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. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ONW7-03 
   
   
   
   
   
  Bottom of the Truth 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™ Onnwal Regional Adventure  
  Version 1.6 
   
   
  by Thomas Ian Smith 
  Circle Reviewer: Pieter Sleijpen  
  Reviewers: Thomas Ralph 
  Playtesters: William Boyle, Roger Campbell, Mairéad Crowley, Thomas Ralph, Neil Simpson, Liz Smith. 
   
   
  As the people of war-torn Onnwal begin the process of recovery, Milos Feralen, a merchant of Sornhill looks to his 
  family business. He has lost contact with the family owned mine, and more importantly several shipments of valuable 
  ore. Will you help him get to the bottom of this problem? A one-round Onnwal regional adventure set in the Headlands 
  for characters level 1-13 (APLs 2-10). 
   
  Metaorganizational Focus: Feralen Family, Church of Zilchus, Fellowship of the Coin 
  Characters with draconic heritage play at their own risk. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Divine [David Noonan], Complete Warrior [Andy Collins, David Noonan, Ed Stark], 
  Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Magic Item Compendium [Andy Collins], Races of 
  Destiny [David Noonan, Eric Cagle and Aaron Rosenberg], Races of the Dragon [Gwendolyn F.M. Kestrel, Jennifer 
  Clarke Wilkes and Kolja Raven Liquette], Races of Stone [Jesse Decker, Michelle Lyons, David Noonan] and Spell 
  Compendium [Matthew Sernett, Jeff Grubb and Mike McArtor].
  
  RPGA
  ® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You also have to be a 
  HERALD-LEVEL or higher GM to run this adventure. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts), and 
  you consider that they will provide an advantage in 
  combat, you may add up their CRs. 
  3. 
  Sum the results of step 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the APL being played may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Onnwal regional adventure, 
  set in the Headlands of Onnwal. Characters native to the 
  Onnwal region pay 1 Time Units per round. All other 
  characters pay 2 Time Units per round. 
  ONW7-03 Bottom of the Truth 
   
  Page 2 
  
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  House Feralen owns a small mine in the foothills of the 
  Headlands near the source of the river Jelald in the 
  eastern marches of Onnwal. 75% of the miners are human 
  and the rest dwur. The dwur are from Irongate and they 
  are not connected to the three citadels. Over the past few 
  months house Feralen has lost all contact with the 
  miners and two shipments of valuable ore have not 
  turned up at their warehouse in Kildeer. A messenger 
  sent to investigate the problems has disappeared and the 
  family is losing revenue. Milos Feralen needs someone to 
  find out what has been happening at the mine and if 
  possible sort out the problem. 
   
  The problem in question is that the miners are being 
  attacked and harassed by a number of creatures driven 
  out of the Zael Duranak* and into the mine by a patrol of 
  dwur from the Sarakast Citadel. These dwur are intent on 
  clearing out the Zael Duranak to allow the safe 
  movement of the dwur of the citadels. This patrol is co-
  commanded by Thorauk Son of Reothaenn, the brother 
  of Rearthar of the Thegkanduur (thegn’s guard) of 
  Sarakast (PCs may have meet Rearthar in the adventure 
  ONW5-01 Crisis of Faith). Thorauk, though concerned 
  about the watchful eyes amongst his own dwur, has tried 
  to send a messenger through the mines to Dorrinuur, the 
  exiled thegn of Sarakast, asking for him to return. 
   
  The attacks have interfered with the mining and the 
  problem has been further compounded by the presence 
  of a number of Ventonii Flan warriors who have been 
  harassing the fortified mining camp because of the 
  presence of dwur among the miners. The Flan have been 
  interfering with hunters and messengers, but are not 
  strong enough to attack the mine settlement directly. 
   
  Of The Dwur of Sarakast 
  Dorrinuur son of Korinuur was Thegn of the Dwur 
  citadel of Sarakast until early year 595 when he was 
  deposed by a coup organised by Vagem Morathunn”, the 
  Phrophet of Moradin (ONW5-01 Crisis of Faith). The 
  Thegn fled Sarakast into exile in Onnwal rather than 
  touch off a civil war in the citadel allowing the Prophet to 
  lead the dwur into genocidal war with the Flan of the 
  Headlands.  
   
  Many of the Dwur are concerned at the leadership of 
  Vagem since he supplanted a Thegn anointed by 
  Moradin, but are confused by the Thegn going into 
  voluntary exile. Though a great many hold loyalty to 
  Dorinuur they feel obliged to follow the commands of 
  the clergy while the Thegn remains in exile. 
   
  The Zael Duranak 
  *The Zael Duranak or “Roads of the Dwur” are a network 
  of ancient underground tunnels and caves running under 
  the majority of the headlands of Onnwal, which the dwur 
  in the past worked and improved to be used as roads 
  between the Three Citadels and their various mining 
  camps and outposts 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs begin in Sornhill. If any of the 
  PCs have the favor of, gratitude of or Well-Liked status 
  with House Feralen they are approached directly by 
  Milos Feralen otherwise the Church of Zilchus acts as 
  intermediaries. They are asked to investigate and if 
  necessary resolve any problems with the mine and ore 
  shipments. 
   
  Encounter 1 [A War-Torn Land]: The PCs travel to the 
  mine seeing signs of a war ravaged land, fewer men than 
  expected in the fields, abandoned crops and outlying 
  cottages showing signs of recent destruction eventually 
  coming across the ruin of a miner’s caravan which has 
  been destroyed and partially looted by Underdark 
  denizens. 
   
  Encounter 2 [A Dwur is a Dwur]: This encounter can 
  occur as the PCs approach the mine or after they have 
  talked to the miners. They see signs of the Flan presence, 
  tracks of Flan footwear, signs of old campsites and 
  solitary watchers.  
  The Flan are from the Ventonii Clan and are not 
  hostile to humans and do not initiate contact or combat 
  unless the PCs are travelling with a Draconic or have the 
  recognizable disfavor of the Ventonii. 
   
  Encounter 3 [A New Face is a Welcome Face]: The 
  PCs investigate the mining camp to discover what is 
  going on and get asked by the miners for news and are 
  told about the Flan harassment and the creatures from 
  below appearing in the mine. The miners beg the PCs for 
  help with these problems. From this encounter the PCs 
  ONW7-03 Bottom of the Truth 
   
  Page 3 
  
  can go back to Encounter 2 to deal with the Ventonii or 
  to Encounter 4 to deal with the creatures in the mines. 
   
  Encounter 4 [Into the Mines]: The PCs travel through 
  the mines as directed by the miners to the main area 
  where the mines have run into the Zael Duranak. On the 
  way they run into some Underdark denizens driven into 
  the mines by the dwur and may discover the body of a 
  dwur messenger with a message for Thegn Dorrinuur. 
  This encounter leads on into Encounter 5. 
   
  Encounter 5 [The Bottom of the Problem]: As the PCs 
  move out into Zael Duranak they encounter a group of 
  grimlocks. If the PCs are stealthy they see the grimlocks 
  being driven towards the surface and the PCs, by fire and 
  earth elementals. During the course of the combat the 
  PCs notice the elementals disappear one by one as the 
  summoning spells expire. Following the trail of the 
  elemental attack leads the PCs to Encounter 6. 
   
  Encounter 6 [The Threat Behind the Problem]: 
  Quickly following the trail of destruction on the 
  grimlocks and the signs of the elemental passage the PCs 
  come upon a large cavern where a party of dwur has set 
  up camp. These dwur are one of many patrols sent out by 
  the three citadels to clear the Zael Duranak of hostile 
  creatures. They do not expect to meet humans in the 
  mines and try to warn them off unless the PCs include 
  any draconic characters or are recognized as having the 
  disfavor of the dwur of the three citadels, in which case 
  they attack. This group is co-commanded by Thorauk Son 
  of Reothaenn, a dwur loyal to the thegn who is trying to 
  get a message to him without the cleric Helrim, the other 
  commander, becoming aware of it. 
   
  Conclusion: The PCs return to Sornhill to get their well 
  deserved rewards (or not as the case may be), from house 
  Feralen and the church of Zilchus. 
   
  PREPARATION FOR PLAY 
  DMs should check if any PCs are wanted by Vagem 
  Morathuann from ONW5-01 Crisis of Faith as this disfavor 
  may affect Encounter 6. DMs should also be aware of any 
  players having levels in the Dragon Disciple prestige 
  class or if any have two or more Draconic Heritage feats 
  as this affects the behaviour of any Flan and dwur 
  encountered and players of such should be advised of this 
  racial hatred of the inhabitants of the Headlands of 
  Onnwal, before the adventure starts. 
   
  DMs should also familiarize themselves with the 
  rules for illumination and combat in complete darkness 
  on page 164 of the Players Handbook, as much of this 
  adventure takes place underground. 
   
  PCs who have played ONW5-02 The Rescue, ONWS5-
  03 For the Rescue or ESA7-01 Wooden Ships and Souls of Iron 
  or members of the L.O.R.A War Company, may have 
  earned the gratitude of, favor of, or Well-Liked status 
  with House Feralen. Milos Feralen is familiar and 
  friendly with those PCs. 
   
  The Dwur and the Flan of the Headlands have a long 
  history of mutual suspicion and hostility and both have a 
  hatred of all things draconic. The reasons for this are lost 
  in the mists of time from before the fall of the Sulm 
  Empire in what is now the Bright Dessert.  
   
  However any PC who is a member of the Ao’n 
  Iornadh regional metaorg or a member of any of the 
  Dwur of the Three Citadels regional metaorgs, or has the 
  Draconic Heritage feat or any levels in the Dragon 
  Disciple prestige class or any PC making a DC 15 
  Knowledge (local – Splintered Suns), or Knowledge 
  (history), or Bardic Knowledge check know about it  
   
  INTRODUCTION 
  Once the players are settled and the player characters 
  have been introduced to each other, proceed with the 
  introduction. The module begins in the town of Sornhill 
  on the Storm Coast of Onnwal.  
   
  If any of the PCs have the favor of, gratitude of or 
  well-liked status with House Feralen read aloud or 
  paraphrase the following: 
   
  You have recently arrived in the town of Sornhill, 
  taking the opportunity to rest from your travels. 
  Your rest is disturbed by the arrival of a letter, 
  asking if you would meet with Milos Feralen on a 
  matter of some urgency. 
   
  The letter asks the PCs to meet Milos at his usual booth 
  with the Briny Halls fish market. 
   
  Assuming the PCs choose to attend the meeting, 
  they are warmly greeted by Milos Feralen in person. 
   
  � Milos Feralen: male human (mixed) exp6. 
   
  Appearance: Milos is a middle-aged man with 
  thinning brown hair. Dressed in fine clothes, he 
  nevertheless presents a distracted and somewhat 
  unkempt appearance. 
   
  Character: Milos’ words have an undercurrent of 
  urgency to them and he does not appreciate frivolity. 
   
  The meeting takes place in a small booth behind some of 
  the stalls within the Briny Halls. The markets produce 
  seems to have improved in quality and quantity since the 
  liberation, and there is a brisk trade going on, 
  accompanied with an all-pervasive smell of fish and 
  brine. Read aloud or paraphrase the following: 
   
  “Good day and thank you for coming. Once again I 
  find myself in need of your services. My family owns 
  a small mine in the foothills of the Headlands near 
  the source of the river Jelald. He has lost contact 
  with the mine and I would like you to investigate.” 
   
  If none of the PCs have the favor of, gratitude of or well-
  liked status with House Feralen read aloud or paraphrase 
  the following: 
   
  ONW7-03 Bottom of the Truth 
   
  Page 4 
  
  Resting from your labours in the town of Sornhill, 
  you are approached by a young man in the robes of a 
  clerk of the temple of Zilchus. He asks “I have the 
  offer of a contract for a number of investigators. It 
  involves travelling to the lower Headlands to 
  investigate a problem. Are you interested?” If the 
  PCs agree then they are instructed to come to the 
  temple of Zilchus to go over the contract details. 
   
  If the PCs go to the temple of Zilchus they are advised 
  that the contract is for Milos Feralen of the merchant 
  house Feralen and involves travelling to a small mining 
  settlement to ascertain what is wrong with the 
  settlement, what happened to several missing ore 
  shipments and to put things right. 
   
  It is likely that the PCs have some questions for 
  Milos or the clerk of Zilchus. Some likely questions and 
  their answers are given below. 
    
  Q. Why do you need a group of Adventurers? 
  A. A messenger was sent about a month ago and has 
  not returned or reported back. It is known that 
  there is some instability in the headlands between 
  the dwur and the Flan and I suspect this may have 
  caused problems for the messenger and possibly for 
  the mine. For these reasons we need a group that 
  can look after itself. 
   
  Q. What else do you know of the situation? 
  A. We should have received at least two shipments 
  of ore from the mine at the family’s warehouse in 
  Kildeer over the past 3 months, but nothing has 
  shown up. Likewise we have had no word from the 
  mine in those 3 months and our messenger to the 
  mine has gone missing. 
   
  Q. How do we get there? 
  A. The best route would be to follow the coast road 
  to Killdeer then take the road to Silvervale over the 
  Headlands passes. On crossing the river Jelald, you 
  should take a right turn onto the river trail the 
  mining settlement is 3 days’ travel along the trail. 
   
  Q. Do you have any idea of what may have gone wrong 
  with the mine? 
  A. No, while there are rumours of troubles and war 
  in the Headlands, we have always had a good 
  relationship with the local Flan tribes of course we 
  have had no contact or cross purposes with the dwur 
  of the citadels. 
   
  Q. What’s in it for us? 
  A. I have some coins for expenses now. As is usual 
  any loot you find on bandits you may keep, and if 
  you are able to restore production and transport of 
  the ore, House Feralen and the temple of Zilchus 
  should be able to come up with a suitable reward, 
  and of course you will have my gratitude. 
   
  Once the PCs are happy they have all the information 
  and no more questions, Milos gives the PCs a letter of 
  introduction to the miners, marked with the Feralen seal, 
  and wish them all success on their journey. 
   
  Treasure: All APLs: Coin 100gp; Total 100 gp. 
   
  ENCOUNTER 1: A WAR TORN 
  LAND 
  This encounter follows on from the introduction as the 
  PCs travel from Sornhill to the Feralen mine near the 
  headwaters of the river Jelald. Read aloud or paraphrase 
  the following: 
   
  Travelling down the coast road from Sornhill to 
  Kildeer the travel is fairly easy and the road well 
  maintained. The people are back working in the 
  fields and you are greeted by many with less 
  suspicion and more smiles than would have been 
  the case in earlier times. However the land itself 
  still bears the scars of the war with some fields 
  untended and overgrown with weeds, long burnt 
  out farmsteads lying abandoned and you cannot 
  help but notice that many of the field workers are 
  women. Travelling south from Kildeer towards the 
  headlands the difference becomes more marked, 
  there are fewer travellers and these greet you with 
  caution and tales of dwur and Flan raids, battles and 
  atrocities. You pass sheep and goats allowed to run 
  wild, untended olive groves and the occasional 
  homestead showing signs of recent abandonment or 
  more recent destruction. Close to the crossing of the 
  river Jelald you meet a patrol of the Onnwal Army, 
  and the captain warns you it can be unsafe to leave 
  the Silvervale road as the dwur are intent on killing 
  all Flan and sometimes can’t tell the tribesmen from 
  the citizens. On top of that, the Flan seem to be 
  killing each other and any dwur that cross their 
  path. 
   
  Once the PCs leave the Silvervale road they enter a land 
  of steep hills, fast flowing rivers and pine forests in the 
  valleys. The Jelald trail is little more than a track for small 
  carts that shows little sign of the presence of man other 
  than the occasional clearance of rocks or pine trees to 
  turn what would be an impossible journey for a cart into 
  a merely difficult one. After a day’s travel along the trail 
  read aloud or paraphrase the following: 
   
  Following the Jelald trail is slow but not difficult for 
  men and horses but would be a nightmare for 
  wagons or carts. It follows the twist and turns of the 
  river, along the lower slopes of the valley.  
   
  Feel free to ask the players for the order of watches when 
  they make camp, but the night passes uneventfully. As 
  dawn breaks and they continue with the second day of 
  ONW7-03 Bottom of the Truth 
   
  Page 5 
  
  travel along the trail read aloud or paraphrase the 
  following. 
   
  Rounding another bend in the trail you come across 
  a sight of unexpected devastation. Ahead on the trail 
  lies the wreckage of two wagons and the remains of 
  an indeterminate number of bodies. The lack of 
  carrion birds disturbed by your arrival suggests the 
  carnage occurred some time ago. 
   
  Examining the site identifies two wagons, one with a 
  broken axle and burn damage; the other overturned. 
  Approximately ten bodies lie strewn about the scene, six 
  of them human and the remaining four dwur only 
  identifiable as bodies from the tattered remains of their 
  armor and clothing. 
   
  Closely examining the wagons, a DC 20 Search 
  check identifies that the wagon with the broken axle has 
  been stationary and had the remains of a campfire kicked 
  over it while the toppled wagon appears to have been 
  deliberately toppled over. Both wagons have a large 
  quantity of rock strewn around them. A DC 15 Profession 
  (miner) check, identifies the rock as iron ore with some 
  silver though so scattered as to require days of careful 
  recovery and of little immediate value without further 
  processing. Dwarven PCs may make this check 
  untrained. 
   
