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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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
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  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your metaregional representative at metarep@iuzlg.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  IUZ7-04 
   
   
   
   
   
   
  Blue with Envy 
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Iuz’s Border States Metaregional Adventure 
  Version 0.99 
   
  by Casey Brown 
  Story Contributor: Susan Threadgill 
  Other Contributors: Iuz's Border States regional Triads 
   
  Metaregional Reviewer: Jeffery A. Dobberpuhl 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Joe Aker, Michael Haferkamp, David “Keyoke” Polansky, Robert Watson 
   
   
  Draconic cults stir in the north, their reach and power becoming more powerful by the day. A concerned Gildor 
  Arcanix, confused by recent divination answers, has once more called upon you to help find out just what these 
  chromatic cults are up to. This time, the signs point to the dead Tangles Forest. At the same time, the Old Faith needs to 
  learn more about how Boneheart Cranzer killed the forest. Perhaps you can kill two birds with one stone. A one-round 
  Iuz’s Border States Metaregional adventure set in the decimated Tangles Forest in the Combination of Free Lords for 
  APLs 4-10. This is Part Two of the Seeker of the Flesh Series and is a loose sequel to BDK4-06 Scales and Secrets, Iuz6-02 
  Blue Scales, Red Secrets, and BDK6-07 Love Letter. PCs that have earned the favor of Gildor Arcanix, the Old Faith 
  Druids, the Kingdom of Johrase or the clergy of St. Cuthbert are encouraged to play this adventure. Having at least one 
  wilderness-oriented PC at the table will prove beneficial. 
   
  Resources for this adventure include Draconomicon [Nigel Findley, et al.], Draconomicon [Collins, Williams, Wyatt], and 
  BDK4-06 Scales and Secrets [Thowe]. 
  
  IUZ7-04 Blue with Envy 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA event 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 session Dungeon Master (or usually just DM). 
  Sometimes (and almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL 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 two (2) points. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play on December 
  31, 2008. 
   
  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. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign Sourcebook for details 
  on APLs. If the APL of your group is an odd number, ask them before 
  the adventure begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  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 Metaregional adventure, set in Iuz’s Border States. 
  Characters native to that metaregion pay 1 Time Unit per round; all 
  other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be found in the 
  Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Sometime around 591 CY, Maurgoroothyx, a female adult 
  green dragon, moved from her home in the Fellreev 
  Forest to the Tangles Forest, seeking independence from 
  her domineering mother (The Green Dragon of Lake 
  Aqal). With the elf druid Gerland's helped, she remained 
  hidden from the Old Faith Druids for years. 
   
  In the spring of 596 CY, Maurgoroothyx's world 
  changed, as the Boneheart Cranzer successfully killed 
  almost every single tree in the Tangles Forest. Cranzer, 
  being a master alchemist as well as an archmage, had 
  formulated a poison so strong that the magically 
  protected Tangles is still lifeless to this day, its magical 
  powers of regeneration apparently stunted. 
   
  Her pond poisoned, her forest dead, and having seen 
  the 
  elven 
  druid 
  Gerland 
  defeated 
  by 
  Cranzer, 
  Maurgoroothyx attempted to flee the forest, to return 
  home to the safety of the Fellreev. Surrounded by vrocks, 
  though, the dragon was unable to make her escape. Then, 
  suddenly, a huge red dragon was amongst the demons, 
  rending them limb from limb, blasting them with fire.  
   
  Just as he had been about to slaughter the 
  adventurers defending Borjed’s (now Thunk’s) Hunting 
  Lodge for Cranzer, Morginstaler, red dragon of the Rift 
  Canyon, spied Maurgoroothyx valiantly fighting off the 
  vrocks. Enraged that the demons would dare to attack a 
  dragon, Morginstaler forgot all about the adventurers, 
  Cranzer, and even his own desire for destruction, and 
  flew to the green dragon’s aid. Vrocks fell from the sky as 
  he slaughtered them wholesale. 
   
  With the vrocks decimated, Maurgoroothyx fled 
  back to the Fellreev. Morginstaler cried out to her to stay 
  as she flew off to the northwest, but the green dragon 
  ignored his pleas. She needed time to think, to plan, and 
  to calm the lust that was rising in her. Never had she seen 
  such a display of ferocity and blood-lust as she had when 
  she watched Morginstaler slaughter the vrocks. The 
  effect had been...stimulating (Owlcon 2006 Interactive). 
   
