TEXT:  
  ULP3-08 
   
   
   
   
   
   
   
  Lost Dwarves 
   
  A One-Round D&D® LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
   
   
   
   
  By Dawn Coakley 
   
   
   
   
   
   
  You, a loyal adventurer to the Principality of Ulek, have been asked to participate in a top-secret mission.  
  What exactly does it entail?  A Royal Army and Mine Ranger adventure for PCs level 10-16. 
   
   
   
   
   
  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 Willams, Richard Baker, and Peter Adkison. 
   
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without written permission. 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. Scenario detail copyright 2002 by 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.  
  
  Lost Dwarves 
   
  Page 2 
  This is an RPGA Network scenario for the 
  DUNGEONS & DRAGONS game. Most sanctioned 
  events delegate a four-hour time block for each 
  round of this scenario, with actual playing time 
  being around three hours. The rest of the time is 
  spent in preparation before game play, reward 
  distribution 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, print this scenario. This scenario was created 
  to support double-sided printing, but printing it 
  single sided works 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 
  running the event. Take time to review 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’s 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 described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. 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 both the 
  players and the DM to keep track of who is playing 
  what character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. But, as the DM, you can 
  bar the use of even Core Rulebooks during certain 
  times of play. For example, usually 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.  
   
  Text that appears in bold italics is player 
  information, 
  which 
  you 
  may 
  read 
  aloud 
  or 
  paraphrase as appropriate. Text in appendixes 
  contains important DM notes, for you, offering 
  insight to issues particular to the adventure. 
  Monster and non-player character (NPC) statistics 
  are provided with each encounter in abbreviated 
  form. Full monster statistics for standard monsters 
  are provided in the Monster Manual, while statistics 
  for unusual monster and unique individuals are 
  profiled in the Appendix at the end of the adventure. 
  You should review all of these statistics before the 
  game starts to refresh you memory of the creatures’ 
  abilities. 
   
  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 character participating in the 
  adventure. To determine the Average Party Level 
  (APL):  
   
  1) Determine the character level for each 
  character participating in the adventure.  
   
  2) If characters bring animals that have been 
  trained for combat (usually war horses and riding 
  dogs), other than those brought by virtue of a class 
  ability (such as animal companions, familiars, a 
  paladin's mounts, and so forth) use the following 
  chart to determine the number of levels you add to 
  the sum above. Add each character's animals 
  separately. A single character may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
   
   
  CR  
  1 
  2 
  3 
  4 
  1/4 and 1/6 0 
  0 
  0 
  1 
  1/3 and 1/2 0 
  0 
  1 
  1 
   
  1 
   
  1 
  1 
  2 
  3 
   
  2 
   
  2 
  3 
  4 
  5 
   
  3 
   
  3 
  4 
  5 
  6 
   
  4 
   
  4 
  5 
  6 
  7 
   
   
  3) Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure-round 
  up. 
  
  Lost Dwarves 
   
  Page 3 
   
  4) If you are running a table of six characters, 
  add one to that average. 
   
  By following these four steps, you have determined 
  the modified APL. Throughout this adventure, APLs 
  categorize the level of challenge that the characters 
  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 an adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL that this adventure is 
  played at playing at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the fact 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. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do 
  to help even the score. 
   
  1) Attempt to create a table of six 1st-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. Characters who 
  want their dog to attack they must succeed at a 
  Handle Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is usually a free action (see DUNGEON 
  MASTER’S Guide Chapter 2: Characters) 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 the Principality of Ulek. All in-region characters 
  pay one Time Units to participate in the adventure, 
  while out-of-region characters pay two Time Units.  
  Adventures’ Standard Upkeep costs 12 gp.  Rich 
  Upkeep costs 50 gp, and Luxury Upkeep costs 100 
  gp. 
   
  Adventure Summary and 
  Background 
  This 
  is 
  the 
  twenty-eighth 
  scenario 
  for 
  the 
  Principality of Ulek in the RPGA Living Greyhawk 
  Campaign. Below is some general background 
  information. 
   
  • 
  While a dwarf rules the Principality of Ulek, and 
  all of the nobles are dwarves, the Principality 
  consists of more humans than any other race. 
  • 
  The Principality of Ulek is presently at war with 
  the Pomarj and especially those under the 
  command of an unknown creature known as the 
  Warlord. The territory east of the Lortmil Hills is 
  currently contested, and a large number of the 
  Principality of Ulek's residents, have been 
  forced to flee their homes due to the humanoid 
  invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed 
  mainly of orcs, goblins, and the like. 
   
  Located on the eastern edge of the Lortmil Hills 
  near the Disputed Territories sits one of the Prince's 
  hidden adamantine mines.  The mine, the Sovereign 
  Mine, is heavily guarded by the Royal Army and 
  Mine Rangers, and rarely encounters problems.  
  However, an intoxicated delver has passed through 
  the mine causing old tunnels to collapse and new 
  tunnels to open in the surrounding area. 
   
  Five squads of miners currently work in the 
  lower adamantine mine have been trapped by the 
  various tunnel collapses caused by the intoxicated 
  delver.  The occupants in the upper level mine heard 
  the collapse, but have been unable to penetrate a 
  magical adamantine door.  The adamantine door 
  was created to protect access to the lower mine. 
   
  The mine is a major source of adamantine for 
  the Principality of Ulek.  A permanent loss could 
  have an impact on the war with the humanoids in 
  the Disputed Territory and the Pomarj itself.  
  Ensuring the miners are safe and the mines can 
  still be reached is important not only to the Royal 
  Army and the Mine Rangers but to the country as a 
  whole (for those who know of it's existence). 
   
   
  The PCs begin the adventure journeying 
  towards the city of Thunderstrike.  Royal Army and 
  Mine Ranger PCs have been informed by their 
  organizational sources that their presence is 
  needed there.  Non-Royal Army and non-Mine 
  Ranger PCs have heard that their might be 
  
  Lost Dwarves 
   
  Page 4 
  opportunities for adventurer work with the current 
  situation in the Principality of Ulek. 
   
  A senmurv, who represents the Principality of 
  Ulek Royal Army, approaches the PCs and 
  presents them with a parchment of a confidential 
  mission.  If they take an oath of secrecy, she leads 
  them to the mine; however, she does not disclose 
  the mission.  
   
  Agent(s) loyal to the Warlord ambush the PCs 
  as the group travels to the mine. 
   
  The senmurv escorts the PCs to Commander 
  Ulfwar Forgestone of the Royal Army, who is in 
  charge of the hidden adamantine mine, which is 
  heavily guarded. Commander Forgestone requests 
  a second oath of secrecy as to the location of the 
  hidden adamantine mine.  The mission is not 
  offered if the PCs do not accept the oath. 
   
  Commander Forgestone tells the PCs that less 
  than a day ago, there was a horrible earthquake-like 
  shock from down deep in the mines.  Five squads of 
  miners were working in the lower mine.  The miners 
  have not been heard from since this time. 
  Commander Forgestone, who is also a member of 
  the Mine Rangers, asks the PCs for their 
  assistance to find the miners. 
   
  To enter the mine, the PCs must pass by the 
  tunnel's guardian and find the five opening keys 
  hidden within the upper mines to a special 
  adamantine door to the lower mine.  This special 
  adamantine door was created to ensure the safety 
  and security of the hidden adamantine mine.  
  Commander Forgestone tells the PCs the password 
  for the guardian and which tunnel to follow to get to 
  the magical adamantine door.  There are five unique 
  mineral keys hidden in the upper portion of the mine 
  and only the five squad leaders know where they 
  are to prevent unauthorized access into the mine.  
  These keys must be placed into the special 
  adamantine door to enter the lower mines, which is 
  a major source of adamantine for the Principality of 
  Ulek.  Upon use, the keys teleport back into their 
  original hiding place.  Commander Forgestone also 
  warns that there may be other guardians in the 
  tunnels below, but he does not believe they will 
  activate unless the PCs take something from the 
  mines. 
   
  The PCs have the opportunity to explore eight 
  different tunnels; five of which have the keys they 
  seek to bypass the special adamantine door.  The 
  tunnel to get to the special adamantine door is a 
  ninth tunnel.  This special adamantine door guards 
  the lower (adamantine) mines. 
   
  Once the keys are secured, the PCs must 
  pass several carytid columns guardians.  As long 
  as the PCs, state “For Prince and Country” in 
  dwarven the carytid columns do not animate and 
  attack the PCs.  They are then free to open the 
  door into the lower mines.  The door contains five 
  slits each with a different gem.  PCs place the key 
  with coordinating gemstone into the appropriate 
  keyhole, the door opens and the keys teleport back 
  to their original hiding place. 
   
  Continuing down the tunnel, the PCs may be 
  surprised that the passage down into the lower 
  mines is blocked by a hidden tunnel terror that has 
  entered into the mines from the new passageways. 
   
  Proceeding onward, the PCs encounter a caved 
  in area and hear clanging from the other side.  The 
  PCs may dig or use other methods to assist the 
  miners.  Some of the miners are already dead, 
  while others are gravely wounded.  The amount of 
  time taken to extract the rescue results in the 
  number of miners saved. 
   
  The PCs may choose to rid the caverns of the 
  delver as an optional encounter.  The PCs track 
  down the tunnels to find the delver and defeat it. 
   
  Royal Army and Mine Ranger PCs receive 
  commendations or promotions, while other PCs 
  receive recommendations to these organizations.  
  Additionally, the PCs are offered item access to 
  several items based on their level of success. 
   
   
  NOTE: This adventure is a both a Royal Army 
  and Mine Ranger mission. 
   