  Closely examining the bodies, a DC 15 Heal check 
  identifies them as being there approximately one month, 
  and a DC 15 Craft (armor) check as having been slain by 
  slashing weapons. All the bodies have been stripped of 
  weapons and valuables and show the effects of prolonged 
  exposure to the elements and carrion eaters, although 3 
  breastplates and 1 set of studded leather remain 
  serviceable amongst the armor remains. A DC 20 Search 
  check finds the remains of 2 broken stone battleaxes 
  amongst the slain. 
   
  Checking for tracks around the site does not identify 
  much due to the passage of time. A character with the 
  Track feat may make a DC 20 Survival check to identify 
  that the wagons were in a camp formation with no 
  animals in the traces, possibly at night and the caravan 
  was attacked looted and the wagon animals proficiently 
  butchered. A DC 30 Survival check identifies the tracks 
  of various small wild animals and the occasional booted, 
  moccasin and barefoot medium humanoid track but 
  timing is impossible to identify other than “not recently”. 
   
  Treasure: All APLs: Loot 52 gp; Total 52 gp. 
    
  Developments: the PCs may wish to give the bodies a 
  proper burial according to their religion. This can be 
  accomplished in a few hours and they can then move 
  onto Encounter 2. 
   
  ENCOUNTER 2: A DWUR IS A 
  DWUR  
  For the past month, a hunting party of young Ventonii 
  Flan warriors, out to make a name for themselves, has 
  taken up residence in the hills, drawn there by the 
  rumour of dwur miners who they wrongly believe to be 
  from the Three Citadels.  
   
  They have been harassing the settlement, attacking 
  hunters and small parties particularly those including 
  dwur and trying to drive them out of the headlands.  
   
  This encounter can occur following Encounter 1 as 
  the PCs approach the mine, if the Flan are hostile to 
  them, or if the PCs choose to investigate the watchers or 
  after Encounter 3 once they have talked to the miners 
  and been asked to deal with the Flan raiders. 
   
  Read aloud or paraphrase the following: 
  Travel amongst the hills and valleys is slow at the 
  best of times, but as you find your way along the 
  unfamiliar path the strange silences of the 
  Headlands hangs ominously over the heads of 
  everyone as you come across the signs that you are 
  not alone with signs of recent campsites and the 
  occasional sightings of solitary Flan watchers on the 
  heights of the hills. 
   
  These Flan tribesmen are from the Ventonii Clan. They 
  ignore most travellers, letting them pass through without 
  hindrance. However if any of the PCs are dwur they are 
  Unfriendly, shouting a warning to leave the area while 
  they still can. Diplomatic characters who are fluent in 
  Flan have a chance to settle it peacefully through the 
  Diplomacy skill, otherwise the Flan attack unless the PCs 
  comply. 
   
  If any PCs have any visible sign of draconic heritage 
  or traits (e.g. levels in dragon disciple or 2 or more 
  draconic heritage feats) or have a recognizable disfavor of 
  the Ventonii Flan, the warriors attempt an ambush, 
  without any warning. 
   
  As the PCs attempt to contact them read aloud or 
  paraphrase the following: 
   
  Any time you have seen the tribesmen they have 
  appeared to have been watching you and have 
  moved away and hidden if approached, however this 
  time you appear to have found their campsite. Close 
  to the ridgeline of the opposite hill, a trickle of 
  smoke betrays the presence of a small fire. 
   
  If the PCs approach, unless they are not spotted a 
  tribesman stands out in plain view on the small hillock 
  near the campsite while the remainder remain hidden in 
  cover behind rocks and bushes around the camp.  
   
   
  When the PCs get to 100 ft. range the visible 
  tribesman challenges them speaking in Ancient Flan. If 
  the PCs include those with disfavor or any dwur 
  character he states: 
  ONW7-03 Bottom of the Truth 
   
  Page 6 
  
  “You have trespassed on the lands of the Ventonii 
  tribe without permission, prepare to defend 
  yourselves.” 
   
  At this point the rest of the tribesmen attack using 
  missiles. 
   
  If the Flan are not hostile their spokesman asks: 
  “You have trespassed on the lands of the Ventonii 
  tribe without permission. Explain yourselves and 
  your presence here!” 
   
  The Flan do not speak or respond to any language other 
  than Flan, except to warn the PCs away. If the PCs do not 
  respond in Flan, they are told in pidgin Common, 
  supplemented by gesturing to “leave Flan lands and do 
  not meddle in the business of the headlands”. The 
  tribesman then turns and walks down the back of the 
  hillock out of sight. If the PCs attempt to interfere or 
  follow, the tribesmen defend themselves. 
  If the PCs are able to communicate in Flan they 
  may be able to persuade the tribesmen to stop the 
  harassment of the mine through diplomacy. The Flan 
  initial position to the miners is hostile due to presence of 
  the dwur miners. Apply the following circumstance 
  bonuses to any Diplomacy check. 
  • 
  If the PCs state that the dwur miners are from 
  Irongate and not the three citadels apply a +2 
  bonus. 
  • 
  If the diplomacy is carried out by a dwur from 
  the Citadels apply a –4 penalty; or if one is 
  present apply a –2 penalty. 
  • 
  If a member of the Ao’n Iornadh carries out the 
  diplomacy apply a +4 bonus; if one is present 
  apply a +2 bonus. 
  • 
  If combat has occurred and any Flan has been 
  injured apply a –2 penalty, if any Flan has been 
  killed increase this penalty to –5.  
   
  Note that penalties and bonuses from the same 
  circumstance don’t stack. The Flan attitude would need 
  to be increased to at least Indifferent to succeed in letting 
  them leave the miners alone. Should the Flan all be 
  captured but not killed this has the same effect. 
   
   
  Note that penalties and bonuses from the same 
  circumstance don’t stack. 
   
  Terrain: See the map appendix 4 The Flan campsite. The 
  PCs approach the campsite from the bottom right hand 
  corner of the map. The Flan spokesman is initially 
  standing at “X” on the map with the remaining tribesmen 
  hidden behind the bushes around the fire pit. 
   
  Contour lines: each represents an approximate 5 - 
  10 foot increase in height, with the lowest height on the 
  right of the map and the highest on the left. Anyone 
  immediately to the left of a contour line, or on the hillock 
  where the Flan Spokesman is positioned (point X), will 
  have the advantage of height for attacks against anyone 
  below him (not on the hillock or to the right of a contour 
  line). 
   
  Loose rocks: These are dense rubble on the hillside 
  that provide no cover but cause uncertain footing. It costs 
  2 squares of movement to enter a square with rocks. The 
  DC of Balance and Tumble checks on loose rocks 
  increases by 5, and the DC of Move Silently checks 
  increases by 2. 
   
  Small bushes: These are light undergrowth,. They 
  provide concealment to anyone behind them and 
  increase the DC of Tumble and move Silently checks by 
  2. 
   
  Trees:  A creature standing in the same square as a 
  tree gains a +2 bonus to AC and a +1 bonus on reflex saves 
   
  Fire Pit: This provides little obstacle to movement 
  and no cover or concealment. Anyone moving through 
  the square must pay double movement and take 1 HP of 
  fire damage. Anyone ending a move in this square will 
  take 1d3 fire damage. 
   
  Creatures: These are male human (Flan) in leather 
  armor, armed with bow and spear. PCs who are members 
  of the Ao’n Iornadh regional metaorg or make a DC 15 
  Knowledge (local – Splintered Suns) check recognizes 
  the tribesman as young untried inexperienced warriors, 
  probably out to make a name for themselves, and possibly 
  not representative of main tribal policy. 
   
  All APLs (EL2) 
  � Flan Warrior (4): male human warrior 1; hp 8 each; 
  Appendix 1.  
   
  Tactics: The tribesmen rely on missile fire from behind 
  cover but if attacked will engage in hand to hand combat, 
  using the advantage of height were possible. 
   
  Treasure: all APLs Loot 35 gp; Total 35 gp. 
   
  Developments: if the PCs kill all the Flan tribesmen and 
  report this to Arto or the miners, then this act gains them 
  the disfavor of the Ventonii Flan. 
   
  If the PCs defeat the Flan without killing all of them 
  then they may again attempt to convince the Flan to 
  leave the miners alone as above, but with a +5 modifier or 
  they may attempt to intimidate them to leave with the 
  same modifiers. 
   
  Troubleshooting:  The PCs might not approach the Flan 
  camp. If the Flan tribesmen are hostile to the PCs due to 
  the presence of disfavored PCs or draconic characters, 
  they circle round the PCs, out of sight and set up an 
  ambush site in a location similar to their campsite and 
  they attack from ambush with no warning. 
   
  ENCOUNTER 3: A NEW FACE IS 
  A WELCOME FACE 
  This encounter follows Encounter 2 or encounter 1 if the 
  PCs chose not to investigate the Flan watchers and are 
  ONW7-03 Bottom of the Truth 
   
  Page 7 
  
  not attacked by them, as the PCs approach the mining 
  settlement. Read aloud or paraphrase. 
   
  Finally reaching the mining settlement after your 
  travels, you find it consists of two large barracks 
  buildings, two large warehouses, three medium 
  sized buildings all surrounded by a wooden palisade 
  with walkway. The buildings themselves are made of 
  local stone with slate roofs. As you approach the 
  closed gates a guard challenges in dwur accented 
  common 
  “State 
  your 
  names 
  and 
  business, 
  travellers!” 
   
  If the PCs give their names, state that they are working 
  for Milos Feralen and show the letter with the Feralen 
  seal, the gates are quickly opened sufficiently to let them 
  inside. 
   
  Once inside the settlement they are soon 
  surrounded by curious miners, many of whom show 
  signs of recent injury. The miners themselves clamour 
  for information. Are they here to save the miners? Did 
  they bring many supplies? Is the army behind them? Did 
  they have any trouble on their journey? 
   
  After 5 minutes of this barrage of questions the PCs 
  are approached by Arto Stronghammer, a middle aged 
  Oeridian man with an air of some authority, who asks the 
  miners to wait and ushers the PCs into one of the houses. 
   
  � Arto Stronghammer, foreman of the Feralen 
  mine: Male human (mixed) cleric 3 of Fortubo. 
   
  Appearance: Arto is a large well built middle-aged 
  man with thick black hair, just turning to grey. Dressed 
  in stout workman’s clothes and carrying a smith’s 
  hammer, he nevertheless presents a strong and 
  authoritarian appearance. 
   
  Character: Arto’s words have a down to earth 
  common sense about them, but also an undercurrent of 
  concern and urgency to them. 
   
  Arto introduces himself as the camp foreman and asks 
  the PCs what brought them to the mine. He is keen for 
  news of the world outside the palisade and hopes to use 
  the PCs to deliver a request for help. 
   
  If the PCs have already declared they are working for 
  Milos or declare it now, he informs them that the miners 
  have been having problems with the local Flan and with 
  creatures in the mines themselves. 
   
  If the PCs want to question him, some likely questions 
  and their answers are given below. 
   
  Q. What is the problem with the Flan? 
  A. For the past three months our hunting parties are 
  getting attacked. Some nights flaming arrows are 
  fired into the settlement. Three times we have tried 
  to send messenger to Kildeer or Silvervale for help, 
  but our messengers keep getting attacked and 
  turned back. Someone scrawled, “Leave” on the 
  palisade wall in blood. We are afraid to leave the 
  settlement to hunt or fish or deliver ore and food is 
  staring to run out. I don’t believe there are many but 
  they must have us under constant watch. 
   
  Q. Have the Flan killed anyone? 
  A. Several people have been seriously injured by 
  arrows but no one has died yet. Many others have 
  taken injuries or had near misses from arrows. 
   
  Note: if questioned further Arto is able to identify that 
  the majority of those seriously injured were dwur or in 
  the company of dwur, while those who received light 
  wounds or warnings were humans. 
   
  Q. What is the problem with creatures in the mines? 
  A. Shortly before the Flan became a problem we 
  started getting attacked by creatures of the 
  Underdark. This has always been a problem in these 
  mines as the workings are close to the Zael Duranak, 
  the dwur road, but over the past few months it has 
  gotten worse with a band of strange grey humanoids 
  falling upon our miners 2 weeks ago. Now no one 
  will go down the mines. The creatures seem to be 
  concentrated at the bottom workings in the caverns 
  at the end of the mine cart rails, though some have 
  come further up the shafts. 
   
  Note: if asked about other creatures encountered in the 
  mines he describes long green snakelike creatures with 
  tentacles, huge bats and spiders, strange creatures that 
  seem like a cross between a huge armored snake and 
  large bipedal creatures with great hooked claws and 
  covered in chitin. 
   
  A DC 18 Knowledge (dungeoneering) check for 
  each of these descriptions identifies the creatures 
  described as gricks or carrion crawlers, giant and huge 
  spiders, behirs and hooked horrors. 
   
  Q. How long would it take to get to the deeper parts of 
  the mines? 
  A. It will take you approximately 30 minutes to get 
  down the lift shafts to the deep mines close to the 
  old Dwur tunnels. Though the creatures may have 
  moved even closer to the surface by now. 
   
  Q. Did you get a messenger from Milos Feralen? 
  A. No messenger arrived here, I would guess he was 
  probably waylaid on the road. 
   
  Q. What happened to the ore that was due to be shipped 
  to the Feralen Warehouse in Killdeer? 
  A. We have several tons of iron and silver ore in the 
  warehouses and sent a shipment to Kildeer 
  approximately one month ago consisting of two 
  wagons 2 drivers and eight guards. Did they not get 
  through? 
   
  ONW7-03 Bottom of the Truth 
   
  Page 8 
  
  Note: If the PCs tell Arto of the ambush site they found 
  and what became of the missing shipment he rewards 
  them for the information. 
   
  When the PCs are finished questioning him Arto asks 
  them if they can do anything about the Flan and the 
  creatures in the mines. The PCs, if they have not dealt 
  with the Flan may now go back to Encounter 2 to deal 
  with the Flan or move onto Encounter 4 to deal with the 
  trouble in the mines. 
   
  Treasure: for telling Arto the fate and location of the 
  destroyed ore wagon so they can recover the ore: 
   
  APL 2: Coin 25 gp; Total 25 gp. 
   
  APL 4: Coin 50 gp; Total 50 gp. 
   
  APL 6: Coin 75 gp; Total 75 gp. 
   
  APL 8: Coin 100 gp; Total 100 gp.  
   
  APL 10: Coin 125 gp; Total 125 gp. 
   
  Developments: Once the Flan have been dealt with and 
  the PCs return to the mining village, Arto suggests they 
  rest for the night in the village before attempting to 
  resolve the problem with the mines. 
   
  ENCOUNTER 4: INTO THE 
  MINES  
  This encounter follows from Encounter 3 as the PCs 
  travel through the mines as directed by Arto 
  Stronghammer to the main area where the mines meet 
  the Zael Duranak. 
   
  Read aloud or paraphrase the following: 
   
  Travel through the mines has been fairly easy. The 
  ore lifts were secure and easy to use as you drop into 
  the depths, and the presence of the cart rails show 
  the way, making it difficult to get lost in the 
  tunnels. The miners provided lanterns for everyone 
  to hold off the darkness, but after 20 minutes of 
  travel through the upper mines and down the lifts 
  to the deep workings, it becomes more oppressive. 
  Around you are the signs of rapid flight from the 
  mines: half filled mine carts, barrels of tepid water, 
  abandoned tools and miners’ helmets.  
   
  They are approaching the lair of a couple of hungry 
  creatures. Unless the PCs are silent and using no light 
  source, the creatures move stealthily to stalk the party, 
  most likely after they have entered the main cavern and 
  the light and noise of their movement alerts the 
  creatures. They attack as soon as they can, lunging out of 
  the darkness. Where multiple creatures are present they 
  use their knowledge of the mines to attack from the front 
  and the rear of the PCs group, if possible, attacking from 
  different side tunnels. 
   
  Allow the PCs opposed spot and Listen checks to 
  detect the creatures before they attack. Any PC with the 
  Track Feat who makes a DC 20 check identify the tracks 
  of the creature and that its was here sometime in the last 
  day. 
   
  When the PCs detect the creatures in the mines or if 
  not detected when the creature(s) are about to attack read 
  aloud or paraphrase: 
   
  The eerie silence of the mines is suddenly broken by 
  scratching of stealthy movement over the stone 
  floor and the hiss of concentration as lunging out of 
  the darkness comes [see below for the creatures 
  individual descriptions]. 
   
  Terrain: See the map Appendix 5: The Mines. The PCs 
  will be entering the map from the tunnel on the left hand 
  side and should be following the cart rail to lead them to 
  the deepest part of the mines. The creature(s) start this 
  encounter at the point on the map marked with “X” 
  where they have made a temporary lair. 
   
  Pits: these 10 foot deep pits are immediately visible 
  to anyone with illumination or the means to see in the 
  dark. Anyone who cannot see and is not taking 
  precautions such as moving carefully or feeling their way 
  with a 10 foot pole must make a DC 10 reflex save or fall 
  into the pit taking 1d6 damage and requiring a DC5 
  climb check to get out unassisted.  
   
  DM Note: falling into a pit will make noise 
   
  Stone Piles: These are piles of rock or mined ore. 
  They provide no cover but cause uncertain footing. It 
  costs 2 squares of movement to enter a square containing 
  a stone pile, the DC of Balance and Tumble checks on 
  stone piles increase by 5 and the DC of Move Silently 
  checks increase by 2. 
   
  Cart Track: This consists of two wooden rails bolted 
  into the floor of the tunnel. Used to facilitate the 
  movement of ore carts, it causes little obstacle to 
  movement and provides no cover or concealment. 
  However anyone running or charging through a square 
  containing cart tracks must make a DC5 balance check or 
  trip and fall prone. 
   