  Several months passed, and Maurgoroothyx was 
  once again living with her mother in Lake Aqal. Not a day 
  had gone by when she did not think of Morginstaler in 
  all his demon-blood-covered glory. However, she could 
  not return to the Tangles. The forest was dead, its waters 
  polluted. Of Gerland's return to life, she knew nothing. 
   
  Then, one day, a group of adventurers brought her a 
  letter from Morginstaler, having been ‘coerced’ into 
  doing so by the red dragon. In the letter, Morginstaler 
  asked to see the green dragon and expressed his love for 
  her. Elated, Maurgoroothyx told the humans to tell 
  Morginstaler that she would meet with him (BDK6-07 
  Love Letter).  
  
  IUZ7-04 Blue with Envy 
   
  Page 2 
   
  Morginstaler and Maurgoroothyx met a month later 
  and the two consummated their love. However, red 
  dragons and green dragons view love and courtship very 
  differently, and soon Morginstaler had returned to the 
  Rift Canyon, his desires sated. Maurgoroothyx was left to 
  return alone to Lake Aqal, her draconic heart broken, for 
  she had been expecting to mate for life. 
   
  Within a few days, Maurgoroothyx knew that she 
  was pregnant. Elated, yet terrified of her mother's 
  reaction (for she knew her mother would not approve of 
  the father), she once again left the Fellreev. With 
  nowhere else to go, she returned to her former pond in 
  the Tangles just in time to lay her clutch at its murky 
  bottom.  
   
  As yet, neither Gerland nor Bellamoh, one of the 
  nine Druids of the Northern Circle, know that she has 
  returned, as they have been busy in the western end of 
  the decimated forest. 
   
  The pond's water, previously poisoned, is almost 
  normal now (thanks to a druid of the Old Faith named 
  Leroy d'Bruin who had undertaken the task of 
  decontaminating the water). However, food is scarce as 
  the forest is still dead. The dragon survived by eating dead 
  trees. From time to time, she managed to kill and eat 
  some evil fey known as redcaps as they came to bathe in 
  her pond. She dared not leave her eggs to hunt farther 
  afield. 
   
  Either because of the tainted water of the pond, or 
  because of the nature of the father, or perhaps both, the 
  eggs were unusual in size and shape. Of the eggs laid, all 
  but one hatched very prematurely, revealing various 
  greenspawn. The remaining egg remains dormant but 
  healthy, something else growing within. Its mottled 
  yellow shell hints at what lies inside. 
   
  Confused, yet recognizing the birth of the 
  greenspawn 
  as 
  a 
  sign 
  of 
  favor 
  from 
  Tiamat, 
  Maurgoroothyx has forgiven Morginstaler for leaving 
  her. She now eagerly awaits the hatching of the final egg 
  while her rapidly growing greenspawn children roam the 
  forest, bringing her food (more redcaps, as nothing else 
  yet lives). Morginstaler is blissfully unaware of any of 
  this, believing Maurgoroothyx to be back in Lake Aqal. 
   
  Unbeknownst to the green dragon, a powerful being 
  is aware of her recent blessing by Tiamat. The dragon 
  worshipped by the kobolds of the Rift Canyon (IUZ6-02 
  Blue Scales, Red Secrets), desires her children for himself, 
  for purposes only he knows. As a result, he has sent 
  visions to his kobold adepts (for he has not yet moved 
  into his new home) instructing them to send a raiding 
  party to capture the greenspawn and the remaining, 
  unhatched egg. 
   
  In addition, the redcaps are very upset that 
  something in the pond has been eating their brethren. As 
  a result, they have organized a raiding party to find out 
  what is in the pond and kill it.  
   
  At the same time, Gildor Arcanix, a gold dragon 
  native to the Shield Lands and devotee of Bahamut, has 
  received strange answers during recent divinations that 
  lead him to believe that something important to 
  dragonkind is occurring in the Tangles. His divinations 
  have led him to the conclusion that he must send a party 
  of adventurers to the Tangles with the instructions "to 
  help the lesser save the children." He has no idea about 
  the dragonspawn, kobolds or redcaps, nor what this 
  divination really means. 
   
  Finally, the Old Faith Druids of the Northern 
  Reaches are very concerned. Cranzer's attack made them 
  realize just how dangerous the Boneheart is. If the 
  Tangles could be so decimated, what about the Fellreev or 
  Vesve? Soil and water samples are needed to study the 
  poison further, but Bellamoh, Gerland, and their 
  aspirants are too busy to deliver any such samples to the 
  other Druids. As a result, the Old Faith needs to send 
  someone to the Tangles. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs speak with Gildor and/or a 
  representative of the Old Faith. 
   
