TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VER4-05 
   
   
   
   
   
   
  Dwarven Dawn 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  By Lon Lademann and Ron Lundeen 
  Triad Edit: Verbobonc Triad 
  Circle Edit: David Christ 
  You receive word from Thuldon Rockspitter that now is the time for all friends of Clan Rockhall to assist in an important 
  quest…or at least time for some friends of Thuldon to do him a very big favor.  All he asks you is to find a dwarven druid 
  known as Rukar and escort him to Clan Rockhall.  Starting at Loren’s Ford, any group of adventurers worthy of their name 
  should be able to find a confused dwarf.  How hard can it be?  A scenario for APLs 2 to 12. 
   
  
  VER4-05 Dwarven Dawn 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  VER4-05 Dwarven Dawn 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters from Verbobonc 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. 
  Ancient Dwarven History 
  Five 
  hundred 
  years 
  ago, 
  the 
  dwarves of Clan 
  Rockhall 
  lived 
  happily 
  beneath 
  the 
  Lortmil 
  Mountains in their 
  city of Ulthak-Nor. 
   The dwarves were 
  surprised 
  and 
  attacked 
  by 
  a 
  renegade group of 
  drow elves, along 
  with other outcasts 
  from 
  the 
  drow 
  community: 
  driders 
  and 
  duergar.  These 
  evil forces were 
  able to drive the dwarves from Ulthak-Nor in only a few 
  years. 
  The dwarves retreated to the citadel closest to the surface, 
  Granite Keep.  There, the dwarves were able to remain 
  long enough for the master smith Obon Rockbreaker to 
  craft a powerful ward on the doors to the surface, 
  trapping the dark elves and their evil allies underground. 
   The Rockhall dwarves fled Granite Keep to the surface, 
  and dispersed into the Lortmil Mountains. 
  Very soon, all evidence of the location of Granite Keep 
  (and Ulthak-Nor) was lost.  The dwarves grew in 
  numbers and strength over the centuries, determined 
  one day to reclaim their ancestral home.  Today, the 
  Rockhall 
  clan 
  is 
  ready 
  to 
  retake 
  Ulthak-Nor.  
  Unfortunately, the dwarves have several problems.  Most 
  importantly, they don’t know where Granite Keep is 
  located—Obon Rockbreaker’s wards worked too well.  
  Even were they to find the location of Granite Keep, the 
  Rockhall Dwarves need three keys to gain entrance: 
  • 
  A holy symbol blessed by the Rockhall high 
  priest of Moradin. 
  • 
  One of the Shields of Rockhall 
  • 
  The legendary axe Worm Slayer. 
  The Rockhall dwarves can produce a holy symbol, 
  blessed by their high priest of Moradin and clan leader, 
  Thornblade Rockspitter.  They also have crafted several of 
  the mighty Shields of Rockhall.  Adventurers have 
  recovered only the haft, and not the head, of the axe 
  Worm Slayer, and the dwarves still do not know where 
  
  VER4-05 Dwarven Dawn 
   
  Page 4 
  the entrance to Granite Keep lies (although they know 
  what it looks like). 
  Other Scenarios in this Series 
  The Dwarven Series is a sprawling one; this summary 
  should provide the DM with some background with the 
  regional events that have dealt with this series.  You 
  should find out which characters have played previous 
  adventures in this series, as their character will be known 
  by some of the NPCs in this scenario. 
  In VER1-01 Noble Ambitions, the characters saved 
  Thuldon Rockspitter, Thornblade’s son, from a dungeon 
  full of orcs and ogres.  In gratitude, Thuldon agreed to 
  serve Lady Asbury as a smith for five years.  He confided 
  in the adventurers that the eldest noble son of Clan 
  Rockhall (that is, Thuldon himself) is tasked to find the 
  entrance to Granite Keep.  This is a life-long quest, and 
  Thuldon is happy to trade five years of service in 
  exchange for his life, and the ability to resume the quest 
  once his service is done. 
  In VER1-07 Knocking on the Keep, Thuldon asked the 
  characters to deliver his fiancée, Gelten, to Clan 
  Rockhall, along with a request for some mithral to work 
  with.  The characters were able to recover an orcish 
  standard, which had been made of the haft of Worm 
  Slayer.  In thanks for return of (half of) their precious 
  artifact, the Rockhall dwarves gifted some characters 
  with a Shield of Rockhall. 
  In VER2-02 Granite Keep, the characters followed the 
  rumors of a peasant boy and discovered the tomb of 
  Obon Rockbreaker.  This tomb showed what the 
  entrance to Granite Keep looks like, and how to open it 
  with the three keys (the holy symbol, the axe, and the 
  shield).  This tomb also held an encoded journal, and a 
  strange box containing a metal rod. 
  Obon Rockbreaker’s ward has not kept the drow and 
  their 
  allies 
  underground; 
  VER3-06 
  Never 
  Read 
  Somebody’s Diary tells of how the drow are preparing to 
  raid the surface, although they are trying desperately to 
  keep their presence masked for now.  A drow wizard 
  escaped the adventurers in that scenario, and he may be 
  encountered in this one. 
  In order to reclaim their homeland, the dwarves now 
  need to recover the axe head of Worm Slayer, and find 
  the location of Granite Keep.  The former task will be 
  resolved in VER5-01 Deep in the Lortmils.  The location 
  of Granite Keep will be discovered by the characters in 
  this scenario. 
  Adventure Background 
  Clan Rockhall wishes to speak with the strange dwarven 
  druid, 
  Rukar. 
  Thornblade 
  Rockspitter 
  discovered 
  evidence in Obon Rockbreaker’s journal suggesting 
  Rukar just may be the last descendant of the 
  Granitesplitter family. Every few generations one or 
  more males of this family suffered from some strange 
  uncureable brain disorder. This disorder’s description in 
  Obon’s journal closely matches the odd behavior of 
  Rukar the Druid. Additionally, the journal mentions the 
  gate guards of Ulthak-Nor traditionally came from the 
  Granitesplitters. 
  Previously, it was believed the Granitesplitter line either 
  died out or disappeared long ago. During the flight from 
  the Ulthak-Nor, the clans split up. The Granitesplitters 
  dispersed within the mountains nearest Granite Keep. 
  They were to watch the approaches leading into and out 
  of the mountains near Granite Keep. But, contact was lost 
  with the stubborn family, and all efforts to locate them 
  turned up nothing more than the remains of old 
  weapons, armor and bones.  The Granitesplitters took 
  their jobs as guardians very seriously, however, and have 
  trapped the entrances to Granite Keep. 
  Thornblade recently sent emissaries to find Rukar and 
  bring him to Rockhall. He was not at his cabin when they 
  arrived. They waited several days and questioned several 
  of the locals regarding Rukar, but all to no avail. 
  Frustrated, the Dwarven emissaries returned home only 
  to find a less than understanding Thornblade. After an 
  entire day of shouting, the leader of Clan Rockhall finally 
  decided the only recourse left would be to contact 
  Thuldon on Lady Ashbury’s estate in the hope that he 
  may still know some adventuring types who could do a 
  better job of finding the elusive Rukar. 
  One other villain has learned of Rukar Granitesplitter’s 
  importance.  This creature is a durzagon, a half-fiendish 
  duergar.  The durzagon has taken his minions to the 
  surface to find and kidnap Rukar.  Although Rukar led 
  the duergar on a merry chase, they caught up with him 
  very near a trapped entrance to Granite Keep.  Within 
  these somber halls, the durzagon is torturing Rukar, to 
  ask how close the Rockhall dwarves are to mounting an 
  attack against Granite Keep.  Of course, the addled Rukar 
  has no idea, but the cruel durzagon will keep up his 
  tortures until Rukar speaks—or dies. 
   
   
  
  VER4-05 Dwarven Dawn 
   
  Page 5 
  Adventure Summary  
  The characters are asked by Thuldon Rockspitter, Lady 
  Asbury’s smith, to find the crazy dwarven druid Rukar for 
  Clan Rockhall. 
  In Encounter One, the characters travel to Loren’s Ford, 
  Rukar’s home, to find that he left weeks ago.  In 
  Encounter Two, they meet with Captain Yronl, who can 
  provide them with some information about Rukar.  The 
  characters can gain some information about Rukar by 
  asking around in the town in Encounter Three. 
  Once the characters set out after Rukar in Encounter 
  Four, they will discover another group has been trailing 
  him.  In Encounter Five, some of these other followers, 
  a band of duergar, attack the characters while they camp. 
  In Encounter Six, the characters discover that Rukar has 
  been captured by the duergar.  They follow his captors 
  into the mountain in Encounter Seven, and meet a well-
  defended post protected by a clever pit trap.  The 
  characters fight the durzagon and rescue Rukar in 
  Encounter Eight.  In Encounter Nine, they can 
  question Rukar, and he leads them to the other side of 
  the mountain path.  In Encounter Ten, the characters 
  come out the other side of the caverns and see the 
  entrance to Granite Keep, guarded by numerous frost 
  giants and giant mastodons. 
  In the Conclusion, the characters can return Rukar and 
  knowledge of the location of Granite Keep to Clan 
  Rockhall, and earn their gratitude. 
   
  Introduction 
  Thuldon, the dwarven blacksmith pledged to Lady 
  Asbury, thanks you for answering his invitation. Clan 
  Rockhall once again is seeking outside assistance, this 
  time on a minor matter. It seems clan leader 
  Thornblade Rockspitter wishes to speak with an 
  eccentric 
  dwarven 
  druid 
  known 
  as 
  Rukar. 
  Thornblade’s emissaries could not locate the old 
  druid. Thuldon in turn received a visit from one of 
  these emissaries in the hopes he might yet know of a 
  few individuals who might have more luck in 
  tracking down this druid. Once located, if they could 
  then escort him to Clan Rockhall, Thornblade would 
  show his appreciation. Anyway, a spring-time 
  adventure such as this should make a pleasant 
  distraction from the giant threat to the south. 
  Thuldon knows nothing about what Thornblade 
  wants with Rukar. The druid is a recluse who claims 
  no clan affiliation. Many believe him to be crazy or 
  cursed. In fact, no dwarven clan would probably want 
  to claim him. His cabin is somewhere near Loren’s 
  Ford far to the west. That should be the best starting 
  point. 
  Any characters who played VER2-02 Granite Keep have 
  met Rukar before and know where his cabin is located. 
  This is a good time for characters to introduce 
  themselves. Also, Asbury Manor and Thuldon have 
  nothing to spare in aid due to the giant threat to the 
  south; the only reward Thuldon can promise is the 
  gratitude of the Rockhall dwarves. 
   
  Encounter One 
  At the Beginning 
  The trip west to Loren’s Ford turns out to be nothing 
  more than an easy spring journey, once the characters 
  leave behind the increased mounted patrols and refugees 
  leaving the threatened regions of the Kron Hills. The 
  closer to the Celeb’vara Valley the characters travel, the 
  more normal life in the countryside appears. With 
  Loren’s Ford coming into sight, it is obvious the small 
  village has undergone a series of major changes since the 
  “Nights of the Big Cats,” as the locals call it (these are the 
  events of VTF3-04 Hunt Club, in which giant armored 
  cats and their handlers attacked the town, killing many.  
  Ultimately, the town was saved by adventurers). After 
  nearly a year of construction, the ford and village proper 
  are now well-defended. Stone and timber watch towers 
  stand on either side of the ford. The tower on the village 
  side of the ford makes up part of the village defenses. 
  These defenses consist of a wide ditch outside earth and 
  timber walls built upon a stone foundation. From the 
  base of the walls projecting outward at an angle are 
  double rows of sharpened logs. From the towers flies the 
  house banner of Baron Avgustin. 
  The ford here is the first crossing point on the Celeb’vara 
  River as it flows out of the distant foothills of the Lortmil 
  Mountains. There are no other easy crossings before the 
  town of Rhynehurst on the Velverdyva, and that is many 
  leagues to the north. The trade road passing through 
  Loren’s Ford is the primary route between the southern 
  Viscounty and Veluna. Also, this ford marks the furthest 
  navigable point by riverboats on the Celeb’vara. 
  As you near the ford crossing you can clearly see 
  across the river numerous lean-to’s and makeshift 
  tents outside the walls of Loren’s Ford. There appears 
  to be several families of humans, a small group of 
  dwarves, some halflings, and a fair number of 
  gnomes. They all have the now familiar look of 
  refugees. 
  
  VER4-05 Dwarven Dawn 
   
  Page 6 
  One of the guards on the near tower, leans forward 
  and shouts, “Hail travelers! What business have ya in 
  Loren’s Ford?” 
  The guard wears the livery of House Avgustin. Any 
  reasonable answer receives a wave to go ahead and cross 
  the ford. The guard will respectfully decline to answer 
  questions, directing the characters to make their 
  inquiries after entering the village. Other guards on the 
  tower watch with bows near at hand with yet another 
  waving a signal flag toward Loren’s Ford on the opposite 
  shore.  
  If any character has a large cat or cats as companions, 
  they will be firmly told to not allow such animals to cross 
  the ford. If questioned, they simply state this is under the 
  orders of the Baron himself. 
  Halfway through the ford you hear the gates open 
  followed by the sound of pounding hooves. The slant 
  of the afternoon sun shades the riders from your sight 
  as they enter the ford from the opposite direction. As 
  they near, you notice these are no ordinary mounted 
  riders, but something most in Verbobonc have only 
  heard about in stories and tales. Prancing through the 
  ford and passing you by are three centaurs, one 
  female and two male. They give you but a sideward 
  glance before trotting off to the east. 
  These centaurs will not stop for questions or greetings. 
  They each have a bow and arrows strapped to their 
  human backs and hold a lance in their hands. 
  The village gates remain open with two guards in 
  Avgustin livery waiting for your approach. They 
  motion for you to halt. The guard on the right speaks 
  out, “Greetings! What be your purpose in Loren’s 
  Ford?” 
  Again, any reasonable answer is acceptable. The guard 
  does notice those characters who are armed. 
  “Seeing that you are an armed party, the Captain of 
  the garrison would like to welcome you personally. If 
  you would be so kind as to follow Corporal Griff 
  here,” he points to his companion on his right. “He 
  will escort you to the Captain.” 
  If the characters pose questions to the guards, they let 
  them know the Captain should be able to answer all their 
  questions. At no point do the guards appear threatening 
  or disrespectful. If anything they are alert and 
  professional. 
  Corporal Griff politely asks you to follow him as he 
  leads you towards what must be the main garrison. 
  Most of the buildings in the village look to be of 
  newer construction; garrison barracks and stable, two 
  inns, a Way Station of the Wanderer, a Church of St. 
  Cuthbert, a shrine of Rao, a smithy and public stable, 
  a couple of merchant establishments, a baker, an 
  oster, a mill on the Celeb’vara, and various residences. 
  Inside the village are more refugees, mostly gnomes. 
  They appear forlorn and eye you warily. 
  There is a hitching post outside the main barracks 
  building. Corporal Griff directs any characters with a 
  mount to tie them off there. 
  Standing outside a doorway is another guard to whom 
  the Corporal simply states, “Visitors for the Captain.” 
  The guard turns and knocks on the door. He pauses 
  for a moment listening, then opens the door slightly 
  and pokes his head inside. Whatever words are 
  exchanged cannot be clearly heard. The guard then 
  steps aside while opening the door completely, 
  “Captain Yronl [ih-RON-uhl] will see you now.” 
   
  Encounter Two 
  Captain Yronl 
  The inside of the barracks office is simple. One window 
  looks out the front to the right of the door. Benches line 
  the wall under the window and both sidewalls. Along the 
  wall to the left is another door (closed). Set in the center 
  of the back wall is a single small shelf with a basic desk 
  and chair facing the entryway. Standing behind the desk 
  is a human in the livery of Baron Avgustin bearing the 
  rank of captain. Characters who have played VTF3-04 
  Hunt Club may remember him as a sergeant at that time. 
  “Please come in and be seated. I am Captain Yronl in 
  the service of Baron Avgustin, in charge of the 
  Baron’s garrison here at Loren’s Ford. And you would 
  be?” 
  The Captain waits for the characters to introduce 
  themselves. If they do not also include their business in 
  Loren’s Ford, he will ask of this as well. If any characters 
  played in VTF3-04 Hunt Club, Yronl remembers them. 
  If the characters wish to inquire about Rukar, this is what 
  the Captain knows: 
  • 
  Rukar lives in a cabin south of the village 
  (Captain Yronl can give directions, if the 
  characters ask). He tends to be a very strange 
  dwarf. Being a druid is strange enough, but he 
  always speaks with odd nonsense phrases. On 
  very rare moments he seems to understand 
  what people around him are saying and he 
  responds normally within a string of nonsense 
  babble. 
  