  Boxes and Barrels:  these are the remains of the 
  miner’s tools, water barrels crates etc. They provide cover 
  to anyone behind them and provide an obstacle to 
  movement costing double movement to climb onto. 
  Anyone searching them will find stale rations, water, 
  broken tools partially filled with ore etc. Note searching 
  these will make noise. 
   
  Ceilings: the mine tunnels have a ceiling 10 foot 
  high and the larger chambers 20 foot high and both the 
  ceiling and walls are of rough hewn stone. 
   
  Creatures:  
   
  APL2 (EL3) 
  Comes an abnormally bloated 8 legged hairy black 
  monstrosity, a spider but one the size of a large dog 
  bears its fangs and llunges 
   
  � Medium Monstrous Spider (3): hp 11, 11, 11 each; 
  Monster Manual 288. 
  ONW7-03 Bottom of the Truth 
   
  Page 9 
  
   
  APL4 (EL5) 
  Comes a wormlike creature, its segmented body as 
  long as a mans with four tentacles located around its 
  fearsome beak. 
   
  � Grick (2): hp 9 each; Monster Manual 139 
   
  APL6 (EL7) 
  Comes a large centipede like creature, its segmented 
  body 10 long with 8 writhing tentacles protruding 
  from its head, below the tooth filled maw. 
   
  � Carrion Crawler (3): hp 19 each; Monster Manual 30 
   
  APL8 (EL9) 
  Comes a large powerfully built creature looking like 
  a cross between a great ape and a beetle. The low 
  rounded head dominated by a massive pair of 
  mandibles with armor plates covering virtually all 
  of its chitinous body 
   
  � Umber Hulk (2): hp 71 each; Monster Manual 248 
   
  APL10 (EL11) 
  Comes a massive worm covered with plates of dark 
  purple chitinous armor. Its toothy maw, as wide as a 
  human is tall lunges towards you. 
   
  � Purple Worm: hp 200; Monster Manual 211 
   
  Tactics:  The creatures attempt to attack the PCs 
  individually, attacking from different side passages if 
  possible and will each concentrate on a single opponent. 
  If a creature downs a PC it attempts to drag the body back 
  to its lair to eat at its leisure. If a creature is reduced to 
  half or less hit points it attempts to withdraw back into 
  the darkness and avoid further combat if possible. 
   
  The carrion crawlers use their ability to climb and 
  their reach to attack from the ceiling of the passages and 
  chambers. 
   
  Note: due to the size of the purple worm, it may 
  have to burrow through the smaller passages to get at the 
  PCs. If this is the case it is not able to attack from surprise 
  and is unable to use its stinger unless attacked from the 
  rear. 
   
  Treasure: All APLs: Loot 13gp; Total 13 gp 
   
  Developments: Once the creature is defeated the PCs 
  may search the lair of the creature. Here they find the 
  body of a dwur, recently slain by the creatures. His 
  weapons and equipment have been scattered and 
  destroyed but a suit of battered chainmail remains.  
   
  A DC 15 Search check finds a stone tablet with dwur 
  runes. If the PCs can read dwur or make a DC 20 
  Decipher Script check give them Players Handout 1: the 
  stone tablet.  
   
  A DC 20 Knowledge (local – Splintered Suns) or a 
  DC 15 Knowledge (nobility and royalty) check identifies 
  the seal of the Thegkanduurn (Thane’s Guard) of 
  Sarakast. This is automatically recognised by members or 
  former members of the Thegkanduurn or Vergannin 
  Guard regional metaorgs. 
   
  The PCs may return to the surface to rest after this 
  encounter, if they do Arto will ask them if they have 
  found out where the creatures invading the mines are 
  coming from and why they have been coming in such 
  numbers recently. They can then continue back through 
  the mines to Encounter 5 without any encounters. 
   
  ENCOUNTER 5: THE BOTTOM 
  OF THE PROBLEM  
  This encounter follows from Encounter 4 and may be 
  directly from that encounter or the PCs may have 
  returned to the surface and rested. In terms of duration it 
  takes 10 minutes to get from the map of Encounter 4 to 
  that of Encounter 5. Read aloud or paraphrase the 
  following. 
   
  Passing the end of the mine cart rails through a 
  narrow passage, it becomes obvious you have left the 
  mine works as the carved and worked stone gives 
  way to un-worked caverns with the slow drip of 
  water from stalactites, uneven floors and twisting 
  passages. Suddenly from ahead you hear strange 
  high pitched chattering and the unmistakable hiss 
  of flames touching water and the muted clash of 
  steel on stone. 
   
  As the PCs move out into the Zael Duranak they 
  encounter a group of grimlocks being driven towards the 
  area of the mines by summoned elementals. If the PCs 
  succeed on opposed Hide and Move Silently checks 
  against the grimlocks (bearing in mind that grimlocks do 
  not have eyes, cannot see light, and cannot detect 
  anything outside their blindsight range of 60 feet) read 
  aloud or paraphrase the following. 
   
  Moving carefully and quietly to the mouth of the 
  water cavern, a site of carnage meets your eyes. The 
  cavern echoes to the sounds of battle as a group of 
  medium 
  sized, 
  eyeless, 
  grey 
  stony 
  skinned 
  humanoids engage in an unequal battle with a group 
  of small medium and large fiery and stony creatures. 
  The battle looks to have been going on for a short 
  time judging by the number of grey bodies lying 
  burned or crushed on the ground and as you watch a 
  brightly burning fire creature fades and disappears 
  before your eyes. As the fight continues a wave, of 
  unarmed small and medium sized, grey skinned 
  creatures, rushes towards you. 
   
  The grey-skinned creatures are grimlocks, the majority of 
  those rushing towards the PCs being non combatant 
  women and children; the fiery and stony creatures are 
  ONW7-03 Bottom of the Truth 
   
  Page 10 
  
  summoned fire and earth elementals, sent by the dwur to 
  drive the grimlocks away. 
   
  A DC12 Knowledge (the planes) check identifies the 
  elementals; a DC 12 Knowledge (dungeoneering) check 
  identifies the grey skinned creatures as grimlocks and a 
  DC 23 Spellcraft check while using detect magic identifies 
  the elementals as being summoned. It is recommended 
  that you roll the Spellcraft checks secretly if possible so 
  as not to tip the players off. 
   
  Terrain: See Appendix 6 Map  — the caverns. The PCs 
  enter this map from the left side tunnel marked “to the 
  mines”. The combat is in the water filled cave marked 
  with an “X” on the map. The elementals, coming from 
  both of the tunnels running to the right map edge are 
  trying to drive the grimlocks away from the water cave, 
  the majority of the grimlock combatants are trying to 
  keep the elementals in the tunnels to allow women and 
  children to escape. 
   
  Pits: these 10 foot deep pits are immediately visible 
  to anyone with illumination or the means to see in the 
  dark. Anyone who cannot see and is not taking 
  precautions such as moving carefully or feeling their way 
  with a 10 foot pole must make a DC 10 Reflex save or fall 
  into the pit taking 1d6 damage and requiring a DC 5 
  Climb check to get out unassisted.  
   
  DM Note: falling into a pit will make noise. 
   
  Stone Piles: These are small piles of rock or mined 
  ore. They provide no cover but cause uncertain footing. It 
  costs 2 squares of movement to enter a square containing 
  a stone pile, the DC of Balance and Tumble checks on 
  stone piles increase by 5 and the DC of Move Silently 
  checks increase by 2. 
   
  Stalaqmites: These stalagmites rise up from the 
  floor, a creature standing in the same square as a 
  stalagmite gains a +2 bonus to AC and a +1 bonus on 
  reflex saves. 
   
  Water Pools: These water pools contain fresh water, 
  drinkable but tainted with a mineral flavour and a few 
  small fish. It costs 2 squares of movement to move into a 
  water pool square and the DC of Move Silently and 
  Tumble checks by 2. 
   
  Ceilings: these natural tunnels have a ceiling 10 
  foot high and the larger chambers 30 foot high and both 
  the ceiling and walls are of rough stone. 
   
  Development: The PCs now have three choices, they 
  can attack the grimlocks, they can attack the elementals 
  or they can attempt to use stealth to bypass the 
  encounter. However if stealth fails the grimlocks assume 
  that the PCs are responsible for the elementals and that 
  those warriors who are able attack them.  
   
  Given the tenseness of the situation the first PC 
  action decides the path of this encounter as the grimlocks 
  attack if a PC does anything that might be construed as 
  threatening to the grimlock females and children. 
  Proceed with Encounter 5A if the PCs attack or are 
  attacked by the grimlocks. Use Encounter 5B if the PCs 
  focus their attention on the elementals. 
   
  ENCOUNTER 5A: GRIMLOCKS 
  AT THE BOTTOM 
  Read aloud or paraphrase the following: 
  As the wave of grey skinned creatures, rushes 
  towards they notice you blocking there escape and 
  hesitate with cries of alarm. Immediately a number 
  of larger armed grey skinned creatures withdraw 
  from the combat and turn their attention to you.  
   
  The grimlocks start this encounter in the water at the 
  point marked with “X” with the summoned fire and earth 
  elementals coming from the southeast passageway deeper 
  into the Zael Duranak. The grimlocks noted below are 
  those grimlock combatants who are able to break off the 
  combat with the elementals and attack the PCs, and make 
  up approximately 20% of the group, the remainder being 
  non-combatant females and children. These grimlocks 
  attack without hesitation and with ferocity as they 
  assume the PCs are responsible for the elemental attack 
  and are trying to prevent their escape  
   
  If the PCs were not detected by the grimlocks, and 
  do not intervene, then the uneven combat continues 
  with the grimlocks warriors being burned and/or 
  crushed. At the start of the encounter there are 4 
  summoned fire elementals and 3 summoned earth 
  elementals. At the end of each round one summoned 
  elemental, starting with fire and alternating with the 
  earth, fades away as the spell duration expires and the 
  grimlock non-combatants flood past the hidden PCs 
  toward the mines. 
   
  Creatures: The grimlocks are typical for their kind. They 
  are frightened and tense, attacking after even the 
  slightest provocation. 
   
  APL2 (EL3) 
  � Grimlock (3): hp 11 each; Monster Manual 140. 
   
  APL4 (EL5) 
  � Grimlock Barbarian (2): male grimlock barbarian 
  1; hp 28; Appendix 1.  
  � Grimlock (2): hp 11 each; Monster Manual 140. 
   
  APL6 (EL7) 
  � Grimlock Barbarian (2): male grimlock barbarian 
  1; hp 28 each; Appendix 1. 
  � Grimlock Sorcerer: male grimlock sorcerer 4; hp 
  32; Appendix 1. 
  � Grimlock Chieftain: male grimlock barbarian 3; hp 
  49; Appendix 1. 
   
  APL8 (EL9) 
  � Grimlock Barbarian (2): male grimlock barbarian 
  3; hp 49 each; Appendix 1. 
  � Grimlock Sorcerer: male grimlock sorcerer 6; hp 
  40; Appendix 1. 
  ONW7-03 Bottom of the Truth 
   
  Page 11 
  
  � Grimlock Chieftain: male grimlock barbarian 5; hp 
  70; Appendix 1. 
   
  APL10 (EL11) 
  � Grimlock Barbarian (2): male grimlock barbarian 
  5; hp 70 each; Appendix 1. 
  � Grimlock Sorcerer: male grimlock sorcerer 8; hp 
  48; Appendix 1. 
  � Grimlock Chieftain: male grimlock barbarian 7; hp 
  100; Appendix 1. 
   
  Tactics: If the PCs were detected or chose to intervene, 
  approximately 75% of the grimlock combatants (all the 
  creatures detailed above) turn on them, blaming them for 
  summoning the elementals and blocking the escape 
  while the remainder of the warriors give their lives 
  holding off the elementals. 
   
  As the party defeats or is defeated by the grimlocks, 
  the last elemental is destroyed or fade away. 
   
  Treasure: 
  Looting the grimlocks: 
   
  APL 2: Loot: 3 gp; Total 3 gp. 
   
  APL 4: Loot: 57 gp; Magic: potion of cure light wounds 
  ×2 (4 gp each). Total: 65 gp. 
   
  APL 6: Loot: 112 gp; Coin: 5 gp; Magic: bracers of 
  armor +1 (83 gp), memento magica (1st) (125 gp), potion of 
  cure light wounds ×3 (4 gp each), potion of mage armor (4 gp), 
  potion of shield of faith (4 gp). Total: 345 gp. 
   
  APL 8: Loot: 112 gp; Coin: 5 gp; Magic: +1 battleaxe 
  (193 gp), +1 breastplate (113 gp), bracers of armor +1 (83 gp), 
  +1 ring of protection (167 gp), memento magica (1st) (125 gp), 
  potion of cure light wounds ×2 (4 gp each), potion of cure 
  moderate wounds (25 gp), potion of mage armor (4gp), potion 
  of shield of faith ×2 (4 gp each). Total: 843 gp. 
   
  APL 10: Loot: 53 gp; Coin: 5 gp; Magic: +1 battleaxe 
  (193 gp), +1 breastplate ×2 (113 gp each), +2 breastplate (363 
  gp), bracers of armor +1 (83gp), cloak of charisma +2 (333 gp), 
  +1 ring of protection (167 gp), memento magica (1st) (125 gp), 
  potion of cure moderate wounds ×3 (25 gp each), potion of 
  mage armor (4 gp), potion of shield of faith ×3 (4 gp each). 
  Total: 1639 gp. 
   
  Detect magic results: +1 battleaxe (Faint Evocation), 
  bracers of armor +1 (Faint Conjuration), +1 breastplate (Faint 
  Abjuration), +2 breastplate (Faint Abjuration), cloak of 
  charisma +2 (moderate Transmutation), memento magica 
  (1stLvl) (moderate transmutation), +1 ring of protection (Faint 
  Abjuration), potion of cure light wounds (Faint Conjuration), 
  potion of cure moderate wounds (Faint Conjuration), potion of 
  mage armor (Faint Conjuration), potion of shield of faith 
  (Faint Abjuration),  
   
  Developments: If the PCs are able to interrogate the 
  grimlocks, they tell them that they have lived in this area 
  of the Zael Duranak for years, existing by hunting and 
  gathering fungus with no contact with surface dwellers. 
  However recently they have been attacked and driven 
  away from their hunting areas by strange creatures of 
  earth and stone, with some groups being driven almost to 
  the surface. When they have tried to use the dwur roads 
  to migrate to another area away from the strange 
  creatures, they have been followed by them or ambushed 
  by dwur warriors. 
   
  The PCs may return to the surface to rest after this 
  encounter, if they do Arto asks them if they have found 
  out where the creatures invading the mines are coming 
  from and why they have been coming in such numbers 
  recently. He encourages them to try and put a stop to 
  further creatures being driven into the mines. They can 
  then continue back through the mines to Encounter 6 
  without any problems however if this occurs the Dwur 
  spellcasters in Encounter 6 have recovered any spells 
  used to summon the elementals and the attack on the 
  grimlocks. 
   
  ENCOUNTER 5B: ELEMENTAL 
  TIME AT THE BOTTOM 
  Read aloud or paraphrase the following: 
  As the wave of grey skinned creatures, rushes 
  towards they notice you blocking there escape and 
  hesitate with cries of alarm. However as you strike 
  at the fire and stone creatures the cries of alarm 
  change to wary respect even thanks as the small grey 
  creatures slip warily by you and escape their 
  tormentors 
   
  The elementals have been summoned by a patrol of Dwur 
  to drive off the grimlocks from this part of the Zael 
  Duranak. They have been summoned by means of a 
  wand, scrolls and elemental gems. The Dwur are not 
  trying to exterminate the grimlocks only drive them 
  away from their area of the tunnels, as such the 
  elementals have been commanded to attack those who do 
  not flee away from them 
   
  Creatures: These are regular summoned elementals. A 
  protection from evil spell blocks them out as per the normal 
  rules. 
   
  APL2 (EL3) 
  � Small Fire Elemental (2): hp 9 each; Monster 
  Manual 99 
  � Small Earth Elemental: hp 11; Monster Manual 97 
   
  APL4 (EL5) 
  � Small Fire Elemental (2): hp 9 each; Monster 
  Manual 99 
  � Small Earth Elemental: hp 11; Monster Manual 97 
  � Medium Fire Elemental: hp 26; Monster Manual 99 
  � Medium Earth Elemental: hp 30; Monster Manual 
  97 
   
  APL6 (EL7) 
  � Small Fire Elemental (2): hp 9 each; Monster 
  Manual 99 
  ONW7-03 Bottom of the Truth 
   
  Page 12 
  
  � Small Earth Elemental (2): hp 11 each; Monster 
  Manual 97 
  � Medium Fire Elemental (2): hp 26 each; Monster 
  Manual 99 
  � Medium Earth Elemental: hp 30; Monster Manual 
  97 
  � Large Fire Elemental: hp 60; Monster Manual 99 
   
  APL8 (EL9) 
  � Small Fire Elemental (2): hp 9 each; Monster 
  Manual 99 
  � Small Earth Elemental (2): hp 11 each; Monster 
  Manual 97 
  � Medium Fire Elemental: hp 26 each; Monster 
  Manual 99 
  � Medium Earth Elemental: hp 30; Monster Manual 
  97 
  � Large Fire Elemental (1): hp 60; Monster Manual 99 
  � Large Earth Elemental (2): hp 68; Monster Manual 
  97 
   
  APL10 (EL11) 
  � Small Fire Elemental (2): hp 9 each; Monster 
  Manual 99 
  � Small Earth Elemental (2): hp 11 each; Monster 
  Manual 97 
  � Medium Fire Elemental (2): hp 26 each; Monster 
  Manual 99 
  � Medium Earth Elemental: hp 30; Monster Manual 
  97 
  � Large Fire Elemental (2): hp 60; Monster Manual 99 
  � Large Earth Elemental (2): hp 68; Monster Manual 
  97 
  � Huge Fire Elemental: hp 136; Monster Manual 99 
   
  Tactics: The elementals above are those that are able to 
  break off combat with the grimlocks to engage the PCs. 
  They ignore foes that are unconscious, and do not strike 
  at any creature moving away from them.  
   