  Introduction 
  The past few months have seen a reversal of 
  fortunes for the Principality of Ulek.  Thus, travel 
  along the eastern edge of the Lortmil Hills is not 
  as dangerous and avoided as it recently has 
  been.  Some of you have been conscripted to 
  report 
  to 
  the 
  eastern 
  Lortmils 
  by 
  your 
  organizations, while others of you have heard 
  the call for stalwart adventurers in the city of 
  Thunderstrike. 
   
  The PCs begin the adventure journeying towards the 
  city of Thunderstrike.  Royal Army PCs and Mine 
  Ranger 
  PCs 
  have 
  been 
  informed 
  by 
  their 
  organizational sources that their presence is 
  needed there. Non-Royal Army and non-Mine 
  Ranger PCs have heard that their might be 
  opportunities for adventurer work with the current 
  situation in the Principality of Ulek in the city of 
  Thunderstrike.  Allow for character introductions at 
  this time and then continue with the next encounter. 
   
  
  Lost Dwarves 
   
  Page 5 
  Encounter 1: Messenger  
  It is nearing dusk and your party is within a 
  day's travel to Thunderstrike.  It has been a 
  monotonous journey through the Lortmil Hills, 
  when a large beast appears in the darkening 
  eastern sky.  The creature's head and body are 
  that of a large canine and its mighty wings sport 
  vibrant maroon and indigo feathers.  A large 
  adamantine amulet encircles its right claw arm.  
  Its ruby red eyes come to bear on your group.  
  You are sure that it has spotted you as it 
  descends in your direction. 
   
  The creature is Vulfarara Volphbite, a female 
  senmurv in the employ of the Royal Army, who is 
  looking to deliver her parchment to the PCs.  Allow 
  PCs to make a Spot check (DC 36), due to 
  distance and size, to notice a parchment in her left 
  claw.  If PCs prefer to study the amulet she wears, 
  PCs may make a Spot check (DC 36) to notice a 
  Principality of Ulek shield emblem on the amulet.   
  Should the PCs cast detect magic on the amulet, it 
  detects as magic (abjuration); however, Vulfara 
  does not look favorably upon spells cast upon her, 
  even harmless ones, without her permission. 
   
  Determine what the PCs are doing at this point. 
  Vulfara approaches the PCs at full movement of four 
  hundred and forty feet (240) feet.  She arrives at 
  their location by the end of the second round.  If she 
  is attacked, she flees, thus ending the scenario. 
   
  She delivers the parchment with the following 
  preferences: highest-ranking member of either the 
  Royal Army or Mine Rangers, dwarf, halfling, 
  gnome, human, half-elf, elf, and half-orc.  She 
  prefers female over male PCs. Please provide them 
  Player's Handout #1 (for Royal Army PCs), Player's 
  Handout #2 (for Mine Ranger PCs) or Player's 
  Handout #3 for other PCs. 
  After the parchment 
  has been delivered, allow the PCs to role-play as 
  they see fit.  Vulfara understands common; however 
  she only speaks Sylvan.  Vulfara is very loyal to the 
  Principality of Ulek Royal Army.  She knows that 
  time is of the essence and anxiously awaits their 
  vow of secrecy. 
   
  If any PCs harass Vulfara, she leaves.  By 
  failing to interact with Vulfara and not taking the vow 
  of secrecy, PCs miss their possible mission thus 
  ending the event for them. 
   
  Once the PCs accept the mission, allow PCs 
  to assemble in marching order and take any 
  precautions 
  before 
  proceeding 
  to 
  the 
  next 
  encounter. 
   
  Vulfara (1): female senmurv; hp 28; see Appendix 
  1: NPCs. 
   
  Encounter 2: Ambush 
  Continuing 
  onward, 
  you 
  make 
  your 
  way 
  through the hills with Vulfara flying above you 
  leading the way.  As the sun continues to lower 
  in the sky, the shadows around you grow in 
  size. 
   
  Some six hundred feet northeast, agent(s) of the 
  Warlord have spotted Vulfara's descent.  The 
  agent(s) have hidden behind large hills and are 
  waiting to ambush any party that should pass. 
   
  Due to the aid of Vulfarara Volphbite, the 
  effective EL of the fight is lowered by one. If she is 
  injured she withdraws from combat, as she is 
  critical to the PCs mission. 
   
  APL 10 (EL 13) 
  Hill Giants (6): hp 114 each; see Monster Manual. 
   
  Dire Wolves (4): hp 51 each; see Monster Manual. 
   
  APL 12 (EL 15) 
  Hill Giants (9): hp 114 each; see Monster Manual. 
   
  Dire Wolves (4): hp 51 each; see Monster Manual. 
   
  APL 14 (EL 17) 
  Shadow Giant (1): hp 243; see Appendix 1: NPCs. 
   
  APL 16 (EL 19) 
  Shadow Giant (2): hp 261 each; see Appendix 1: 
  NPCs. 
   
  If the PCs encounter hill giants (APL 10 and 12), 
  they throw rocks and then close in melee combat.  
  The dire wolves that accompany the hill giants, 
  move directly into melee combat while the giants 
  throw their rocks. 
   
  If the PCs encounter the shadow giant(s) (APL 
  14 and 16), the shadow giant(s) with use of their 
  ring of chameleon power along with their hide in 
  plain sight ability to study its (their) victims to 
  perform their death attack with its (their) huge 
  morningstar in melee.  The shadow giant(s) then 
  cast blur and attempt to sneak attack the PCs. 
   
  Once the PCs have defeated the giants, 
  continue with the next encounter. 
   
  
  Lost Dwarves 
   
  Page 6 
  Encounter 3: Arriving at the 
  Sovereign Mine 
  Continuing onward, Vulfara leads your party 
  deeper into the Lortmils away from the direction 
  of Thunderstrike.  Darkness has fallen for 
  several hours.  The stars appear particularly dim 
  this evening and offer very little light.  To make 
  it worse, a thick fog from seemingly nowhere is 
  rolling in. 
   
  If PCs would like to make any preparations, allow 
  them to do so at this point in time. 
   
  The PCs are entering a hallucinatory terrain, 
  which is approximately two hundred and ten square 
  feet and leads to the mine entrance.  If a PC should 
  choose to interact with the terrain (Ex: light a torch 
  to burn off the fog) allow the PC a Will save (DC 16) 
  to possibly disbelieve the true terrain. 
   
  A dozen halfling fighters protect the entrance to 
  the mine, all Principality of Ulek Royal Army Scouts 
  Division Corporals armed with adamantine short 
  swords.  The fog of the hallucinatory terrain hides 
  them.  To spot the unmoving halflings requires a 
  Spot check (DC 40). 
   
  As PCs approach the mine entrance, an 
  improved alarm spell creates a humming noise. 
  Vulfara's amulet simultaneously takes on a soft 
  glow.  The glowing amulet identifies her party as 
  friendly to the Principality of Ulek. The humming 
  noise is the halfling's que to surround the party.  To 
  notice the surrounding halflings requires a Spot or 
  Listen check (DC 30). 
   
  When the PCs proceed through the fog, 
  continue with reading or paraphrasing the following: 
   
  Vulfara seems not to take notice of the fog and 
  continues at full speed into the gloom.  You 
  must hurry forward to keep pace with her.  As 
  you make your way through the fog, Vulfara's 
  amulet begins to glow.  Your ears prick up to a 
  low humming noise. 
   
  Halfling scouts in the garb of the Royal 
  Army of the Principality of Ulek surround your 
  party from out of nowhere.  Their adamantine 
  short swords are drawn and pointing in your 
  direction. 
   
  Vulfara utters several short barks as she 
  takes several steps forward.  The halflings lower 
  their weapons and step back.  A doorway 
  appears in a large boulder that was not there 
  before.  The glow on the amulet matches the 
  soft red glow of the stone door as it swings 
  inward.  Vulfara motions for you to follow her 
  and steps into the darkness within the doorway. 
   
  If PCs understand Sylvan, they know that Vulfara 
  uttered the words, "Hail Sovereign of Ulek!  May her 
  adamantine heart forever beat!" 
   
  Vulfara has entered the Sovereign Mine.  If the 
  PCs do not follow her, the halflings do not allow any 
  PCs to leave but force them to follow her or subdue 
  any PC.  This is one of the most highly protected 
  areas in the Principality of Ulek and its secrecy is 
  protected by all means possible. Do not hesitate to 
  use a middle level Royal Army cleric or wizard NPC 
  to stop a PC from leaving.  Any resistant PC is 
  taken into questioning at a cost of 26 Time Units 
  (TUs) and after being released is considered an 
  enemy of the Principality of Ulek.  They also receive 
  a mark of justice (-6 Constitution) cast at 19th level 
  that activates should the PC ever communicate 
  information about the Sovereign Mine. 
   
  Once the PCs enter the cave, they are lead by 
  several 
  heavily 
  armed 
  dwarves 
  wearing 
  full 
  adamantine plate mail through caves of dwarven 
  hewn.  They arrive at a large stone, which depicts a 
  large flaming warhammer with an adamantine 
  plaque above the door written in dwarven, "Office of 
  Commander Ulfwar Stoneforge."  Vulfara barks 
  loudly.  The PCs hear a loud "Come in!" spoken in 
  dwarven.  Vulfara motions for the PCs to open the 
  door and go inside.  She will not accompany the 
  PCs into the room.  Read or paraphrase the 
  following: 
   
  The room is dimly lit.  The smell of old cigar 
  smoke fills your nostrils.  As your eyes become 
  adjusted to the poorly lit room, you can see this 
  is a fairly barren office.  In the southwest corner 
  of the room is a masterful dwarven suit of 
  adamantine full-plate.  In the northwest corner 
  stands a large stone desk that appears to have 
  been carved from the cave itself.  On the desk 
  sits a small oil lamp, several papers, a pen, an 
  inkwell, a full ashtray, and a finely crafted 
  adamantine warhammer.  Behind the desk sits a 
  well-groomed but tired-looking white haired 
  dwarf.  He is in full Royal Army military dress 
  and wears the badge of the Mine Rangers.  His 
  beard is immaculate and appears to shimmer 
  along with his bright blue eyes in the faint light. 
   A closer look at the dwarven commander 
  reveals cigar-stained fingers and shiny malachite 
  gems woven into his beard.  His loud stern voice 
  sounds, "It's taken you long enough to get here! 
  