  VER4-05 Dwarven Dawn 
   
  Page 7 
  • 
  Rukar maintains a pack of six hounds for 
  companions. The dogs truly love their master 
  and follow his commands. But Rukar’s 
  commands are the opposite of what the dogs do: 
  if he commands his hounds to sit, they stand 
  and point. 
  • 
  Rukar came into Loren’s Ford several weeks ago. 
  He is an infrequent visitor, so he tends to be 
  noticed. What children there are in the village 
  really enjoy his rather unusual behavior and his 
  dogs. 
  • 
  Rukar stayed in the village only a few hours to 
  trade for supplies. He has done this in the past 
  before going out on one of his hunting trips.  
  • 
  About two weeks ago three dwarven emissaries 
  from Clan Rockhall came asking about Rukar. 
  They questioned the merchant Rukar trades 
  with and even the dwarves outside the walls. 
  The emissaries spent only one night at the 
  Splashing Pony Inn and left the next day. 
  • 
  Captain Yronl makes a point of informing the 
  characters that on the rare happenstance of 
  danger to Loren’s Ford during their stay here, 
  their services in defense of the village are 
  expected. 
  • 
  If asked about the centaurs, Yronl informs the 
  characters they first arrived in Loren’s Ford after 
  the fall of Tulvar to the giants. They ride in 
  every now and then with news from the east. 
  He does not go into any further details about 
  this matter if he doesn’t already know the 
  characters, since he does not know how much 
  he can trust them. However, if he knows them 
  from before he shares the following: The 
  centaurs originated from a secluded portion of 
  the Greenway Valley and narrowly escaped 
  annihilation by the giants. They now gladly 
  provide scouting reports of the situation in the 
  Kron Hills to the east. Giant forces solidly 
  control the ridge five miles west of Tulvar. Their 
  patrols range as far west as the narrow valley 
  halfway between Osnabrolt and Tulvar. That’s 
  not much more than 25 miles to the east. The 
  centaurs also claim to have seen giant 
  reinforcements coming down from the eastern 
  Lortmils. 
  If the characters head off to Rukar’s cabin, go to 
  Encounter Four.  If they want to ask around Loren’s Ford 
  a bit more, go to Encounter Three. 
   
  Encounter Three 
  In Loren’s Ford 
  The characters may wish to make their own inquiries in 
  the village. Below is the information they may find. 
  At the Splashing Pony, the oldest and largest inn in 
  Loren’s Ford, the clientele remember the dwarven 
  emissaries.  With only a little bit of asking, and by 
  promising to spend the coin for a night or two, the 
  innkeeper Kelden will talk to the characters.  Kelden 
  talked to the emissaries a lot, and he quickly became their 
  guide and contact in town (which suited the big, friendly 
  man just fine).  Two weeks ago, he recalls, three dwarves 
  arrived and started asking about Rukar.  When Kelden 
  told them that Rukar’s a local crackpot, they seemed 
  surprised and a little bit offended.  They knew that Rukar 
  was eccentric, but to hear how silly the townspeople 
  thought Rukar is seemed to offend them.  Kelden 
  directed them to Rukar’s shack south of town.  They 
  asked around town a little more, if only to make sure 
  Kelden wasn’t joking with them about Rukar’s status.  
  After that, they went to Rukar’s cottage, and when they 
  returned, they said it was locked up tight and it seemed 
  like Rukar would be gone a while.  They talked about 
  staying in Loren’s Ford until Rukar returned, but then 
  changed their mind and left the next day. 
  At Gendry’s Trading Post, where Rukar gathers supplies 
  before leaving on a hunting trip, they remember the 
  dwarf well.  The crazy old dwarf always demands peculiar 
  goods on top of salt, whetstones, and other reasonable 
  supplies.  Sometimes he asks for dead flowers, a 
  miniature fireplace poker, or a bag of butterfly wings.  
  The last time he left, he asked for a new chamberpot.  
  When they gave him one, he put it on his head and cried, 
  “The guardian needs a guard helmet!” over and over until 
  they finally threw him out.  When Rukar leaves, they 
  add, he’s usually gone for a week or two.  It’s not really 
  surprising he’s not back yet.  If the characters ask about 
  the dwarven emissaries, they came in about two weeks 
  ago, asked just the same questions the characters did, and 
  then left. 
  The Way Station of the Wanderer is overseen by a 
  cleric of Fharlanghn named Tama.  Characters who 
  played VER3-04 Hunt Club will probably recognize her.  
  Walker Tama is a mapmaker of great talent, and able to 
  give accurate maps of the local area.  She is an 8
  th level 
  cleric, and has whatever spells you feel are appropriate.  
  She knows Rukar well, and thinks better of him than 
  most of the townspeople do; she has shared maps with 
  the crazy dwarf, and his maps of the Lortmils are well-
  made and accurate (although, she’ll admit, Rukar likes to 
  sketch in charcoal on rabbit pelts). 
  
  VER4-05 Dwarven Dawn 
   
  Page 8 
  The blacksmith is right next to the Way Station of the 
  Wanderer, and it is overseen by a gruff man maned 
  Korlander.  Korlander is kind and gentle with animals, 
  and a good friend of Tama’s.  He has no information to 
  give to the party, other than that he knows who Rukar is. 
  The refugees inside and outside Loren’s Ford are all 
  displaced from Kron Hills villages that have been taken 
  over by giants.  Most of them are gnomes, but there are 
  several humans, halflings, and dwarves as well.  They 
  know Rukar is a local colorful character, but don’t know 
  anything else about him.  These refugees are as well-
  cared-for as Baron Avgustin can manage, but they are 
  willing to take any handouts the characters can provide.  
  If the characters ask about the giants, many of these 
  refugees have seen a black-robed humanoid leading the 
  giant forces.  No one knows anything else about this 
  mysterious figure. 
  Roddy Spellbrewer 
  At some time in their visit to Loren’s Ford, the characters 
  are plagued by a gnome named Roddy Spellbrewer.  This 
  encounter is best placed when the characters go speak to 
  the gnomish refugees.  Roddy is a gnomish alchemist, 
  wizard, and brewer who managed to take much of his 
  stock of wares with him when he fled his home in Tulvar. 
   When he arrived in Loren’s Ford, Captain Yronl was 
  more than happy to buy out Roddy’s whole stock of 
  potions of protection from evil, oils of magic weapon, and 
  potions of blur.  Now Roddy only has twenty potions left, 
  and he’s anxious to sell them off.  He has ten potions of 
  levitate left, and ten potions of spider climb.  Captain 
  Yronl didn’t see the use in buying these for his men, so 
  they’re the only potions Roddy has left. 
  Roddy is quite a showman and entrepreneur, and he’s 
  unwilling to leave the characters alone unless he sells 
  each of them at least one of his remaining potions.  
  Roddy is cheerful, and friendly, but rapidly irritating.  He 
  starts out by insisting that each character should buy two 
  of each potion (“For an emergency, you know, never can 
  be too prepared!”), then (if the characters are resistant), 
  only two of one kind, and (if the characters are still 
  resistant), only one of one kind of potion.  The characters 
  can even offer to pay him back once they’ve concluded 
  their business (that is, at the end of this scenario), if 
  they’d like.  Roddy isn’t above insisting that he needs the 
  money from the potion sales to feed his family, although 
  his family is doing fairly well under Lord Avgustin’s care. 
   Each potion costs 300 gp (the DMG price). Roddy insists 
  that the price is non-negotiable. 
  When the characters reach the pit trap in Encounter 
  Seven, they might be very glad they bought Roddy’s 
  potions (or very sorry if they did not). 
  Once the characters head off to Rukar’s cabin, go to 
  Encounter Four. 
   
  Encounter Four 
  How to Follow a Crazy Dwarf 
  Rukar’s cabin is easily found south of Loren’s Ford, 
  especially if any character played VER2-02 Granite Keep. 
  The trail that leads south of the village along the west 
  bank of the Celeb’vara makes a gentle bend southwest 
  away from the river, leaving behind several pastures and 
  orchards. Seeing this portion of the river with its many 
  rocks and rapids makes it clear why Loren’s Ford is as far 
  upstream as riverboats may safely travel. The trail begins 
  to enter patches of wooded slopes that make up part of 
  the northern foothills of the Lortmils. Nearly five miles 
  out of Loren’s Ford, not far off the trail on the right, sits 
  Rukar’s cabin. 
  No signs of habitation can be seen nor heard from the 
  lonely cabin. No smoke from the chimney nor the 
  sights and sounds of Rukar’s hounds greet your 
  approach. The cabin’s front door in fact sits ajar! 
  Allow the characters to take any precautions or searches 
  outside they wish. Nothing unusual occurs nor can be 
  found. Over the last several weeks there have been four 
  days of rain in the area, so there are no fresh tracks to be 
  found around the cabin. 
  Inside the cabin is another matter. The interior, such as it 
  is, looks to have been trashed. It bears the look of 
  someone looking for something in haste. Items are tossed 
  about and turned over everywhere. 
  Now is when the characters need to get creative on the 
  next step to take. They know Rukar has left on a hunting 
  trip. All indications suggest all of Rukar’s hounds went 
  with him. And it is very likely someone else is looking for 
  him as well, and whoever it is has a five-day head start. 
  Several hours of searching a wide area around the cabin 
  might, on a DC 25 Survival roll, provide some evidence of 
  the direction Rukar’s pursuers went.  These tracks follow 
  a light trail through the wooded hills. 
  The trail leads generally towards the northwest. Late in 
  the day the characters cross the High Road, which leads 
  west out of Loren’s Ford into southern Veluna. Ahead lies 
  the southern edge of the Iron Wood.  This would make a 
  good time to rest for the night. 
  Allow the characters to set watches. They hear the 
  howling of wolves in the distance at night, but nothing 
  else unusual happens. 
  
  VER4-05 Dwarven Dawn 
   
  Page 9 
  The next morning dawns with a heavy fog. Even 
  unskilled trackers can see that you are following two 
  sets of tracks.   The earliest tracks are of a single 
  humanoid with several dogs.  You’re pretty sure that 
  this has to be Rukar.  However, a day or two later, 
  several other humanoid tracks parallel Rukar’s prints. 
   It seems as though you aren’t the only ones pursuing 
  Rukar, and the other group has several days’ lead on 
  you. 
  Once the characters start moving again, read: 
  Following the trail of Rukar’s pursuers becomes more 
  difficult the further into the southern edge of the 
  Iron Wood you go. Yet, by later that morning most of 
  the fog burns off as the sun comes out to a pleasantly 
  warm spring day. And, shortly thereafter the trail 
  becomes confused. 
  Not far into the edge of the Iron Wood, another set of 
  tracks crosses the trail the characters have been 
  following. A DC 20 Survival check shows the new tracks 
  to be only about three days old. They cross the original 
  trail going in a southwesterly direction coming from the 
  northeast out of the Iron Wood, and have the same 
  appearance as the tracks originally discovered near 
  Rukar’s cabin (that is, they are dwarf-like tracks; in fact, 
  they are tracks of duergar). 
  Now, the characters need to make a decision: follow the 
  original trail or take the new one. 
  Following the original trail leads them first northwest 
  then west through the edge of the southern Iron Wood. 
  By the end of the day they find evidence of s small 
  campsite possibly used by Rukar, as the spoor of large 
  dogs can be found nearby. From here the trail leads north 
  into the Iron Wood proper. The Iron Wood is misty, but 
  the dense fog throughout the wood has lifted after the 
  events of VER4-03 Glory’s Warriors. Within the wood 
  the trail begins to gently turn east. After much of the day, 
  the trail turns now more toward the south. A character 
  with the Track feat must make three DC 15+APL Survival 
  checks to follow this old trail. Before sundown, the trail 
  emerges from the Iron Wood proper and the characters 
  find themselves looking at the Lortmils in the distance to 
  the south. Mostly likely, the trade route between Veluna 
  and Loren’s Ford is not far away. Another half day’s travel 
  brings the characters to where the two trails crossed 
  nearly two days ago. (Go to “Following the new trail”) 
  Following the new trail takes the characters into the 
  northern foothills of the Lortmils. They find evidence of 
  Rukar’s hounds along the way in the form of their spoor. 
  However, the manner in which this discovery is made 
  proves interesting. 
  You have been following the trail of Rukar’s pursuers 
  higher and higher into the foothills. The mountains 
  themselves to the south loom very near. As you 
  approach a narrow notch between two ridges, there is 
  a rather bad smell from up ahead. It is not the smell 
  of death, but the smell of dung. 
  The smell comes from a pit trap placed at just the right 
  location between two large boulders. It appears that one 
  humanoid creature fell into the shallow pit. The dung is 
  accumulated hound droppings, and the “victim” sank up 
  to his knees. This “victim” might possibly be a short 
  human or even a dwarf considering the size of the 
  depressions in the pit and the easily identified boot prints 
  made upon the victim’s exit from the pit. From the looks 
  of the immediate area, the victim required assistance to 
  get out of the pit. 
  Following Rukar becomes easier at this point, as several 
  blazes are marked, and Rukar seems to have chosen softer 
  ground to tread upon.  It seems as though Rukar wanted 
  to taunt his pursuers into following him. 
  Following the trail of Rukar’s pursuers leads you 
  further south into the mountains themselves. The old 
  dwarf has not made it easy on his trackers. The trail 
  has crossed itself several times, and there have even 
  been a couple of instances where Rukar must have 
  doubled back on his trail. The end result is that you 
  are catching up. Where at first those ahead of you had 
  a five day head start, your best guess now is that their 
  lead is now down to two or three days at best. 
  The characters follow the trail for a couple more days. 
  Allow them to have the thrill of camping at night once or 
  twice before going on to the next encounter. Provide any 
  typical wilderness night sounds and the sighting of 
  curious skunk and raccoons during the night. These 
  creatures are looking for food of course, but their sounds 
  and smells should keep the characters on their toes. 
   
  Encounter Five 
  Guests in the Night 
  It’s been two days since you left the creative pit trap 
  behind you. But, darkness still comes early in the 
  mountains. Another couple of days could find you 
  high enough to encounter spring snows. You still get 
  the impression you are gaining on Rukar and his 
  pursuers, but darkness makes continuing too 
  difficult. 
  The terrain is rugged. Finding a suitable campsite for the 
  evening is a challenge. The ground is sloping with some 
  trees and rocks. Any cover the characters find for 
  
  VER4-05 Dwarven Dawn 
   
  Page 10 
  themselves also could provide cover for anything else out 
  there.  
  This is now the fun part. The party tracking Rukar picked 
  up on the signs along the way that the crazy old dwarven 
  druid might be using to help others follow. They have 
  eliminated or otherwise destroyed some of these signs. 
  But, they now have a group of their number watching 
  behind them. This group noticed the characters a day 
  ago, and they have decided to pay them a little night’s 
  visit to test the characters’ strength. Roll a d6 to 
  determine on which watch the action begins. 
  APL 2 (EL 2) 
  �Duergar Warriors (2): male duergar War1; hp 9 each; 
  see Monster Manual (Dwarf, duergar). These duergar 
  begin combat with their invisibility active.  Half of them 
  (the ones who move into melee) also have enlarge person 
  spells active. 
   
  APL 4 (EL 4) 
  �Duergar Warriors (4): male duergar War1; hp 9 each; 
  see Monster Manual (Dwarf, duergar). These duergar 
  begin combat with their invisibility active.  Half of them 
  (the ones who move into melee) also have enlarge person 
  spells active. 
   
  APL 6 (EL 6) 
  �Duergar Warriors (8): male duergar War1; hp 9 each; 
  see Monster Manual (Dwarf, duergar). These duergar 
  begin combat with their invisibility active.  Half of them 
  (the ones who move into melee) also have enlarge person 
  spells active. 
   
  APL 8 (EL 8) 
  �Duergar Warriors (4): male duergar War4; hp 29 each; 
  see Appendix One. These duergar begin combat with 
  their invisibility active.  Half of them (the ones who 
  move into melee) also have enlarge person spells active. 
   
  APL 10 (EL 10) 
  �Duergar Warriors (8): male duergar War4; hp 29 each; 
  see Appendix One. These duergar begin combat with 
  their invisibility active.  Half of them (the ones who 
  move into melee) also have enlarge person spells active. 
   
  APL 12 (EL 12) 
  �Duergar Warriors (8): male duergar War6; hp 42 each; 
  see Appendix One. These duergar begin combat with 
  their invisibility active.  Half of them (the ones who 
  move into melee) also have enlarge person spells active. 
   