  Each round of combat starting on the third round, a 
  random elemental fades away as the spell of summoning 
  finishes. The small elementals fade before the medium 
  ones and the medium ones before the large. 
   
  Treasure: 
   
  APL 2: None. 
   
  APL 4: None. 
   
  APL 6: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
  APL 8: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
  APL 10: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
   
  Detect magic results: Memento Magica (1stLvl) 
  (moderate transmutation). 
   
  Developments: Once the elementals are defeated, at 
  APL 6 or higher, the Grimlock sorcerer thanks the PCs 
  for their help and as a reward for helping to save their 
  mates and children he gives the PCs his Memento Magica 
  to aid their endeavours. 
   
  The grimlocks tells the PCs that they have lived in 
  this area of the Zael Duranak for years, existing by 
  hunting and gathering fungus with no contact with 
  surface dwellers. However recently they have been 
  attacked and driven away from their hunting areas by 
  strange creatures of earth and stone, with some groups 
  being driven almost to the surface. When they have tried 
  to use the Dwur roads to migrate to another area away 
  from the strange creatures, they have been followed by 
  them or ambushed by Dwur warriors. The grimlocks 
  themselves are keen to find out who is setting the 
  elementals on them and why. 
   
  The PCs may return to the surface to rest after this 
  encounter, if they do Arto asks them if they have found 
  out where the creatures invading the mines are coming 
  from and why they have been coming in such numbers 
  recently. He encourages them to try and put a stop to 
  further creatures being driven into the mines. They can 
  then continue back through the mines to Encounter 6 
  without any problems however if this occurs the Dwur 
  spellcasters in Encounter 6 have recovered any spells 
  used to summon the elementals and the attack on the 
  grimlocks. 
   
  ENCOUNTER 6: THE THREAT 
  BEHIND THE PROBLEM 
  This encounter follows directly from Encounter 5, 
  assuming the PCs continue down the mines. They may 
  go and rest up first if desired; the dwur aren’t going 
  anywhere. However, if they do not choose to return, the 
  adventure ends for them. The path takes the PCs deeper 
  into the Zael Duranak towards the dwur way station. In 
  terms of duration it takes 20 minutes to get from the map 
  of Encounter 5 to that of Encounter 6. Read aloud or 
  paraphrase the following. 
   
  The path deeper into the caverns away from the 
  mine workings continues from the water cavern. 
  The trail of dead grimlocks, abandoned baggage and 
  the scorch marks showing the passage of the fire 
  elementals, is obvious to all. However all traces of 
  the elementals disappear approximately 150 feet 
  from the entrance to the caverns. 
   
  This point of the passage between the caverns and the 
  dwur outpost is where the elementals were summoned. A 
  detect magic cast on the area may detect faint Conjuration 
  if the caster succeeds on a DC 15+½APL Spellcraft check. 
  (The DC scales with APL because a higher-level summon 
  monster spell is used.) A DC 19 Survival check (made by 
  someone with the Track feat) finds the tracks of 
  approximately 5 humanoids with booted feet (note: 
  grimlocks are bare foot) heading deeper into the caverns. 
  ONW7-03 Bottom of the Truth 
   
  Page 13 
  
   
  At APLs A DC 15 search check also finds the remains 
  of shattered red and amber gemstones. A detect magic cast 
  on them may detect faint Conjuration if the caster 
  succeeds on a DC 20 Spellcraft check. These are the 
  remains of the elemental gems used to summon the large 
  elementals. 
   
  Continuing on down the passage leads the PCs to 
  the dwur outpost. 
   
  OUTPOST 
  See Appendix 6 Map — the Dwur Outpost. 
   
  The PCs enter this map at the top edge at the tunnel 
  marked “to the mines”. The Dwur are camped in the 
  room marked “The Lair” and have 2 Dwarf Warrior 
  sentries on watch, positioned at the points marked with 
  “S” on the map. 
   
  If the dwur are not taken by surprise, they halt the 
  PCs in the caverns outside the lair. If any of the PCs have 
  any visible sign of draconic heritage or traits (e.g. levels 
  in dragon disciple or 2 or more Draconic Heritage feats) 
  or are recognized as “Wanted by Vagem Morathunn”, 
  from ONW5-01 Crisis of Faith, then they attack without 
  warning.  
   
  Otherwise they summon the rest of the patrol 
  including Helrim who is initially in command, and call 
  out a warning in common to the PCs: 
   
  “Stop, go back, this is not your place”.  
   
  Other than this warning they refuse to talk to any PC in 
  any language except dwur. Helrim the cleric then takes 
  over the Questioning of the PCs calling out: 
   
  How did you get here? Are you Flan spies? Or just 
  meddling interlopers? 
   
  Irrespective of the PCs’ replies, he cuts them off after a 
  few seconds saying: 
   
  You do not belong here. Begone! 
   
  Roll 1d20 for each PC, who is, “Wanted by Vagem 
  Morathunn”, from ONW5-01 Crisis of Faith. On a roll of 1 
  or 2 or if the PC states that they know Rearthar Son of 
  Reothaenn or if any PC produces the stone tablet of the 
  Thegkanduurn, Helrim recognizes them as wanted, calls 
  for their arrest, and the dwur attack (though Thorauk 
  does not initiate combat except to assist a warrior). 
   
  After this rant Helrim also only speaks to the PCs in 
  Dwur. 
   
  If at any stage after being warned to go back by the 
  dwur, any PC moves forward, draws a weapon or is 
  recognized as casting any spell, the dwur attack. 
   
  If the PCs are able to communicate in dwur they 
  may be able to persuade the dwur to stop the harassment 
  of the mine through diplomacy. The dwur are indifferent 
  towards the miners but unfriendly towards the idea of 
  stopping chasing away the beasts. Apply the following 
  circumstance bonuses to any diplomacy check. 
   
  • 
  If the PCs point out that there are dwur miners 
  from Irongate in the mines +2 bonus. 
  • 
  If a member of Ao’n Iornadh carries out the 
  diplomacy apply a –4 penalty or if one is present 
  apply a –2 penalty. 
  • 
  If a dwur of the citadels carries out the 
  diplomacy apply a +4 bonus; or if one is present 
  apply a +2 bonus.  
  • 
  If Helrim is in command apply a –5 penalty.  
  • 
  If Thorauk is in command apply a +5 bonus, and 
  • 
  if any PC has the favor of Dorrinuur apply an 
  additional +5 bonus.  
  • 
  If any dwur warrior has been killed apply a –1 
  penalty. 
   
  Note bonuses and penalties for the same reason do not 
  stack. 
   
  The dwur attitude needs to be changed to at least 
  friendly for this to succeed. 
   
  Terrain:  
  Rock Piles: These are small piles of rock. They provide 
  no cover but cause uncertain footing. It costs 2 squares of 
  movement to enter a square containing a stone pile, the 
  DC of Balance and Tumble checks on stone piles increase 
  by 5 and the DC of Move Silently checks increase by 2. 
   
  Stalaqmites: These stalagmites rise up from the 
  floor, a creature standing in the same square as a 
  stalagmite gains a +2 bonus to AC and a +1 bonus on 
  reflex saves. 
   
  Water Pools: These water pools contain fresh water, 
  drinkable but tainted with a mineral flavour and a few 
  small fish. It costs 2 squares of movement to move into a 
  water pool square and the DC of Move Silently and 
  Tumble checks by 2. 
   
  Ceilings: these natural tunnels have a ceiling 10 
  foot high and the larger chambers 30 foot high and both 
  the ceiling and walls are of rough stone. 
   
  The doors to the lair are made of iron, with heavy 
  iron bolts and crossbow slits. They are normally open, 
  with sentries posted. 
   
  � Iron Doors: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28 
   
  Creatures: 
  � Thorauk Son of Reothaenn 
   
  Appearance: Thorauk is young stocky dwur in a 
  battered but well maintained chain shirt armed with 
  battleaxe and buckler with his equipment packed about 
  him as if ready to move. He bears a distinct likeness to his 
  brother Rearthar, a member of the Thegkanduurn of 
  Sarakast 
   
  Character: He is quiet and restrained deferring to 
  Helrim in the leadership role except in areas of his 
  ONW7-03 Bottom of the Truth 
   
  Page 14 
  
  knowledge and experience as a guide on the Zael 
  Duranak. He is loyal to the Thegn of Sarakast and wishes 
  to get a message to him so that his return to the citadel 
  can be arranged, but is wary that Helrim has been set to 
  watch him. He has no hatred for the Flan and does not 
  initiate combat against non-draconic PCs except to go to 
  the aid of a dwur warrior who has been attacked, he does 
  not go to the aid of an active Helrim. 
   
  PCs that have played ONW5-01 Crisis of Faith may 
  recognize this likeness on a DC 15 Spot Check. If this 
  occurs remind them that Rearthar commanded the escort 
  that took them to meet the thegn and then provided a 
  distraction while they escaped. 
   
  � Helrim of Nerakern 
  Appearance: Helrim is a thin ascetic dwur with piercing 
  eyes. In heavy armor engraved with the symbols of the 
  priesthood of Moradin, he presents a strong and 
  authoritarian appearance. 
   
  Character: Helrim is a priest of Moradin fanatically 
  loyal to the prophet Morathuann. His role in the patrol is 
  to maintain the loyalty of the patrol since Thorauk is 
  suspect due to his brother’s membership of the 
  Thegkanduurn. He believes that the headlands including 
  the Zael Duranak belong to the dwur when he speaks it is 
  mainly in dwur and he is inclined to rant. 
   
  � Dwarf Warriors 
   
  Appearance: these are dwur warriors of the Citadel of 
  Sarakast armored in well maintained heavy armor and 
  armed with warhammers and heavy crossbows. While 
  lacking the uniform appearance of elite guards they give 
  the impression of steady confidence. 
   
  Character: these are solid dwur warriors doing a job 
  for the survival of their citadel. They obey the orders of 
  Helrim since he has been put in command of them and 
  Thorauk accepts it. In the absence of Helrim all the dwur 
  will follow his command. Their attitude to the thegn is 
  mixed, while he is their lawful ruler he went into exile 
  rather than refute the prophet’s charges against him. 
  When he acts like a thegn they will treat him as one. 
   
  They have no ill feelings against the miners but the 
  ongoing war against the Flan has inflamed their dislike of 
  Flan and all things draconic. 
   
  APL2 (EL4) 
  � Thorauk Son of Reothaenn: male dwarf ranger 1; 
  hp 10; Appendix 1.  
  � Helrim of Nerakern: male dwarf cleric 1; hp 10; 
  Appendix 1.  
  � Dwarf Warrior (4): male dwarf warrior 1; hp 10 
  each; Appendix 1.  
   
  APL4 (EL6) 
  � Thorauk Son of Reothaenn: male dwarf ranger 3; 
  hp 23; Appendix 1.  
  � Helrim of Nerakern: male dwarf cleric 3; hp 23; 
  Appendix 1.  
  � Dwarf Warrior (3): male dwarf fighter 1; hp 13 
  each; Appendix 1.  
   
  APL6 (EL8) 
  � Thorauk Son of Reothaenn: male dwarf ranger 5; 
  hp 36; Appendix 1.  
  � Growler, Animal Companion Wolf: hp 13; 
  monster manual 283. 
  � Helrim of Nerakern: male dwarf cleric 5; hp 36; 
  Appendix 1.  
  � Dwarf Warrior (3): male dwarf fighter 2; hp 21 
  each; Appendix 1.  
   
  APL8 (EL10) 
  � Thorauk Son of Reothaenn: male dwarf ranger 7; 
  hp 49; Appendix 1.  
  � Growler, Animal Companion Black Bear: hp 19; 
  monster manual 269. 
  � Helrim of Nerakern: male dwarf cleric 7; hp 49; 
  Appendix 1.  
  � Dwarf Warrior (3): male dwarf fighter 4; hp 38 
  each; Appendix 1.  
   
  APL10 (EL12) 
  � Thorauk Son of Reothaenn: male dwarf ranger 9; 
  hp 71; Appendix 1.  
  � Growler, Animal Companion Dire Boar: hp 52; 
  monster manual 63. 
  � Helrim of Nerakern: male dwarf cleric 9; hp 80; 
  Appendix 1.  
  � Dwarf Warrior (3): male dwarf fighter 6; hp 55 
  each; Appendix 1.  
   
  Tactics: The dwur cleric initially casts his highest level 
  buff spell, and then starts summoning monsters, buffing 
  or casting offensive spells. The warriors use their 
  crossbows until attacked in close combat. If the combat is 
  going against them, then the dwur withdraw to the lair 
  bolting the doors, sniping with crossbows while the 
  cleric alternates healing and summoning monsters 
  outside. If the PCs are not watching both doors the dwur 
  sortie from an unwatched door to attack them from 
  behind.  
   
  If Helrim is killed or reduced to unconsciousness 
  Thorauk immediately takes full command and calls for 
  combat to stop and requests another parley. 
   
  Treasure: 
   
  APL 2: Loot: 217 gp: Magic: potion of cure light wounds 
  (4 gp), wand of summon monster III (5 charges) (94 gp) ; 
  Total 315 gp. 
   
  APL 4 Loot: 440 gp: Magic: potion of cure light wounds 
  ×4 (4 gp each), potion of shield of faith (4 gp), wand of 
  summon monster III (5 charges) (94 gp); Total 554 gp. 
   
  APL 6: Loot: 532 gp; Magic: +1 buckler (97 gp), +1 
  mithral chain shirt (175 gp), potion of cure light wounds ×4 (4 
  gp each), potion of shield of faith (4 gp), wand of summon 
  monster III (5 charges) (94 gp); Total 918 gp. 
  ONW7-03 Bottom of the Truth 
   
  Page 15 
  
   
  APL 8: Loot: 711 gp; Magic: +1 battle plate (291 gp), +1 
  buckler (97 gp), +1 mithral chain shirt (175 gp), +1 dwarven 
  waraxe (194 gp), periapt of wisdom +2 (333 gp), potion of cure 
  light wounds ×4 (4gp each), potion of shield of faith ×4 (4gp 
  each), wand of summon monster III (10 charges) (188gp); 
  Total 2021 gp. 
   
  APL 10: Loot: 972 gp; Magic: +1 battle plate (291 gp), 
  +1 buckler (97 gp), +2 mithral chain shirt (425gp), +1 
  dwarven waraxe (194 gp), +1 undead bane warhammer (692 
  gp), periapt of wisdom +2 (333 gp), belt of priestly might (500 
  gp), potion of cure light wounds ×4 (4 gp each), potion of shield 
  of faith ×4 (4 gp each), wand of summon monster III (10 
  charges) (188 gp); Total 3796 gp. 
   
  Detect Magic Results: +1 battle plate (Faint 
  Abjuration), +1 dwarven waraxe (Faint Evocation), +1 
  undead bane warhammer (Moderate Conjuration), +1 
  mithral chain shirt (Faint Abjuration), +1 buckler (Faint 
  Abjuration), +2 mithral chain shirt (Faint Abjuration), belt 
  of priestly might (Moderate Transmutation), periapt of 
  wisdom +2 (moderate Transmutation), potion of cure light 
  wounds (Faint Conjuration), potion of shield of faith (Faint 
  Abjuration), wand of summon monster III (Faint 
  Conjuration). 
   
  Developments: If the PCs kill all the dwur and inform 
  the miners, then this act gains them the disfavor of the 
  dwur of the Three Citadels. 
   
  If the PCs defeat the dwur, without killing all of 
  them, then they may attempt to convince the dwur to 
  leave the miners alone and drive the creature of the Zael 
  Duranak elsewhere as above, but with a +5 modifier or 
  they may attempt to intimidate them to leave with the 
  same modifiers. 
   
  Once combat and diplomacy have been resolved 
  Thorauk approaches the PCs — openly if Helrim has 
  been killed or is unconscious, or secretly if he is still 
  alive. He asks them to take the stone tablet to the Thegn. 
  He explains: 
   
  Sarakast is bleeding from Vagem Morathunn’s war 
  and many remember their thegn and the times of 
  peace. Tell Dorinuur son of Korinuur that his people 
  have not forgotten him and seek his deliverance. 
   
  If Thorauk has taken command of the dwur after the 
  combat the PCs find them slightly more open and 
  talkative and may make a Gather Information check 
  (results below) to ascertain their motives. PCs with the 
  favor of Dorrinuur may apply a +5 to this check: 
  • 
  DC 15: Much is happening for the dwarves but it is 
  none of your affair. 
  • 
  DC 20: The actions of the Thegn have been shown to 
  be right. Morathunn’s war costs too much. Dorinuur 
  son of Korinuur truly is Thegn of Sarakast.  
  • 
  DC 25: I will renew my oath to the Thegn for I am a 
  Thegn's Man now and will walk with him when he 
  returns to the Citadel.  
  • 
  DC 30: Many enemies will seek the life of the Thegn 
  for our enemies know a renewed Thegn means a 
  renewed dwur. 
  • 
  DC 35: The Thegn will gather dwur here and march 
  on the Gates of Citadel. They will open to him or 
  they will fall before him. 
   