  Encounter 1: As the heroes near the pond, they enter 
  lands now controlled by the redcaps. Magical mushroom 
  circles dot the dead forest's floor, the only things living. 
  Beware the mushrooms! 
   
  Encounter 2: A pseudodragon has followed the redcaps 
  from the portal they used to get from the Fey Lands into 
  the Tangles. With the forest dead around it, and the 
  redcaps a constant threat, this pseudodragon is eager to 
  become someone's companion and warns a PC it likes 
  about the dangers the redcaps pose. 
   
  Encounter 3: On the way to the pond, the heroes are 
  attacked by a lost group of kobolds from the Rift Canyon. 
  However, the heroes are not the kobolds’ true targets. 
   
  Encounter 4: The PCs arrive at Green's Pond just as the 
  kobolds and redcap do. The greenspawn defend the pond, 
  the kobolds are trying to capture them while killing the 
  redcaps, and the redcaps want to kill everyone. Even 
  worse, if the PCs choose to attack the greenspawn, 
  Maurgoroothyx herself makes an appearance. Who do 
  the PCs help? 
   
  Conclusion: The PCs return to Gildor or the Old Faith 
  to tell them what they have learned/done. 
  
  IUZ7-04 Blue with Envy 
   
  Page 3 
  PREPARATION FOR PLAY 
  • 
  Find out if any PCs have any enmities, disfavors, 
  favors or influence points with Gildor Arcanix. 
  • 
  Find out if any PCs have any enmities, disfavors, 
  favors or influence points with the Old Faith Druids 
  of the North. 
  • 
  Find out if any of the PCs are Citizens of Johrase, 
  Johrase mercenaries, or clergy of St. Cuthbert. 
  • 
  Find out if any of the PCs have the Strange Blue Scale 
  from IUZ6-02 Blue Scales, Red Secrets. 
  • 
  Keep in mind that the entire Tangles Forest is dead. 
  Because of this, spells such as entangle, and any other 
  spell 
  which 
  requires 
  a 
  living, 
  plant-filled 
  environment, 
  will 
  not 
  work. 
  Druids 
  will 
  automatically know this once they arrive in the 
  forest. There is no mechanic around this effect. 
  Planting a plant of any kind in the ground causes the 
  plant to die within minutes. 
  • 
  Listen checks are unaffected by being in the forest, 
  as there are no background noises. 
  • 
  Druids or rangers WILL NOT be able to summon 
  new non-flying animal companions once they have 
  moved several miles inside the forest’s boundaries. 
  There simply are no animals to call inside the forest. 
   
  BANDIT KINGDOMS WARNING 
  Read the following text after the PCs realize that they are 
  in the Bandit Kingdoms: 
   
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question isn’t ‘What is 
  the right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications of any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others.  
   
  Ask each player if their character belongs to any BK 
  regional or Iuz metaregional meta-orgs and, if so, which 
  one(s). Have them write this information on slips of paper to 
  maintain in-character secrecy.  
   
  Also, find out if anyone is Wanted by the Church of 
  Iuz (a Bandit Kingdoms meta-organization. For more 
  information, see www.bandit-kingdoms.net), and what 
  their Disguise check is (they may NOT take 20 on this). 
  While a hero’s Wanted! score might not come into play 
  during this event, it is best to make our player base as 
  paranoid as possible. If anyone has a Wanted! score of 
  Malcontent or higher, be sure to make an ominous 
  “hmmmmm” noise, and roll a few d20s behind a screen. 
  Cackle evilly for effect. 
   
  INTRODUCTION 
  The city of Kinemeet, capital of the Kingdom of 
  Johrase, is bustling with activity. The population, 
  consisting mostly of Flan peasants and Oeridian 
  knight-nobles, appears to be industrious and law-
  abiding. Thus, they are perhaps the most unusual 
  peoples here in the Combination of Free Lords.  
   
  Kinemeet was once known for its vast horse 
  markets and for being neutral ground. Bandit lords 
  from throughout the area would meet in Kinemeet 
  to discuss alliances, grievances, and form plans to 
  raid nearby areas such as Tenh, the County of Urnst, 
  or the Shield Lands. The capturing of the city during 
  the Greyhawk Wars put an end to that, and for years 
  Kinemeet was an orcish city, its streets covered by 
  filth. 
   