  Lost Dwarves 
   
  Page 7 
   Lives are in danger.  Hurry up!  Come in and 
  close the door behind you." 
   
  "We have miners' and mine rangers' lives at 
  stake.  Less than a day ago, there was a horrible 
  earthquake-like shock from down deep in the 
  mines.  Five squads of miners were working in 
  the lower mine with their mine ranger guards.  
  The miners have not been heard from since this 
  time.  I need your assistance to find the miners 
  and maintain the secrecy of this mine.  Provide 
  me your oath and than I will continue with the 
  matter at hand." 
   
  Stoneforge waits for their oath and does not begin 
  until each PC swears an oath of secrecy.  Any 
  resistant PC is taken into questioning at a cost of 
  26 Time Units (TUs) and after being released is 
  considered an enemy of the Principality of Ulek and 
  receives a mark of justice (-6 Constitution) cast at 
  19th level that activates should the PC ever 
  communicate information about the Sovereign Mine. 
   
  Read or paraphrase the following once all PCs 
  have taken the oath: 
   
  "To enter the mine, you must pass the tunnel's 
  guardian and locate the five opening keys 
  hidden within the upper mines to a unique 
  adamantine door that leads to the lower mines.  
  This adamantine door was created to ensure the 
  safety and security of the hidden adamantine 
  mine.  It is both trapped and fortified magically. 
   The safest and most secure way through this 
  door is to obtain the five keys. 
   
  "The guardians are carytid columns that 
  stand before the doorway, most beautifully 
  carved lassies.  The password for the guardian is 
  'For Prince and Country' spoken only in 
  dwarven.  Head due north from my doorway 
  until you reach a trap door.  Descend down from 
  the trap door.   Follow the south tunnel to get to 
  the adamantine door as it is due south of the 
  trap door.  There are five unique mineral keys 
  hidden in the upper portion of the mine and 
  only the five squad leaders know where they are 
  located to prevent unauthorized access into the 
  mine.  These keys must be placed into a 
  corresponding keyhole in the adamantine door 
  to enter the lower mines, which is a major 
  source of adamantine for the Principality of 
  Ulek.  Upon use, the keys teleport back into 
  their original hiding place.  There may be other 
  guardians in the tunnels below, but I do not 
  believe they will activate unless something is 
  taken from the mines." 
   
   
  The PCs likely will have questions at this point, 
  which might include: 
   
   
  Q - What caused the earthquake-like shock? 
   
  A - "Unknown; once the miners are rescued 
  perhaps that may be determined." 
   
   
  Q - Who is trapped in the mine? 
   
  A - "Five squads consisting of six miners, 
  one master sergeant, and one colonel.  All are 
  dwarves.  Their names are not important at this 
  time." 
   
   
  Q - Will divinatory aids or spells be of use 
  locating the keys or miners? 
   
  A - "Possibly; the keys are unique items, 
  thus without having personal knowledge of 
  them makes it very difficult.  The mines are 
  considered construction, therefore, commune 
  with nature cannot see within the mine." 
   
   
  Q - Why not teleport or use extra-planar travel 
  down into the mines to by-pass the door? 
   
  A - "First, there is a possibility of arriving 
  within a collapsed area.  Second, there is not 
  sufficient information on the terrain of the lower 
  mines required for a greater teleport.  Third, 
  there are dimensional lock and forbiddance 
  spells in place to avoid extra-planar travel." 
   
   
  Q - Why not burrow through the floor to reach 
  the mines or use Passwall? 
   
  A - "First, there is a wall of force to prohibit 
  entry.  Second, there is a chance this may cause 
  further collapse." 
   
   
  Q 
  - 
  Why 
  not 
  attempt 
  to 
  dispel 
  the 
  enchantments protecting the lower mines? 
   
  A - "First, there are layers of enchantments 
  over layers of enchantment on both the 
  adamantine door and the walls.  Floors, ceiling 
  surrounding 
  the 
  mine. 
   
  The 
  layer 
  of 
  enchantments is known to be in the dozens, 
  therefore would require multiple dispels.  Two, 
  this may also leave the mines vulnerable to 
  raiders who may steal our adamantine." 
   
   
  Q - Why not just use a knock spell to open the 
  adamantine door? 
   
  A - "First, the spell traps would have to be 
  removed from the door.  Secondly the door has 
  five locks which open a sixth lock, therefore, six 
  
  Lost Dwarves 
   
  Page 8 
  knock spells would be required to open the 
  door once the traps were removed." 
   
   
  Q - Could the locks be disabled? 
   
  A - "Of course, but first you must disable the 
  traps.  Opening these locks would skill that 
  would rival the Prince's Jewels." 
   
   
  Q - What traps and spells protect the door? 
   
  A - "I do not know." 
   
   
  Q - Would a shrink object or polymorph object 
  spell affect the adamantine door? 
   
  A - "No.  It is a magical object." 
   
   
  Q - Why not disintegrate the wall of force? 
   
  A - "The wall of force is protected by 
  symbols of death every sixty feet.  The symbols 
  trigger from being covered or spellcasting upon 
  the wall of force.  Even if both the wall and 
  symbol are dispelled, the forbiddance and 
  dimension lock remain.  In addition, spells have 
  been multi-layered to avoid enemy penetration.  
  This is a high security facility!" 
   
   
  Q - Can this wait until tomorrow so I can 
  refresh/change my spells? 
   
  A - "Didn't you hear me!  Lives are at stake.  
  Take care of things NOW!" 
   
   
  When the PCs have no further questions and are 
  ready to continue, proceed with the next encounter. 
   
  Encounter 4: Entering the 
  Mine 
  As the PCs descend through the trap door, they 
  have the opportunity to explore eight different 
  tunnels; five of which have the keys they seek to 
  bypass the magical adamantine door.  Each tunnel 
  is approximately fifteen feet wide and ten feet high.  
  There are no light sources in the tunnels.  Clues to 
  which tunnels might net the best chances to hold 
  one of the five keys are available which the PCs 
  might discover via a variety of skill checks or 
  divinatory spells (see each individual sub-encounter 
  for details).  Each tunnel is various in length.  The 
  time it takes to traverse to the key or the end of 
  each tunnel is noted in each individual sub-
  encounter.  Time must be carefully tracked from 
  this point on, as this impacts the number of 
  surviving miners.  Use Judge Aid # 1 to track time 
  spent. 
   
  Encounter 4A: Area A 
  A successful Survival check (DC 20) to find tracks 
  reveals that a solitary medium-size booted bipedal 
  creature traversed this tunnel within the last twenty-
  four hours. 
   
  This area holds the first key.  This key, which 
  holds a ruby, is within the shield hand gauntlet of a 
  dread guard. Four other dread guards accompany 
  the key holder.  They are located at the very far end 
  of the tunnel. 
   
  The time it takes to get to the key depends on 
  the PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  40 
  20 
  30 
  30 
  20 
  40 
  15 
   
  If the key is taken, the guardians activate to attack 
  unless the password is spoken in dwarven.  The 
  password is "The gleam in the eye." 
   
  All APLs (EL 6) 
  Dread Guardian (5): hp 34 each; see Appendix 1: 
  NPCs. 
   
  The equipment on the dread guardians in the 
  property of the Mine Rangers and thus cannot be 
  sold. 
   
  Encounter 4B: Area B 
  A successful Track check (DC 30) reveals that this 
  cave has not been traveled in weeks.  PCs can hear 
  the echoing sounds of movement with a successful 
  Listen check (DC 30). 
   
  This tunnel leads to a freshly opened area with 
  the only entrance being the one the PCs took to get 
  here.  This area is the lair to a cluster of carrion 
  crawlers and one or more rust monsters.  The 
  carrion crawlers hungrily attack any living flesh, 
  while the rust monsters seek to feast upon any 
  metal items.  No key resides here. 
  
  Lost Dwarves 
   
  Page 9 
   
  The time it takes to get to the end of the tunnel 
  depends on the PC's movement rate, as noted 
  below.  (Thus, heading back takes the same 
  amount of time.)  If the PCs stick together, the 
  movement rate will be that of the slowest PC.  If the 
  PCs are actively looking for tracks or traps this time 
  is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  20 
  20 
  15 
  30 
  10 
  40 
  7.5 
   
   
  APL 10 (EL 6) 
  Carrion Crawlers (2): hp 19 each; see Monster 
  Manual. 
   
  Rust Monsters (1): hp 27; see Monster Manual. 
   
  APL 12 (EL 7) 
  Carrion Crawlers (3): hp 19 each; see Monster 
  Manual. 
   
  Rust Monsters (1): hp 27; see Monster Manual. 
   
  APL 14 (EL 9) 
  Carrion Crawlers (5): hp 19 each; see Monster 
  Manual. 
   
  Rust Monsters (2): hp 27; see Monster Manual. 
   
  APL 16 (EL 11) 
  Carrion Crawlers (5): hp 19 each; see Monster 
  Manual. 
   
  Advanced Rust Monster (3): hp 137 each; see 
  Appendix 1: NPCs. 
   
  Encounter 4C: Area C 
  A successful Track check (DC 20) reveals that a 
  solitary medium-size booted bipedal traversed this 
  tunnel within the last twenty-four hours. 
   
  This area holds the second key.  This key, 
  which holds a bloodstone, is within a concealed 
  compartment of a magically trapped and locked 
  metal box (hardness 10, hp 30, Open Lock DC 30). 
   To locate the concealed compartment requires a 
  Search check (DC 20). 
   