  Tactics: The Duergar wish to discover the strength of the 
  characters, and if possible take out their primary spell 
  caster as well as any obvious trackers. They will focus 
  their attacks on characters meeting these requirements. 
  It is not their intent to die doing this, however. So, they 
  attempt to use a combination of a distraction of missile 
  fire from one direction into the camp while others sneak 
  around to attack from the opposite direction. The duergar 
  use crossbows to shoot and move to both hide their 
  numbers and to prevent from being easily targeted by 
  spells. The rear attack waits for the characters to focus on 
  the missile attackers and then charge in. As soon as the 
  combat goes badly for them, they disengage and run away 
  into the night. 
  The next morning, if any character possesses Tracking 
  skills, it is possible to match the tracks of the attacking 
  duergar with the tracks they have been following. This 
  match is in general only, not specific. In other words, 
  Rukar is certainly being pursued by duergar, but not 
  these specific duergar.  
  On a DC 10 Knowledge (dungeoneering) check, the 
  characters know that duergar are subterranean dwarves 
  and, normally, can’t stand daylight.  These duergar, on the 
  other hand, are certainly traveling on the surface in the 
  daytime.  Characters that have played VER3-06 Never 
  Read Somebody’s Diary should be reminded that the 
  drow in that adventure also have learned to operate in 
  sunlight, as well.  If the characters suspect some sort of 
  alliance between the duergar and the drow, they’re right. 
  Treasure: 
  Defeat the duergar and take their gear. 
     APL 2: L: 40 gp; C: 0 gp; M: 0 gp. 
     APL 4: L: 80 gp; C: 0 gp; M: 0 gp. 
     APL 6: L: 160 gp; C: 0 gp; M: 0 gp. 
     APL 8: L: 380 gp; C: 0 gp; M: 0 gp. 
     APL 10: L: 760 gp; C: 0 gp; M: 0 gp. 
     APL 12: L: 760 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Six 
  Rukar’s Calling Card 
  Continuing on the trail the next day, it is not long before 
  the characters discover more evidence that Rukar is 
  laying traps for his pursuers…and that Rukar has been 
  captured. 
  Not two hours from last night’s campsite you discover 
  traces of Rukar’s hounds in the form of clear paw 
  prints in soft ground. They may be only one to two 
  days old. Their direction is changing. The tracks now 
  lead toward the southeast. Another couple of hours 
  and the trail turns to the east. Following the trail, you 
  ascend a wooded rocky ridge and find beyond an 
  
  VER4-05 Dwarven Dawn 
   
  Page 11 
  open grassy valley with a clear stream running toward 
  the northeast. A beaver dam creates a wide pond in 
  the middle of the more level portion of the valley. To 
  the southeast runs a small herd of what must be elk. 
  They are making for the opposite ridge and dash up it 
  at full speed out of sight. Motion above the opposite 
  ridgeline further to the north of where the elk 
  ascended attracts your attention. Amongst trees near 
  the top of the far ridge are a few large birds circling in 
  the sky. 
  The closer the characters get to where the birds are 
  circling, the more they know something went wrong. 
  First, is the number of birds in amongst the trees and 
  ground near the top of the ridge. The smell of death 
  comes from the trees and rocks up the steep ridge. Then 
  the evidence of combat is hard to mistake.  
  As you get closer to the top of the ridge most of the 
  birds take wing, while a few crows remain behind to 
  complain of your presence. First, you pass a three 
  small stone cairns from which come the smell of 
  death. Next, is the sight of the remains of what must 
  be Rukar’s hounds. Although the dogs’ remains show 
  signs of scavengers it is not hard to make out the 
  evidence of crossbow bolts and scorch marks on some 
  of the carcasses. Two of the hounds look to have been 
  killed by gruesome bludgeoning wounds. 
  If any character attempts a Spot check in the area, they 
  notice two vine-covered ropes dangling from different 
  trees. Each looks to have been cut. These are the remains 
  of well-placed snares set by Rukar. Each ensnared an 
  opponent, who had to be cut down.  The signs of a 
  struggle are all around. The three cairns, if searched, 
  prove to be the last resting place for three duergar. The 
  area is full of the tracks of the hounds and a number of 
  humanoids.  On a DC 25+APL Survival check, the 
  characters can identify Rukar, at least four duergar, and 
  one set of elven tracks (this is the drow). 
  Eventually, the characters should attempt to find which 
  way the survivors left this scene of battle. It is clearly 
  found leading away to the southeast along the crest of the 
  ridge. A DC 20 Survival check shows two of those who 
  left to be more heavily burdened than the others. 
   
  Encounter Seven 
  Into the Mountain 
  The trail of Rukar’s captors prove fairly easy to follow. 
  Hours pass as you climb ever higher southward into 
  the mountains. A chilling wind carries with it snow 
  dust from higher up the mountainside. Soon the trail 
  enters snow patches among the trees and rocks. The 
  tracks are not fresh, but enough depressions in the 
  snow and moist ground remain to lead the way higher 
  into the mountains.  
  The higher you climb following the trail, the colder it 
  gets. At least you are still well below the tree line. The 
  sun begins to dip below the mountains to the west. 
  The characters need to find warmth and some form of 
  shelter for the night. The dangers of the cold must be 
  considered at this point. Night temperatures dip below 
  40 degrees, but not 0 degrees. (See DMG Cold Dangers p. 
  302.) 
  Have the characters do whatever they feel necessary for 
  camping the night. Their evening progresses without 
  incident, but the night in the high country does get cold, 
  down to 12 degrees. Trees and rock outcroppings cover 
  the mountainside. They should have no trouble finding a 
  spot, which provides some break against the wind, and 
  enough wood for a fire. 
  The next morning finds a mostly sunny sky greeting the 
  characters. Finding the trail of Rukar’s captors luckily 
  presents little additional challenges as no snow fell last 
  night. Also, without fresh snow, what little drifting 
  occurred did not significantly cover-up the tracks 
  marking the passage of those they follow. 
  Not more than an hour and a half of following the trail, 
  the characters come across the remains of the Duergar’s 
  campsite. The remains of the fire hold no warmth 
  suggesting the camp was last used the night before last. 
  By midafternoon, the trail leads into hole in the 
  mountainside.  Read the following: 
  As the sun starts to sink behind the high mountains, 
  the wind whips at your cloaks.  The trail of Rukar’s 
  captors leads around a high shoulder of rock, and you 
  find yourselves staring at a cave in the mountainside. 
   There is no doubt the captors entered this cave.  
  Fighting duergar in the open posed little difficulty 
  for you, but the thought of facing them in their own 
  environment gives you a shiver not entirely 
  attributable to the cold air. 
  When the characters get closer, read: 
  Upon closer inspection, this cave is ancient worked 
  stone.  It is an even passage, fifteen feet wide and ten 
  feet high.  It appears to bore directly into the 
  mountain. 
  In fact, this passage bores right into the mountain and 
  out the other side; this is one of the few roads into the 
  valley containing Granite Keep that was inhabited by the 
  guardian clan of Granitesplitters (Rukar’s ancestors) ages 
  ago.  The passageway makes a couple of sharp turns at 
  
  VER4-05 Dwarven Dawn 
   
  Page 12 
  either end, to make assaulting into the passage difficult, 
  but after these few turns the passageway bores straight 
  through the mountain and up at a slight angle. 
  Take careful note of the light sources the characters are 
  using.  If the characters have any sort of light, the duergar 
  guards are able to see them coming up the passageway 
  from a long way off. 
  About two miles up the passageway (over an hour of 
  travel for most parties), they encounter a cleverly-crafted 
  duergar ambush.  The duergar have moved large blocks of 
  tumbled stone for cover on the other side of a nasty pit 
  trap.  To make the pit trap even more deadly (at higher 
  APLs), the duergar have herded a gelatinous cube (or a 
  pair of them) into the pit trap system.  The duergar are 
  hiding behind their cover when the characters approach. 
  Refer to Appendix Three for a layout of this combat. 
  When the characters approach to with 100 feet, the 
  duergar rise up from behind their cover and begin 
  attacking.  Remember that duergar have 120 feet of 
  darkvision, which is almost certainly farther than the 
  characters can see. 
  APL 2 (EL 5) 
  �Duergar Archers (2): male duergar Ftr1; hp 12 each; 
  see Appendix One. 
  �Pit Trap (APL 2 version): see Appendix Three. 
   
  APL 4 (EL 7) 
  �Duergar Archers (2): male duergar Ftr3; hp 28 each; 
  see Appendix One. 
  �Pit Trap (APL 4 version): see Appendix Three. 
  APL 6 (EL 9) 
  �Duergar Archers (2): male duergar Ftr3; hp 28 each; 
  see Appendix One. 
  �Duergar Wizards (2): male duergar Wiz3; hp 19 each; 
  see Appendix One. 
  �Pit Trap (APL 6 version): see Appendix Three. 
  APL 8 (EL 11) 
  �Duergar Archers (2): male duergar Ftr4/Rgr1; hp 43 
  each; see Appendix One. 
  �Duergar Wizards (2): male duergar Wiz5; hp 29 each; 
  see Appendix One. 
  �Pit Trap (APL 8 version): see Appendix Three. 
  APL 10 (EL 13) 
  �Duergar 
  Archers 
  (2): 
  male 
  duergar 
  Ftr4/Rgr2/Deepwood Sniper 2; hp 72 each; see Appendix 
  One. 
  �Duergar Wizards (2): male duergar Wiz7; hp 39 each; 
  see Appendix One. 
  �Pit Trap (APL 10 version): see Appendix Three. 
  APL 12 (EL 15) 
  �Duergar 
  Archers 
  (2): 
  male 
  duergar 
  Ftr4/Rgr2/Rog2/Deepwood Sniper 2; hp 86 each; see 
  Appendix One. 
  �Duergar Wizards (2): male duergar Wiz9; hp 58 each; 
  see Appendix One. 
  �Pit Trap (APL 12 version): see Appendix Three. 
   
  Pre-cast spells: If the characters were visible from a long 
  way off (that is, if they have light sources of any kind), 
  then the wizards have pre-cast mage armor and false life 
  on themselves. At higher APLs, they also cast protection 
  from arrows and see invisibility. 
   
  Tactics: The duergar remain behind cover on the far side 
  of the pit trap, raining bolts and spells on the characters 
  for as long as they can see them.  When any character 
  rushes into the 15 ft. square in front of them, the pit trap 
  opens (see Appendix Three).  If the duergar catch a 
  character in their pit, they howl with laughter and 
  continue to attack the remainder of the party.  At APL 6, 
  the wizards open with magic missiles on the least-
  armored person in the party.  At APL 8, both wizards 
  open with fireballs on as many characters as possible.  At 
  APL 10 and 12, one wizard casts haste on all the duergar 
  while the other casts Leomund’s tiny hut, giving them 
  cover without hampering their visibility.  From there, 
  they use whatever tactics seem most intelligent. 
  Once the characters have finished with this combat, they 
  hear a howl of pain from deeper down the passage.  This 
  should encourage them to hurry on to Encounter Eight. 
  Treasure: 
  Defeat the duergar and take their gear. 
     APL 2: L: 113 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
     APL 4: L: 106 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
     APL 6: L: 166 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
     APL 8: L: 174 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each, bracers of armor +1 (2), 83 gp 
  per character each. 
     APL 10: L: 116 gp; C: 0 gp; M: +1 light crossbows (2), 
  195 gp per character each, +1 spearblock chain shirt 
  (2), 771 gp per character each, bracers of armor +1 
  (2), 83 gp per character each. 
     APL 12: L: 116 gp; C: 0 gp; M: +1 light crossbows (2), 
  195 gp per character each, +1 spearblock chain shirt 
  (2), 771 gp per character each, bracers of armor +1 
  (2), 83 gp per character each; metamagic rod of 
  empower (lesser) (2), 750 gp per character each. 
   
  
  VER4-05 Dwarven Dawn 
   
  Page 13 
  Encounter Eight 
  Rukar at Last! 
  The dark passage leads further into the heart of the 
  mountain.  After the pit, the walls are carved in the 
  images of life-sized dwarven soldiers, standing grim-faced 
  at attention and suspiciously eyeing travelers coming 
  into the mountain.  After another fifteen minutes or so of 
  travel, the cavern opens into a wide room.  The passage 
  continues on the other side of the chamber, and six 
  rooms lead off of it.  One of the rooms has been turned 
  into a crude kitchen, three are bunkrooms, and another 
  has been converted into a shrine to Laduguer, evil god of 
  the duergar. 
  The sixth room has been converted into a torture 
  chamber, where the durzagon and his duergar are 
  torturing Rukar for information.  They want to know if 
  Clan Rockhall is ready to mount an assault on Granite 
  Keep; of course, crazy Rukar has no idea. 
  The small torture room has only one entrance, and it is 
  thirty feet square.  Rukar is on a table in one corner, 
  moaning piteously. 
  At APL 6 and above, a drow wizard is here, overseeing the 
  interrogation. This is the same wizard who fled the scene 
  in VER3-06 Never Read Somebody’s Diary; any 
  characters who played that scenario will recognize him as 
  the drow who teleported away with the diary. He doesn’t 
  have the diary on him now, and only the fiercest of 
  interrogations will convince him to reveal that he turned 
  it over to his drow masters in Ulthak-Nor. 
  APL 2 (EL 5) 
  �Duergar Torturers (2): male duergar War1; hp 9 each; 
  see Monster Manual. 
  �Durzagon: hp 32; see Appendix One. 
   
  APL 4 (EL 7) 
  �Duergar Torturers (2): male duergar Ftr1; hp 12 each; 
  see Appendix One. 
  �Durzagon Ftr1/Blackguard 1: hp 61; see Appendix 
  One. 
   
  APL 6 (EL 9) 
  �Duergar Torturers (2): male duergar War4; hp 29 
  each; see Appendix One. 
  �Durzagon Ftr1/Blackguard 1: hp 61; see Appendix 
  One. 
  �Drow Wizard: male drow Wiz5; hp 17; see Appendix 
  One. 
   
   
   
  APL 8 (EL 11) 
  �Duergar Torturers (2): male duergar War6; hp 42 
  each; see Appendix One. 
  �Durzagon Ftr1/Blackguard 3/Templar 1: hp 88; see 
  Appendix One. 
  �Drow Wizard: male drow Wiz5; hp 17; see Appendix 
  One. 
   
  APL 10 (EL 13) 
  �Duergar Torturers (3): male duergar War6; hp 42 
  each; see Appendix One. 
  �Durzagon Ftr1/Blackguard 3/Templar 2: hp 97; see 
  Appendix One. 
  �Drow Wizard: male drow Wiz10; hp 29; see Appendix 
  One. 
   
  APL 12 (EL 15) 
  �Duergar Defenders (3): male duergar Ftr7/Dwarven 
  Defender 1; hp 88 each; see Appendix One. 
  �Durzagon Ftr1/Rog2/Blackguard 3/Templar 3: hp 
  120; see Appendix One. 
  �Drow Wizard: male drow Wiz10; hp 29; see Appendix 
  One. 
   
  Tactics: The duergar move into melee immediately, to 
  protect the wizard and the durzagon.  They will fight to 
  the death.  The duzagon hangs back in order to cast 
  preparatory spells on himself before entering melee; if 
  you feel that the characters were especially noisy in their 
  approach or used powerful light sources, the durzagon 
  may have these spells already cast and running when the 
  characters enter.  The durzagon will also fight to the 
  death.  The drow wizard (if present) frantically avoids 
  melee, and targets whichever character seems to be the 
  biggest threat to him, personally.  He understands that 
  helping the duergar (with spells like haste) may be the 
  best way to help himself.  He doesn’t mind catching the 
  duergar or the durzagon in the area of his attack spells if 
  necessary for his survival.  If the wizard takes any damage 
  at all, he’ll try to flee (this will be easy for him at APL 10 
  and 12, as he can either teleport or dimension door). 
   
  Once these foes are defeated, the characters are free to 
  rescue Rukar and question him.  Go on to Encounter 
  Nine. 
   
  Treasure: 
  Defeat the torturers and take their gear. 
     APL 2: L: 40 gp; C: 0 gp; M: 0 gp. 
     APL 4: L: 103 gp; C: 0 gp; M: 0 gp. 
     APL 6: L: 258 gp; C: 0 gp; M: bracers of armor +1, 83 gp 
  per character; cloak of resistance +1, 83 gp per 
  character; potion of blur, 25 gp per character; potion 
  
  VER4-05 Dwarven Dawn 
   
  Page 14 
  of cure serious wounds, 63 gp per character; potion 
  of haste, 63 gp per character, scroll of confusion, 58 
  gp per character; scroll of fireball (2), 31 gp per 
  character each; scroll of web, 13 gp per character. 
     APL 8: L: 286 gp; C: 0 gp; M: bracers of armor +1, 83 gp 
  per character; cloak of resistance +1, 83 gp per 
  character; potion of blur, 25 gp per character; potion 
  of cure serious wounds, 63 gp per character; potion 
  of haste, 63 gp per character, scroll of confusion, 58 
  gp per character; scroll of fireball (2), 31 gp per 
  character each; scroll of web, 13 gp per character. 
     APL 10: L: 412 gp; C: 0 gp; M: bracers of armor +2, 333 
  gp per character; ring of protection +1, 167 gp per 
  character; amulet of natural armor +1, 167 gp per 
  character; cloak of resistance +1, 83 gp per character. 
     APL 12: L: 230 gp; C: 0 gp; M: bracers of armor +2, 333 
  gp per character; ring of protection +1, 167 gp per 
  character; amulet of natural armor +1, 167 gp per 
  character; cloak of resistance +1 (2), 83 gp per 
  character each. 
   