  CONCLUSION 
  The conclusion follows on from Encounter 6 or can 
  occur earlier if the PC decide not to explore further, as 
  the PCs meet with the miners and with Milos Feralen. 
  Read aloud or paraphrase the following: 
   
  Returning from the mines and the Zael Duranak to 
  the surface a final time you find a group of miners 
  waiting with expectant faces, Arto Stronghammer at 
  the front. “Well tell us what happened?” asks Arto. 
   
  Allow the PCs to report to the miners what has happened 
  with the mines and with the Flan. 
   
  If the PCs have defeated the Flan and dwur, and the 
  dwur were persuaded to leave the mine alone, without 
  any of the dwur being killed then they gain the favor of 
  the Jelald Miners. 
   
  Read aloud or paraphrase: 
  Your journey back to Sornhill has the same air of 
  expectancy as on your journey to the mines, 
  however nothing troubles you in the headlands and 
  soon you are back in the relative safety of the 
  lowlands of Onnwal. Reporting back to Milos 
  Feralen, in his usual booth, he asks you “well what 
  happened? Have you sorted out the problems at the 
  mines?” 
   
  If the PCs have defeated the dwur in the mines then they 
  gain the favor of House Feralen. If they have also 
  defeated the Flan then they gain the favor of the temple 
  of Zilchus. 
   
  CAMPAIGN CONSEQUENCES 
  This adventure has campaign consequences and may 
  direct future events in the course of the campaign. Please 
  send the following questions and their answers to 
  tismith@ntlworld.com, 
  copied 
  to 
  steve@sueandsteve.name. General comments about the 
  module are also welcomed at this address. 
   
  1. 
  Were the Flan tribesmen defeated? 
  2. 
  Were the Flan tribesmen slain? 
  3. 
  Were the dwur warriors defeated? 
  4. 
  Were the dwur warriors slain? 
  5. 
  Was Helrim slain? 
  6. 
  Was Thorauk slain? 
  7. 
  Did the PCs carry the message to the Thegn? 
   
  ONW7-03 Bottom of the Truth 
   
  Page 16 
  
  The End 
   
  ONW7-03 Bottom of the Truth 
   
  Page 17 
  
  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. 
   
  1: A war torn land 
  Identify the caravan from the mine and getting some idea 
  on what happened 
  APL2  
  15 XP  
  APL4  
  25 XP  
  APL6  
  35 XP  
  APL8  
  45 XP 
  APL10  
  55 XP 
   
  2: A dwur is a dwur 
  Defeat the Flan warriors 
  APL2  
  60 XP  
  APL4  
  60 XP  
  APL6  
  60 XP  
  APL8  
  60 XP 
  APL10  
  60 XP 
   
  Successfully negotiate with the Flan to leave the miners 
  alone. In this case they also gain the experience for 
  defeating the Flan warriors. 
  APL2  
  20 XP  
  APL4  
  30 XP  
  APL6  
  40 XP  
  APL8  
  50XP 
  APL10  
  60 XP 
   
  4: Into the mines 
  Defeating or bypassing the creatures in the mines 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
  APL10  
  330 XP 
   
  5: The bottom of the problem 
  Defeat the grimlocks or the elementals 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
  APL10  
  330 XP 
   
  6: The Threat behind the Problem 
  Defeat the dwur patrol. 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10  
  360 XP 
   
  Successfully negotiate with the dwur to leave the miners 
  alone. In this case they also gain the experience for 
  defeating the dwur warriors. 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  55 XP  
  APL8  
  65 XP 
  APL10  
  80 XP 
   
  Discretionary roleplaying award 
  APL2  
  25 XP  
  APL4  
  35 XP  
  APL6  
  50 XP  
  APL8  
  65 XP 
  APL10  
  75 XP 
   
  Total Possible Experience 
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1,125 XP 
  APL10  
  1,350 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. 
  ONW7-03 Bottom of the Truth 
   
  Page 18 
  
   
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewellery, and other valuables; Magic = Magic Items.  
   
  Introduction 
   
  APL 2: Coin 100 gp; Total 100 gp. 
   
  APL 4: Coin 100 gp; Total 100 gp. 
   
  APL 6: Coin 100 gp; Total 100 gp. 
   
  APL 8: Coin 100 gp; Total 100 gp. 
   
  APL 10: Coin 100 gp; Total 100 gp. 
   
  Encounter 1: A war torn land 
   
  APL 2: Loot: 52 gp; Total 52 gp. 
   
  APL 4: Loot: 52 gp; Total 52 gp. 
   
  APL 6: Loot: 52 gp; Total 52 gp. 
   
  APL 8: Loot: 52 gp; Total 52 gp. 
   
  APL 10: Loot: 52 gp; Total 52 gp. 
   
  Encounter 2: A dwur is a dwur 
   
  APL 2: Loot: 35 gp; Total 35 gp. 
   
  APL 4: Loot: 35 gp; Total 35 gp. 
   
  APL 6: Loot: 35 gp; Total 35 gp. 
   
  APL 8: Loot: 35 gp; Total 35 gp. 
   
  APL 10: Loot: 35 gp; Total 35 gp. 
   
  Encounter 3: A new face is a welcome face 
   
  APL 2: Coin 25 gp; Total 25 gp. 
   
  APL 4: Coin 50 gp; Total 50 gp. 
   
  APL 6: Coin 75 gp; Total 75 gp. 
   
  APL 8: Coin 100 gp; Total 100 gp. 
   
  APL 10: Coin 125 gp; Total 125 gp. 
   
  Encounter 4: Into the mines 
   
  APL 2: Loot: 13 gp; Total 13 gp. 
   
  APL 4: Loot: 13 gp; Total 13 gp. 
   
  APL 6: Loot: 13 gp; Total 13 gp. 
   
  APL 8: Loot: 13 gp; Total 13 gp. 
   
  APL 10: Loot: 13 gp; Total 13 gp. 
   
  Encounter 5A: Grimlocks At The Bottom 
   
  APL 2: Loot: 3 gp; Total 3 gp. 
   
  APL 4: Loot: 57 gp; Magic: potion of cure light wounds 
  ×2 (4 gp each); Total 65 gp. 
   
  APL 6: Loot: 112 gp; Coin: 5 gp; Magic: bracers of 
  armor +1 (83 gp), memento magica (1st) (125 gp), potion of 
  cure light wounds ×3 (4 gp each), potion of mage armor (4 gp), 
  potion of shield of faith (4 gp); Total 345 gp. 
   
  APL 8: Loot: 112 gp; Coin: 5 gp; Magic: +1 battleaxe 
  (193 gp), +1 breastplate (113 gp), bracers of armor +1 (83 gp), 
  +1 ring of protection (167gp), memento magica (1st) (125 gp), 
  potion of cure light wounds ×2 (4 gp each), potion of cure 
  moderate wounds (25 gp), potion of mage armor (4gp), potion 
  of shield of faith ×2 (4 gp each); Total 843 gp. 
   
  APL 10: Loot: 53 gp; Coin: 5 gp; Magic: +1 battleaxe 
  (193gp), +1 breastplate ×2 (113 gp each), +2 breastplate (363 
  gp), bracers of armor +1 (83 gp), cloak of charisma +2 (333 
  gp), +1 ring of protection (167 gp), memento magica (1st) (125 
  gp), potion of cure moderate wounds ×3 (25 gp each), potion of 
  mage armor (4 gp), potion of shield of faith ×3 (4 gp each); 
  Total 1639 gp. 
   
  Encounter 5B: Elemental Time At The Bottom 
  Treasure: 
   
  APL 2: None. 
   
  APL 4: None. 
   
  APL 6: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
  APL 8: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
  APL 10: Magic: memento magica (1st) (125 gp). Total: 
  125 gp. 
   
  Encounter 6: The Threat behind the Problem  
   
  APL 2: Loot: 217 gp; Magic: potion of cure light wounds 
  (4 gp), wand of summon monster III (5 charges) (94 gp); 
  Total 315 gp 
   
  APL 4 Loot: 440 gp; Magic: potion of cure light wounds 
  ×4 (4 gp each), potion of shield of faith (4 gp), wand of 
  summon monster III (5 charges) (94 gp); Total 554 gp 
   
  APL 6: Loot: 532 gp; Magic: +1 buckler (97 gp), +1 
  mithral chain shirt (175 gp), potion of cure light wounds ×4 (4 
  gp each), potion of shield of faith (4 gp), wand of summon 
  monster III (5 charges) (94 gp); Total 918 gp 
   
  APL 8: Loot: 711 gp; Magic: +1 battle plate (291 gp)+1 
  buckler (97 gp), +1 mithral chain shirt (175 gp), +1 dwarven 
  waraxe (194 gp), periapt of wisdom +2 (333 gp), potion of cure 
  light wounds ×4 (4gp each), potion of shield of faith ×4 (4gp 
  each), wand of summon monster III (10 charges) (188 gp); 
  Total 2021 gp 
   
  APL 10: Loot: 972 gp; Magic: +1 battle plate (291 gp), 
  +1 buckler (97 gp), +2 mithral chain shirt (425 gp), +1 
  dwarven waraxe (194 gp), +1 undead bane warhammer (692 
  gp), periapt of wisdom +2 (333 gp), belt of priestly might (500 
  gp), potion of cure light wounds ×4 (4gp each), potion of shield 
  of faith ×4 (4gp each), wand of summon monster III (10 
  charges) (188 gp); Total 3796 gp 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL10: 2,300 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 320 gp; Coin: 125 gp; Magic: 98 gp; 
  Total 543 gp. 
   
  APL 4: Loot: 597 gp; Coin: 150 gp; Magic: 122 gp; 
  Total 869 gp 
   
  APL 6: Loot: 744 gp; Coin: 180 gp; Magic: 614 gp; 
  Total 1538 gp 
   
  APL 8: Loot: 923 gp; Coin: 205 gp; Magic: 2,036 gp; 
  Total 3164 gp 
  ONW7-03 Bottom of the Truth 
   
  Page 19 
  
   
  APL10: Loot: 1125 gp; Coin: 230 gp; Magic: 4,405 gp; 
  Total 5760 gp 
   
  ADVENTURE RECORD ITEMS 
  Disfavor of the dwur of the Three Citadels: For 
  slaying dwur warriors, you have the disfavor of the three 
  citadels. If you are a member of any of the Onnwal dwur 
  metaorgs you are expelled with no recovery of TU. Also, 
  you now have Disliked RIP status with the Three 
  Citadels. 
   
  Disfavor of the Ventonii: For slaying Flan warriors, you 
  have the disfavor of the Ventonii. If you are a member of 
  the Ao’n Iornadh metaorg you are expelled with no 
  recovery of TU. Also, you now have Disliked RIP status 
  with the Ventonii and the Flan of the Headlands. 
   
  Favor of the Thegn: for resolving the miner’s problems 
  with minimum bloodshed and carrying the message, 
  Thegn Dorrinuur grants access to the limited prestige 
  class “Stoneblessed (dwarf) (Races of Stone)” for a cost of 
  4 TU. 
   
  Favor of House Feralen: For resolving a problem at 
  their mine you gain 1 RIP with House Feralen and they 
  arrange access to one of the following upgrades (at full 
  normal costs for the item). For every 3 RIP with House 
  Feralen, spent immediately, you gain an additional 
  choice. 
   
  One time access to a single mithral or adamantine 
  weapon, shield or a suit of armor. 
   
  One time access to one of the following 
  enhancements: light fortification; arrow deflection; keen; or 
  ghost touch (DMG) or agility, blueshine, ghost ward, everbright, 
  ghost strike (Magic Item Compendium). 
   
  Milos Feralen will negotiate on your behalf to grant 
  a once off 20% reduction in the cost of a regional, or 
  metaregional access (whether from the items found 
  section or through a favor) for an armor, shield or 
  weapon upgrade or purchase. This may only be chosen 
  once and it does not stack with other favors that offer a 
  reduction in price. 
   
  Favor of the Church of Zilchus: House Feralen has 
  arranged for one of the following (choose one immediately 
  and cross off the others). Members of either of the 
  Onnwal Metaorgs “Fellowship of the Coin” or 
  “Established Church of Zilchus” may choose a second 
  category and need only cross off one. 
   
  Access to the following divine spells: close wounds; 
  align weapon, mass; and positive energy aura (all Spell 
  Compendium). 
   
  Access to the following arcane spells: ectoplasmic 
  feedback; disrupt undead, greater; and wall of law (all Spell 
  Compendium; wizards must still pay the normal cost to 
  scribe these spells). 
   
  Access to any one of the following feats: Block 
  Arrow, Ready Shot or Shield Wall (Heroes of Battle); 
  Versatile Spellcaster or Spell Rehearsal (Races of The 
  Dragon). 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Wand of summon monster III (5 charges) (Adventure; 
  DMG; 1,125 gp) 
  • 
  Ghostblight capsule (Regional; CV) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Mithral chain shirt (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Memento magica (1st) (Adventure; Races of the Dragon) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Wand of summon monster III (10 charges) (Adventure; 
  DMG; 2,250gp) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  +1 undead bane warhammer (Adventure; DMG) 
  • 
  Belt of priestly might (Moradin LG) (Adventure; Magic 
  item Compendium) 
   
  DM Note: apart from the memento magica the remainder 
  of these items comes from the Dwur. If the dwur and in 
  particular Helrim are not fought and defeated then these 
  are not available. However if Helrim is defeated any 
  surviving dwur will consider it the victor’s right to the 
  spoils and will not object to the PCs taking them. 
   
  ONW7-03 Bottom of the Truth 
   
  Page 20 
  
  APPENDIX 1: APL 2 
  2: A DWUR IS A DWUR 
  FLAN WARRIOR 
  CR ½ 
  Male human (Flan) warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft (6 squares) 
  Melee shortspear +2 (1d6+1) or 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged longbow +2 (1d8/×3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot 
  Combat Gear 
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8 
  Feats Point Blank Shot, Track 
  Skills Climb +4, Hide +1, Listen +0, Move Silently +1, 
  Spot +0. 
  Possessions combat gear plus shortspear, dagger, 
  20 arrows, longbow, buckler, leather armor 
   
  6: THE THREAT BEHIND THE PROBLEM  
  THORAUK SON OF REOTHAENN 
  CR 1 
  Male dwur ranger 1 
  LG Medium-Size Humanoid (Dwarf) 
  Init +2; Senses Darkvision 60 ft; Listen +4, Spot +4 
  Languages Common, dwur  
  AC 17, touch 12, flat-footed 15; +4 dodge against 
  giant type opponents 
   ( +2 Dex, +4 armor, +1 shield) 
  hp 10 (1 HD) 
  Fort +4 (+6 against poison), Ref +4, Will +1 (+3 
  against spells and spell-like effects) 
  Speed 20 ft. in mwk chain shirt (4 squares), base 
  movement 20 ft. 
  Melee dwarven waraxe +3 (1d10+2/×3); or 
  Melee short sword +3 (1d6+2/19-20×2); or 
  Ranged heavy crossbow +3 (1d10/19-20×2);  
  Base Atk +1; Grp +3  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, favored enemy humanoid (human)  +2 
  Combat Gear potion of cure light wounds, ghostblight 
  capsule*. 
  *New item see appendix 2 
  Abilities Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 
  6 
  SQ Stability, Stonecunning, Wild Empathy 
  Feats Improved Buckler Defense*, Track,  
  *New feat see appendix 2 
  Skills Handle Animal +0, Hide +3, Knowledge 
  (Dungeoneering) +2, Listen +4, Move Silently +3, 
  Ride +4, Search +2, Spot +4, Survival +5, 
  Possessions combat gear plus dwarven waraxe, 
  short sword, heavy crossbow, 20 bolts, mwk chain 
  shirt, buckler 
   
  HELRIM OF NERAKERN 
  CR 1 
  Male dwur Cleric 1 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft; Listen +2, Spot +2 
  Languages Common dwur  
  AC 18, touch 10, flat-footed 18; +4 dodge against 
  giant type opponents 
   (+0 Dex, +6 armor, +2 shield) 
  hp 10 (1 HD) 
  Fort +4 (+6 against poison), Ref +0, Will +4; +2 
  against spells and spell-like effects 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 20 ft. 
  Melee warhammer +3 (1d8+2/×3) or 
  Melee dagger +2 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +0 (1d10/19-20×2) 
  Base Atk +0; Grp +2  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids 
  Special Actions Rebuke Fire Elementals, Turn 
  Undead, Turn Water Elementals 
  Combat Gear wand of summon monster III (5 
  charges) 
  Cleric Spells Prepared (CL 1st): 
   1st—bless, lesser vigour, magic weapon D  
   0—detect magic, detect poison, read magic 
  D: Domain spell. Deity: Moradin. Domains: Fire, War  
  �Already cast 
  Abilities Str 14, Dex 10, Con 15, Int 8, Wis 15, Cha 
  10 
  SQ Stability, Stonecunning 
  Feats Augment Healing*, Weapon Focus 
  (warhammer)   
  *New feat see appendix 2 
  Skills Heal +6 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, warhammer, splint mail, large 
  steel shield, spell component pouch, wooden holy 
  symbol 
   