  The trap activates only if the opener of the 
  metal box is not of lawful good alignment.  The key 
  for the lock is with the missing squad leader, who is 
  of lawful good alignment. 
   
  All APLs (EL 7) 
  Symbol of Weakness Trap: CR 7; magic device; 
  touch trigger; automatic reset; spell effect (symbol 
  of weakness, 13th-level cleric, 3d6 strength, DC 20 
  Fortitude negates; multiple targets (all targets within 
  60 ft.); Search (DC 32); Disable Device (DC 32). 
   
  The time it takes to get to the key depends on the 
  PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  20 
  20 
  15 
  30 
  10 
  40 
  7.5 
   
   
  Encounter 4D: Area D 
  It does not appear this cave has been traveled in 
  weeks, which can be determined with a successful 
  Track check (DC 30). 
   
  This tunnel leads to an area with a false mine.  
  Nothing of interest, including a key lies here. 
   
  The time it takes to get to the end of the tunnel 
  depends on the PC's movement rate, as noted 
  below.  (Thus, heading back takes the same 
  amount of time.)  If the PCs stick together, the 
  movement rate will be that of the slowest PC.  If the 
  PCs are actively looking for tracks or traps this time 
  is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  40 
  20 
  30 
  30 
  20 
  40 
  15 
   
   
   
  Encounter 4E: Area E 
  
  Lost Dwarves 
   
  Page 10 
  A successful Track check (DC 20) reveals that a 
  solitary medium-size booted bipedal traversed this 
  tunnel within the last twenty-four hours. 
   
  This area holds the third key.  This key, which 
  holds an emerald, is located under an old cloth in a 
  mining cart.  It requires a successful Search check 
  (DC 20) to find.  To get to the mining cart, the PCs 
  must bypass an illusory wall spell that has been 
  placed to appear as the cave ending. Another 
  successful Track check (DC 20) reveals that the 
  tracks continue into the wall. 
   
  Anyone not of lawful good alignment who 
  passes through the illusory wall sets off a trap that 
  has been set here.  The missing squad leader who 
  knows of the location of this key is of lawful good 
  alignment. 
   
  All APLs (EL 5) 
  Symbol of Pain Trap: CR 5; magic device; touch 
  trigger; automatic reset; spell effect (symbol of 
  weakness, 13th-level cleric, 3d6 strength, DC 17 
  Fortitude negates; multiple targets (all targets within 
  60 ft.); Search (DC 32); Disable Device (DC 32). 
   
  The time it takes to get to the key depends on the 
  PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  26.7 
  20 
  20 
  30 
  13.3 
  40 
  10 
   
   
  Encounter 4F: Area F 
  A successful Track check (DC 20) reveals that a 
  solitary medium-size booted bipedal traversed this 
  tunnel within the last 24 hours. 
   
  This area contains not only the fourth key but 
  also a fresh opening that occurred due to the 
  earthquake-like shock.  This key, which contains an 
  amethyst, is now in the in the possession of several 
  mogrelfolk.  The PCs must find a way to get the key 
  from them.  Several options are: 
   
  � 
  Ask the mogrelfolk, who speak Common, 
  to give them the key.  This requires a 
  successful Diplomacy or Intimidate check 
  (DC 20). 
  � 
  Trade with the mogrelfolk for the key.  They 
  require little but take their time in this 
  option.  
  � 
  Kill the mogrelfolk and take the key. 
   
  The mongrelfolk are hideous creatures descended 
  from generations of crossbreeding among the worst 
  examples of many species.  They vary widely in 
  appearance, but they ten toward a generic 
  humanoid form and display the most terrible 
  features of their many ancestral races.  Their ears 
  are long, wide, and sharply pointed, their noses flat 
  and broad, their foreheads sharply sloped and their 
  eyes large and bright.  Their hides are typically 
  covered in hair ranging from thick patches on their 
  shoulders and bellies to very light covering on the 
  arms and legs.  Their teeth are invariably sharp, 
  crooked and rotten. 
   
  They have come to investigate the new opening 
  but do not engage the PCs in combat.  If the PCs 
  threaten them, they use their mimicry ability to 
  attempt to scare away the PCs.  If this does fails, 
  they flee down from where they came.  If the PCs 
  give chase, another "earthquake" occurs causing 
  the tunnel before the PCs, but behind the mongrel 
  men, to collapse. 
   
  ALL APLs (EL 3) 
  Mongrelfolk (8): hp 6; see see Appendix 1: NPCs. 
   
  The time it takes to get to the key depends on the 
  PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  40 
  20 
  30 
  30 
  20 
  40 
  15 
   
   
  Encounter 4G: Area G 
  A successful Track check (DC 30) indicates that no 
  one has traveled down this tunnel for many weeks.  
  A successful Listen check (DC 30) reveals dripping 
  noises from deep within the cave. 
  
  Lost Dwarves 
   
  Page 11 
   
  This tunnel dead-ends into a small damp cave.  
  Inside this small cave are several sections of damp 
  stone.  One of these sections is actually a gray 
  ooze. 
   
  All APLs (EL 4) 
  Gray Oozes (1): hp 31; see Monster Manual. 
   
  The time it takes to get to the end of the tunnel 
  depends on the PC's movement rate, as noted 
  below.  (Thus, heading back takes the same 
  amount of time.)  If the PCs stick together, the 
  movement rate will be that of the slowest PC.  If the 
  PCs are actively looking for tracks or traps this time 
  is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  10 
  20 
  7.5 
  30 
  5 
  40 
  3.75 
   
   
  Encounter 4H: Area H 
  A successful Track check (DC 20) reveals that a 
  solitary medium-size booted bipedal traversed this 
  tunnel within the last twenty-four hours. 
   
  This area contains not only the fifth key but 
  also a fresh opening that occurred due to the 
  earthquake-like shock.  This key, which contains a 
  diamond, now lies upon the ground.  Also, lying on 
  the ground is a creature that looks like a sickly 
  green man-of-war jellyfish.  The dead creature is in 
  fact an ocularon that was killed when it triggered a 
  trap that was once located here.  The trap no longer 
  exists but several live ocularons still do (numbers 
  based on APL). 
   
  As the PCs investigate the scene, a successful 
  Spot check allows the PCs to notice one of the 
  ocularons watching (with its blindsight ability) from 
  eighty feet away.  Unless the PCs immediately 
  leave and without the key, the ocularon(s) attacks. 
   
  Each ocularon has six captured eyeballs. 
   
  APL 10 (EL 12) 
  Ocularon (1): hp 90; see Appendix 1: NPCs. 
   
  APL 12 (EL 14) 
  Ocularon (2): hp 90 each; see Appendix 1: NPCs. 
   
  APL 14 (EL 16) 
  Ocularon (4): hp 90 each; see Appendix 1: NPCs. 
   
  APL 16 (EL 18) 
  Ocularon (8): hp 90 each; see Appendix 1: NPCs. 
   
  If any PC losses their eyes, please ensure to make 
  not of this on their AR if they do not fix the situation 
  by the end of the scenario. 
   
  The time it takes to get to the key depends on 
  the PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  33.3 
  20 
  25 
  30 
  16.7 
  40 
  12.5 
   
   
  Encounter 5: The Door to 
  Below 
  A successful Track check (DC 15) is needed to find 
  tracks revealing that over four dozen medium-size 
  booted bipedal traversed this tunnel within the last 
  twenty-four hours. 
   
  This tunnel is of dwarven construction and the 
  time it takes to get to the next encounter depends 
  on the PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  40 
  20 
  30 
  30 
  20 
  40 
  15 
   
  The magical adamantine door lies horizontally at 
  the end of this tunnel.  An adamantine archway 
  stands one hundred from the door with a carytid 
  columns flanking each side of the archway.  The 
  PCs must speak the password, “For Prince and 
  
  Lost Dwarves 
   
  Page 12 
  Country” in dwarven to avoid the carytid columns 
  animating and attack the PCs.  
   
  ALL APLs (EL 8) 
  Carytid Columns (2): hp 53; see Appendix 1: 
  NPCs. 
   
  The horizontal door opens downward into the lower 
  mines.  Besides being adamantine the door is 
  magical in nature.  Upon the door are five key slits, 
  each with a fixed gem (ruby, bloodstone, emerald, 
  amethyst, and diamond) below it.  It has no handle. 
   Inscribed in Dwarven upon the edges of the door 
  reads, "The hills and mountains are sacred and 
  beautiful places, whether on the surface or within 
  tunnels."  The PCs must place the five keys, each 
  of which has a small corresponding gem in its 
  handle, in the slots with the appropriate gem.  Once 
  the PCs place the keys into the door, the door 
  opens into the lower mine and the keys teleport 
  back into their respective hiding places.  The door 
  remains open for five minutes. 
   
  To unlock the door (hardness 20, hp 120, Open 
  Lock DC 40) without the keys requires six 
  successful Open Lock checks. 
   
  Should the PCs incorrectly attempt to open the 
  door (ie. open locks checks), cast spells upon the 
  door, or tamper with the door in way other than 
  placing the keys into the door, the following trap 
  activates. 
   
  ALL APLs (EL 8) 
  Symbol of Insanity Trap: CR 8; magic device; 
  touch trigger; automatic reset; spell effect (symbol 
  of insanity, 15th-level cleric, permanent insanity, DC 
  22 Will negates; multiple targets (all targets within 
  60 ft.); Search (DC 33); Disable Device (DC 33). 
   
  Encounter 6: Lower Mines 
  The door opens into a five-foot wide spiral stairway 
  of carved stone. There are no light sources within 
  the staircase or the tunnel below. The staircase 
  descends five hundred feet into the depths of the 
  lower mines, ending in a tunnel to the north.  The 
  tunnels here reflect the impact of the earthquake-
  like shock. Walls have collapsed in various places 
  and rubble strewn about the floor; however the 
  collapsed areas are not enough to impede the 
  parties movement through the tunnel.  The tunnels 
  are fifteen feet by fifteen feet. 
   