   
  Encounter Nine 
  Rukar’s Secret 
  The addled dwarf doesn’t recognize the characters, even 
  if he has seen them before.  If the characters unbind him, 
  he immediately casts tree shape on himself and remains 
  in that form for at least an hour.  After that, he’s much 
  calmer.  The characters may also calm him down with a 
  DC 20+APL Diplomacy check. 
  Once calmed, Rukar will babble nonsense.  Use some of 
  the following gibberish, or make up your own: 
  • 
  For each dead dog, I vow: one more dead dog! 
  • 
  Don’t touch the trees.  I smeared ‘em up good! 
  • 
  Not so dark anymore!  No, not so dark! 
  • 
  Me?  The princess? Why, yes, I am! 
  • 
  Sky colors pretty are they. 
  • 
  The chickens of Malloy have been avenged. 
  • 
  I’m too big to (mumble, mumble). 
  • 
  Here, fishy, fishy, fishy. 
  However, sprinkled in Rukar’s ramblings are important 
  phrases.  You should also include the following: 
  • 
  Rukar Granitesplitter, that’s me. 
  • 
  Long have the Granitesplitters guarded the way 
  to Granite Keep! 
  • 
  You’ve seen the Granitesplitter Guardians in the 
  hall, protecting the Way! (Rukar is referring to 
  the carved guardians in the hall). 
  When the party is ready to leave with Rukar, he wants to 
  continue down the opposite passage through the 
  mountain, not go back the way the characters came.  He 
  keeps repeating, “Must take a look at it with me own 
  eyes!  Granitesplitter eyes!”  He won’t struggle for more 
  than a minute or two with the characters, although if 
  they let him go, he trots happily off down the opposite 
  hall. 
  If the characters force Rukar out the way they came, they 
  won’t be able to take a look at Granite Keep; make sure to 
  note this in the Conclusion and on the AR. 
  All APLs 
  �Rukar: male dwarf Drd3/Rgr2, hp 52, see Appendix 
  One.  
   
  Encounter Ten 
  The Other Side of the Mountain 
  Continuing through the mountain, the characters reach 
  the other side in an hour or two.  The characters come 
  upon another pit trap, like the one they encountered in 
  Encounter Seven, but this one has already been triggered, 
  and doesn’t contain any gelatinous cubes; at the bottom 
  of it are two dead duergar, stripped of their gear.  The 
  duergar triggered this trap on their trip into the passage 
  several weeks ago, and haven’t bothered to reset it. 
  When the characters reach the other side of the passage, 
  they behold the entrance to Granite Keep.  Read: 
  You blink in the bright daylight.  A secluded 
  mountain valley lies before you, covered in snow.  
  Directly across from you, the sheer rock face has been 
  carved into an amazing scene.  Several life-sized 
  dwarves do battle against shadowy enemies.  The 
  carving, although aged, is clearly missing three 
  pieces: one dwarf holds up a shield-arm without a 
  shield, another raises high a missing axe, and a priest 
  of Moradin has beams shooting from his outstretched 
  hands, but no holy symbol. (Alert characters who have 
  played VER2-02 Granite Keep that this is the same 
  carving as the model Obon Rockbreaker’s tomb, but at 
  actual size.)  There can be no doubt this is an ancient 
  dwarven stronghold. 
  The valley is not unoccupied, however; nearly a dozen 
  giants and huge, wooly elephants have camped here 
  in the shadow of the dwarven carvings. 
  
  VER4-05 Dwarven Dawn 
   
  Page 15 
  In the weeks since the durzagon and his minions entered 
  these halls, a band of frost giants entered the valley near 
  Granite Keep.  They will likely move on, in time, but they 
  prevent an insurmountable obstacle for the characters at 
  this time.  Unless the characters provoke the frost giants 
  or sally into the valley, the giants will not notice the 
  characters. 
  All APLs  (EL 19) 
  �Frost Giants (9): hp 133 each; see Monster Manual. 
  �Frost Giant Jarl: hp 231; see Monster Manual. 
  �Grizzly Mastodons (3): hp 163 each; see Appendix 
  Three. 
  The giants will attack with little provocation, and fight 
  until the characters are slain or retreat into the mountain. 
   If the characters try to bargain with the giants, the jarl 
  will ask for an outrageous sum (say, 4,000 gp times the 
  APL) and, even if given the price, they attack anyway.  
  Even if the characters manage to somehow defeat all of 
  these foes, they cannot enter Granite Keep at this time, as 
  they do not have the three keys with them.  As much as it 
  may pain them to do so, the characters will have to turn 
  back. 
   
  Conclusion 
  Once the characters have Rukar, they should take him to 
  Clan Rockhall.  Characters who meet the following 
  criteria know where Clan Rockhall is: 
  • 
  Any character that played VER1-07 Knocking 
  on the Keep. 
  • 
  Any dwarven player whose home region upon 
  character creation was Verbobonc 
  • 
  Any members of the Dwarven Clan meta-org, or 
  the Dwarven Church meta-org. 
  • 
  Any character that makes a DC 15 Knowledge 
  (local-Velverdyva Trade Route) check. 
  • 
  Any character who thought to ask Thuldon 
  where to take Rukar once they found him. 
  • 
  Rukar is no help whatsoever in discovering the 
  location of Clan Rockhall; he doesn’t know. 
  If the party has no character meeting the above criteria, 
  then the best they can do is ask Thuldon Rockspitter or 
  other dwarves in Verbobonc.  This trekking around costs 
  every character at the table an additional Time Unit for 
  this scenario; if they don’t wish to spend this extra TU, 
  they can simply turn Rukar over to Thuldon, and forgo 
  the rewards that Clan Rockhall provides (see below). 
  Once the characters have returned Rukar to Clan 
  Rockhall, Thornblade Rockspitter is eager to meet with 
  them.  He explains the history of the Rockhall dwarves, 
  and relates that Rukar is the last in the Granitesplitter 
  line who may know where the lost gates to Granite Keep 
  may lie.  Thuldon offers the characters the Favor of Clan 
  Rockhall, on the AR. 
  If the characters saw the gates to Granite Keep, 
  Thornblade is even more excited.  He impresses upon the 
  characters that this location has been sought by the 
  dwarves for generations.  The characters earn the 
  Influence with Clan Rockhall, and Thornblade offers to 
  let them bear one of the Shields of Rockhall; interested 
  characters are gifted this shield in an elaborate ceremony. 
  Thornblade asks the characters to be on hand, should the 
  dwarves of Clan Rockhall need them again.  In particular, 
  he asks them to watch out for the axe head of Worm 
  Slayer, the final key to the gates of Granite Keep.  Then 
  the reclamation of the dwarven homeland can begin! 
   
  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 Five: 
   
  Defeat the duergar scouts. 
   
   
  APL 2 
   
   
    60 XP 
   
   
  APL 4 
   
   
  120 XP 
   
   
  APL 6 
   
   
  180 XP 
   
   
  APL 8 
   
   
  240 XP 
   
   
  APL 10  
   
  300 XP 
   
   
  APL 12  
   
  360 XP 
   
  Encounter Seven: 
  Defeat the duergar guards, and survive or bypass the 
  pit trap. 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
   
   
  
  VER4-05 Dwarven Dawn 
   
  Page 16 
  Encounter Eight: 
   
  Defeat the torturers. 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
  Encounter Ten: 
   
  Found the entrance to Granite Keep. 
   
   
  APL 2 
   
   
    45 XP 
   
   
  APL 4 
   
   
    60 XP 
   
   
  APL 6 
   
   
    90 XP 
   
   
  APL 8 
   
   
  105 XP 
   
   
  APL 10  
   
  135 XP 
   
   
  APL 12  
   
  150 XP 
   
  Story Award: 
   
  Good roleplaying and combat heroics. 
   
   
  APL 2 
   
   
    45 XP 
   
   
  APL 4 
   
   
    75 XP 
   
   
  APL 6 
   
   
    90 XP 
   
   
  APL 8 
   
   
  120 XP 
   
   
  APL 10  
   
  135 XP 
   
   
  APL 12  
   
  165 XP 
   
   
  Total Possible Experience 
   
   
  APL 2 
   
   
    450 XP 
   
   
  APL 4 
   
   
    675 XP 
   
   
  APL 6 
   
   
    900 XP 
   
   
  APL 8 
   
   
  1,125 XP 
   
   
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Five: Guests in the Night 
  Defeat the duergar and take their gear. 
     APL 2: L: 40 gp; C: 0 gp; M: 0 gp. 
     APL 4: L: 80 gp; C: 0 gp; M: 0 gp. 
     APL 6: L: 160 gp; C: 0 gp; M: 0 gp. 
     APL 8: L: 380 gp; C: 0 gp; M: 0 gp. 
     APL 10: L: 760 gp; C: 0 gp; M: 0 gp. 
     APL 12: L: 760 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Seven:  Into the Mountain 
  Defeat the duergar and take their gear. 
     APL 2: L: 113 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
     APL 4: L: 106 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
     APL 6: L: 166 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each. 
  
  VER4-05 Dwarven Dawn 
   
  Page 17 
     APL 8: L: 174 gp; C: 0 gp; M: +1 light crossbows (2), 195 
  gp per character each, bracers of armor +1 (2), 83 gp 
  per character each. 
     APL 10: L: 116 gp; C: 0 gp; M: +1 light crossbows (2), 
  195 gp per character each, +1 spearblock chain shirt 
  (2), 771 gp per character each, bracers of armor +1 
  (2), 83 gp per character each. 
     APL 12: L: 116 gp; C: 0 gp; M: +1 light crossbows (2), 
  195 gp per character each, +1 spearblock chain shirt 
  (2), 771 gp per character each, bracers of armor +1 
  (2), 83 gp per character each; metamagic rod of 
  empower (lesser) (2), 750 gp per character each. 
   
  Encounter Eight: Rukar at Last 
  Defeat the torturers and take their gear. 
     APL 2: L: 40 gp; C: 0 gp; M: 0 gp. 
     APL 4: L: 103 gp; C: 0 gp; M: 0 gp. 
     APL 6: L: 258 gp; C: 0 gp; M: bracers of armor +1, 83 gp 
  per character; cloak of resistance +1, 83 gp per 
  character; potion of blur, 25 gp per character; potion 
  of cure serious wounds, 63 gp per character; potion 
  of haste, 63 gp per character, scroll of confusion, 58 
  gp per character; scroll of fireball (2), 31 gp per 
  character each; scroll of web, 13 gp per character. 
     APL 8: L: 286 gp; C: 0 gp; M: bracers of armor +1, 83 gp 
  per character; cloak of resistance +1, 83 gp per 
  character; potion of blur, 25 gp per character; potion 
  of cure serious wounds, 63 gp per character; potion 
  of haste, 63 gp per character, scroll of confusion, 58 
  gp per character; scroll of fireball (2), 31 gp per 
  character each; scroll of web, 13 gp per character. 
     APL 10: L: 412 gp; C: 0 gp; M: bracers of armor +2, 333 
  gp per character; ring of protection +1, 167 gp per 
  character; amulet of natural armor +1, 167 gp per 
  character; cloak of resistance +1, 83 gp per character. 
     APL 12: L: 230 gp; C: 0 gp; M: bracers of armor +2, 333 
  gp per character; ring of protection +1, 167 gp per 
  character; amulet of natural armor +1, 167 gp per 
  character; cloak of resistance +1 (2), 83 gp per 
  character each. 
   
  Maximum Possible Treasure 
   
  APL 2: 
   450 gp   
   
  APL 4:  
  650 gp   
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12:  
  3,300 gp   
   
   
   
   
   
  Items for the Adventure Record 
  Check only those that apply, and cross out all others: 
  �Influence Point with Clan Rockhall, for returning 
  Rukar Granitesplitter to their care. 
   
  �Members of the Dwarven Clan or Dwarven Church 
  meta-org at the time of this scenario have done their 
  people a great service.  These members may treat the 
  asterisked items below as frequency: Regional. 
   
  �Favor of Clan Rockhall Dwarves: the dwarves of 
  Clan Rockhall are grateful that you have discovered the 
  entrance to Granite Hall, gateway to their ancient home.  
  The dwarves provide Regional access to one of the 
  following 
  (circle 
  one 
  immediately): 
  adamantine 
  warhammer, adamantine battleaxe, adamantine arrows, 
  mithral breastplate, or mithral full plate. 
   
  �The Rockhall dwarves have gifted you with one of the 
  fabled Shields of Rockhall.  This is a +1 heavy steel 
  shield which costs 670 gp (frequency: Regional, cannot 
  be crafted). 
  • 
  A character with a BAB of at least +5 may spend 
  1,500 gp and expend 1 Influence Point with Clan 
  Rockhall, the Lortmil Dwarves, or the Dwarven 
  Church to upgrade the Shield of Rockhall to a +2 
  heavy steel shield. 
  • 
  A character with a BAB of at least +7 may spend 
  another 2,500 gp and expend another Influence 
  Point with one of the organizations above to upgrade 
  the Shield of Rockhall to a +2 heavy steel shield, 
  light fortification. 
  • 
  A character with a BAB of at least +9 may spend 
  another 7,000 gp and expend another Influence 
  Point with one of the organizations above to upgrade 
  the Shield of Rockhall to a +2 heavy steel shield, 
  medium fortification. 
  • 
  A character with a BAB of at least +11 may spend 
  another 12,000 gp and expend another Influence 
  Point with the organizations above to upgrade the 
  Shield of Rockhall to a +2 heavy steel shield, heavy 
  fortification. 
  These upgrades must be performed in order, but need not 
  be performed all at the same time.  No enhancements 
  other than those above may be added to the Shield of 
  Rockhall.  A character that converted and kept the Shield 
  of Rockhall from a Year 2 certificate may begin the 
  upgrades at the level the shield had reached at conversion 
  (expect that it is now a heavy steel shield). 
  
  VER4-05 Dwarven Dawn 
   
  Page 18 
  Appendix 1: Non-Player Characters 
   
  Encounter Five: Guests in the Night 
  APLs 8 and 10 
  �Duergar Warriors: male duergar War4; CR 4; 
  Medium humanoid (dwarf); HD 4d8+11; hp 29; Init +0; 
  Spd 20 ft.; AC 17 (+5 chainmail, +2 heavy wooden 
  shield), touch 10, flat-footed 17; Base Atk +4; Grp +6; 
  Atk +7 melee (1d8+2/x3, masterwork warhammer) or 
  +5 ranged (1d8/19-20, masterwork light crossbow); SA 
  dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +6, Ref +1, Will +0; Str 14, Dex 11, Con 14, Int 
  10, Wis 9, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, 
  Move Silently –1, Spot +2, Survival +2; Daylight 
  Adaptation*, Toughness. 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, masterwork heavy shield, masterwork light 
  crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 8th; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  APL 12 
  �Duergar Warriors: male duergar War6; CR 6; 
  Medium humanoid (dwarf); HD 6d8+15; hp 42; Init +0; 
  Spd 20 ft.; AC 17 (+5 chainmail, +2 heavy wooden 
  shield), touch 10, flat-footed 17; Base Atk +6; Grp +8; 
  Atk +10 melee (1d8+2/x3, masterwork warhammer) or 
  +7 ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +10/+5 melee (1d8+2/x3, masterwork warhammer) 
  or +7 ranged (1d8/19-20, masterwork light crossbow); 
  SA dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +7, Ref +2, Will +1; Str 14, Dex 11, Con 14, Int 
  10, Wis 9, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, 
  Move Silently +1, Spot +2, Survival +2; Daylight 
  Adaptation*, Toughness, Weapon Focus (warhammer). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, masterwork heavy shield, masterwork light 
  crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 12th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  Encounter Seven: Into the Mountain 
  APL 2 
  �Duergar Archers: male duergar Ftr1; CR 2; Medium 
  humanoid (dwarf); HD 1d10+2; hp 12; Init +2; Spd 20 
  ft.; AC 17 (+2 Dex, +5 chainmail), touch 12, flat-footed 
  15; Base Atk +1; Grp +3; Atk +3 melee (1d8+2/x3, 
  warhammer) or +4 ranged (1d8+1/19-20, +1 light 
  crossbow); SA dwarf traits; SQ darkvision 120 ft., dwarf 
  traits, immunities, light sensitivity, spell-like abilities; 
  AL LE; SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 
  15, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Listen +2, 
  Move Silently +2, Spot +4; Daylight Adaptation*, Point 
  Blank Shot. 
   