  DWARF WARRIOR 
  CR ½ 
  Male dwur warrior 1 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft; Listen -1, Spot -1 
  Languages Common, dwur  
  AC 17, touch 10, flat-footed 17+4 dodge against giant 
  type opponents 
   (+0 Dex, +5 armor, +2 shield) 
  hp 10 (1 HD) 
  Fort +4 (+6 against poison), Ref +0, Will -1; +2 
  against spells and spell-like effects 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 20 ft. 
  Melee warhammer +2 (1d8+1/×3) or 
  ONW7-03 Bottom of the Truth 
   
  Page 21 
  
  Melee dagger +2 (1d4+1/19-20×2) or 
  Ranged Heavy crossbow +1 (1d10/19-20×2) 
  Base Atk +1; Grp +2  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Power Attack 
  Special Actions  
  Combat Gear , ghostblight capsule*. 
  *New item see appendix 2 
  Abilities Str 13, Dex 11, Con 14, Int 10, Wis 8, Cha 7 
  SQ Stability, Stonecunning 
  Feats Power attack 
  Skills Climb -3, Jump -3, Profession (miner) +1 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, warhammer, chainmail, large 
  steel shield 
   
   
  ONW7-03 Bottom of the Truth 
   
  Page 22 
  
  APL 4 
   2: A DWUR IS A DWUR 
  FLAN WARRIOR 
  CR ½ 
  Male human (Flan) warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft (6 squares) 
  Melee shortspear +2 (1d6+1) or 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged longbow +2 (1d8/×3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8 
  Feats Point Blank Shot, Track 
  Skills Climb +4, Hide +1 , Listen +0, Move Silently +1 
  , Spot +0. 
  Possessions combat gear shortspear, dagger, 20 
  arrows, longbow plus buckler, leather armor 
   
  5: THE BOTTOM OF THE PROBLEM 
  GRIMLOCK BARBARIAN 
  CR 2 
  Male grimlock barbarian 1 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent; Listen +5, Spot 
  +5 
  Languages Common, Grimlock  
  AC 18, touch 11, flat-footed 15 
   (+3 Dex, +3 armor, +4 natural, -2 rage) 
  hp 28 (3 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +6, Ref +6, Will +5 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft 
  Melee mwk battleaxe +10 (1d8+9/×3) or 
  Ranged Javelin +6 (1d6+6) 
  Base Atk +3; Grp +9  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of cure light wounds 
  Abilities Str 23, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  Feats Alertness , Power Attack, Track,  
  Skills Climb +5, Hide +12, Listen +5, Spot +5, 
  Survival +4  
  Possessions combat gear plus mwk battleaxe, 4 
  javelins, hide armor,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When not raging the Grimlock Barbarian has the 
  following changed statistics 
  AC 20, touch 13, flat-footed 17 
  hp 22 (3 HD) 
  Fort +4, Ref +6, Will +3 
  Melee mwk battleaxe +8 (1d8+6/×3) or 
  Ranged Javelin +6 (1d6+4) 
  Grp +7  
  Skills Climb +3 
   
  6: THE THREAT BEHIND THE PROBLEM  
  THORAUK SON OF REOTHAENN 
  CR 3 
  Male dwur ranger 3 
  LG Medium-Size Humanoid (Dwarf) 
  Init +2; Senses Darkvision 60 ft; Listen +6, Spot +5 
  Languages Common, dwur  
  AC 17, touch 12, flat-footed 15 +4 dodge against giant 
  type opponents 
   (+2 Dex, +4 armor, +1 shield) 
  hp 23 (3 HD) 
  Fort +5 (+7 against poison), Ref +5, Will +2; +2 
  against spells and spell-like effects 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft. 
  Melee mwk dwarven waraxe +6 (1d10+2/×3); or 
  Melee short sword +5 (1d6+2/19-20×2); or 
  Melee mwk dwarven waraxe +4 (1d10+2/×3); and 
  Melee short sword +2 (1d6+1/19-20×2); or 
  Ranged mwk heavy crossbow +6 (1d10/19-20×2); 
  Base Atk +3; Grp +5  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, favored enemy +2 humanoid (human), 
  two-weapon fighting axe and short sword 
  Special Actions wild empathy 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith, ghostblight capsule*. 
  *New item see appendix 2 
  Abilities Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning, Wild Empathy 
  ONW7-03 Bottom of the Truth 
   
  Page 23 
  
  Feats Endurance , Improved Buckler Defense*, 
  Track, Two Weapon Fighting, Weapon Focus 
  (dwarven waraxe)  
  *New feat see appendix 2 
  Skills Handle Animal +1, Hide +6, Knowledge 
  (Dungeoneering) +3, Listen +6, Move Silently +6, 
  Ride +5, Search +5, Spot +5, Survival +6, 
  Possessions combat gear plus mwk dwarven 
  waraxe, short sword, mwk heavy crossbow, 20 
  bolts, mithral chain shirt, mwk buckler 
   
  HELRIM OF NERAKERN 
  CR 3 
  Male dwur Cleric 3 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +2, Spot +2 
  Languages Common, dwur  
  AC 20, touch 10, flat-footed 20 +4 dodge against giant 
  type opponents 
   (+0 Dex, +8 armor, +2 shield) 
  hp 23 (3 HD) 
  Fort +5 (+7 against poison), Ref +1, Will +5; +2 
  against spells and spell-like effects 
  Speed 20 ft. in full plate (4 squares), base movement 
  20 ft. 
  Melee Mwk warhammer +6 (1d8+2/×3) or 
  Melee dagger +4 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +2 (1d10/19-20×2) 
  Base Atk +2; Grp +4  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids 
  Special Actions Rebuke Fire Elementals, Turn 
  Undead, Turn Water Elementals 
  Combat Gear wand of summon monster III (5 
  charges) 
  Cleric Spells Prepared (CL 3rd): 
   2nd—resist energy, silence (DC14), spiritual 
  weapon D 
   1st—bless, burning hands D, magic weapon, vigor 
  lesser  
   0—detect magic, detect poison, light read magic 
  D: Domain spell. Deity: Moradin. Domains: Fire, War  
  Abilities Str 14, Dex 10, Con 15, Int 8, Wis 15, Cha 
  10 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Augment Healing*, Dwarven Armor 
  Proficiency*, Weapon Focus (warhammer)   
  *New feat see appendix 2 
  Skills Concentration +3, Heal +6, Knowledge 
  (religion) +0 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, mwk warhammer, full plate, 
  large steel shield, spell component pouch, wooden 
  holy symbol, silver holy symbol 
   
  DWARF WARRIOR 
  CR 1 
  Male dwur fighter 1 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +1, Spot +1 
  Languages Common dwur  
  AC 19, touch 11, flat-footed 18+4 dodge against giant 
  type opponents 
   (+1 Dex, +6 armor, +2 shield) 
  hp 13 (1 HD) 
  Fort +5 (+7 against poison), Ref +1, Will +1; +2 
  against spells and spell-like effects 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 20 ft. 
  Melee warhammer +4 (1d8+2/×3) or 
  Melee dagger +3 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +2 (1d10/19-20×2) 
  Base Atk +1; Grp +3  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Power Attack 
  Special Actions  
  Combat Gear potion of cure light wounds, ghostblight 
  capsule*. 
  *New item see appendix 2 
  Abilities Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Power attack Weapon Focus (warhammer)   
  Skills Climb -4, Jump -4, Profession (miner) +3 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, warhammer, banded mail, 
  large steel shield 
   
   
  ONW7-03 Bottom of the Truth 
   
  Page 24 
  
  APL 6 
  2: A DWUR IS A DWUR 
  FLAN WARRIOR 
  CR ½ 
  Male human (Flan) warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft (6 squares) 
  Melee shortspear +2 (1d6+1) or 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged longbow +2 (1d8/×3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8 
  Feats Point Blank Shot, Track 
  Skills Climb +4, Hide +1 , Listen +0, Move Silently +1 
  , Spot +0. 
  Possessions combat gear plus shortspear, dagger, 
  20 arrows, longbow, buckler, leather armor 
   
  5: THE BOTTOM OF THE PROBLEM 
  GRIMLOCK BARBARIAN 
  CR 2 
  Male grimlock barbarian 1 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +5, Spot 
  +5 
  Languages Common, Grimlock  
  AC 18, touch 11, flat-footed 15 
   (+3 Dex, +3 armor, +4 natural, -2 rage) 
  hp 28 (3 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +6, Ref +6, Will +5 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor(6 squares), base 
  movement 40 ft 
  Melee mwk battleaxe +10 (1d8+9/×3) or 
  Ranged Javelin +6 (1d6+6) 
  Base Atk +3; Grp +9  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of cure light wounds 
  Abilities Str 23, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  SQ  
  Feats Alertness , Power Attack, Track,  
  Skills Climb +5, Hide +12, Listen +5, Spot +5, 
  Survival +4  
  Possessions combat gear plus mwk battleaxe, 4 
  javelins, hide armor,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When Not Raging the Grimlock Barbarian has the 
  following changed statistics 
  AC 20, touch 13, flat-footed 17 
  hp 22 (3 HD) 
  Fort +4, Ref +6, Will +3 
  Melee mwk battleaxe +8 (1d8+6/×3) or 
  Ranged Javelin +6 (1d6+4) 
  Grp +7  
  Skills Climb +3, 
   
  GRIMLOCK SORCERER 
  CR 4 
  Male grimlock sorcerer 4 
  NE Medium monstrous humanoid  
  Init +3; Senses Blindsight 40ft, Scent, Listen +3, Spot 
  +3 
  Languages Common, Grimlock  
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +1 armor, +4 shield, +5 natural) 
  hp 32 (6 HD  
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +3, Ref +7, Will +5 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. (6 squares), base movement 30ft.; 
  Melee battleaxe +7 (1d8+3/×3) or 
  Ranged javelin +7 (1d6+3) 
  Base Atk +4; Grp +7  
  Combat Gear potion of mage armor, Memento 
  Magica (1st) 
  Sorcerer Spells Known (CL 4th): 
   2nd (3/day)—gitterdust (DC13), 
   1st (7/day)—enlarge person, hail of stone*, 
  shield� 
   0 (6/day)—acid splash, detect magic, detect 
  poison, ray of frost, read magic, resistance 
  �Already cast  
  *new spell see appendix 2 
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 6, Cha 
  12 
  ONW7-03 Bottom of the Truth 
   
  Page 25 
  
  Feats Alertness, Eschew Materials, Improved Natural 
  Armor, Track  
  Skills Climb +5, Concentration +6, Hide +15, Listen 
  +3, Spot +3, Spellcraft +4  
  Possessions combat gear plus battleaxe, 4 javelins, 
  bracers of armor +1, Toad familiar Jade worth 30 
  gp 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  GRIMLOCK CHIEFTAIN 
  CR 4 
  Male grimlock barbarian 3 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +7, Spot 
  +6 
  Languages Common, Grimlock  
  AC 20, touch 11, flat-footed 15 
   (+3 Dex, +5 armor, +4 natural, -2 rage) 
  hp 49 (5 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +7, Ref +7, Will +6 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor(6 squares), base 
  movement 40 ft 
  Melee mwk battleaxe +13 (1d8+10/×3) or 
  Ranged Javelin +8 (1d6+7) 
  Base Atk +5; Grp +12  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith  
  Abilities Str 24, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  SQ Trap Sense+1, Uncanny Dodge 
  Feats Alertness , Power Attack, Track,  
  Skills Climb +7, Hide +12, Listen +7, Spot +6, 
  Survival +6  
  Possessions combat gear plus mwk battleaxe, 4 
  javelins, mw breastplate armor,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When not raging the Grimlock Barbarian has the 
  following changed statistics 
  AC 22, touch 13, flat-footed 19 
  hp 39 (3 HD) 
  Fort +5, Ref +7, Will +4 
  Melee mwk battleaxe +11 (1d8+7/×3) or 
  Ranged Javelin +8 (1d6+5) 
  Grp +10  
  Skills Climb +5 
   
  6: THE THREAT BEHIND THE PROBLEM 
  THORAUK SON OF REOTHAENN 
  CR 5 
  Male dwur ranger 5 
  LG Medium-Size Humanoid (Dwarf) 
  Init +2; Senses Darkvision 60 ft Listen +8, Spot +7 
  Languages Common, dwur  
  AC 19, touch 12, flat-footed 15; +4 dodge against 
  giant type opponents 
   (+2 Dex, +5 armor, +2 shield) 
  hp 36 (5 HD) 
  Fort +6 (+8 against poison), Ref +6, Will +2; +2 
  against spells and spell-like effects 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft. 
  Melee mwk dwarven waraxe +10 (1d10+3/×3); or 
  Melee short sword +8 (1d6+3/19-20×2); or 
  Melee mwk dwarven waraxe +8 (1d10+3/×3); and 
  Melee short sword +5 (1d6+1/19-20×2); or 
  Ranged mwk heavy crossbow +8 (1d10/19-20×2);  
  Base Atk +5; Grp +8  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, favored enemy humanoid (human) +2; 
  favored enemy humanoid aberrations +4; two-
  weapon fighting axe and short sword 
  Special Actions wild empathy 
  Combat Gear potion of cure light wounds potion of 
  shield of faith, ghostblight capsule*. 
  *New item see appendix 2 
  Ranger Spells Prepared (CL 2nd): 
   1st—embrace the wild* 
  New spell see appendix 2 
  ONW7-03 Bottom of the Truth 
   
  Page 26 
  
  Abilities Str 16, Dex 14, Con 15, Int 10, Wis 12, Cha 
  6 
  SA+1 on attack rolls against orcs and goblinoids 
  SQ Animal Companion, Stability, Stonecunning, Wild 
  Empathy 
  Feats Endurance , Improved Buckler Defense*, 
  Track, Two Weapon Fighting, Weapon Focus 
  (dwarven waraxe)  
  *New feat see appendix 2 
  Skills Handle Animal +2, Hide +7, Knowledge 
  (Dungeoneering) +5, Listen +8, Move Silently +7, 
  Ride +6, Search +5, Spot +7, Survival +10, 
  Possessions combat gear plus mwk dwarven 
  waraxe, short sword, mwk heavy crossbow, 20 
  bolts, +1 mithral chain shirt, +1 buckler, gold 
  insignia of Moradin 
   
  HELRIM OF NERAKERN 
  CR 5 
  Male dwur cleric 5 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +2, Spot +2 
  Languages Common, dwur  
  AC 22, touch 10, flat-footed 22; +4 dodge against 
  giant type opponents 
   (+0 Dex, +9 armor, +3 shield) 
  hp 36 (5 HD) 
  Fort +6 (+8 against poison), Ref +1, Will +7; +2 
  against spells and spell-like effects 
  Speed 20 ft. in battle plate (4 squares), base 
  movement 20 ft. 
  Melee Mwk warhammer +7 (1d8+2/×3) or 
  Melee dagger +5 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +3 (1d10/19-20×2) 
  Base Atk +3; Grp +5  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids 
  Special Actions Rebuke fire elementals, turn 
  Undead, turn water elementals 
  Combat Gear wand of summon monster III (5 
  charges) 
  Cleric Spells Prepared (CL 5th): 
   3rd— insignia of healing, magic vestments D�, 
  prayer 
   2nd—remove paralysis, resist energy, silence 
  (DC15),, spiritual weapon D 
   1st—bless, burning hands(DC14) D, magic 
  weapon, shield of faith, vigor lesser  
   0—detect magic, detect poison, guidance, light 
  read magic 
  D: Domain spell. Deity: Moradin. Domains: Fire, War  
  �Already cast 
  Abilities Str 14, Dex 10, Con 15, Int 8, Wis 16, Cha 
  10 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Augment Healing*, Dwarven Armor 
  Proficiency*, Weapon Focus (warhammer)   
  *New feat see appendix 2 
  Skills  Concentration +3, Heal +6, Knowledge 
  (religion) +1, Spellcraft +0 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, mwk warhammer, battle plate, 
  large steel shield, spell component pouch, wooden 
  holy symbol, silver holy symbol, gold insignia of 
  Moradin 
   
  DWARF WARRIOR 
  CR 2 
  Male dwur fighter 2 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +1, Spot +1 
  Languages Common, dwur  
  AC 19, touch 11, flat-footed 18; +4 dodge against 
  giant type opponents 
   (+1 Dex, +6 armor, +2 shield) 
  hp 21 (2 HD) 
  Fort +6 (+8 against poison), Ref +1, Will +1; +2 
  against spells and spell-like effects 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 20 ft. 
  Melee mwk warhammer +6 (1d8+2/×3) or 
  Melee dagger +4 (1d4+2/19-20×2) or 
  Ranged heavy crossbow +3 (1d10/19-20×2) 
  Base Atk +2; Grp +4  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Power Attack 
  Special Actions 
  Combat Gear potion of cure light wounds, ghostblight 
  capsule*. 
  *New item see appendix 2 
  Abilities Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Combat Reflexes, Power attack Weapon Focus 
  (warhammer)   
  Skills Climb -2, Jump -2, Profession (miner) +3 
  Possessions Combat gear plus dagger, heavy 
  crossbow, 20 bolts, mwk warhammer, mwk banded 
  mail, large steel shield, gold insignia of Moradin 
   
  ONW7-03 Bottom of the Truth 
   
  Page 27 
  
  APL 8 
  2: A DWUR IS A DWUR 
  FLAN WARRIOR 
  CR ½ 
  Male human (Flan) warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft (6 squares) 
  Melee shortspear +2 (1d6+1) or 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged longbow +2 (1d8/×3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8 
  Feats Point Blank Shot, Track 
  Skills Climb +4, Hide +1 , Listen +0, Move Silently +1 
  , Spot +0. 
  Possessions combat gear plus shortspear, dagger, 
  20 arrows, longbow, buckler, leather armor 
   