  The recent earthquake-like shock has opened 
  the tunnels to a tunnel terror residing nearby.  The 
  tunnel terror has expanded his lair and has blocked 
  the entrance to the adamantine mine.  Since a 
  tunnel terror looks like part of the tunnel, it takes a 
  Spot check (DC 20) to notice it before it attacks.  
  Dwarves can use stonecunning to notice a tunnel 
  terror. 
   
  All APLs (EL 15) 
  Tunnel Terror (1): hp 171; see Fiend Folio. 
   
  On APL 10, the tunnel terror is aging and thus 
  receives a -2 to all die rolls, including attack rolls, 
  damage rolls, saves, skill checks and ability 
  checks.  Additionally, it automatically rolls a 1 on 
  the die for initiative thus giving it an initiative of 7. 
   
  Once the tunnel terror is defeated, the PCs 
  must choose between two tunnels. One heads 
  north, the other west. A successful Survival or 
  Search check (DC 10) allows the PCs to discern 
  between the lair of the tunnel terror and the actual 
  mine tunnel. 
   
  Once the PCs have dealt with the tunnel terror, 
  the time it takes to get to either the rubble before 
  the miners or the tunnel terror's lair depends on the 
  PC's movement rate, as noted below.  (Thus, 
  heading back takes the same amount of time.)  If 
  the PCs stick together, the movement rate will be 
  that of the slowest PC.  If the PCs are actively 
  looking for tracks or traps this time is doubled. 
   
  Movement 
  Rate 
  Time 
  (in minutes) 
  15 
  13.3 
  20 
  10 
  30 
  6.7 
  40 
  5 
   
  Encounter 7: The Miners 
  After following the northern tunnel for seven hundred 
  feet, leads to a caved-in area.  The sound of 
  clanging echoes from the other side.  The PCs may 
  dig or use other methods to assist the miners. The 
  miners have been digging for some time and there 
  is only about ten feet of rubble remaining.  To clear 
  ten feet of rubble by digging takes approximately 
  four to eight minutes depending on the tools used. 
   
  Ten miners are dead due to collapse.  Others 
  are gravely wounded.  There are thirty remaining 
  miners and squad leaders.  The amount of time 
  taken to extract the rescue results in the number of 
  miners saved as the air supply is running 
  dangerously low due to the tunnel collapse.  See 
  
  Lost Dwarves 
   
  Page 13 
  the chart below for the timetable for rescuing 
  miners: 
   
   
  Number Alive 
  Time 
  (In Hours) 
  Officers 
  Miners 
  < 5.0  
  10 
  20 
  5.0 - 5.5  
  8 
  16 
  5.5 - 6.0  
  6 
  12 
  6.0 - 6.5  
  4 
  8 
  6.5 - 7.0  
  2 
  4 
  7.0 - 7.5  
  1 
  2 
  > 7.5 
  0 
  0 
   
   
  If at least two officers and one miner are still alive, 
  they give the PCs the following three magical items: 
   
  � 
  Ring of Improved Climbing 
  � 
  Ring of Improved Jumping 
  � 
  Stone of Good Luck (Luckstone) 
   
   
  Rumbling noises sound from the adamantine mine. 
   Any of the surviving miners do not know what the 
  noise is but it has been sounding ever since the 
  collapse.  The PCs may choose to escort the 
  miners to the upper mines or investigate the cause 
  of the earthquake-like shock and/or rumbling 
  noises. 
   
  If the PCs investigate, continue to the next 
  encounter. 
   
  Otherwise, 
  continue 
  with 
  the 
  conclusion. 
   
  Encounter 8: The Delver 
  (Optional Encounter) 
  If the PCs choose to delve deeper into the mines to 
  determine the cause of the rumbling noises or what 
  might have caused the earthquake-like shock, first 
  ensure the players understand that this is an 
  optional encounter that will cost their PC additional 
  Time Units (one for in-region PCs, two for out-of-
  region PCs).  If they still proceed, continue with the 
  following 
   
  Heading on to check on what might be causing 
  the rumbling noises or what might have caused 
  the earthquake-like shock, you proceed onward. 
   
  Should the PCs push further into the mine to 
  explore the collapse, an intoxicated delver is 
  feasting upon the adamantine within the mine.  A 
  neutralize poison spell removes the intoxication 
  from the delver.  If the intoxicants are removed prior 
  any aggressive actions, the delver wanders away 
  harmlessly.  
   
  Once the delver notices the PCs it attacks 
  immediately. 
   
  All APLs (EL 9) 
  Delver (1): hp 145; see Monster Manual. 
   
   
  Nothing else of interest lies here. 
   
  Conclusion 
  There are four possible conclusions, which include: 
   
  � 
  All (30) miners saved.  (Great Success) 
  � 
  Some (3-24) miners saved.  (Intermediate 
  Success) 
  � 
  No miners saved but bodies recovered.  
  (Mild Success) 
  � 
  No miners saved and bodies not recovered. 
   (Failure) 
   
   
  Great Success 
  You stand before Commander Forgestone.  He 
  smiles and salutes you, "Well done!  I'll be sure 
  you are rewarded for your courage, bravery and 
  outstanding success." 
   
  The PCs receive the Recommendation from 
  Principality of Ulek Royal Army and Mine Rangers.  
  Additionally, they receive Great Success as it 
  appears on the AR. 
   
  If the PCs defeated the delver, they are able to 
  purchase one Vial of Delver Slime.  Doing so 
  required the PCs to spend additional Time Units. 
   
   
  Intermediate Success 
  You stand before Commander Forgestone.  He 
  smiles and salutes you, "Well done!  I'll be sure 
  you are rewarded for your courage, bravery and 
  success." 
   
  The PCs receive the Recommendation from 
  Principality of Ulek Royal Army and Mine Rangers.  
  Additionally, they receive Intermediate Success as 
  it appears on the AR. 
   
  If the PCs defeated the delver, they are able to 
  purchase one Vial of Delver Slime.  Doing so 
  required the PCs to spend additional Time Units. 
  
  Lost Dwarves 
   
  Page 14 
   
   
  Mild Success 
  You stand before Commander Forgestone.  He 
  smiles and salutes you, "Well, you did what you 
  could!  I'll be sure you are rewarded for your 
  courage and bravery." 
   
  The PCs receive the Recommendation from 
  Principality of Ulek Royal Army and Mine Rangers.  
  Additionally, they receive Mild Success as it 
  appears on the AR. 
   
  If the PCs defeated the delver, they are able to 
  purchase one Vial of Delver Slime.  Doing so 
  required the PCs to spend additional Time Units. 
   
   
  Failure 
  You stand before Commander Forgestone.  He 
  looks down glumly at your boots, and begins, 
  "This has been a disappointment. Perhaps you'll 
  have better luck on your next assignment, which 
  I don't expect to be very soon.  Dismissed!" 
   
  The PCs get nothing but a cold shoulder. 
   
  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 to each 
  character. 
   
  Encounter 2: Ambush 
  Defeat giants. 
   
  APL 10 
  300 XP 
   
  APL 12 
  360 XP 
   
  APL 14 
  510 XP 
   
  APL 16 
  570 XP 
   
  Encounter 4A: Area A 
  Defeat dread guardians. 
   
  APL 10 
  30 XP 
   
  APL 12 
  30 XP 
   
  APL 14 
  30 XP 
   
  APL 16 
  30 XP 
   
  Encounter 4C: Area C  
  Disable trap. 
   
  APL 10 
  30 XP 
   
  APL 12 
  30 XP 
   
  APL 14 
  30 XP 
   
  APL 16 
  30 XP 
   
  Encounter 4E: Area E 
  Disable trap. 
   
  APL 10 
  30 XP 
   
  APL 12 
  30 XP 
   
  APL 14 
  30 XP 
   
  APL 16 
  30 XP 
   
  Encounter 4H: Area H 
  Defeat ocularons. 
   
  APL 10 
  330 XP 
   
  APL 12 
  390 XP 
   
  APL 14 
  420 XP 
   
  APL 16 
  450 XP 
   
  Encounter 6: Lower Mines 
  Defeat tunnel terror. 
   
  APL 10 
  360 XP 
   
  APL 12 
  420 XP 
   
  APL 14 
  420 XP 
   
  APL 16 
  420 XP 
   
  Role-play Experience 
  Good role-play. 
   
  APL 10 
  270 XP 
   
  APL 12 
  315 XP 
   
  APL 14 
  360 XP 
   
  APL 16 
  405 XP 
   
  Total Possible Experience 
  (Without Optional Encounter) 
   
  APL 10 
  1350 XP 
   
  APL 12 
  1575 XP 
   
  APL 14 
  1800 XP 
   
  APL 16 
  1935 XP 
   
  Encounter 
  8: 
  The 
  Delver 
  (Optional 
  Encounter) 
  Defeat delver. 
   
  APL 10 
  270 XP 
   
  APL 12 
  270 XP 
   
  APL 14 
  270 XP 
   
  APL 16 
  270 XP 
   
  Total Possible Experience 
  (With Optional Encounter) 
   
  APL 10 
  1620 XP 
   
  APL 12 
  1845 XP 
  
  Lost Dwarves 
   
  Page 15 
   
  APL 14 
  2070 XP 
   
  APL 16 
  2205 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 treasurer.  
   
  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 minute 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 (that is, 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 piece 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 treasures from each encounter add it up 
  and that is 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.  
   
  Treasure Key:  
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 2: Ambush 
  Sell giant's gear. 
   
  APL 10: L: 10 gp; C: 0 gp; M: 0. 
   