  Possessions: warhammer, masterwork chainmail, 
  +1 light crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 3rd; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
  
  VER4-05 Dwarven Dawn 
   
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  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  APL 4 
  �Duergar Archers: male duergar Ftr3; CR 4; Medium 
  humanoid (dwarf); HD 3d10+6; hp 28; Init +2; Spd 20 
  ft.; AC 17 (+2 Dex, +5 chainmail), touch 12, flat-footed 
  15; Base Atk +3; Grp +5; Atk +6 melee (1d8+2/x3, 
  masterwork warhammer) or +7 ranged (1d8+1/19-20, 
  +1 light crossbow); SA dwarf traits; SQ darkvision 120 
  ft., dwarf traits, immunities, light sensitivity, spell-like 
  abilities; AL LE; SV Fort +5, Ref +3, Will +2; Str 14, Dex 
  15, Con 15, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Listen +3, 
  Move Silently +2, Spot +5; Daylight Adaptation*, Point 
  Blank Shot, Rapid Reload*, Weapon Focus (light 
  crossbow). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, +1 light crossbow, 10 silver bolts, 20 cold 
  iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 6th; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  APL 6 
  �Duergar Archers: male duergar Ftr3; CR 4; Medium 
  humanoid (dwarf); HD 3d10+6; hp 28; Init +2; Spd 20 
  ft.; AC 17 (+2 Dex, +5 chainmail), touch 12, flat-footed 
  15; Base Atk +3; Grp +5; Atk +6 melee (1d8+2/x3, 
  masterwork warhammer) or +7 ranged (1d8+1/19-20, 
  +1 light crossbow); SA dwarf traits; SQ darkvision 120 
  ft., dwarf traits, immunities, light sensitivity, spell-like 
  abilities; AL LE; SV Fort +5, Ref +3, Will +2; Str 14, Dex 
  15, Con 15, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Listen +3, 
  Move Silently +2, Spot +5; Daylight Adaptation*, Point 
  Blank Shot, Rapid Reload*, Weapon Focus (light 
  crossbow). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, +1 light crossbow, 10 silver bolts, 20 cold 
  iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 6th; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
  �Duergar Wizards: male duergar Wiz3; CR 4; 
  Medium humanoid (dwarf); HD 3d4+9; hp 19; Init +2; 
  Spd 20 ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Base 
  Atk +1; Grp +0; Atk +0 melee (1d6-1, club) or +4 ranged 
  (1d8/19-20, masterwork light crossbow); SA dwarf 
  traits, spells; SQ darkvision 120 ft., dwarf traits, familiar 
  (toad), immunities, light sensitivity, spell-like abilities; 
  AL LE; SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, Con 
  15, Int 15, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +4, Concentration +8, 
  Craft (blacksmithing) +4, Craft (stonemasonry) +4, 
  Decipher Script +8, Knowledge (arcana) +8, Listen +4, 
  Move Silently +6, Spellcraft +8, Spot +4; Daylight 
  Adaptation*, Scribe Scroll, Weapon Focus (ray spells). 
   
  Possessions: masterwork light crossbow, club, 10 
  silver bolts, 10 cold iron bolts. 
   
  Wizard Spells Memorized (4/3/2; save DC 12 + 
  spell level): 0—daze, detect magic, mage hand, ray of 
  frost; 1st—mage armor, magic missile, ray of 
  enfeeblement; 2nd—false life, scorching ray. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 6th; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
  
  VER4-05 Dwarven Dawn 
   
  Page 20 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
  APL 8 
  �Duergar Archers: male duergar Ftr4/Rgr1; CR 6; 
  Medium humanoid (dwarf); HD 4d10+1d8+10; hp 43; 
  Init +3; Spd 20 ft.; AC 17 (+3[+2] Dex, +5 breastplate), 
  touch 12, flat-footed 15; Base Atk +5; Grp +7; Atk +8 
  melee (1d8+2/x3, masterwork warhammer) or +10 
  ranged (1d8+1/19-20, +1 light crossbow); Full Atk +8 
  melee (1d8+2/x3, masterwork warhammer) or +8/+8 
  ranged (1d8+1/19-20, +1 light crossbow); SA dwarf 
  traits, favored enemy (dwarves +2); SQ darkvision 120 
  ft., dwarf traits, immunities, light sensitivity, spell-like 
  abilities, wild empathy (-1); AL LE; SV Fort +8, Ref +6, 
  Will +2; Str 14, Dex 16, Con 15, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Hide +0, 
  Listen +3, Move Silently +7, Spot +6; Daylight 
  Adaptation*, Point Blank Shot, Rapid Reload*, Rapid 
  Shot, Weapon Focus (light crossbow), Track. 
   
  Possessions: masterwork warhammer, masterwork 
  breastplate, +1 light crossbow, 10 silver bolts, 20 cold 
  iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 10th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  �Duergar Wizards: male duergar Wiz5; CR 6; 
  Medium humanoid (dwarf); HD 5d4+13; hp 29; Init +2; 
  Spd 20 ft.; AC 13 (+2 Dex, +1 armor), touch 12, flat-
  footed 11; Base Atk +2; Grp +1; Atk +1 melee (1d6-1, 
  club) or +5 ranged (1d8/19-20, masterwork light 
  crossbow); SA dwarf traits, spells; SQ darkvision 120 ft., 
  dwarf traits, familiar (toad), immunities, light 
  sensitivity, spell-like abilities; AL LE; SV Fort +3, Ref 
  +3, Will +5; Str 8, Dex 14, Con 15, Int 16, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +4, Concentration +10, 
  Craft (blacksmithing) +4, Craft (stonemasonry) +4, 
  Decipher Script +10, Knowledge (arcana) +10, Listen 
  +5, Move Silently +6, Spellcraft +10, Spot +5; Daylight 
  Adaptation*, Empower Spell, Scribe Scroll, Weapon 
  Focus (ray spells). 
   
  Possessions: masterwork light crossbow, club, 10 
  silver bolts, 10 cold iron bolts, bracers of armor +1. 
   
  Wizard Spells Memorized (4/4/3/2; save DC 13 + 
  spell level): 0—daze, detect magic, mage hand, ray of 
  frost; 
  1st—grease, 
  magic 
  missile 
  (2), 
  ray 
  of 
  enfeeblement; 2nd—false life, scorching ray (2), 3rd—
  dispel magic, fireball. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 10th; these abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  APL 10 
  �Duergar 
  Archers: 
  male 
  duergar 
  Ftr4/Rgr2/Deepwood Sniper 2; CR 9; Medium 
  humanoid (dwarf); HD 4d10+4d8+24; hp 72; Init +3; 
  Spd 20 ft.; AC 18 (+3 Dex, +5 chain shirt), touch 13, flat-
  footed 15; Base Atk +8; Grp +10; Atk +11 melee 
  (1d8+2/x3, masterwork warhammer) or +13 ranged 
  (1d8+3/17-20, +1 light crossbow); Full Atk +11/+6 
  melee (1d8+2/x3, masterwork warhammer) or +13/+8 
  ranged (1d8+3/17-20, +1 light crossbow) or +11/+11 
  ranged 
  (1d8+3/17-20, 
  +1 
  light 
  crossbow); 
  SA 
  concealment reduction (10%), dwarf traits, favored 
  enemy (dwarves +2), keen arrows, range increment 
  bonus (+20 ft.); SQ damage reduction 5/bludgeoning 
  or slashing, darkvision 120 ft., dwarf traits, immunities, 
  light sensitivity, magic weapon, spell-like abilities, wild 
  empathy (+0); AL LE; SV Fort +10, Ref +10, Will +2; Str 
  14, Dex 16, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Hide +6, 
  Listen +3, Move Silently +10, Spot +12, Survival +3; 
  Daylight Adaptation*, Far Shot, Point Blank Shot, 
  Rapid Reload*, Rapid Shot, Weapon Focus (light 
  crossbow), Weapon Specialization (light crossbow), 
  Track. 
  
  VER4-05 Dwarven Dawn 
   
  Page 21 
   
  Possessions: 
  masterwork 
  warhammer, 
  +1 
  spearblock* chain shirt, +1 light crossbow, 10 silver 
  bolts, 20 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 16th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  �Duergar Wizards: male duergar Wiz7; CR 8; 
  Medium humanoid (dwarf); HD 7d4+17; hp 39; Init +6; 
  Spd 20 ft.; AC 13 (+2 Dex, +1 armor), touch 12, flat-
  footed 11; Base Atk +3; Grp +2; Atk +2 melee (1d6-1, 
  club) or +6 ranged (1d8/19-20, masterwork light 
  crossbow); SA dwarf traits, spells; SQ darkvision 120 ft., 
  dwarf traits, familiar (toad), immunities, light 
  sensitivity, spell-like abilities; AL LE; SV Fort +4, Ref 
  +4, Will +6; Str 8, Dex 14, Con 15, Int 16, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +4, Concentration +12, 
  Craft (blacksmithing) +4, Craft (stonemasonry) +4, 
  Decipher Script +10, Knowledge (arcana) +12, Listen 
  +6, Move Silently +6, Spellcraft +12, Spot +6; Daylight 
  Adaptation*, Empower Spell, Improved Initiative, 
  Scribe Scroll, Weapon Focus (ray spells). 
   
  Possessions: masterwork light crossbow, club, 10 
  silver bolts, 10 cold iron bolts, bracers of armor +1. 
   
  Wizard Spells Memorized (4/5/4/3/1; save DC 
  13 + spell level): 0—daze, detect magic, mage hand, ray 
  of frost; 1st—grease, magic missile (2), ray of 
  enfeeblement; true strike; 2nd—false life, protection 
  from arrows, scorching ray (2); 3rd—dispel magic, 
  fireball, [one wizard has haste, the other has Leomund’s 
  tiny hut]; 4th—scorching ray (empowered). 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 14th; these abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  APL 12 
  �Duergar 
  Archers: 
  male 
  duergar 
  Ftr4/Rgr2/Rog2/Deepwood Sniper 2; CR 11; Medium 
  humanoid (dwarf); HD 4d10+4d8+2d6+30; hp 86; Init 
  +7; Spd 20 ft.; AC 18 (+3 Dex, +5 chain shirt), touch 13, 
  flat-footed 15; Base Atk +9; Grp +11; Atk +12 melee 
  (1d8+2/x3, masterwork warhammer) or +14 ranged 
  (1d8+3/17-20, +1 light crossbow); Full Atk +12/+7 
  melee (1d8+2/x3, masterwork warhammer) or +14/+9 
  ranged (1d8+3/17-20, +1 light crossbow) or +12/+12 
  ranged 
  (1d8+3/17-20, 
  +1 
  light 
  crossbow); 
  SA 
  concealment reduction (10%), dwarf traits, favored 
  enemy (dwarves +2), keen arrows, sneak attack +1d6, 
  range increment bonus (+20 ft.); SQ damage reduction 
  5/bludgeoning or slashing, darkvision 120 ft., dwarf 
  traits, evasion, immunities, light sensitivity, magic 
  weapon, spell-like abilities, trapfinding, wild empathy 
  (+0); AL LE; SV Fort +10, Ref +13, Will +2; Str 14, Dex 
  16, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Hide +6, 
  Listen +3, Move Silently +10, Spot +13, Survival +3, 
  Tumble 
  +15; 
  Daylight 
  Adaptation*, 
  Improved 
  Initiative, Far Shot, Point Blank Shot, Rapid Reload*, 
  Rapid Shot, Weapon Focus (light crossbow), Weapon 
  Specialization (light crossbow), Track. 
   
  Possessions: 
  masterwork 
  warhammer, 
  +1 
  spearblock* chain shirt, +1 light crossbow, 10 silver 
  bolts, 20 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 20th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  �Duergar Wizards: male duergar Wiz9; CR 10; 
  Medium humanoid (dwarf); HD 9d4+30; hp 58; Init +6; 
  Spd 20 ft.; AC 13 (+2 Dex, +1 armor), touch 12, flat-
  
  VER4-05 Dwarven Dawn 
   
  Page 22 
  footed 11; Base Atk +4; Grp +3; Atk +3 melee (1d6-1, 
  club) or +7 ranged (1d8/19-20, masterwork light 
  crossbow); SA dwarf traits, spells; SQ darkvision 120 ft., 
  dwarf traits, familiar (toad), immunities, light 
  sensitivity, spell-like abilities; AL LE; SV Fort +6, Ref 
  +6, Will +7; Str 8, Dex 14, Con 16, Int 16, Wis 12, Cha 6. 
   
  Skills and Feats: Appraise +4, Concentration +15 
  (+19), Craft (blacksmithing) +4, Craft (stonemasonry) 
  +4, Decipher Script +10, Knowledge (arcana) +14, 
  Listen +7, Move Silently +6, Spellcraft +14, Spot +7; 
  Combat Casting, Daylight Adaptation*, Improved 
  Initiative, Quicken Spell, Scribe Scroll, Weapon Focus 
  (ray spells). 
   
  Possessions: masterwork light crossbow, club, 10 
  silver bolts, 10 cold iron bolts, bracers of armor +1, 
  metamagic rod of empower (lesser). 
   
  Wizard Spells Memorized (4/5/5/4/2/1; save DC 
  13 + spell level): 0—daze, detect magic, mage hand, ray 
  of frost; 1st—grease, magic missile (2), ray of 
  enfeeblement; true strike; 2nd—false life, protection 
  from arrows, scorching ray (2), see invisibility; 3rd—
  dispel magic, fireball, haste, Leomund’s tiny hut; 4th—
  dimension door, enervation; 5th—magic missile 
  (quickened). 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 18th; these abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  Encounter Eight: Rukar at Last 
  APL 2 
  �Durzagon: CR 4; Medium outsider (evil, lawful); HD 
  5d8+10; hp 32; Init +6; Spd 30 ft.; AC 13 (+2 Dex, +1 
  natural), touch 12, flat-footed 11; Base Atk +5; Grp +7; 
  Atk +7 melee (1d6+2, claw); Full Atk +7/+7 melee 
  (1d6+2, 2 claws) and +2 melee (1d6+1, bite) and +2 
  melee (1d3+1 plus poison, beard); SA beard, poison, 
  spell-like abilities; SQ darkvision 120 ft., damage 
  reduction 5/magic, duergar traits, immunities, light 
  sensitivity, resistance to acid 10, cold 10, electricity 10 
  and fire 10, spell resistance 15; AL LE; SV Fort +6, Ref 
  +6, Will +4; Str 15, Dex 14, Con 15, Int 14, Wis 11, Cha 
  8. 
   
  Skills and Feats: Appraise +10, Bluff +7, Craft 
  (metalworking) 
  +10, 
  Craft 
  (stoneworking) 
  +10, 
  Diplomacy +11, Intimidate +1, Listen +11, Move 
  Silently +14, Search +10, Sense Motive +8, Spot +11; 
  Alertness, Improved Initiative, Power Attack. 
   
  Possessions: various wicked, but valueless, torture 
  implements, holy symbol to Laduguer. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 14; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 9+spell 
  level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  APL 4 
  �Duergar Torturers: male duergar Ftr1; CR 2; 
  Medium humanoid (dwarf); HD 1d10+2; hp 12; Init +2; 
  Spd 20 ft.; AC 19 (+2 Dex, +5 chainmail, +2 heavy 
  wooden shield), touch 12, flat-footed 17; Base Atk +1; 
  Grp +3; Atk +4 melee (1d8+2/x3, warhammer); SA 
  dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +4, Ref +2, Will +1; Str 15, Dex 14, Con 15, Int 
  8, Wis 12, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +1, 
  Craft 
  (blacksmithing) +1, Craft (stonemasonry) +1, Listen +2, 
  Move Silently +2, Spot +2, Survival +3; Daylight 
  Adaptation*, Weapon Focus (warhammer). 
   
  Possessions: warhammer, masterwork chainmail, 
  masterwork heavy wooden shield, various torture 
  implements. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 3rd; These abilities affect only 
  the duergar and whatever it carries. 
  
  VER4-05 Dwarven Dawn 
   
  Page 23 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  �Durzagon: male outsider Ftr1/Blackguard 1; CR 6; 
  Medium outsider (evil, lawful); HD 2d10+5d8+21; hp 
  61; Init +5; Spd 20 ft.; AC 18 (+1 Dex, +1 natural, +6 
  banded mail), touch 11, flat-footed 17; Base Atk +7; Grp 
  +11; Atk +11 melee (1d6+4, claw); Full Atk +11/+11 
  melee (1d6+4, 2 claws) and +6 melee (1d6+2, bite) and 
  +6 melee (1d3+2 plus poison, beard); SA beard, poison, 
  spell-like abilities; SQ aura of evil, detect good, 
  darkvision 120 ft., damage reduction 5/magic, duergar 
  traits, immunities, light sensitivity, resistance to acid 
  10, cold 10, electricity 10 and fire 10, spell resistance 
  15; AL LE; SV Fort +11, Ref +5, Will +5; Str 19, Dex 12, 
  Con 16, Int 14, Wis 13, Cha 12. 
   
  Skills and Feats: Appraise +10, Bluff +9, Craft 
  (metalworking) 
  +7, 
  Craft 
  (stoneworking) 
  +7, 
  Diplomacy +13, Hide +1, Intimidate +3, Knowledge 
  (religion) +4, Listen +12, Move Silently +13, Search 
  +10, Sense Motive +9, Spot +12; Alertness, Cleave, 
  Improved Initiative, Improved Sunder, Power Attack. 
   
  Possessions: masterwork banded mail, various 
  wicked, but valueless, torture implements, holy symbol 
  to Laduguer. 
   