  5: THE BOTTOM OF THE PROBLEM 
  GRIMLOCK BARBARIAN 
  CR 4 
  Male grimlock barbarian 3 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +7, Spot 
  +6 
  Languages Common, Grimlock  
  AC 20, touch 11, flat-footed 15 
   (+3 Dex, +5 armor, +4 natural, -2 rage) 
  hp 49 (5 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +7, Ref +7, Will +6 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft 
  Melee mwk battleaxe +13 (1d8+10/×3) or 
  Ranged Javelin +8 (1d6+7) 
  Base Atk +5; Grp +12  
  Atk Options Power Attack, rage 1/day (8 rounds) 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith  
  Abilities Str 24, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  SQ Trap Sense +1, uncanny dodge 
  Feats Alertness , Power Attack, Track,  
  Skills Climb +7, Hide +12, Listen +7, Spot +6, 
  Survival +6  
  Possessions combat gear plus mwk battleaxe, 4 
  javelins, mw breastplate armor,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When not raging the grimlock barbarian has the 
  following changed statistics 
  AC 22, touch 13, flat-footed 19 
  hp 39 (3 HD) 
  Fort +5, Ref +7, Will +4 
  Melee mwk battleaxe +11 (1d8+7/×3) or 
  Ranged Javelin +8 (1d6+5) 
  Grp +10  
  Skills Climb +5 
   
  GRIMLOCK SORCERER 
  CR 5 
  Male grimlock sorcerer 6 
  NE Medium monstrous humanoid  
  Init +3; Senses Blindsight 40ft, Scent, Listen +3, Spot 
  +3 
  Languages Common, Grimlock  
  AC 24, touch 14, flat-footed 21 
   (+3 Dex, +1 armor, +4 shield, +1 deflection, +5 
  natural) 
  hp 40 (8 HD  
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +4, Ref +8, Will +6 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. (6 squares), base movement 30ft. 
  Melee battleaxe +8 (1d8+3/×3) or 
  Ranged javelin +8 (1d6+3) 
  Base Atk +5; Grp +8  
  Combat Gear potion of mage armor, Memento 
  Magica (1st) 
  Sorcerer Spells Known (CL 6th): 
   3rd (3/day)—haste 
   2nd (5/day)— darkness , gitterdust t(DC13)  
   1st (6/day)—enlarge person, hail of Stone*, magic 
  missile, shield� 
   0 (6/day)—acid splash, detect magic, detect 
  poison, ghost sound, ray of frost, read magic, 
  resistance 
  �Already cast  
  *new spell see appendix 2 
  ONW7-03 Bottom of the Truth 
   
  Page 28 
  
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 6, Cha 
  13 
  SQ  
  Feats Alerness, Eschew Materials, Improved Natural 
  Armor, Track  
  Skills Climb +5, Concentration +10, Hide +15, Listen 
  +3, Spot +3, Spellcraft +8  
  Possessions combat gear plus battleaxe, 4 javelins, 
  bracers of armor +1,+1 ring of protection  Toad 
  familiar Jade worth 30 gp 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  GRIMLOCK CHIEFTAIN 
  CR 5 
  Male grimlock barbarian 5 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +10, 
  Spot +7 
  Languages Common, Grimlock  
  AC 21, touch 11, flat-footed 16 
   (+3 Dex, +6 armor, +4 natural, -2 rage) 
  hp 70 (7 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +8, Ref +7, Will +6 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor(6 squares), base 
  movement 40 ft 
  Melee +1 battleaxe +16/+11 (1d8+11/×3) or 
  Ranged Javelin +10 (1d6+7) 
  Base Atk +7; Grp +14  
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear potion of cure moderate wounds, 
  potion of shield of faith  
  Abilities Str 24, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  SQ Improved Uncanny Dodge, TrapSense+1, 
  Uncanny Dodge 
  Feats Alertness , Power Attack , Track , Weapon 
  Focus (battleaxe)  
  Skills Climb +9, Hide +12, Listen +10, Spot +7, 
  Survival +7  
  Possessions combat gear plus +1 battleaxe, 4 
  javelins, +1 breastplate,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When Not Raging the Grimlock Barbarian has the 
  following changed statistics 
  AC 23, touch 13, flat-footed 20 
  hp 56 (7 HD) 
  Fort +6, Ref +7, Will +4 
  Melee +1battleaxe +14/+9 (1d8+8/×3) or 
  Ranged Javelin +10 (1d6+5) 
  Grp +10  
  Skills Climb +7, 
   
  6: THE THREAT BEHIND THE PROBLEM 
  THORAUK SON OF REOTHAENN 
  CR 7 
  Male dwur ranger 7 
  LG Medium-Size Humanoid (Dwarf) 
  Init +2; Senses Darkvision 60 ft Listen +10, Spot +10 
  Languages Common, dwur  
  AC 19, touch 12, flat-footed 15 +4 dodge against giant 
  type opponents 
   (+2 Dex, +5 armor, +2 shield) 
  hp 49 (7 HD) 
  Fort +7 (+9 against poison), Ref +7, Will +3; +2 
  against spells and spell-like effects 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft. 
  Melee +1 dwarven waraxe +12/+8 (1d10+4/×3); or 
  Melee mwk short sword +11/+6 (1d6+3/19-20×2); or 
  Melee +1 dwarven waraxe +10/+5 (1d10+4/×3); and 
  Melee mwk short sword +8/+3 (1d6+1/19-20×2); or 
  Ranged mwk heavy crossbow +10 (1d10/19-20×2);  
  Base Atk +7; Grp +10  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Favored enemy humanoid (human) +2 
  Favored enemy humanoid aberrations +4 Two 
  weapon fighting axe and short sword, Improved 
  Two Weapon Fighting 
  Special Actions wild empathy 
  Combat Gear potion of cure light wounds potion of 
  shield of faith, ghostblight capsule*. 
  ONW7-03 Bottom of the Truth 
   
  Page 29 
  
  *New item see appendix 2 
  Ranger Spells Prepared (CL 3rd): 
   1st—embrace the wild*, faerie fire 
  New spell see appendix 2 
  Abilities Str 16, Dex 14, Con 15, Int 10, Wis 12, Cha 
  6 
  SA+1 on attack rolls against orcs and goblinoids 
  SQ Animal Companion, Stability, Stonecunning, Wild 
  Empathy, Woodland Stride 
  Feats Endurance , Improved Buckler Defense*, , 
  Improved Two Weapon Fighting, Natural Bond*, 
  Track, Two Weapon Fighting, Weapon Focus 
  (dwarven waraxe)  
  *New feat see appendix 2 
  Skills Handle Animal +3, Hide +9, Knowledge 
  (Dungeoneering) +5, Listen +10, Move Silently +9, 
  Ride +9, Search +5, Spot +9, Survival +12, 
  Possessions combat gear +1 dwarven waraxe, mwk 
  short sword, mwk heavy crossbow, 20 bolts, plus 
  +1 mithral chain shirt, +1 buckler, gold insignia of 
  Moradin 
   
  HELRIM OF NERAKERN 
  CR 7 
  Male dwur Cleric 7 
  LG Medium-Size humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +2, Spot +2 
  Languages Common dwur  
  AC 24, touch 10, flat-footed 24 +4 dodge against giant 
  type opponents 
   (+0 Dex, +11 armor, +3 shield) 
  hp 49 (7 HD) 
  Fort +7 (+9 against poison), Ref +2, Will +8; +2 
  against spells and spell-like effects 
  Speed 20 ft. in battle plate(4 squares), base 
  movement 20 ft. 
  Melee Mwk warhammer +9 (1d8+2/×3) or 
  Melee dagger +7 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +5 (1d10/19-20×2) 
  Base Atk +5; Grp +7  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids 
  Special Actions Rebuke Fire Elementals, Turn 
  Undead, Turn Water Elementals 
  Combat Gear wand of summon monster III (10 
  charges) 
  Cleric Spells Prepared (CL 7th): 
   4th—castigate* (DC18), recitation*, wall of fire D 
   3rd—dispel magic, insignia of healing, magic 
  vestments D�, prayer 
   2nd— hold person (DC16), remove paralysis, resist 
  energy, silence (DC16), spiritual weapon D 
   1st—bless, burning hands (DC15) D, magic 
  weapon, remove fear, shield of faith, vigor lesser  
   0—create water detect magic, detect poison, 
  guidance, light read magic 
  D: Domain spell. Deity: Moradin. Domains: Fire, War  
  �Already cast 
  Abilities Str 14, Dex 10, Con 15, Int 8, Wis 16, Cha 
  10 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Augment Healing*, Dwarven Armor 
  Proficiency*, Heavy Armor Optimization*, Weapon 
  Focus (warhammer)   
  *New feat see appendix 2 
  Skills  Concentration +3, Heal +6, Knowledge 
  (religion) +3, Spellcraft +0 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, mwk warhammer, +1 battle 
  plate , large steel shield, periapt of wisdom +2, 
  spell component pouch, wooden holy symbol, silver 
  holy symbol, gold insignia of Moradin 
   
  DWARF WARRIOR 
  CR 4 
  Male dwur fighter 4 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +1, Spot +1 
  Languages Common dwur  
  AC 21, touch 11, flat-footed 20+4 dodge against giant 
  type opponents 
   (+1 Dex, +8 armor, +2 shield) 
  hp 38 (4 HD) 
  Fort +7 (+9 against poison), Ref +2, Will +2; +2 
  against spells and spell-like effects 
  Speed 20 ft. in full plate (4 squares), base movement 
  20 ft. 
  Melee mwk warhammer +9 (1d8+5/×3) or 
  Melee dagger +7 (1d4+3/19-20×2) or 
  Ranged mwk heavy crossbow +6 (1d10/19-20×2) 
  Base Atk +4; Grp +7  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Power Attack 
  Special Actions Combat Gear potion of cure light 
  wounds, potion of shield of faith, ghostblight 
  capsule*. 
  *New item see appendix 2 
  Abilities Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Combat Reflexes, Hold The Line, Power attack 
  Weapon Focus (warhammer)  , Weapon 
  Specialization (warhammer)   
  *New feat see appendix 2 
  Skills Climb -2, Jump -2, Profession (miner) +3 
  Possessions combat gear plus dagger, mwk heavy 
  crossbow, 20 bolts, mwk warhammer, full plate, 
  mwk large steel shield, gold insignia of Moradin 
   
   
  ONW7-03 Bottom of the Truth 
   
  Page 30 
  
  APL 10 
  2: A DWUR IS A DWUR 
  FLAN WARRIOR 
  CR ½ 
  Male human (Flan) warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Flan 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +2 armor, +1 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will -1 
  Speed 30 ft (6 squares) 
  Melee shortspear +2 (1d6+1) or 
  Melee dagger +2 (1d4+1/19-20) or 
  Ranged longbow +2 (1d8/×3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8 
  Feats Point Blank Shot, Track 
  Skills Climb +4, Hide +1 , Listen +0, Move Silently +1 
  , Spot +0. 
  Possessions combat gear plus shortspear, dagger, 
  20 arrows, longbow buckler, leather armor 
   
  5: THE BOTTOM OF THE PROBLEM 
  GRIMLOCK BARBARIAN 
  CR 5 
  Male grimlock barbarian 5 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +10, 
  Spot +7 
  Languages Common, Grimlock  
  AC 21, touch 11, flat-footed 16 
   (+3 Dex, +6 armor, +4 natural, -2 rage) 
  hp 70 (7 HD) 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +8, Ref +7, Will +6 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor(6 squares), base 
  movement 40 ft 
  Melee mwk battleaxe +16/+11 (1d8+10/×3) or 
  Ranged Javelin +10 (1d6+7) 
  Base Atk +7; Grp +14  
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear potion of cure moderate wounds, 
  potion of shield of faith  
  Abilities Str 24, Dex 16, Con 19, Int 10, Wis 10, Cha 
  4 
  SQ Improved Uncanny Dodge, TrapSense+1, 
  Uncanny Dodge 
  Feats Alertness , Power Attack , Track , Weapon 
  Focus (battleaxe)  
  Skills Climb +9, Hide +12, Listen +10, Spot +7, 
  Survival +7  
  Possessions combat gear plus mwk battleaxe, 4 
  javelins, +1 breastplate,  
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground. 
   
  When Not Raging the Grimlock Barbarian has the 
  following changed statistics 
  AC 23, touch 13, flat-footed 20 
  hp 56 (7 HD) 
  Fort +6, Ref +7, Will +4 
  Melee mwk battleaxe +14/+9 (1d8+7/×3) or 
  Ranged Javelin +10 (1d6+5) 
  Grp +12  
  Skills Climb +7, 
   
  GRIMLOCK SORCERER 
  CR 8 
  Male grimlock sorcerer 8 
  NE Medium monstrous humanoid  
  Init +3; Senses Blindsight 40ft, Scent, Listen +3, Spot 
  +3 
  Languages Common, Grimlock  
  AC 24, touch 14, flat-footed 21 
   (+3 Dex, +1 armor, +4 shield, +1 deflection, +5 
  natural) 
  hp 48 (10 HD  
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +4, Ref +8, Will +7 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. (6 squares), base movement 30ft.; 
  Melee battleaxe +9/+4 (1d8+3/×3) or 
  Ranged javelin +9 (1d6+3) 
  Base Atk +6; Grp +9  
  Combat Gear potion of mage armor, Memento 
  Magica (1st),  
  Sorcerer Spells Known (CL 8th): 
   4th (3/day)—confusion (DC16) 
   3rd (5/day)—displacement, haste, lightning bolt 
  (DC15) 
   2nd (7/day)— darkness , gitterdust (DC14), resist 
  energy  
   1st (6/day)—enlarge person, hail of Stone*, magic 
  missile, shield�orb of Acid, lesser* 
  ONW7-03 Bottom of the Truth 
   
  Page 31 
  
   0 (6/day)—acid splash, detect magic, detect 
  poison, ghost sound, ray of frost, read magic, 
  resistance, virtue 
  �Already cast  
  *new spell see appendix 2 
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 6, Cha 
  15 
  Feats Alertness, Eschew Materials, Extra Spell (3rd), 
  Improved Natural Armor, Track  
  Skills Climb +5, Concentration +12, Hide +15, Listen 
  +3, Spot +3, Spellcraft +10  
  Possessions combat gear plus battleaxe, 4 javelins, 
  bracers of armor +1, cloak of charisma +2, +1 ring 
  of protection  Toad familiar, Jade worth 30 gp 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground 
   
  GRIMLOCK CHIEFTAIN 
  CR 8 
  Male grimlock barbarian 7 
  NE Medium monstrous humanoid 
  Init +3; Senses Blindsight 40ft, Scent, Listen +12, 
  Spot +8 
  Languages Common, Grimlock  
  AC 23, touch 11, flat-footed 18 
   (+3 Dex, +7 armor, +5 natural, -2 rage) 
  hp 100 (9 HD) DR 1/-- 
  Immune gaze attacks, visual effects, illusions and 
  other attack forms that rely on sight 
  Fort +10, Ref +8, Will +7 
  Weakness sound and scent based attacks reduce 
  blindsight to blindfight 
  Speed 30 ft. in medium armor(6 squares), base 
  movement 40 ft 
  Melee +1 battleaxe +18/+13 (1d8+11/×3) or 
  Ranged Javelin +12 (1d6+7) 
  Base Atk +9; Grp +16  
  Atk Options Power Attack, rage 2/day (8 rounds) 
  Combat Gear potion of cure moderate wounds, 
  potion of shield of faith  
  Abilities Str 24, Dex 16, Con 20, Int 10, Wis 10, Cha 
  4 
  SQ Improved Uncanny Dodge, Trapsense+2, 
  Uncanny Dodge 
  Feats Alertness, Improved Natural Armor, Power 
  Attack, Track, Weapon Focus (battleaxe)  
  Skills Climb +9, Hide +12, Listen +12, Spot +8, 
  Survival +10  
  Possessions combat gear plus +1 battleaxe, 4 
  javelins, +2 breastplate 
  Blindsight (Ex): Grimlocks can sense all foes within 
  40 feet as a sighted creature would. Beyond that 
  range, they treat all targets as having total 
  concealment.  
   