  APL 12: L: 15 gp; C: 0 gp; M: 0. 
   
  APL 14: L: 82 gp; C: 0 gp; M: ring of 
  chameleon power (Value 1058 gp per character); 
  ring of protection +4 (Value 2667 gp per character); 
  universal solvent (Value 4 gp per character). 
   
  APL 16: L: 164 gp; C: 0 gp; M: ring of 
  chameleon power (Value 1058 gp per character); 
  ring of chameleon power (Value 1058 gp per 
  character); ring of protection +4 (Value 2667 gp per 
  character); ring of protection +4 (Value 2667 gp per 
  character); universal solvent (Value 4 gp per 
  character); universal solvent (Value 4 gp per 
  character). 
   
  The Miners 
  Reward from the miners. 
   
  APL 10: L: 0 gp; C: 0 gp; M: ring of improved 
  climbing (Value 833 gp per character); ring of 
  improved jumping (Value 833 gp per character); 
  stone of good luck (Value 1667 gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: ring of improved 
  climbing (Value 833 gp per character); ring of 
  improved jumping (Value 833 gp per character); 
  stone of good luck (Value 1667 gp per character). 
   
  APL 14: L: 0 gp; C: 0 gp; M: ring of improved 
  climbing (Value 833 gp per character); ring of 
  improved jumping (Value 833 gp per character); 
  stone of good luck (Value 1667 gp per character). 
   
  APL 16: L: 0 gp; C: 0 gp; M: ring of improved 
  climbing (Value 833 gp per character); ring of 
  improved jumping (Value 833 gp per character); 
  stone of good luck (Value 1667 gp per character). 
   
  Total Possible Treasure 
   
  APL 10: L: 10 gp; C: 0 gp; M: 3333 gp; 
   
   
  Total: 3343 gp (2100 gp) 
   
  APL 12: L: 15 gp; C: 0 gp; M: 3333 gp; 
   
   
  Total: 3348 gp (3000 gp) 
   
  APL 14: L: 82 gp; C: 0 gp; M: 7062 gp; 
   
   
  Total: 7144 gp (6000 gp) 
   
  APL 16: L: 164 gp; C: 0 gp; M: 10791 gp; 
   
   
  Total: 10955 gp (9000 gp) 
   
   
  Special 
  These items may appear on the Adventure Record. 
   They should be crossed out if the PC did not 
  encounter or earn them in the adventure. 
   
  Mark of Justice 
  
  Lost Dwarves 
   
  Page 16 
  This PC has refused to protect the secrets of the 
  Principality of Ulek.  This PC is taken for 
  questioning at a cost of 26 Time Units (TUs) and 
  after being released will be considered an enemy of 
  the Principality of Ulek.  They receive a mark of 
  justice (-6 Constitution) cast at 19th level that 
  activates 
  should 
  the 
  PC 
  ever 
  communicate 
  information about the Sovereign Mine.  In addition to 
  the normal penalties incurred from a mark of 
  justice, this mark appears as a broken dwarven axe 
  on the PCs forehead and incurs a -6 charisma 
  modifier when interacting with any dwarf or resident 
  of the Principality of Ulek. 
   
  Loss of Eyes 
  This PC has lost both eyes to an ocularon, a 
  strange creature that looks like a sickly green man-
  of-war jellyfish.  Thus, this PC is permanently 
  blinded until a regenerate spell is cast upon him.  A 
  blinded character is unable to see and takes a -2 
  penalty to Armor Class, loses his Dexterity bonus 
  to AC (if any), moves at half spped, and takes a -4 
  penalty on Search checks and on most Strength- 
  and Dexterity-based skill checks.  All checks and 
  activities that rely on vision (such as reading and 
  Spot checks) automatically fail.  All opponents are 
  considered to have total concealment (50% miss 
  chance) relative to the blinded character. 
   
  Recommendation from Principality of Ulek Royal 
  Army and Mine Rangers 
  For successfully assisting in handling a great 
  potential threat to the Principality of Ulek, you have 
  received a recommendation from Commander 
  Forgestone of the Principality of Ulek Royal Army 
  and a member of the Mine Rangers. 
   
  Great Success 
  Due the PC's great success at the Sovereign Mine, 
  this PC has earned regional access to the any one 
  adamantine weapon and one adamantine suit of 
  armor of their choice.  Additionally, they may 
  upgrade any one weapon or suit of armor to a +2 or 
  +3 enhancement bonus.  Those PCs in either the 
  Royal Army or Mine Rangers also earn regional 
  access to the axiomatic, holy and mighty cleaving 
  weapon enhancement.  The PC must pay all costs 
  of the item/upgrade. 
   
  Intermediate Success 
  Due the PC's intermediate success at the 
  Sovereign Mine, this PC has earned regional 
  access to one adamantine weapon or armor of their 
  choice.  Additionally, they may upgrade any one 
  weapon or suit of armor to a +2 enhancement 
  bonus.  Those PCs in either the Royal Army or 
  Mine Rangers also earn regional access to the 
  mighty cleaving weapon enhancement.  The PC 
  must pay all costs of the item/upgrade. 
   
  Mild Success 
  Due the PC's mild success at the Sovereign Mine, 
  this PC has earned regional access to adamantine 
  dagger.  The PC must pay all costs of the item. 
   
  Vial of Delver Slime 
  This glass vial of mucus-like slime contains a highly 
  corrosive substance.  It can be thrown as grenade-
  like weapon.  A successful hit deals 2d6 points of 
  acid damage to organic creatures or objects.  
  Against metallic creatures or objects, the delver 
  slime deals 4d8 points of acid damage, and against 
  stony creatures (including earth elementals) or 
  objects it deals 8d10 points of acid damage.  All 
  creatures within 5 feet of where the vial lands take 
  1d6 points of acid damage from the splash, but 
  objects within 5 feet are not affected.  Market Price: 
  150 gp; Weight: 1 lb. 
   
   
  Items 
  for 
  the 
  Adventure 
  Record 
   
  Item Access 
   
  APL 10 
  ♦ improved ring of climbing (Adventure, DMG) 
  ♦ improved ring of jumping (Adventure, DMG) 
  ♦ stone of good luck (Adventure, DMG) 
  ♦ vial of delver slime (Adventure, Special) 
   
  APL 14 (plus APL 10) 
  ♦ ring of chameleon power (Adventure, DMG) 
  ♦ ring of protection +4 (Adventure, DMG) 
   
   
   
   
  
  Lost Dwarves 
   
  Page 17 
  Appendix I: NPCs 
  Encounter 1 
  All APLs 
  Vulfara (1): Female senmurv; Large Magical 
  Beast; HD 3d10+12; hp 28; Init +3 (Dex); Spd 30 
  ft., fly 60 ft. (average); AC 15 (Touch 13, Flat-
  footed 12); Atks +8 melee (1d8+9, bite) or +8 
  melee (1d6+6, 2 claws); Space/Reach 10 ft./10 
  ft.; SA Rend 2d6+6, smite evil, spell-like abilities; 
  SQ Darkvision 60 ft., low-light vision, scent; AL 
  LG; SV Fort +7, Ref +6, Will +2; Str 22, Dex 16, 
  Con 19, Int 9, Wis 13, Cha 16. 
   
  Skills and Feats: Hide +0, Jump +18, Listen 
  +2, Move Silently +4, Sense Motive +2, Spot +2; 
  Flyby Attack, Improved Initiative. 
   
  Rend (Ex): If a senmurv hits a single target 
  with both claws, it latches onto the opponent's 
  body and tears the flesh.  This attack deals 
  2d6+6 points of damage. 
   
  Smite Evil (Su): Once per day a senmurv can 
  make a normal attack to deal additional 3 points 
  of damage against an evil foe. 
   
  Spell-Like Abilities: At will -- detect good, 
  detect evil. 
   
  Scent 
  (Ex): 
  A 
  senmurv 
  can 
  detect 
  approaching enemies, sniff out hidden foes and 
  track by sense of smell. 
   
  Encounter 2 
  APL 14 (EL 17) 
  Shadow Giant (1): Huge Giant; HD 18d8+144; 
  hp 243; Init +7 (Dex); Spd 50 ft.; AC 32 (Touch 
  15, Flat-footed 29); Atks +25/+20/+15 melee 
  (2d8+19 [crit 19-20], huge morningstar) or 
  +14/+9/+4 
  ranged 
  (2d6+4, 
  huge 
  mighty 
  composite shortbow) or +15 ranged (1d6+13, 
  rock); Space/Reach 15 ft./15 ft.; SA Death attack 
  (DC 19), rock throwing, sneak attack (+4d6), 
  spell-like abilities; SQ Blindsight 60 ft., hide in 
  plain sight, light sensitivity, low-light vision, rock 
  catching; AL LE; SV Fort +19, Ref +9, Will +8; 
  Str 36, Dex 17, Con 26, Int 11, Wis 14, Cha 19. 
   
  Skills and Feats: Diplomacy +6, Hide +26, 
  Jump +18, Listen +9, Move Silently +8, Sense 
  Motive +7, Spot +9; Alertness, Cleave, Combat 
  Reflexes, Improved Initiative, Point Blank Shot, 
  Power Attack, Precise Shot. 
   
  Possessions: masterwork huge morningstar, 
  huge mighty composite shortbow (+4 Str bonus), 
  2 rocks, ring of chameleon power, ring of 
  protection +4, universal solvent. 
   