  Blackguard Spells Memorized (1; save DC 11 + 
  spell level): 1st—corrupt weapon. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 16; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 
  11+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  APL 6 
  �Duergar Torturers: male duergar War4; CR 4; 
  Medium humanoid (dwarf); HD 4d8+11; hp 29; Init +0; 
  Spd 20 ft.; AC 17 (+5 chainmail, +2 heavy wooden 
  shield), touch 10, flat-footed 17; Base Atk +4; Grp +6; 
  Atk +7 melee (1d8+2/x3, masterwork warhammer) or 
  +5 ranged (1d8/19-20, masterwork light crossbow); SA 
  dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +6, Ref +1, Will +0; Str 14, Dex 11, Con 14, Int 
  10, Wis 9, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, 
  Move Silently –1, Spot +2, Survival +2; Daylight 
  Adaptation*, Toughness. 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, masterwork heavy shield, masterwork light 
  crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 8th; These abilities affect only 
  the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2 
   
  �Durzagon: male outsider Ftr1/Blackguard 1; CR 6; 
  Medium outsider (evil, lawful); HD 2d10+5d8+21; hp 
  61; Init +5; Spd 20 ft.; AC 18 (+1 Dex, +1 natural, +6 
  banded mail), touch 11, flat-footed 17; Base Atk +7; Grp 
  +11; Atk +11 melee (1d6+4, claw); Full Atk +11/+11 
  melee (1d6+4, 2 claws) and +6 melee (1d6+2, bite) and 
  +6 melee (1d3+2 plus poison, beard); SA beard, poison, 
  spell-like abilities; SQ aura of evil, detect good, 
  darkvision 120 ft., damage reduction 5/magic, duergar 
  traits, immunities, light sensitivity, resistance to acid 
  10, cold 10, electricity 10 and fire 10, spell resistance 
  
  VER4-05 Dwarven Dawn 
   
  Page 24 
  15; AL LE; SV Fort +11, Ref +5, Will +5; Str 19, Dex 12, 
  Con 16, Int 14, Wis 13, Cha 12. 
   
  Skills and Feats: Appraise +10, Bluff +9, Craft 
  (metalworking) 
  +7, 
  Craft 
  (stoneworking) 
  +7, 
  Diplomacy +13, Hide +1, Intimidate +3, Knowledge 
  (religion) +4, Listen +12, Move Silently +13, Search 
  +10, Sense Motive +9, Spot +12; Alertness, Cleave, 
  Improved Initiative, Improved Sunder, Power Attack. 
   
  Possessions: masterwork banded mail, various 
  wicked, but valueless, torture implements, holy symbol 
  to Laduguer. 
   
  Blackguard Spells Memorized (1; save DC 11 + 
  spell level): 1st—corrupt weapon. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 16; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 
  11+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  �Drow Wizard: male drow Wiz5: CR 6; medium 
  humanoid (elf); HD 5d4+3; hp 17; Init +3; Spd 30 ft.; 
  AC 14, touch 13, flat-footed 11; Base Atk +2; Grp +2; 
  Atk +2 melee (1d6/18-20, rapier) or +6 ranged (1d4/19-
  20, masterwork hand crossbow); Full Atk +2 melee 
  (1d6/18-20, 
  rapier) 
  or 
  +6 
  ranged 
  (1d4/19-20, 
  masterwork hand crossbow); SA -; SQ drow traits; AL 
  NE; SV Fort +2, Ref +5, Will +6; Str 10, Dex 16, Con 11, 
  Int 18, Wis 12, Cha 10 
     Skills and Feats: Concentration+8, Craft (alchemy) 
  +9, 
  Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (dungeoneering) +12, Knowledge (history) +9, Listen 
  +3, Search +6, Spellcraft +14, Spot +3; Brew Potion, 
  Combat Casting, Scribe Scroll, Toughness 
     Drow Traits: Immune to magic sleep spells and 
  effects, +2 bonus on saves against enchantment spells 
  or effects; darkvision 120 ft.; entitles to a Search check 
  when within 5 feet of a secret or concealed door as 
  though actively looking for it; spell resistance 16; +2 
  racial bonus on Will saves against spell or spell-like 
  abilities; spell-like abilities (1/day – dancing lights, 
  darkness, and faerie fire as the spells from a 5
  th-level 
  caster); light blindness (blinded for 1 round by abrupt 
  exposure to bright light, -1 circumstance penalty on all 
  attack rolls, saves, and checks while operating in bright 
  light); +2 racial bonus on Listen, Spot, and Search 
  checks (already figured into stats). 
     Wizards Spell Prepared (4/4/3/2; save DC 14 + spell 
  level) 0 – daze, detect magic, ghost sound, ray of frost; 
  1
  st – mage armor, magic missile (2), magic weapon; 2
  nd – 
  blur, glitterdust, Melf’s acid arrow; 3
  rd – fireball, haste 
     Possessions: Braces of armor +1, rapier, masterwork 
  hand crossbow, 10 bolts, cloak of resistance +1, potion 
  of blur, potion of cure moderate wounds, potion of 
  cure serious wounds, potion of haste, scroll of 
  confusion, 2 scrolls of fireball, scroll of web, dagger 
  APL 8 
  �Duergar Torturers: male duergar War6; CR 6; 
  Medium humanoid (dwarf); HD 6d8+15; hp 42; Init +0; 
  Spd 20 ft.; AC 17 (+5 chainmail, +2 heavy wooden 
  shield), touch 10, flat-footed 17; Base Atk +6; Grp +8; 
  Atk +10 melee (1d8+2/x3, masterwork warhammer) or 
  +7 ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +10/+5 melee (1d8+2/x3, masterwork warhammer) 
  or +7 ranged (1d8/19-20, masterwork light crossbow); 
  SA dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +7, Ref +2, Will +1; Str 14, Dex 11, Con 14, Int 
  10, Wis 9, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, 
  Move Silently +1, Spot +2, Survival +2; Daylight 
  Adaptation*, Toughness, Weapon Focus (warhammer). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, masterwork heavy shield, masterwork light 
  crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 12th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2. 
  
  VER4-05 Dwarven Dawn 
   
  Page 25 
  �Durzagon: 
  male 
  outsider 
  Ftr1/Blackguard 
  3/Templar 1; CR 9; Medium outsider (evil, lawful); HD 
  5d10+5d8+30; hp 88; Init +1; Spd 20 ft.; AC 18 (+1 Dex, 
  +1 natural, +6 banded mail), touch 11, flat-footed 17; 
  Base Atk +10; Grp +14; Atk +16 melee (1d8+6/x3, 
  masterwork warhammer); Full Atk +16/+11 melee 
  (1d8+6/x3, masterwork warhammer) and +9 melee 
  (1d6+4, claw) and +9 melee (1d6+2, bite) and +9 melee 
  (1d3+2 plus poison, beard); SA beard, poison, smite 
  good 1/day (+1 to hit, +3 damage), spell-like abilities; 
  SQ aura of despair, aura of evil, command undead, 
  detect good, darkvision 120 ft., damage reduction 
  5/magic, duergar traits, immunities, light sensitivity, 
  mettle, resistance to acid 10, cold 10, electricity 10 and 
  fire 10, spell resistance 15; AL LE; SV Fort +15, Ref +7, 
  Will +10; Str 19, Dex 12, Con 16, Int 14, Wis 14, Cha 
  12. 
   
  Skills and Feats: Appraise +10, Bluff +9, Craft 
  (metalworking) 
  +10, 
  Craft 
  (stoneworking) 
  +10, 
  Diplomacy +13, Hide +1, Intimidate +3, Knowledge 
  (religion) +10, Listen +13, Move Silently +13, Search 
  +10, Sense Motive +10, Spot +13; Alertness, Cleave, 
  Endurance, Improved Sunder, Power Attack, Weapon 
  Focus 
  (warhammer), 
  Weapon 
  Specialization 
  (warhammer). 
   
  Possessions: masterwork banded mail, masterwork 
  warhammer, locking gauntlet, spare warhammer, 
  various wicked (but valueless) torture implements, 
  holy symbol to Laduguer. 
   
  Blackguard Spells Memorized (2/1; save DC 12 + 
  spell level): 1st—corrupt weapon, cure light wounds; 
  2nd—death knell. 
   
  Templar Spells Memorized (1; save DC 12 + spell 
  level): 1st—divine favor. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 18; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 
  11+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Mettle (Ex): A templar’s special blessing allows 
  her to shrug off magical effects that would otherwise 
  harm her.  If a templar makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spell’s effect, she suffers no effect from the spell at all.  
  Only those spells with a saving throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated in this ability. 
  �Drow Wizard: male drow Wiz5: CR 6; medium 
  humanoid (elf); HD 5d4+3; hp 17; Init +3; Spd 30 ft.; 
  AC 14, touch 13, flat-footed 11; Base Atk +2; Grp +2; 
  Atk +2 melee (1d6/18-20, rapier) or +6 ranged (1d4/19-
  20, masterwork hand crossbow); Full Atk +2 melee 
  (1d6/18-20, 
  rapier) 
  or 
  +6 
  ranged 
  (1d4/19-20, 
  masterwork hand crossbow); SA -; SQ drow traits; AL 
  NE; SV Fort +2, Ref +5, Will +6; Str 10, Dex 16, Con 11, 
  Int 18, Wis 12, Cha 10 
     Skills and Feats: Concentration+8, Craft (alchemy) 
  +9, 
  Knowledge 
  (arcana) 
  +12, 
  Knowledge 
  (dungeoneering) +12, Knowledge (history) +9, Listen 
  +3, Search +6, Spellcraft +14, Spot +3; Brew Potion, 
  Combat Casting, Scribe Scroll, Toughness 
     Drow Traits: Immune to magic sleep spells and 
  effects, +2 bonus on saves against enchantment spells 
  or effects; darkvision 120 ft.; entitles to a Search check 
  when within 5 feet of a secret or concealed door as 
  though actively looking for it; spell resistance 16; +2 
  racial bonus on Will saves against spell or spell-like 
  abilities; spell-like abilities (1/day – dancing lights, 
  darkness, and faerie fire as the spells from a 5
  th-level 
  caster); light blindness (blinded for 1 round by abrupt 
  exposure to bright light, -1 circumstance penalty on all 
  attack rolls, saves, and checks while operating in bright 
  light); +2 racial bonus on Listen, Spot, and Search 
  checks (already figured into stats). 
     Wizards Spell Prepared (4/4/3/2; save DC 14 + spell 
  level) 0 – daze, detect magic, ghost sound, ray of frost; 
  1
  st – mage armor, magic missile (2), magic weapon; 2
  nd – 
  blur, glitterdust, Melf’s acid arrow; 3
  rd – fireball, haste 
     Possessions: Braces of armor +1, rapier, masterwork 
  hand crossbow, 10 bolts, cloak of resistance +1, potion 
  of blur, potion of cure moderate wounds, potion of 
  cure serious wounds, potion of haste, scroll of 
  confusion, 2 scrolls of fireball, scroll of web, dagger 
   
  APL 10 
  �Duergar Torturers: male duergar War6; CR 6; 
  Medium humanoid (dwarf); HD 6d8+15; hp 42; Init +0; 
  Spd 20 ft.; AC 17 (+5 chainmail, +2 heavy wooden 
  shield), touch 10, flat-footed 17; Base Atk +6; Grp +8; 
  Atk +10 melee (1d8+2/x3, masterwork warhammer) or 
  
  VER4-05 Dwarven Dawn 
   
  Page 26 
  +7 ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +10/+5 melee (1d8+2/x3, masterwork warhammer) 
  or +7 ranged (1d8/19-20, masterwork light crossbow); 
  SA dwarf traits; SQ darkvision 120 ft., dwarf traits, 
  immunities, light sensitivity, spell-like abilities; AL LE; 
  SV Fort +7, Ref +2, Will +1; Str 14, Dex 11, Con 14, Int 
  10, Wis 9, Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, 
  Move Silently +1, Spot +2, Survival +2; Daylight 
  Adaptation*, Toughness, Weapon Focus (warhammer). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, masterwork heavy shield, masterwork light 
  crossbow, 10 silver bolts, 10 cold iron bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 12th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell 
  (this is negated by the Daylight Adaptation feat). 
   
  * See Appendix 2. 
   
  �Durzagon: 
  male 
  outsider 
  Ftr1/Blackguard 
  3/Templar 2; CR 10; Medium outsider (evil, lawful); 
  HD 6d10+5d8+33; hp 97; Init +1; Spd 20 ft.; AC 18 (+1 
  Dex, +1 natural, +6 banded mail), touch 11, flat-footed 
  17; Base Atk +11; Grp +15; Atk +17 melee (1d8+6/x3, 
  masterwork warhammer); Full Atk +17/+12/+7 melee 
  (1d8+6/x3, masterwork warhammer) and +10 melee 
  (1d6+4, claw) and +10 melee (1d6+2, bite) and +10 
  melee (1d3+2 plus poison, beard); SA beard, poison, 
  smite good 2/day (+1 to hit, +5 damage), spell-like 
  abilities; SQ aura of despair, aura of evil, command 
  undead, detect good, darkvision 120 ft., damage 
  reduction 5/magic, duergar traits, immunities, light 
  sensitivity, mettle, resistance to acid 10, cold 10, 
  electricity 10 and fire 10, spell resistance 15; AL LE; SV 
  Fort +16, Ref +7, Will +11; Str 19, Dex 12, Con 16, Int 
  14, Wis 14, Cha 12. 
   
  Skills and Feats: Appraise +10, Bluff +9, 
  Concentration +7, Craft (metalworking) +10, Craft 
  (stoneworking) +10, Diplomacy +13, Hide +1, 
  Intimidate +3, Knowledge (religion) +10, Listen +13, 
  Move Silently +13, Search +10, Sense Motive +10, Spot 
  +13; Alertness, Cleave, Endurance, Improved Sunder, 
  Power Attack, Weapon Focus (warhammer). 
   
  Possessions: masterwork banded mail, masterwork 
  warhammer, locking gauntlet, spare warhammer, 
  various wicked (but valueless) torture implements, 
  holy symbol to Laduguer. 
   
  Blackguard Spells Memorized (2/1; save DC 12 + 
  spell level): 1st—corrupt weapon, cure light wounds; 
  2nd—death knell. 
   
  Templar Spells Memorized (2; save DC 12 + spell 
  level): 1st—divine favor, shield of faith. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 18; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 
  11+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Mettle (Ex): A templar’s special blessing allows 
  her to shrug off magical effects that would otherwise 
  harm her.  If a templar makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spell’s effect, she suffers no effect from the spell at all.  
  Only those spells with a saving throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated in this ability. 
  �Drow Wizard: male drow Wiz10: CR 11; medium 
  humanoid (elf); HD 10d4+3; hp 29; Init +3; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 14; Base Atk +5; Grp +5; 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +9 
  ranged (1d4/19-20, masterwork hand crossbow); Full 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +9 
  ranged (1d4/19-20, masterwork hand crossbow); SA -; 
  SQ drow traits; AL NE; SV Fort +4, Ref +7, Will +9; Str 
  10, Dex 16, Con 11, Int 19, Wis 12, Cha 10 
     Skills and Feats: Concentration+13, Craft (alchemy) 
  +14, 
  Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (dungeoneering) +17, Knowledge (history) +14, Listen 
  +3, Search +6, Spellcraft +19, Spot +3; Brew Potion, 
  
  VER4-05 Dwarven Dawn 
   
  Page 27 
  Combat Casting, Craft Wondrous Item, Scribe Scroll, 
  Spell Pentration, Toughness 
     Drow Traits: Immune to magic sleep spells and 
  effects, +2 bonus on saves against enchantment spells 
  or effects; darkvision 120 ft.; entitles to a Search check 
  when within 5 feet of a secret or concealed door as 
  though actively looking for it; spell resistance 16; +2 
  racial bonus on Will saves against spell or spell-like 
  abilities; spell-like abilities (1/day – dancing lights, 
  darkness, and faerie fire as the spells from a 10
  th-level 
  caster); light blindness (blinded for 1 round by abrupt 
  exposure to bright light, -1 circumstance penalty on all 
  attack rolls, saves, and checks while operating in bright 
  light); +2 racial bonus on Listen, Spot, and Search 
  checks (already figured into stats). 
     Wizards Spell Prepared (4/5/5/4/4/2; save DC 14 + 
  spell level) 0 – daze, detect magic, ghost sound, ray of 
  frost; 1
  st – mage armor, magic missile (3), magic 
  weapon; 2
  nd – blur, flaming sphere, glitterdust, Melf’s 
  acid arrow; 3
  rd – dispel magic, fireball, haste, lightning 
  bolt; 4
  th – enervation, ice storm (2), shout; 5
  th – cone of 
  cold, teleport 
     Possessions: Braces of armor +2, ring of protection +1, 
  +1 amulet of natural armor, masterwork rapier, 
  masterwork hand crossbow, 10 bolts, cloak of 
  resistance +1, potion of blur, potion of cure moderate 
  wounds, potion of cure serious wounds, potion of 
  haste, scroll of confusion, 2 scrolls of fireball, scroll of 
  web, dagger 
   
  APL 12 
  �Duergar Defenders: male duergar Ftr7/Dwarven 
  Defender 1; CR 9; Medium humanoid (dwarf); HD 
  7d10+1d12+35; hp 88; Init +2; Spd 20 ft.; AC 20 (+2 
  Dex, +5 chainmail, +2 heavy wooden shield, +1 AC 
  bonus), touch 13, flat-footed 17; Base Atk +8; Grp +10; 
  Atk +12 melee (1d8+4/x3, masterwork warhammer) or 
  +10 ranged (1d8/19-20, light crossbow); Full Atk 
  +12/+7 melee (1d8+2/x3, masterwork warhammer) or 
  +10 ranged (1d8/19-20, light crossbow); SA defensive 
  stance 1/day (+2 Str, +4 Con, +2 saves, +4 to AC), dwarf 
  traits; SQ darkvision 120 ft., dwarf traits, immunities, 
  light sensitivity, spell-like abilities; AL LE; SV Fort +12, 
  Ref +4, Will +5; Str 14, Dex 14, Con 18, Int 10, Wis 12, 
  Cha 4. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +2, 
  Craft 
  (blacksmithing) +2, Craft (stonemasonry) +2, Listen +7, 
  Move Silently +2, Sense Motive +3, Spot +7; Diehard, 
  Dodge, Endurance, Power Attack, Toughness, Weapon 
  Focus 
  (warhammer), 
  Weapon 
  Specialization 
  (warhammer). 
   