  Grimlocks are susceptible to sound- and scent-
  based attacks, however, and are affected normally 
  by loud noises and sonic spells (such as ghost 
  sound or silence) and overpowering odours (such 
  as stinking cloud or incense-heavy air). Negating a 
  grimlock's sense of smell or hearing reduces this 
  ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively 
  blinded.  
  Immunities: Grimlocks are immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Skills: *A grimlock's dull grey skin helps it hide in its 
  native terrain, conferring a +10 racial bonus on 
  Hide checks when in mountains or underground 
   
  When not raging the grimlock barbarian has the 
  following changed statistics 
  AC 25, touch 13, flat-footed 22 
  hp 82 (9 HD) 
  Fort +8, Ref +8, Will +5 
  Melee +1 battleaxe +16/+11 (1d8+8/×3) or 
  Ranged Javelin +12 (1d6+5) 
  Grp +14  
  Skills Climb +8, 
   
  6: THE THREAT BEHIND THE PROBLEM  
  THORAUK SON OF REOTHAENN 
  CR 9 
  Male dwur ranger 9 
  LG Medium-Size Humanoid (Dwarf) 
  Init +2; Senses Darkvision 60 ft Listen +11, Spot +11 
  Languages Common, dwur  
  AC 20, touch 12, flat-footed 18 +4 dodge against giant 
  type opponents 
   (+2 Dex, +6 armor, +2 shield) 
  hp 71 (7 HD) 
  Resist evasion 
  Fort +9 (+11 against poison), Ref +8, Will +4; +2 
  against spells and spell-like effects 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft. 
  Melee lance +12/+7 (1d8+3/×3); or 
  Melee +1 dwarven waraxe +14/+9 (1d10+4/×3); or 
  Melee mwk short sword +13/+8 (1d6+3/19-20×2); or 
  Melee +1 dwarven waraxe +12/+7 (1d10+4/×3); +5 
  damage vs humans and 
  Melee mwk short sword +10/+5 (1d6+1/19-20×2); or 
  Ranged mwk heavy crossbow +12 (1d10/19-20×2);  
  Base Atk +9; Grp +12  
  ONW7-03 Bottom of the Truth 
   
  Page 32 
  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, favored enemy humanoid (human) +2, 
  favored enemy aberrations +4, two-weapon fighting 
  axe and short sword, Improved two-weapon 
  Fighting 
  Special Actions wild empathy 
  Combat Gear potion of cure light wounds, potion of 
  shield of faith, ghostblight capsule*. 
  *New item see appendix 2 
  Ranger Spells Prepared (CL 4th): 
   1st—embrace the wild*, faerie fire 
  New spell see appendix 2 
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Animal Companion, Evasion, Stability, 
  Stonecunning, Swift Tracker, Wild Empathy, 
  Woodland Stride 
  Feats Endurance , Improved Buckler Defense*, , 
  Improved Favored Enemy, Improved Two-Weapon 
  Fighting, Natural Bond*, Track, Two-Weapon 
  Fighting, Weapon Focus (dwarven waraxe). 
  *New feat see appendix 2 
  Skills Handle Animal +4, Hide +10, Knowledge 
  (Dungeoneering) +5, Listen +11, Move Silently 
  +10, Ride +14, Search +5, Spot +11, Survival +13, 
  Possessions combat gear plus +1 dwarven waraxe, 
  mwk short sword, lance, mwk heavy crossbow, 20 
  bolts, +2 mithral chain shirt, +1 buckler, gold 
  insignia of Moradin 
   
  HELRIM OF NERAKERN 
  CR 9 
  Male dwur cleric 9 
  LG Medium-size humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +2, Spot +2 
  Languages Common, dwur  
  AC 26, touch 11, flat-footed 26; +4 dodge against 
  giant type opponents 
   (+0 Dex, +12 armor, +3 shield, +1 natural) 
  hp 80 (9 HD) 
  Fort +9 (+11 against poison), Ref +3, Will +9; +2 
  against spells and spell-like effects 
  Speed 20 ft. in battle plate (4 squares), base 
  movement 20 ft. 
  Melee +1 undead bane warhammer +10/+5 
  (1d8+3/×3) or 
  Melee dagger +9/+4 (1d4+2/19-20×2) or 
  Ranged Heavy crossbow +6 (1d10/19-20×2) 
  Base Atk +6; Grp +8  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids 
  Special Actions Rebuke Fire Elementals, Turn 
  Undead, Turn Water Elementals 
  Combat Gear wand of summon monster III (10 
  charges) 
  Cleric Spells Prepared (CL 9th): 
   5th—flame strike (DC19) D, summon monster V� 
   4th—castigate* (DC18), neutralize poison, 
  recitation*, wall of fire D 
   3rd—dispel magic, insignia of healing, invisibility 
  purge, magic vestments D�, prayer 
   2nd—align weapon, hold person (DC16), remove 
  paralysis, resist energy, silence (DC16), spiritual 
  weapon D 
   1st—bless, burning hands (DC15) D, magic 
  weapon, remove fear, shield of faith, vigor lesser  
   0—create water detect magic, detect poison, 
  guidance, light read magic 
  D: Domain spell. Deity: Moradin. Domains: Fire, War  
  �Already cast 
  Abilities Str 16, Dex 10, Con 16, Int 8, Wis 16, Cha 
  10 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Augment Healing*, Dwarven Armor 
  Proficiency*, Heavy Armor Optimization*, Improved 
  Toughness*, Weapon Focus (warhammer)   
  *New feat see appendix 2 
  Skills  Concentration +5, Heal +6, Knowledge 
  (religion) +3, Spellcraft +0 
  Possessions combat gear plus dagger, heavy 
  crossbow, 20 bolts, +1 undead bane warhammer, 
  +1 battle plate, +1 large steel shield, periapt of 
  wisdom +2, belt of priestly might, spell component 
  pouch, wooden holy symbol, silver holy symbol, 
  gold insignia of Moradin 
   
  DWARF WARRIOR 
  CR 6 
  Male dwur fighter 6 
  LG Medium-Size Humanoid (Dwarf) 
  Init +0; Senses Darkvision 60 ft Listen +1, Spot +1 
  Languages Common dwur  
  AC 23, touch 11, flat-footed 22 +4 dodge against giant 
  type opponents 
   (+1 Dex, +10 armor, +2 shield) 
  hp 55 (6 HD) 
  Fort +8 (+10 against poison), Ref +3, Will +3; +2 
  against spells and spell-like effects 
  Speed 20 ft. inbattle plate (4 squares), base 
  movement 20 ft. 
  Melee mwk warhammer +11/+6 (1d8+5/×3) or 
  Melee dagger +9/+4 (1d4+3/19-20×2) or 
  Ranged mwk heavy crossbow +8 (1d10/19-20×2) 
  Base Atk +6; Grp +9  
  Atk Options +1 on attack rolls against orcs and 
  goblinoids, Hold the Line, Power Attack 
  Special Actions  
  Combat Gear potion of cure light wounds and potion 
  of shield of faith, ghostblight capsule*. 
  *New item see appendix 2 
  Abilities Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 
  6 
  SA +1 on attack rolls against orcs and goblinoids 
  SQ Stability, Stonecunning 
  Feats Combat Reflexes, Dwarven Armor Proficiency*, 
  Heavy Armor Optimization*, Hold The Line, Power 
  attack Weapon Focus (warhammer), Weapon 
  Specialization (warhammer)   
  *New feat see appendix 2 
  Skills Climb +2, Jump 2, Profession (miner) +3 
  ONW7-03 Bottom of the Truth 
   
  Page 33 
  
  Possessions combat gear plus dagger, mwk heavy 
  crossbow, 20 bolts, mwk warhammer, mwk battle 
  plate, mwk large steel shield, gold insignia of 
  Moradin 
  ONW7-03 Bottom of the Truth 
   
  Page 34 
  
   
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Augment Healing [General] 
   
  Prerequisite: Heal 4 ranks 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
  For example, a 1st-level cleric with this feat casting 
  cure light wounds would restore 1d8+3 hp. An 8th-level 
  cleric with the Healing domain and this feat casting 
  cure moderate wounds would restore 2d8+13 hp (9 for his 
  caster level including the +1 caster level bonus for the 
  Healing domain, + 4 for the feat). A 13th-IeveI druid 
  casting heal would restore 144 hp (130 for her caster 
  level + 14 for the feat, since heal is a 7th-level druid 
  spell). 
   
  Source: Complete Divine 79 
   
  Dwarven Armor Proficiency 
  You are familiar with exotic armor of dwarven 
  manufacture and understand how to use it properly. 
   
  Prerequisites: Dwarf, Armor Proficiency (heavy). 
  Benefit: You are proficient with battle plate, 
  interlocking plate, interlocking scale and mountain 
  plate, and you take no armor nonproficiency penalties 
  when you wear any of these types of exotic armor. 
   
  Normal: A character who wears exotic armor with 
  which she is not proficient takes its armor check 
  penalty on attack rolls and on all strength- and 
  dexterity-based skill checks. 
   
  Source: Races of Stone  138 
   
  Extra Spell 
  You learn an additional spell. 
  Prerequisite: Caster level 3rd. 
  Benefit: You learn one additional spell at any 
  level up to one lower than the highest level of spell you 
  can currently cast. Thus, a 4th-level sorcerer 
  (maximum spell level 2nd) gains a new 0-level or 1st-
  level spell known with which to expand her repertoire. 
  For classes such as wizard that have more options for 
  learning spells, Extra Spell is generally used to learn a 
  specific spell that the character lacks access to and 
  would be unable to research. 
  Special: You can gain this feat multiple times. 
  Each time, you learn a new spell at any level up to one 
  lower than the highest level of spell you can cast. 
  Source: Complete Arcane 79 
   
  Heavy Armor Optimization [General] 
  You have trained extensively in heavy armor and you 
  have learned to take advantage of the protection it 
  offers. 
   
  Prerequisites: Armor Proficiency (Heavy), Base 
  Attack Bonus +4. 
   
  Benefit: When you are wearing heavy armor, 
  lessen the armor check penalty of the armor by 1 and 
  increase the armor bonus by 1. 
   
  Special: A fighter may select Heavy Armor 
  Optimization as one of his fighter bonus feats (see page 
  38 of the Players handbook. 
   
  Source: Races of Stone 141 
   
  Hold the Line 
  You are trained in defensive techniques against charging 
  opponents. 
  Prerequisites: Combat Reflexes, base attack 
  bonus +2. 
  Benefit: You may make an attack of 
  opportunity against a charging opponent who enters an 
  area you threaten. Your attack of opportunity happens 
  immediately before the charge attack is resolved. 
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
  Source: Complete Warrior 100 
   
  Improved Buckler Defense 
  You can attack with an off-hand weapon while retaining a 
  buckler's shield bonus to your Armor Class. 
  Prerequisite: Shield Proficiency. 
  Benefit: When you attack with a weapon in 
  your offhand, you may still apply your buckler's shield bonus 
  to your Armor Class. 
  Normal: Without this feat, a character 
  wielding a buckler who attacks with an off-hand weapon 
  loses the buckler's shield bonus to AC until his or her 
  next turn. 
  Source: Complete Warrior 100 
   
  Improved Favored Enemy 
  You know how to hit your favored enemies where it 
  hurts. 
  Prerequisites: Favored enemy ability, base 
  attack bonus +5. 
  Benefit: You deal an extra 3 points of damage to your 
  favored enemies. This benefit stacks with any existing 
  favored enemy bonus gained from another class. 
  Source: Complete Warrior 101 
   
  Improved Toughness  
  You are significantly tougher than normal. 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal 
  to your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
  Source: Complete Warrior 101 
   
  ONW7-03 Bottom of the Truth 
   
  Page 35 
  
  Natural Bond 
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong 
  Prerequisite: Animal companion. 
   Benefit: Add three to your effective druid level 
  for the purposes of determining the bonus Hit Dice, extra 
  tricks, special abilities and other bonuses that your animal 
  companion receives (see page 36 of the Players 
  handbook). This bonus can never make your effective 
  druid level exceed your character level 
   Source: Complete Adventurer 111 
   
  MAGIC ITEMS 
  Belt of Priestly Might 
  This belt features a deity’s holy symbol. Followers of 
  that deity or anyone of the deity’s alignment can wear 
  the belt safely. Any other creature gains one negative 
  level when wearing the belt. The negative level 
  remains for as long as the belt is worn. The negative 
  level never results in actual level loss, but it cannot be 
  overcome in any way (including restoration spells) 
  while the belt is worn. 
   
  While wearing the belt, you gain a +1 
  enhancement bonus to your existing natural armor 
  bonus. (A creature without natural armor has an 
  effective bonus of +0). The belt also grants you a +2 
  enhancement bonus to Strength. 
   
  Prerequisites: Craft Wondrous Item, barkskin, bull’s 
  strength. 
   
  Cost to create: 3000gp 240 XP, 6 days. 
   
  Source: Magic Item Compendium 74 
   
  Memento Magica. 
  Sorcerers, bards and all spontaneous spell casters of all 
  sorts can benefit from a Memento Magica. 
   
  Description: A Memento Magica appears to be an 
  amethyst cunningly cut into some draconic shape, 
  often that of a dragon’s scale. 
  Effect: A Memento Magica is a great aid to spontaneous 
  spellcasters such as sorcerers, bards, and favored souls, 
  much as a pearl of power is to casters who prepare 
  spells. Once per day on command, a Memento Magica 
  enables its possessor to regain any one spell slot that 
  she had previously used that day. The spell slot is 
  available just as if a spell had not been cast. A Memento 
  Magica can only recall a spell slot of the level it was 
  created to hold. Different Memento Magica exist for 
  recalling one spell slot per day of each level from 1st 
  through 9th. 
   
  Source: Races of the Dragon 124 
   
  MUNDANE EQUIPMENT 
  Battle Plate 
  2500 gp, +9 Armor Bonus, +1 Max Dex Bonus, -7 
  Armor check penalty, 50% arcane spell failure chance, 
  speed 20ft/15 ft 125lb weight. 
   
  This exotic heavy armor consists of reinforced 
  metal plates, a layer of padding worn under the armor, 
  and a suit of light chain worn between the two. The 
  armor includes gauntlets, metal shod boots, a heavy 
  helm and carefully wrought joint guards. As with full 
  plate, buckles and straps distribute the weight over the 
  wearers body so battle plate hampers movement less 
  than heavy plate even though heavy plate is lighter. 
   
  Battle plate is a dwarven armor so a character with 
  the Dwarven Armor Proficiency feat is considered 
  proficient in its use 
   
  Source: Races of Stone 158 
   
  Ghostblight 
  A ghostblight alchemical capsule coats a melee weapon 
  or a thrown weapon with a thick grey liquid. This 
  substance allows the weapon to ignore the miss chance 
  that ordinarily applies when the wielder is in combat 
  with incorporeal creatures (as if the weapon had the 
  ghost touch magical property). The capsule’s effects last 
  for 3 rounds. 
   
  Source: Complete Adventurer 122 
   
  SPELLS 
  Castigate 
  Evocation [Sonic] 
  Level: Cleric 4, paladin 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft. radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  This spell has no effect on creatures that cannot hear. 
  All creatures whose alignment differs from yours on 
  both the law-chaos and good-evil axes take 1d4 points 
  of damage per caster level (maximum 10d4). All 
  creatures whose alignment differs from yours on one 
  component take half damage, and this spell does not 
  deal damage to those who share your alignment. 
   
  For example a lawful good cleric who casts this 
  spell deals full damage to any creature that is not lawful 
  and good, half damage to any creature that is lawful or 
  good (but not both) and no damage to lawful good 
  creatures. 
   
  A Fortitude saving throw reduces damage by half. 
   
  Source: Spell Compendium 44 
   
  Embrace the Wild 
  Transmutation 
  Level: Druid2, Ranger 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes per level (d) 
   
  Upon casting the spell, you gain the senses of animal 
  creatures. You gain low light vision and either 
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  blindsense out to 30 feet or scent (your choice). You 
  also gain a +2 bonus on listen and spot checks. 
   
  Source: Spell Compendium  79 
   
  Hail of Stone 
  Conjuration (Creation) [Earth] 
  Level: Sorcerer/ wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100ft. +10ft./level) 
  Area: Cylinder (5ft radius, 40ft high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
      Material Component: A piece of jade worth 5gp. 
   
  Source: Spell Compendium 108 
   
  Insignia of Healing 
  Conjuration (healing) 
  Level: Bard 3, Cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400ft. +40ft./level) 
  Area: 400ft. +40ft./level spread centred on you 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) see text 
  Spell Resistance: Yes (harmless) see text 
   
  This spell requires significant preparation. Before 
  using this spell you must forge specially crafted 
  insignias. These can be crafted in the form of amulets, 
  badges, rings or any similar object, but each one must 
  bear the same logo, crest or symbol. Each insignia costs 
  10 gp. 
   
  This spell causes all insignia wearers to be healed 
  by positive energy. The spell cures 1d8 points of 
  damage +1 point per caster level (maximum +10) to all 
  wearers of the insignia. 
   
  Since undead are powered by negative energy, this 
  spell deals damage to them instead of curing wounds. 
  Any undead creature can apply spell resistance and 
  attempt a will save to take half damage 
      Focus: A specially prepared insignia worth 10gp. 
   
  Source: Races of Destiny 166 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: All allies and foes in a 60-ft radius burst centred 
  on you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell's area at the moment you cast it. Your allies gain a 
  +2 luck bonus to AC, on attack rolls and on saving 
  throws, or a +3 luck bonus if they worship the same 
  deity as you.  
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
  Source: Spell Compendium 170  
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/ wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft +5ft/2levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Source: Spell Compendium 151 
   
  Vigour, Lesser 
  Conjuration (Healing) 
  Level: Cleric 1, Druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during that time. 
  Lesser vigour does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a 
  creature to regrow or attach lost body parts.  
   
  The effects of multiple vigour spells do not stack; 
  only the highest-level effect applies.  
   
  Source: Spell Compendium 229 
   
   
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  APPENDIX 3: MAP OF THE MINE AREA 
   
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  APPENDIX 4: THE FLAN CAMPSITE 
   
   
  X 
   
   
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  APPENDIX 5: THE MINES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 6: THE CAVERNS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 7: THE DWUR OUTPOST 
   
   
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  PLAYERS HANDOUT 1: THE STONE TABLET 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your people have not forgotten you. 
   
  They cry out for your leadership. 
   
  The Thegkanduurn await your return. 
   
  A quiet journey in the deep may reap just 
  rewards 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/597/Normal Scenarios/ONW7-03 - Bottom of the Truth (APL 2-10)/ONW7-03 - Bottom of the Truth.pdf