  Death Attack (Ex): If a shadow giant studies 
  its victim for 3 rounds and then makes a sneak 
  attack with a melee weapon that successfully 
  deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or 
  killing the target (giant's choice).  While studying 
  the victim, the shadow giant can undertake other 
  actions so long as its stays focused on the target 
  and the target does not detect the assassin or 
  recognize the assassin as an enemy.  If the 
  victim of such an attack fails its Fortitude saving 
  throw (DC 19) against the death effect, it dies.  If 
  the saving throw fails against the paralysis effect, 
  the victim becomes helpless and unable to act for 
  1d6 rounds plus 9 rounds.  If the victim's saving 
  throw succeeds, the attack is just a normal 
  sneak attack.  Once the shadow giant has 
  completed the 3 rounds of study, it must make 
  the death attack within the next 3 rounds.  If a 
  death attack is attempted and fails (the target 
  makes the save) or the shadow giant does not 
  launch the attack within 3 rounds of completing 
  the study, 3 new rounds of study are required 
  before the giant can attempt another death 
  attack. 
   
  Spell-Like Abilities: At will -- blur, deeper 
  darkness, shades, shadow evocation, shadow 
  walk. Caster level 18th; save DC 14 + spell level. 
   
  Blindsight (Ex): A shadow giant maneuvers 
  and fights not only by sight, but also by using 
  hearing and smell to ascertain its surroundings.  
  This ability enables it to discern objects and 
  creatures within 60 feet.  A shadow giant usually 
  does not need to make Spot or Listen checks to 
  notice creatures within range of blindsight. 
   
  Hide in Plain Sight (Su): As long as a shadow 
  giant is within 10 feet of some sort of shadow, it 
  can hide itself from view in the open without 
  anything to actually hide behind.  It cannot, 
  however, hide in its own shadow. 
   
  Skills: A shadow giant has a +4 racial bonus 
  on Hide checks.  In shadowy areas, this bonus 
  rises to +8. 
   
  APL 16 (EL 20) 
  Shadow Giant (2): Huge Giant; HD 18d8+144; 
  hp 261 each; Init +7 (Dex); Spd 50 ft.; AC 32 
  (Touch 15, Flat-footed 29); Atks +25/+20/+15 
  melee (2d8+19 [crit 19-20], huge morningstar) or 
  +14/+9/+4 
  ranged 
  (2d6+4, 
  huge 
  mighty 
  composite shortbow) or +15 ranged (1d6+13, 
  rock); Space/Reach 15 ft./15 ft.; SA Death attack 
  
  Lost Dwarves 
   
  Page 18 
  (DC 19), rock throwing, sneak attack (+4d6), 
  spell-like abilities; SQ Blindsight 60 ft., hide in 
  plain sight, light sensitivity, low-light vision, rock 
  catching; AL LE; SV Fort +19, Ref +9, Will +8; 
  Str 36, Dex 17, Con 26, Int 11, Wis 14, Cha 19. 
   
  Skills and Feats: Diplomacy +6, Hide +26, 
  Jump +18, Listen +9, Move Silently +8, Sense 
  Motive +7, Spot +9; Alertness, Cleave, Combat 
  Reflexes, Improved Initiative, Point Blank Shot, 
  Power Attack, Precise Shot. 
   
  Possessions: masterwork huge morningstar, 
  huge mighty composite shortbow (+4 Str bonus), 
  2 rocks, ring of chameleon power, ring of 
  protection +4, universal solvent. 
   
  Death Attack (Ex): If a shadow giant studies 
  its victim for 3 rounds and then makes a sneak 
  attack with a melee weapon that successfully 
  deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or 
  killing the target (giant's choice).  While studying 
  the victim, the shadow giant can undertake other 
  actions so long as its stays focused on the target 
  and the target does not detect the assassin or 
  recognize the assassin as an enemy.  If the 
  victim of such an attack fails its Fortitude saving 
  throw (DC 19) against the death effect, it dies.  If 
  the saving throw fails against the paralysis effect, 
  the victim becomes helpless and unable to act for 
  1d6 rounds plus 9 rounds.  If the victim's saving 
  throw succeeds, the attack is just a normal 
  sneak attack.  Once the shadow giant has 
  completed the 3 rounds of study, it must make 
  the death attack within the next 3 rounds.  If a 
  death attack is attempted and fails (the target 
  makes the save) or the shadow giant does not 
  launch the attack within 3 rounds of completing 
  the study, 3 new rounds of study are required 
  before the giant can attempt another death 
  attack. 
   
  Spell-Like Abilities: At will -- blur, deeper 
  darkness, shades, shadow evocation, shadow 
  walk. Caster level 18th; save DC 14 + spell level. 
   
  Blindsight (Ex): A shadow giant maneuvers 
  and fights not only by sight, but also by using 
  hearing and smell to ascertain its surroundings.  
  This ability enables it to discern objects and 
  creatures within 60 feet.  A shadow giant usually 
  does not need to make Spot or Listen checks to 
  notice creatures within range of blindsight. 
   
  Hide in Plain Sight (Su): As long as a shadow 
  giant is within 10 feet of some sort of shadow, it 
  can hide itself from view in the open without 
  anything to actually hide behind.  It cannot, 
  however, hide in its own shadow. 
   
  Skills: A shadow giant has a +4 racial bonus 
  on Hide checks.  In shadowy areas, this bonus 
  rises to +8. 
   
  Encounter 4A 
  Dread Guardian (6): Medium-Size Construct; 
  HD 5d10; hp 27 each; Init +0; Spd 20 ft. (cannot 
  run); AC 17 (Touch 10, Flat-footed 17); Atks +7 
  melee (1d8+3 [crit 19-20], longsword); SQ Cold 
  resistance 10, construct traits, fire resistance 10; 
  AL N; SV Fort +1, Ref +1, Will +2; Str 17, Dex 
  11, Con --, Int 6, Wis 13, Cha 2. 
   
  Possessions: 
  masterwork 
  banded 
  mail, 
  masterwork 
  light 
  steel 
  shield, 
  masterwork 
  longsword. 
   
  Encounter 4B 
  Advanced Rust Monster (6): Large Aberration; 
  HD 15d8+45; hp 137 each; Init +2 (Dex); Spd 40 
  ft.; AC 18 (touch 11, flat-footed 16); Atks 
  +15/+10/+5 melee (rust, antennae touch), +10 
  melee (1d3+2, bite); Space/Reach 10 ft./10 ft.; 
  SA Rust; SQ Scent; AL N; SV Fort +8, Ref +7, 
  Will +12; Str 18, Dex 15, Con 17, Int 2, Wis 13, 
  Cha 8. 
   
  Skills and Feats: Listen +19, Spot +19; 
  Alertness, Combat Reflexes, Iron Will. 
   
  Encounter 4F 
  Mongrelfolk 
  (8): 
  Medium-Size 
  Humanoid 
  (Mongrelfolk); HD 1d8+2; hp 6 each; Init +0; Spd 
  20 ft.; AC 13 (touch 10, flat-footed 13); Atks +0 
  melee (1d6, club) or +0 ranged (1d4, sling); SQ 
  Emulate race, sound imitation; AL LN; SV Fort 
  +2, Ref +2, Will +0; Str 10, Dex 11, Con 14, Int 9, 
  Wis 10, Cha 7. 
   
  Skills and Feats: Hide +9, Sleight of Hand 
  +9; Endurance. 
   
  Emulate Race (Ex): Because of their radically 
  mixed heritage, mongrelfolk can use magic items 
  that only function for a user of a certain race.  
  This ability works like a emulate race function of 
  the Use Magic Device skill.  A mongrelfolk can 
  automatically emulate any humanoid race, with 
  no need for a skill check.  Mongrelfolk that have 
  the Use Magic Device skill have a +4 racial bonus 
  on attempts to emulate nonhumanoid races using 
  the skill. 
   
  Sound Imitation (Ex): A mongrelfolk can 
  mimic any voice or sound it has heard.  Listeners 
  must succeed on a Will save (DC 16) to detect 
  the ruse. 
  
  Lost Dwarves 
   
  Page 19 
   
  Possessions: hide armor, club, sling, 20 sling 
  stones. 
   
  Encounter 4F 
  Ocularon: Large Aberration; HD 12d8+8+36; hp 
  90 each; Init +2 (Dex); Spd 10 ft. fly 90 ft. 
  (perfect); AC 21 (touch 11, flat-footed 19); Atks 
  +13 melee (2d6+4, 4 tendrils), +11 ranged touch 
  (3d6 
  plus 
  poison, 
  5 
  animate 
  eyeball); 
  Space/Reach 10 ft./5 ft.; SA Animate eyeballs, 
  death throes, improved grab, poison, spell-like 
  abilities, steal eyes; SQ Acid immunity, all-
  around vision, blindsight 80 ft., darkvision 60 ft., 
  DR 10/magic, poison immunity, regeneration 4; 
  AL CE; SV Fort +7, Ref +8, Will +10; Str 18, Dex 
  15, Con 17, Int 19, Wis 14, Cha 16. 
   
  Skills and Feats: Hide +13, Listen +17, Move 
  Silently +17, Search +19, Spot +17, Survival +2; 
  Combat Reflexes, Deflect Arrows, Lightning 
  Reflexes, Weapon Focus (exploding arcane eye), 
  Weapon Focus (tendril). 
   
  Animate Eyeballs (Su): An ocularon can 
  control up to six captured eyeballs at one time, 
  as if they were levitating eyes like those created 
  by a prying eyes spell.  These eyes are filled with 
  the ocularon's toxic gas while skewered on the 
  creature's barbed tendrils, and the ocularon can 
  also use them as weapons.  It can make a 
  ranged touch attack against any opponent within 
  80 feet.  Success indicates the eye impacts on 
  the victim and explodes.  Such characters take 
  3d6 points of damage and are exposed to the 
  ocularon's poison. 
   
  Death Throes (Ex): When killed, an ocularon 
  explodes in a cloud of toxic gas that deals 3d6 
  points of damage to everything within 20 feet and 
  exposes those victims to its poison. 
   