  Possessions: masterwork warhammer, masterwork 
  chainmail, locking gauntlet, spare warhammer, heavy 
  wooden shield, light crossbow, 10 bolts. 
   
  Spell-like Abilities: 1/day—enlarge person and 
  invisibility.  Caster level 16th; These abilities affect 
  only the duergar and whatever it carries. 
   
  Duergar Traits: A duergar gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A duergar is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Defensive Stance: 1/day (lasts 9 rounds); HD 
  7d10+1d12+51; hp 104; Init +2; Spd 0 ft.; AC 24 (+2 
  Dex, +5 chainmail, +2 heavy wooden shield, +5 AC 
  bonus), touch 17, flat-footed 17; Atk +13 melee 
  (1d8+5/x3, masterwork warhammer) or +10 ranged 
  (1d8/19-20, light crossbow); Full Atk +13/+8 melee 
  (1d8+2/x3, masterwork warhammer) or +10 ranged 
  (1d8/19-20, light crossbow); AL LE; SV Fort +15, Ref 
  +6, Will +7; Str 16, Dex 14, Con 22, Int 10, Wis 12, Cha 
  4. 
   
  �Durzagon: male outsider Ftr1/Rog2/Blackguard 
  3/Templar 3; CR 10; Medium outsider (evil, lawful); 
  HD 7d10+5d8+2d6+42; hp 120; Init +1; Spd 20 ft.; AC 
  18 (+1 Dex, +1 natural, +6 banded mail), touch 11, flat-
  footed 17; Base Atk +13; Grp +18; Atk +20 melee 
  (1d8+7/19-20/x3, masterwork warhammer); Full Atk 
  +20/+15/+10 melee (1d8+7/19-20/x3, masterwork 
  warhammer) and +13 melee (1d6+5, claw) and +13 
  melee (1d6+2, bite) and +13 melee (1d3+2 plus poison, 
  beard); SA beard, poison, smite good 2/day (+1 to hit, 
  +6 damage), sneak attack +1d6, spell-like abilities; SQ 
  aura of despair, aura of evil, command undead, detect 
  good, darkvision 120 ft., damage reduction 5/magic 
  and 1/-, duergar traits, evasion, immunities, light 
  sensitivity, mettle, resistance to acid 10, cold 10, 
  electricity 10 and fire 10, spell resistance 15, 
  trapfinding; AL LE; SV Fort +17, Ref +11, Will +12; Str 
  20, Dex 12, Con 16, Int 14, Wis 14, Cha 12. 
   
  Skills and Feats: Appraise +10, Bluff +9, 
  Concentration +7, Craft (metalworking) +10, Craft 
  (stoneworking) +10, Diplomacy +13, Hide +1, 
  Intimidate +3, Knowledge (religion) +10, Listen +13, 
  Move Silently +13, Search +10, Sense Motive +12, Spot 
  +16, Tumble +13; Alertness, Cleave, Endurance, 
  Improved Critical (warhammer), Improved Sunder, 
  Power Attack, Weapon Focus (warhammer). 
  
  VER4-05 Dwarven Dawn 
   
  Page 28 
   
  Possessions: masterwork banded mail, masterwork 
  warhammer, cloak of resistance +1, locking gauntlet, 
  spare warhammer, various wicked (but valueless) 
  torture implements, holy symbol to Laduguer. 
   
  Blackguard Spells Memorized (2/1; save DC 12 + 
  spell level): 1st—corrupt weapon, cure light wounds; 
  2nd—death knell. 
   
  Templar Spells Memorized (2; save DC 12 + spell 
  level): 1st—divine favor, shield of faith; 2nd—bull’s 
  strength. 
   
  Beard (Ex): If a durzagon hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save 
  DC 20; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial 
  damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—
  desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 
  11+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on 
  attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 
  dodge bonus to AC against giants.  It also has 
  stonecutting (+2 racial bonus on checks to notice 
  unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to 
  paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Mettle (Ex): A templar’s special blessing allows 
  her to shrug off magical effects that would otherwise 
  harm her.  If a templar makes a successful Will or 
  Fortitude saving throw that would normally reduce the 
  spell’s effect, she suffers no effect from the spell at all.  
  Only those spells with a saving throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be 
  negated in this ability. 
   
  �Drow Wizard: male drow Wiz10: CR 11; medium 
  humanoid (elf); HD 10d4+3; hp 29; Init +3; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 14; Base Atk +5; Grp +5; 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +9 
  ranged (1d4/19-20, masterwork hand crossbow); Full 
  Atk +6 melee (1d6+1/18-20, masterwork rapier) or +9 
  ranged (1d4/19-20, masterwork hand crossbow); SA -; 
  SQ drow traits; AL NE; SV Fort +4, Ref +7, Will +9; Str 
  10, Dex 16, Con 11, Int 19, Wis 12, Cha 10 
     Skills and Feats: Concentration+13, Craft (alchemy) 
  +14, 
  Knowledge 
  (arcana) 
  +17, 
  Knowledge 
  (dungeoneering) +17, Knowledge (history) +14, Listen 
  +3, Search +6, Spellcraft +19, Spot +3; Brew Potion, 
  Combat Casting, Craft Wondrous Item, Scribe Scroll, 
  Spell Pentration, Toughness 
     Drow Traits: Immune to magic sleep spells and 
  effects, +2 bonus on saves against enchantment spells 
  or effects; darkvision 120 ft.; entitles to a Search check 
  when within 5 feet of a secret or concealed door as 
  though actively looking for it; spell resistance 16; +2 
  racial bonus on Will saves against spell or spell-like 
  abilities; spell-like abilities (1/day – dancing lights, 
  darkness, and faerie fire as the spells from a 10
  th-level 
  caster); light blindness (blinded for 1 round by abrupt 
  exposure to bright light, -1 circumstance penalty on all 
  attack rolls, saves, and checks while operating in bright 
  light); +2 racial bonus on Listen, Spot, and Search 
  checks (already figured into stats). 
     Wizards Spell Prepared (4/5/5/4/4/2; save DC 14 + 
  spell level) 0 – daze, detect magic, ghost sound, ray of 
  frost; 1
  st – mage armor, magic missile (3), magic 
  weapon; 2
  nd – blur, flaming sphere, glitterdust, Melf’s 
  acid arrow; 3
  rd – dispel magic, fireball, haste, lightning 
  bolt; 4
  th – enervation, ice storm (2), shout; 5
  th – cone of 
  cold, teleport 
     Possessions: Braces of armor +2, ring of protection +1, 
  +1 amulet of natural armor, masterwork rapier, 
  masterwork hand crossbow, 10 bolts, cloak of 
  resistance +1, potion of blur, potion of cure moderate 
  wounds, potion of cure serious wounds, potion of 
  haste, scroll of confusion, 2 scrolls of fireball, scroll of 
  web, dagger 
   
  Encounter Nine: Rukar’s Secret 
  All APLs 
  �Rukar: male dwarf Drd3/Rgr2; CR 5; Medium 
  humanoid (dwarf); HD 5d8+21; hp 52; Init +2; Spd 20 
  ft.; AC 12 (+2 Dex), touch 12, flat-footed 10; Base Atk 
  +4; Grp +6; Atk none; SQ darkvision 60 ft., dwarf traits, 
  favored enemy (shapechangers), animal companion, 
  nature sense, wild empathy +7, woodland stride, 
  trackless step; AL CN; SV Fort +9, Ref +6, Will +5; Str 
  14, Dex 14, Con 16, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Heal +6, 
  Knowledge (nature) +6, Listen +4, Spot +4, Survival +6; 
  Toughness (x2), Track, Two-Weapon Fighting. 
   
  Possessions: none. 
   
  Druid Spells Memorized (4/3/2; save DC 12 + 
  spell level): 0—cure minor wounds (2), mending, 
  resistance; 1st—cure light wounds, detect snares and 
  pits, entangle; 2nd—barkskin, tree shape. 
   
   
  
  VER4-05 Dwarven Dawn 
   
  Page 29 
  Appendix 2: New Rules 
   
  Daylight Adaptation [General] (from Forgotten Realms Campaign Setting) 
  Through long exile from the shadowed homelands of your kind, you have learned to endure the painful 
  sunlight of the surface world. 
  Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright light 
  (such as drow or duergar), you no longer suffer those penalties, whether the light comes from natural or 
  magical sources of illumination. 
   
  Rapid Reload [General] (from Sword and Fist) 
  You reload a crossbow more quickly than normal. 
   
  Prerequisites:  Base attack bonus +2, proficiency with the crossbow used. 
   
  Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack of 
  opportunity.  You may reload a heavy crossbow as a move action that provokes an attack of opportunity.  You 
  can use this feat once per round. 
   
  Normal: Loading a hand or light crossbow is a move action, and loading a heavy crossbow is a full-round 
  action. 
   
  Spearblock [Armor special ability] (from Complete Warrior) 
  This armor is magically enhanced to turn away piercing weapons such as spears and most arrows.  The wearer 
  gains damage reduction 5/bludgeoning or slashing. 
   
  If a single suit of armor has two of the three armor blocking qualities (axeblock, hammerblock, and 
  spearblock), it grants its owner just 5 points of damage reduction by whatever damage type appears twice.  For 
  example, a +1 chain shirt with the axeblock (DR 5/bludgeoning or piercing) and hammerblock (DR 5/piercing 
  or slashing) special abilities only provides DR 5/piercing. 
   
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor, polymorph any object; Price: +2 bonus. 
   
  Grizzly Mastodon [New Monster] (from Monster Manual II) 
  Huge Animal 
  Hit Dice: 15d8+96 (163 hp) 
  Initiative: 
  +0 
  Speed: 
   
  40 ft. 
  AC:  
   
  16 (-2 size, +8 natural), touch 8, flat-footed 16 
  BAB/Grp: 
  +11/+31 
  Attack:  
  Gore +21 melee 
  Full Attack: 
  Slam +21 melee and 2 stamps +16 melee, or gore +21 melee 
  Damage: Slam 2d6+12, stamp 2d6+6, gore 4d8+12 
  FS/Reach: 
  15 ft./10 ft. 
  Special Atks: 
  Trample 4d8+18 
  Special Qltys: 
  Darkvision 60 ft., low-light vision, scent 
  Saves: 
   
  Fort +15, Ref +9, Will +7 
  Abilities: Str 35, Dex 10, Con 23, Int 2, Wis 15, Cha 7 
  Skills: 
   
  Listen +11, Spot +11 
  Feats: 
   
  Alertness, Endurance, Improved Bull Rush, Power Attack, Toughness x2 
  Climate/Terr: 
  Cold and temperate hills and forests 
  Organization: 
  Solitary or herd (6-30) 
  CR:  
   
  13 
  Treasure: None 
  Alignment: 
  Always neutral 
  Advancement: 
  16-21 HD (Huge); 22-45 HD (Gargantuan) 
   
  
  VER4-05 Dwarven Dawn 
   
  Page 30 
  These larger, more temperamental cousins of the elephant roam subarctic and arctic lands.  The great strength 
  and endurance of these tremendous herbivores make them highly desirable to giants, who capture and tame 
  them for use as mounts and beasts of burden. 
  Suspicious and unfriendly by nature, grizzly mastodons are highly protective of their young and their 
  feeding grounds.  They never hesitate to drive away intruders, stomping underfoot any who are unwise 
  enough to persist.  Grizzly mastodons are among the most aggressive creatures alive when it comes to 
  defending their territories from other groups of mastodons or large herbivores and protecting their mates and 
  offspring from predators of all kinds.  More than one hungry creature that thought to make a meal of a young 
  grizzly mastodon has learned a harsh lesson at the sharp tusks and stomping feet of several furious adults. 
  A grizzly mastodon is a shaggy, elephantine creature covered in gray, brown, or black fur.  It is called 
  grizzly because of the sprinkling of gray hairs throughout its coat, like that of a grizzly bear.  Unlike an 
  elephant, a grizzly mastodon has two pairs of ivory tusks.  The typical adult specimen is 20 feet tall and weighs 
  22,000 pounds. 
   
  COMBAT 
  In combat, grizzly mastodons gore with their four tusks, then trample opponents underfoot.  They prefer to 
  attack in groups, but they show no fear even when overmatched if the safety of their young is at stake. 
   
  Trample (Ex): Reflex DC 29 half.  The save DC is Strength-based. 
   
  Half-Fiend, Durzagon [New Monster] (from Monster Manual II) 
  Medium Outsider (Evil, Lawful) 
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: 
  +6 
  Speed: 
   
  30 ft. 
  AC:  
   
  13 (+2 size, +1 natural), touch 12, flat-footed 11 
  BAB/Grp: 
  +5/+7 
  Attack:  
  Claw +7 melee 
  Full Attack: 
  2 claws +7 melee and bite +2 melee and beard +2 melee 
  Damage: Claw 1d6+2, bite 1d6+1, beard 1d3+1 plus poison 
  FS/Reach: 
  5 ft./5 ft. 
  Special Atks: 
  Beard, poison, spell-like abilities 
  Special Qltys: 
  Darkvision 120 ft., damage reduction 5/magic, duergar traits, immunities, light sensitivity, 
  resistance to acid 10, cold 10, electricity 10 and fire 10, spell resistance 15  
  Saves: 
   
  Fort +6, Ref +6, Will +4 
  Abilities: Str 15, Dex 14, Con 15, Int 14, Wis 11, Cha 8 
  Skills: 
   
  Appraise +10, Bluff +7, Craft (metalworking) +10, Craft (stoneworking) +10, Diplomacy +11, 
  Intimidate +1, Listen +11, Move Silently +14, Search +10, Sense Motive +8, Spot +11 
  Feats: 
   
  Alertness
  B , Improved Initiative, Power Attack 
  Climate/Terr: 
  Any underground 
  Organization: 
  Solitary, team (1 plus 2-4 duergar), squad (1 plus 11-20 duergar), or clan (1 plus 30-100 
  duergar) 
  CR:  
   
  4 
  Treasure: Double standard 
  Alignment: 
  Usually lawful evil 
  Advancement: 
  By character class 
   
  A durzagon is the result of secret crossbreeding between a devil and an unsuspecting duergar.  From time to 
  time, powerful devils disguised as gray dwarves infiltrate duergar society, seeking out the best mates to bear 
  durzagon children.  Most duergar are unaware that they have attracted the attention of diabolical forces.  The 
  birth of a half-fiend durzagon is cause for much celebration in the infernal realms. 
   
  A durzagon is slightly taller and leaner than a gray dwarf, usually reaching a height of about 5 feet.  The 
  half-fiend is bald but sports a wiry, gray beard tinged with red streaks.  Its rust-colored skin radiates a palpable 
  heat, and its fingers end in wickedly sharp claws. 
  
  VER4-05 Dwarven Dawn 
   
  Page 31 
   
  Durzagons speak Dwarf and Undercommon.  Those who learn of their diabolical ancestry also speak 
  Infernal. 
   
  COMBAT 
  Though durzagons relish physical combat, they usually prefer to use spell-like abilities from behind the 
  protection of duergar guards.  In melee; durzagons show no fear; they would rather fight to the death than 
  submit to an enemy. 
   
  Beard (Ex): If a durzagon hits a single opponent with both claw attacks, it automatically hits with its 
  beard as well. 
   
  Poison (Ex): A durzagon’s poison (Fortitude save DC 14; the save is Constitution-based) is a sulfuric fluid 
  delivered with each successful beard attack.  The initial damage is 1d4 points of Strength damage, and the 
  secondary damage is 1d2 points of Strength drain. 
   
  Spell-like Abilities: 3/day—darkness, 1/day—desecrate, enlarge person (self only), invisibility (self 
  only), unholy blight.  Caster level 10th; save DC 9+spell level. 
   
  Duergar Traits: A durzagon gains a +1 bonus on attack rolls against orcs and goblinoids, a +2 bonus on 
  saves against spells and spell-like abilities, and a +4 dodge bonus to AC against giants.  It also has stonecutting 
  (+2 racial bonus on checks to notice unusual stonework; intuit depth) and stability. 
   
  Immunities (Ex): A durzagon is immune to paralysis, phantasms, and poison. 
   