  However, since the retaking of their capital last 
  year (some say with the help of the new god, Molaho 
  Khem), the Johrase have fortified the defenses. The 
  final lingering bit of orc-stench has been scrubbed 
  from the city’s streets and buildings, and word on 
  the street is that soon they will move to attack 
  Riftcrag itself. The Johrase have a debt to settle with 
  the Boneheart Cranzer, who still holds their king’s 
  soul trapped in a gem.  
   
  While the Johrase are clearly no paladins, being 
  far more pragmatic, after walking the streets it 
  became clear why your contact asked you to meet 
  here. Not a single Iuzian can come within 60 miles 
  of Kinemeet and survive, so fierce are the patrols. 
  Kinemeet is a city dedicated to law and order, and 
  the Cudgel, a great enemy of the Old One’s, holds 
  sway here. 
   
  Kinemeet is a very militarized small city. Johrase soldiers 
  patrol the orderly streets, often accompanied by a 3rd-
  level cleric of St. Cuthbert. Here and there, low-level 
  druids of the Old Faith can be found tending gardens or 
  the farmlands outside the city’s walls. Half-orcs are 
  watched with wary suspicion. Orcs, kobolds, and 
  members of other predominantly evil races will not be 
  allowed into the city at all. 
   
  Most of the structures are painted white, with yellow 
  and black accents, and the sign of the Morningstar is 
  abundant (see above). Siege engines rest on roofs 
  (ballistae) or in the backyards of large manor houses near 
  the city’s walls (trebuchets). 
   
  For more information on Kinemeet and NPCs that 
  appear in this scenario, please refer to Appendix 3. 
   
  Kinemeet (Small city): Conventional; AL LN; 15,000 gp 
  limit; Assets 5,250,000 gp; Population 7,000; Mixed 
  (human [OFsb] 6,720, halfling 70, gnome 70, dwarf 35, 
  half-elf 35, half-orc 35).  
  
  IUZ7-04 Blue with Envy 
   
  Page 4 
  TROUBLESHOOTING 
  It is highly unlikely, but possible, that a PC will have the 
  Enmity of the Johrase. If this is the case, they would not 
  have been allowed into Kinemeet without first passing an 
  unassisted DC 25 Disguise check (may Take 10, but not 
  20). The same is true of kobold and PCs of other evil 
  races. Half-orcs are allowed in, but only after a serious 
  bout of questioning regarding their business in the city. 
  PCs not allowed into the city should wait for comrades a 
  safe distance from the walls. 
   
  Should the PCs request to speak with Lord Hind, or 
  some other Johrase noble, they will be told that the noble 
  is unavailable. Only Lady Hind is available for the PCs to 
  speak with for the purposes of this scenario. 
   
  DEVELOPMENT 
  There are four possible reasons why a PC is in Kinemeet 
  (some PCs might qualify for more than one reason, which 
  is fine). Three of the reasons have their own sub-
  introductions, as indicated below. Each sub-introduction 
  takes place at a slightly different time of day, so a PC may 
  attend all that they qualify for. Only PCs who were 
  invited to a meeting will be allowed into the meeting by 
  the host (except for Gildor’s).  
  • 
  PCs with favor or influence with Gildor Arcanix, or 
  who worship a good dragon god, have been 
  summoned to Kinemeet by Gildor (see Introduction: 
  Gildor). 
  • 
  PCs with favor or influence with the Old Faith 
  Druids of the North, including druids of the Old 
  Faith and bards of the Old Lore, have been sent to 
  Kinemeet to meet with Bellamoh, one of the nine 
  Druids of the North (see Introduction: Old Faith). 
  • 
  PCs who are Citizens of Johrase, including Johrase 
  mercenaries, or who are clergy of the Cudgel, or who 
  have influence or favors with any order dedicated to 
  St. Cuthbert, have been summoned to Kinemeet by 
  Lady Taleetha Hind (see Introduction: The Cudgel). 
  • 
  All other PCs are in Kinemeet, presumably sight-
  seeing or horse-shopping, or have merely tagged 
  along with a friend (see above). There’s a new 
  mapmaker in town, and his maps are selling like 
  hotcakes. Kinemeet has the standard Core items 
  available for sale at normal prices, minus anything 
  with the chaotic or evil descriptors. In addition, 
  Kinemeet has a bustling siege engine manufacturing 
  industry. See the AR for details. 
   
