he incurs damage just as if the cart had crashed. As with a 
  fall, the PC can negate 1d6 of the damage with a DC 15 Jump or Tumble check. 
  • 
  Casting spells from the Canard requires a Concentration check DM Only: The check is DC 10 + spell level at 250 
  feet/round or less. Above 250 feet/round the DC is 15 + spell level. 
  • 
  Firing ranged weapons from the moving Canard will be somewhat difficult. DM Only:  Ranged attacks suffer a –2 
  penalty if the Canard is moving 250 feet/round or less. The penalty is –4 at speeds greater than 250 feet/round. 
  These penalties are reduced by 2 for PCs with the Mounted Archery feat. 
  • 
  DM Only: In general, reward PCs for ingenious ideas for navigating in the mines. Spells like gust of wind can be 
  used for braking. A grappling hook could create a fast brake (but might upset the cart). 
  • 
  DM Only:  At APL 2 and APL 4 Preak has thoughtfully inserted an "impact-sensitive motion-impedance device" 
  (a.k.a., a large feather pillow) into the forepart of The Canard.  This pillow negates up to 3d6 of the damage taken 
  from a crash by both PCs and to the canisters.  At APL 2, the PCs may also don elbow pads and kneepads provided 
  with The Canard.  These pads negate an additional 1d6 damage that a PC might take from a crash or fall but cannot 
  be worn over medium or heavy armor.  The damage reduction provided by the pads and pillows stack, but 
  regardless of how well protected the PCs or canisters are, they always take a minimum of 1d6 damage from a crash. 
  If the cart crashes, the cart remains functional after the crash and any canisters that were not destroyed can still be used. 
  If no canisters remain, the PCs will most likely have to make their way on foot. Refer to the Forgoing the Canard 
  section in each encounter. Whether they decide to continue the mission or attempt to escape the mine is up to them. 
  The sound of the crash may draw the attention of any nearby duergar (use your best judgment). 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 51 
  
   
  Player Handout #1:  An Overheard Conversation 
  This morning you set out to find a good weaponsmith.  Your favorite weapon has become a little worn and you wanted 
  to be certain it wasn’t about to fail you in a dire situation. Finding a smith was easy.  Dwarves and gnomes are aplenty in 
  this area and their skill with metal is well known. You slipped quickly into the shop (unconsciously preventing the bell 
  from ringing as you entered). The front room was empty but you could hear voices in the back. So you casually moved 
  up the counter and waited patiently for the smith to find you. There was no need for him to hurry on your account. You 
  kept up on the balls of your feet, just so you wouldn’t disturb them. Of course, you couldn’t help but accidentally lean 
  forward and hear the conversation. 
  Dwarven Voice #1:  … was the Oakheart? Don’t tell me old Davin’s taken his fellows back in there again? 
  Dwarven Voice #2:  No, it’s a couple of upstarts: gnomes. They’re renting it from Davin. They’s the ones that found the 
  <whispered too softly to overhear>.  But they’re good for it. You’re holding the proof.  
  DV#1:  Oh I see what you’re up to, Blannar! You want me to be the front man, eh?   
  DV#2:  Shhh! <pause>  Davin and the gnomes are willing to give you 10% of the haul for as long as you can keep the 
  source a secret.   
  DV#1:  Why all the secrecy? I don’t like this. This had better not be orc-tainted business. I run an honest shop here. My 
  work is my own and I earn every copper. <The sound a small, hard object thumping onto a wooden countertop.> 
  DV#2:  <soothing> I know you do. I know you do. Why do you think we came to you, eh? Think about the news 
  though. The minute folks find out that it’s coming out of the Oakheart there’ll be a horde of n’er do wells about. The 
  more folk that come out there the more trouble we have and less the mine can safely produce and transport. Davin’s 
  already said those gnomes can’t handle proper production. If we can buy a couple months before an uproar well then 
  that’s that much more profit for us all. That’s money that Davin can use to hire some stout folk to keep the n’er do wells 
  away. 
  DV#1:  You’re talking about adventurers aren’t you? Davin must be daft if he’s willing to have that kind of folk around.   
  DV#2:  <laughing softly> You and I both know he’s daft. But he’s serious about good security too. 
  DV#1:  And you’re sure? You’re sure it’s mithril?  <last word spoken in a high-pitched whisper> 
  DV#2:  <hushed tone> Yes. Yes it is.   
  DV#1: I haven’t worked the magician’s metal in over fifty years. It’d be good to get my hands on that again. It’s a lot you 
  say? Enough to make a weapon? Or even a suit of chain? 
  DV#2: Yes, my friend. It’s a lode all right: more than enough for whatever you’re willing to forge with it. And I know 
  you’ve got the hand for the metal. We all… 
  At this point, the door behind you opened and a tall gnome walked in cradling a hook hammer with a broken handle. 
  The bell on the door rang announcing her entrance and the conversation behind you halted instantly. Suddenly you felt 
  like being elsewhere. In a flash you were slipping past the startled gnome and out the door before the weaponsmith 
  came into the room… 
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 52 
  
  Player Handout #2:  The Oakheart Mine 
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
  Page 53 
  
  Player Handout #3:  How to Ride The Canard 
  The apparent game mechanics and obvious properties of the canard are below. Your DM has a more complete list. 
  • 
  You have three canisters of an alchemical fluid that is similar to alchemist’s fire. If someone opens one end of a 
  canister, fire roars out of that end like a rocket. If the canister is mounted on the cart, the cart accelerates to a 
  certain maximum speed and then slowly decelerates again.   
  • 
  Up to two canisters can be mounted on the cart at one time.   
  • 
  Once a canister is mounted and firing, it can’t be turned off. It could, perhaps, be removed or sundered before 
  it’s done firing but the consequences are not readily apparent.   
  • 
  You can also mount the canister on the front of the cart to stop it quickly. You should definitely avoid traveling 
  at top speed when you reach the end of the mine in order to prevent a crash.   
  • 
  Yes, it is possible for the cart to start going backwards! 
  • 
  A firing canister sheds light equivalent to a torch. 
  • 
  In game terms, the cart is 10’ square. Thus, if there are more than four people in the party some of them have to 
  squeeze into a square with someone else. If two people are in a square then one of them can lie prone to 
  eliminate the “squeezed” status for another person in the square who is standing up. 
  • 
  A person who sits, squats or lies down in the cart has total cover against someone standing on the ground. A 
  person who is standing in the cart has cover. The tower shield at the front provides cover but not full cover to 
  those standing at the front of the cart. 
  • 
  Steering at these high speeds requires quick reflexes. One person who is in the rear of the cart and can see the 
  way ahead needs to steer the cart each round that the cart is in motion. The driver must make a Dexterity 
  check as a standard action to steer. The driver may add any and all ranks s/he has in Sleight of Hand, 
  Profession – miner and Profession – teamster to this check.  Other party members may use the Aid Another 
  action provided they are in the cart and can see the tunnel ahead (i.e., they are not prone). Crashing the cart 
  would be very bad. 
  • 
  If any PC jumps (or is thrown) from the cart, s/he incurs damage just as if the cart had crashed.  As with a fall, 
  the PC can negate 1d6 of the damage with a DC 15 Jump or Tumble check. 
  • 
  Casting spells from the Canard requires a Concentration check  
  • 
  Firing ranged weapons from the moving Canard will be somewhat difficult.  
   
   
   
   
  A Mine.  A Plan.  A Canard.  Pandemonium. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Normal Scenarios/FUR5-04 - A Mine, A Plan, A Canard, Pandemonium (APL 2-12)/FUR5-04 - A Mine, A Plan, A Canard, Pandemonium.pdf