  Improved Grab (Ex): If an ocularon hits an 
  opponent that is at least one size category 
  smaller than itself with a tendril attack, it deals 
  normal damage and attempts to start a grapple 
  as a free action without provoking an attack of 
  opportunity (grapple bonus +17).  If it gets a hold, 
  it can attempt to remove the opponent's eyes on 
  the following round.  Thereafter, the ocularon has 
  the option to conduct the grapple normally, or 
  simply use its tendril to hold the opponent (-20 
  penalty on grapple check).  In either case, each 
  successful grapple check it makes during the 
  successive rounds automatically deals tendril 
  damage. 
   
  Poison (Ex): An ocluaron delivers it poison 
  (Fort DC 19 negates) on each successful attack 
  with an arcane eye or in its death throes.  Initial 
  and secondary damage are the same (1d4 Str 
  plus 1d4 Con). 
   
  Spell-Like Abilities: At will -- arcane eye*; 
  3/day -- darkness, invisibility, passwall, true 
  seeing*.  Caster level 12th; save DC 13 + spell 
  level. 
   
  *The ocularon can only use its arcane eye 
  and true seeing spell-like ability if it has eyes on 
  its tendrils available to be used as arcane eyes. 
   
  Steal Eyes (Ex): Once an opponent has been 
  grappled for 1 round, an ocularon can attempt to 
  forcibly remove its eyes.  It must make an 
  opposed grapple check to do so.  If it is 
  successful, the victim must make a Fortitude 
  save (DC 20) or be permanently blinded, its 
  eyeballs removed from its sockets.  The eyeballs 
  are now impaled on the ocularon's barbed tendrils 
  and will fill with gas in 3 rounds, ready to be used 
  as weapons. 
   
  All-Around Vision (Ex): An ocularon can see 
  in all directions at once.  Because of this, it has a 
  +4 racial bonus on Search and Spot checks and 
  it cannot be flanked.  An ocularon only benefits 
  from this ability when it has eyes attached to its 
  tendrils. 
   
  Blindsight (Ex): An ocularon is effectively 
  blind, but it maneuvers and fights well as a 
  sighted creature by using its other sense (mostly 
  hearing and scent) but also by noticing vibration 
  and other environmental clues).  This ability 
  enables it to discern objects and creatures within 
  90 feet.  The ocularon usually does not need to 
  make Spot or Listen checks to notice creatures 
  within range of its blindsight.  The ocularon relies 
  on its blindsight only if it runs out of eyes 
  attached to its tendrils, which negates its all-
  around vision. 
   
  Regneration (Ex): An ocularon takes normal 
  damage from silver and keen weapons.  Attack 
  forms that don't deal hit point damage ignore 
  regeneration and an ocularon does not restore hit 
  points lost from starvation, thirst or suffocation. 
   
  Encounter 5 
  Caryatid Column (2): Medium-Size Construct; 
  HD 6d10; hp 53 each; Init +3; Spd 30 ft.; AC 22 
  (touch 13, flat-footed 19); Atks +12 melee 
  (1d10+9, +2 bastard sword); SQ Break weapon, 
  column form, construct traits, hardness 8, magic 
  weapon; AL N; SV Fort +2, Ref +5, Will -3; Str 
  20, Dex 16, Con --, Int 6, Wis 1, Cha 1. 
  
  Lost Dwarves 
   
  Page 20 
   
  Skills and Feats: Diplomacy -3, Sense 
  Motive +4; Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword). 
   
  Break Weapon (Ex): A caryatid column is 
  imbued with a super-natural defense against 
  weapon attacks.  Whenever a creature strikes a 
  caryatid column with a melee weapon, the 
  weapon must succeed on a Fortitude save (DC 
  13) or break and become useless, dealing no 
  damage to the caryatid column.  As usual, a 
  magic weapon uses either the wielder's save 
  bonus or its save bonus, which ever is better. 
   
  Nonmagic ranged weapons automatically 
  shatter upon hitting the caryatid column, dealing 
  no damage.  Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Hardness (Ex): Like a animated object made 
  of stone, a caryatid column has a hardness of 8. 
   
  Magic 
  Weapon: 
  A 
  magic 
  weapon 
  is 
  incorporated into a caryatid column at the time of 
  creation.  This weapon is usually a +2 bastard 
  sword, functions in all respects like a normal 
  magic weapon of its type, with one exception: 
  Whenever it is out of the caryatid's column's 
  hands, it reverts to stone and becomes a 
  nonmagical sculpture.  Should the caryatid 
  column then pick up the weapon, it regains its 
  normal form and magical qualities. 
   
  If a caryatid column needs both hands free, it 
  can stow its weapon by simply pressing it against 
  its side; the weapon then merges with the 
  caryatid column's body and can be retrieved by 
  the caryatid column as any character would draw 
  a weapon. 
   
  Encounter 6 
  Tunnel Terror: Huge Aberration; HD 18d8+90; 
  hp 171; Init +6; Spd 20 ft., climb 10 ft.; AC 18 
  (touch 10, flat-footed 16); Atks +20 melee (1d8+9, 
  2 tentacle slaps); Space/Reach 15 ft./10 ft.; SA 
  Engulf, psionics, suffocating constriction 1d8+10; 
  SQ Camouflage, darkvision 60 ft., tremorsense 60 
  ft.; AL NE; SV Fort +13, Ref +10, Will +12; Str 
  28, Dex 15, Con 20, Int 11, Wis 13, Cha 16. 
   
  Skills and Feats: Climb +17, Hide +10, 
  Listen +11, Move Silently +12, Spot +11; 
  Altertness, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Power Attack, Skill Focus 
  (Hide), Skill Focus (Move Silently). 
   
  Engulf (Ex): A tunnel terror can engulf one 
  Large or smaller foe that has stepped into its 
  body by making a successful grabble attempt 
  against its foe.  This move does not provoke an 
  attack of opportunity.  Engulfed victims are 
  entangled and automatically take damage from 
  suffocating constriction.  If the tunnel terror gets a 
  hold, it is free to use it tentacles to strike at other 
  targets while it constricts.  Attacks made on an 
  engulfing tunnel terror deal half damage to the 
  monster and half to the trapped victim. 
   
  Psionics (Sp): At will -- arcane eye, bear's 
  endurance, bull's strength, cat's grace, prying 
  eyes, stone shape, telekinesis, wall of stone.  
  Caster level 12th; save DC 13 + spell level. 
   
  Suffocating Constriction (Ex): An engulfed 
  creature 
  takes 
  1d8+13 
  points 
  of 
  damage 
  bludgeoning damage, has no air to breathe, and 
  begins to suffocate. 
   
  Camouflage (Su): Since a tunnel terror looks 
  like a part of the tunnel when at rest, it takes a 
  successful Spot check (DC 20) to notice it before 
  it attacks.  Dwarves can use stonecunning to 
  notice tunnel terror. 
   
  Tremorsense 
  (Ex): 
  Tunnel 
  terrors 
  can 
  automatically sense the location of anything 
  within 60 feet that is in contact with the groun. 
   
  Skills: Tunnel terrors have a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
   
   
   
   
  
  Lost Dwarves 
   
  Page 21 
  Player's Handout 1: Royal Army Message 
   
  Loyal member of the Royal 
  Army, 
   
  Your services are required 
  without delay.  The location 
  that you are required to 
  come 
  to 
  must 
  remain 
  a 
  secret.  Please take an oath 
  of secrecy to immediately to 
  Vulfara. Follow her and she 
  will guide you to us. 
   
  Time is of the essence! 
   
  Commander Ulfwar Soulforge 
   
  (Seal of the Principality of Ulek Royal Army) 
   
  
  Lost Dwarves 
   
  Page 22 
  Player's Handout 2: Mine Ranger Message 
   
  Loyal member of the Mine 
  Rangers, 
   
  Your services are required 
  without delay.  The location 
  that you are required to 
  come 
  to 
  must 
  remain 
  a 
  secret.  Please take an oath 
  of secrecy to immediately to 
  Vulfara. Follow her and she 
  will guide you to us. 
   
  Time is of the essence! 
   
  Commander Ulfwar Soulforge 
   
  (Seal of the Principality of Ulek Mine Rangers) 
   
  
  Lost Dwarves 
   
  Page 23 
  Player's Handout 3: Message 
   
  Adventurer, 
   
  Your services are needed on 
  a mission of utmost secrecy 
  and 
  importance 
  to 
  the 
  Principality of Ulek. 
   
  Provide an oath of secrecy 
  to 
  Private 
  Vulfara 
  and 
  follow her immediately. 
   
  Time is of the essence! 
   
    Commander Ulfwar Soulforge 
   
   
  
  Lost Dwarves 
   
  Page 24 
  Judge Aid #1 
   
   
   
  AREA EXPLORED 
  TIME SPENT 
  Mine Area 4A 
   
  Mine Area 4B 
   
  Mine Area 4C 
   
  Mine Area 4D 
   
  Mine Area 4E 
   
  Mine Area 4F 
   
  Mine Area 4G 
   
  Mine Area 4H 
   
  Mine Area 4I 
   
  Encounter 5 
   
  Encounter 6 
   
  Encounter 7 
   
  Other 
   
  Total Time Spent: 
   
   
   
   
  Please note that time spent in combat, spellcasting and other activities requiring time must also be tracked. 
   
   
   
  
  Lost Dwarves 
   
  Page 25 
  STORY SUMMARY 
  for use at HUKANY Con. 
   
  Please fill out the following and the convention coordinator, who should e-mail the results of 
  each table to Christopher Reed at fltriad@aol.com. 
   
   
  1. Were the PCs able to reach the mining area of the lower mines? 
  YES NO 
   
   
  2.   How many miners were saved? 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  3.  Provide Real Name, PC Name and RPGA #: 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/593/Normal Scenarios/ULP3-08 - Lost Dwarves (APL 10-16)/ULP3-08 - Lost Dwarves.pdf