  Light Sensitivity (Ex): Durzagons are dazzled in bright sunlight or within the radius of a daylight spell. 
   
  Skills: A durzagon gains a +4 racial bonus to Move Silently checks and a +1 racial bonus on Listen and 
  Spot checks. 
   
  Deepwood Sniper (from Masters of the Wild) 
  Hit Die: d8 
   
  Requirements: 
  Base Attack Bonus: +5 
  Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks 
  Feats: Far shot, Point Blank Shot, Weapon Focus (any bow or crossbow) 
   
  Class Skills: 
  Balance (Dex), Climb (Str), Craft (bowmaking) (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge 
  (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot 
  (Wis), Survival (Wis), Swim (Str). 
   
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features: 
   
  Weapon and Armor Proficiency: Deepwood snipers gain no weapon or armor proficiencies.  All 
  weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character 
  is proficient. 
   
  Keen Arrows (Ex): At 1
  st level, all projectiles the deepwood sniper fires behave as if they were keen 
  weapons in addition to any other properties they might possess.  Thus, a normal arrow fired by a deepwood 
  sniper has a threat range of 19-20 instead of 20.  This effect does not stack with any other keen effect. 
   
  Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her 
  projectile weapons increase by +10 feet (added after all multipliers).  Thus a 10
  th-level deepwood sniper who 
  has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet). 
   
  Concealment Reduction (Ex): When the deepwood sniper reaches 2
  nd level, her miss chance against 
  opponents with concealment drops by 10%.  Thus, she has a miss chance of 10% rather than 20% against an 
  opponent with normal concealment.  Her miss chance drops by an additional 10% per four deepwood sniper 
  levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%. 
   
  
  VER4-05 Dwarven Dawn 
   
  Page 32 
   
  Magic Weapon (Sp): At 2
  nd level, the character can produce an effect identical to that of a magic weapon 
  spell cast by a cleric of her deepwood sniper level.  This ability is usable once per day on projectile weapons 
  only. 
   
  Projectile Improved Critical (Ex): When the deepwood sniper reaches 2
  nd level, the critical damage 
  multipliers of all her projectile weapons increase by +1.  Thus, an arrow that normally deals x3 damage on a 
  critical hit instead does x4 damage in her hands.  When she reaches 7
  th level, these critical multipliers increase 
  by an additional +1. 
   
  Safe Poison Use (Ex): At 3
  rd level, a deepwood sniper can use poison without any chance of poisoning 
  herself (see Perils of Using Poison in Chapter 8 of the Dungeon Master’s Guide). 
   
  Take Aim (Ex): A 4
  th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary 
  target by aiming carefully.  Taking aim is a full-round action, and if the target moves more than 5 feet during 
  that period, the bonus is lost.  No additional benefit exists for spending more than 1 round aiming.  This bonus 
  increases to +4 at 8
  th level. 
   
  Consistent Aim (Su): Once per day, a 5
  th level deepwood sniper can reroll one attack roll that she has just 
  made with a projectile weapon.  She must keep that result, even if it is worse than the original roll.  She can use 
  this ability twice per day at 7
  th level and three times per day at 10
  th level, though each use must relate to a 
  different attack roll. 
   
  True Strike (Sp): At 10
  th level, the deepwood sniper can produce an effect identical to that of a true strike 
  spell cast by a cleric of her deepwood sniper level.  This ability is useable once per day on projectile weapons 
  only. 
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1
  st 
  +1 
  +0 
  +2 
  +0 
  Keen arrows, range increment bonus +10 ft./level 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Concealment reduction 10%, magic weapon, projectile 
  improved critical +1 
  3
  rd 
  +3 
  +1 
  +3 
  +1 
  Safe poison use 
  4
  th 
  +4 
  +1 
  +4 
  +1 
  Take aim +2 
  5
  th 
  +5 
  +1 
  +4 
  +1 
  Consistent aim 1/day 
  6
  th 
  +6 
  +2 
  +5 
  +2 
  Concealment reduction 20%, keen edge 
  7
  th 
  +7 
  +2 
  +5 
  +2 
  Consistent aim 2/day, projectile improved critical +2 
  8
  th 
  +8 
  +2 
  +6 
  +2 
  Take aim +4 
  9
  th 
  +9 
  +3 
  +6 
  +3 
  Consistent aim 3/day 
  10
  th 
  +10 
  +3 
  +7 
  +3 
  Concealment reduction 30%, true strike 
   
   
  Templar (from Defenders of the Faith) 
  Sworn to the defense of a temple site, the templar is a holy warrior blessed by her deity with combat prowess 
  and great endurance.  She bears her deity’s favored weapon into battle and fights her deity’s enemies without 
  question or hesitation.  In addition to defending the temple itself, a templar may be charged with additional 
  duties, including a campaign to attack foes on their home ground. 
   
  Faithful people of all professions can enter the ranks of the templars; clerics and paladins are especially 
  likely to do so.  Some temples (such as those of Boccob or Wee Jas) welcome wizards and sorcerers to become 
  templars, valuing those characters’ ability to use arcane magic combined with the martial training of the 
  templar.  Likewise, Olidammara’s temples are often guarded by rogue/templars, who combine combat training 
  with sneak attack tactics.  Ranger/templars serve in temples of Ehlonna and Obad-Hai, while 
  barbarian/templars are not unknown in temples of Kord or Erythnul.  Only monks, with their own specialized 
  combat training, are unlikely to adopt the templar class. 
   
  NPC templars usually live cloistered in temple buildings or attached quarters. 
   
  Hit Die: d10. 
   
  
  VER4-05 Dwarven Dawn 
   
  Page 33 
  Requirements 
  To qualify to become a templar, a character must fulfill all the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Knowledge (religion): 8 ranks. 
   
  Feats: Endurance, Weapon Focus (with her deity’s favored weapon). 
   
  Class Skills 
  The templar’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) 
  (Int), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (any) (Wis), and Swim (Str).  See Chapter 
  4 of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  The following are class features of the templar prestige class. 
  Weapons and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all 
  types of armor, and with shields. 
  Mettle (Ex): A templar’s special blessing allows her to shrug off magical effects that would otherwise 
  harm her.  If a templar makes a successful Will or Fortitude saving throw that would normally reduce the 
  spell’s effect, she suffers no effect from the spell at all.  Only those spells with a saving throw entry of “Will 
  partial,” “Fortitude half,” or similar entries can be negated in this ability. 
  Weapon Specialization: A templar gains the Weapon Specialization feat with her deity’s favored weapon. 
  Spells per Day: A templar has the ability to cast a small number of divine spells.  To cast a spell, the 
  templar must have a Wisdom score of at least 10 + the spell’s level, so a templar with a Wisdom of 10 or lower 
  cannot cast these spells.  Templar bonus spells are based on Wisdom, and saving throws against these spells 
  have a DC of 10 + spell level + the templar’s Wisdom modifier.  When the templar gets 0 spells of a given level, 
  such as 0 1st-level spells at 1st level, she gets only bonus spells.  (A templar without a bonus spell for that level 
  cannot yet cast a spell of that level.)  The templar’s spell list appears below.  A templar has access to any spell on 
  the list and can freely choose which to prepare, just like a cleric.  A templar prepares and casts spells just as a 
  cleric does (though the templar cannot spontaneously case cure or inflict spells). 
  Smite (Su): Once per day, a templar of 2nd level or higher may make a single melee attack with a +4 
  attack bonus and a damage bonus equal to her templar level (if she hits).  The templar must declare the smite 
  before making the attack.  At 7th level, the templar can use smite twice per day. 
  If the templar has a smite evil or smite ability (for being a paladin or a cleric with the Destruction domain) 
  already, she can use the ability one extra time per day (two extra times at 7th level).  The attack bonus does not 
  increase, but the damage bonus is based on the character’s combined level (templar level plus cleric or paladin 
  level). 
  Damage Reduction (Ex): Starting at 3rd level, templars have the ability to shrug off some amount of 
  injury from each blow or attack.  Subtract 1 from the damage the templar takes each time she is dealt damage.  
  At 6th level, this damage reduction rises to 2, and at 9th level, it rises to 3. 
  Bonus Feat: At 4th level and again at 8th level, the templar gets a bonus feat.  These bonus feats must be 
  drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), 
  Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved 
  Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat 
  (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid 
  Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-
  Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*. 
  Feats dependent on other feats are listed parenthetically after the prerequisite feat.  A character can select 
  feats marked with an asterisk (*) more than once, but it must be for a different weapon each time.  Characters 
  must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. 
   
   
   
   
  
  VER4-05 Dwarven Dawn 
   
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  Templar Spell List 
  Templars choose their spells from the following list: 
  1st—bless, cause fear, command, divine favor, entropic shield, magic weapon, mount, shield of faith. 
  2nd—aid, bull’s strength, calm emotions, endurance, enthrall, hold person, shield other, spiritual 
  weapon. 
  3rd—blindness/deafness, daylight, dispel magic, invisibility purge, magic vestment, negative energy 
  protection, prayer, searing light. 
  4th—divine power, freedom of movement, greater magic weapon, status. 
   
  The Templar 
  Spells per Day 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
  1st 
  2nd 
  3rd 
  4th 
  1
  st 
  +1 
  +2 
  +0 
  +2 
  Mettle, 
  Weapon 
  Specialization 
  0 
  - 
  - 
  - 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Smite 1/day 
  1 
  - 
  - 
  - 
  3
  rd 
  +3 
  +3 
  +1 
  +3 
  Damage Reduction 1/- 
  1 
  0 
  - 
  - 
  4
  th 
  +4 
  +4 
  +1 
  +4 
  Bonus feat 
  1 
  1 
  - 
  - 
  5
  th 
  +5 
  +4 
  +1 
  +4 
   
  1 
  1 
  0 
  - 
  6
  th 
  +6 
  +5 
  +2 
  +5 
  Damage Reduction 2/- 
  1 
  1 
  1 
  - 
  7
  th 
  +7 
  +5 
  +2 
  +5 
  Smite 2/day 
  2 
  1 
  1 
  0 
  8
  th 
  +8 
  +6 
  +2 
  +6 
  Bonus feat 
  2 
  1 
  1 
  1 
  9
  th 
  +9 
  +6 
  +3 
  +6 
  Damage Reduction 3/- 
  2 
  2 
  1 
  1 
  10
  th 
  +10 
  +7 
  +3 
  +7 
   
  2 
  2 
  2 
  1 
   
   
  
  VER4-05 Dwarven Dawn 
   
  Page 35 
  Appendix 3: Map for Encounter Five 
  This map can be used to represent the night attack by the duergar scouts in Encounter Five: Guests in the 
  Night. 
   
   
  
  VER4-05 Dwarven Dawn 
   
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  Appendix 4: The Pit Trap 
   
  The duergar in Encounter Seven take cover behind ancient debris.  The 15 ft. square in front of this debris 
  contains a pit trap, all but invisible unless the characters are making active Search checks for it (unlikely, as the 
  duergar will be raining bolts and magic upon them at the time).  The dungeon corridor containing the pit trap 
  looks like the following: 
   
  Pit Trap
  Duergar Archers 
  (with cover)
  Duergar Archers 
  (with cover)
  Duergar Wizard, APL 6+ 
  (with cover)
  Gelatinous 
  Cube in pit
  PCs start 
  back here
  Side View
  Cube in pit 
  at APL 4+
  Second cube 
  at APL 8+
  Duergar Wizard, APL 6+ 
  (with cover)
   
   
  This pit trap varies by APL, as below.  Note that the pit trap does not close again once it is sprung.  On the far 
  side, behind the duergar, is a hidden switch (DC 20 Search) that will close the pit.  This hidden switch can also 
  be used to lock the pit trap cover in place, so that it is safe to walk across. 
  At most APLs, it is likely that at least one character will end up engulfed in a gelatinous cube.  In this 
  case, the cube will deal acid damage to the character, but not to the characters items, as they are “attended” 
  items.  Only once the character is dead will the cube’s acid start dissolving the now-unattended equipment. 
   
  APL 2 
  �Wide-mouthed Pit Trap: CR 2; mechanical; location trigger; manual reset; hidden switch bypass (Search 
  check DC 25); DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (all targets in three adjacent 5-ft. 
  squares); Search DC 20; Disable Device DC 23. 
   
  APL 4 
  �Gelatinous Cube Pit Trap: CR 4; mechanical; location trigger; manual reset; hidden switch bypass (Search 
  check DC 25); DC 22 Reflex save avoids; 30 ft. deep (no damage from fall, but falling characters are 
  automatically engulfed by the gelatinous cube filling the bottom of the pit); multiple targets (all targets in 
  three adjacent 5-ft. squares); Search DC 22; Disable Device DC 23. Note: a gelatinous cube (see Monster 
  Manual) fills the bottom 15 ft. of this pit trap. 
  
  VER4-05 Dwarven Dawn 
   
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  APL 6 
  �Gelatinous Cube Pit Trap: CR 6; mechanical; location trigger; manual reset; hidden switch bypass (Search 
  check DC 30); DC 26 Reflex save avoids; 40 ft. deep (no damage from fall, but falling characters are 
  automatically engulfed by the gelatinous cube filling the bottom of the pit); multiple targets (all targets in 
  three adjacent 5-ft. squares); Search DC 26; Disable Device DC 23. Note: a gelatinous cube (see Monster 
  Manual) fills the bottom 15 ft. of this pit trap. 
   
  APL 8 
  �Double Gelatinous Cube Pit Trap: CR 8; mechanical; location trigger; manual reset; hidden switch bypass 
  (Search check DC 30); DC 28 Reflex save avoids; 50 ft. deep (no damage from fall, but falling characters are 
  automatically engulfed by the gelatinous cube filling the bottom of the pit); multiple targets (all targets in 
  three adjacent 5-ft. squares); Search DC 26; Disable Device DC 23.  Note: a gelatinous cube (see Monster 
  Manual) fills the bottom 15 ft. of this pit trap.  As soon as the trap is triggered, a hatch opens in the ceiling 
  directly above the pit trap, dropping another gelatinous cube (see Monster Manual) on top of the victim.  The 
  victim is automatically engulfed by the lower gelatinous cube.  Furthermore, the victim is sandwiched 
  between the two cubes, and cannot be extricated until the topmost cube is destroyed. 
   
  APL 10 
  �Double Gelatinous Cube Pit Trap: CR 9; mechanical; location trigger; manual reset; hidden switch bypass 
  (Search check DC 30); DC 30 Reflex save avoids; 50 ft. deep (no damage from fall, but falling characters are 
  automatically engulfed by the gelatinous cube filling the bottom of the pit); multiple targets (all targets in 
  three adjacent 5-ft. squares); Search DC 26; Disable Device DC 23.  Note: a gelatinous cube (see Monster 
  Manual) fills the bottom 15 ft. of this pit trap.  As soon as the trap is triggered, a hatch opens in the ceiling 
  directly above the pit trap, dropping another gelatinous cube (see Monster Manual) on top of the victim.  The 
  victim is automatically engulfed by the lower gelatinous cube.  Furthermore, the victim is sandwiched 
  between the two cubes, and cannot be extricated until the topmost cube is destroyed. 
   
  APL 12 
  �Double Gelatinous Cube Pit Trap: CR 11; mechanical; location trigger; manual reset; hidden switch bypass 
  (Search check DC 30); DC 33 Reflex save avoids; 50 ft. deep (no damage from fall, but falling characters are 
  automatically engulfed by the gelatinous cube filling the bottom of the pit); multiple targets (all targets in 
  three adjacent 5-ft. squares); Search DC 26; Disable Device DC 23.  Note: a gelatinous cube (see below for 
  statistics) fills the bottom 15 ft. of this pit trap.  As soon as the trap is triggered, a hatch opens in the ceiling 
  directly above the pit trap, dropping another gelatinous cube (see below for statistics) on top of the victim.  The 
  victim is automatically engulfed by the lower gelatinous cube.  Furthermore, the victim is sandwiched 
  between the two cubes, and cannot be extricated until the topmost cube is destroyed. 
   
  �Tougher Cubes: advanced (to 12 HD) gelatinous cube; CR 5; Huge Ooze; HD 12d10+96; hp 162; Init -5; Spd 
  15 ft.; AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; Base Atk +9; Grp +18; Atk +7 melee (1d6+1 plus 1d6 acid, 
  slam); Full Atk +7 melee (1d6+1 plus 1d6 acid, slam); Space/Reach 15 ft./10 ft.; SA Acid, engulf, paralysis; SQ 
  Blindsight 60 ft., immunity to electricity, ooze traits, transparent; AL N; SV Fort +12, Ref -1, Will -1; Str 12, Dex 
  1, Con 26, Int –, Wis 1, Cha 1. 
   
  Skills and Feats: none. 
   
  Acid (Ex): A gelatinous cube’s acid does not harm metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller 
  creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous 
  cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make 
  opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the 
  cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is 
  Strength-based and includes a +1 racial bonus. 
  
  VER4-05 Dwarven Dawn 
   
  Page 38 
   
  Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf 
  attack must succeed on a DC 24 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically 
  engulf a paralyzed opponent. The save DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed. 
   
  
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