  Proceed to the appropriate sub-introductions. Once all 
  appropriate sub-introductions have been handled, move 
  on to Encounter 1. 
  INTRODUCTION: GILDOR 
  The note said, “Kinemeet, 3 weeks, sign of the stag, 
  noon, eat what I give you. Bring friends. GA.” 
   
  Once you realized that “GA” stood for Gildor 
  Arcanix, you made the decision to come hear what 
  he had to say. Thus, you stand before the Golden 
  Hind Inn in Kinemeet, one of the nicer and newer 
  inns in the rebuilt city. 
   
  Allow the PC(s) to make any preparations that they would 
  normally make before meeting with Gildor; they can find 
  an empty house under construction nearby to duck into if 
  they wish to cast spells without being seen (the Johrase 
  are very suspicious of most arcane spellcasters and 
  distrustful of divine spellcasters who are not druids of the 
  Old Faith or clerics of a LG or LN Flan or Oeridian deity). 
   
  Once the PC(s) moves inside the inn, they will find a 
  bustling lunch crowd, consisting mostly of Johrase nobles 
  and clergy. The food is expensive, but fancier than in the 
  other inns in the city. 
   
  Sitting at one of the tables, by himself and apparently 
  enjoying a plate of oysters, is a straw-haired young-adult 
  human male. He is dressed in finery appropriate for an 
  Oeridian noble, thus he looks perfectly blended in with 
  the crowd. PCs who have met Gildor before will 
  recognize him. PCs who have not met him before will see 
  him give them a brief nod, clearly indicating that he 
  wishes them to join him.  
   
  Once the PC(s) moves to join Gildor, continue with 
  the following: 
   
  “Well met,” says Gildor as he motions for you to take 
  a seat. “Please, have an oyster. Be sure to eat the 
  pearl. I insist.” 
   
  The pearl does NOT detect as magic thanks to a nystul’s 
  magic aura spell. The pearl grants the imbiber a lesser 
  telepathic bond connection with Gildor (CL 5, SpC 219). 
   
  Once the PC has eaten, continue with the following: 
   
  “Well, I must be off!” Gildor says as he stands from 
  the table. “See you around town!” 
   
  As you watch him leave the inn, you note that 
  two locals, one apparently an officer in the army and 
  one a clergy of the Cudgel, get up from their half-
  eaten meals and follow Gildor out of the inn. 
   
  Just as this registers, you hear Gildor clearly, as 
  though he were speaking directly to you in a quiet 
  room despite the fact that he must be out on the 
  busy avenue by now. 
   
  “Telepathy. Neat, huh? It will last almost an 
  hour. I’m going to wander around Kinemeet while 
  we have this conversation. I believe the locals are 
  having me followed, but I am not sure why. No 
  worries, the Johrase are honorable people.” 
   
  You and your friends are on my tab, so enjoy a 
  nice lunch while we chat. I don’t know how they get 
  fresh oysters this far from the Nyr Dyv, but they 
  were delicious.” 
  
  IUZ7-04 Blue with Envy 
   
  Page 5 
  Below are the pertinent points about why Gildor has 
  summoned the PC(s) to Kinemeet. Try to quickly role-
  play through this section as you will probably have 
  multiple introductions to run. 
  • 
  Gildor will be curious about any kobold PCs, so long 
  as they worship a good dragon deity. 
  • 
  Gildor will refuse to deal with a PC who has any 
  links to evil dragons (dragon disciples of a chromatic 
  color, Draconic Heritage PCs of a chromatic color, 
  Consorts of Morginstaler, etc.). However, such PCs 
  may still participate in the adventure, they just won’t 
  be talked to by Gildor. 
  • 
  Gildor will refuse to deal with a PC who detects as 
  evil, or who has an item that detects as evil (he had 
  detect evil up when the PCs arrived). 
  • 
  Gildor 
  has 
  recently 
  been 
  attempting 
  more 
  divinations regarding the draconic cults that keep 
  springing up in the north. 
  • 
  These divinations have revealed little of use, which 
  indicates perhaps that a Power of some sort is 
  meddling with Oerth’s affairs. 
  • 
  The only useful answer that Gildor has received 
  regarding recent divinations is, “Help the lesser save 
  the children.” He finds this very confusing. 
  • 
  Subsequent divinations have pointed at the 
  decimated Tangles Forest, as if something important 
  for dragonkind has, is, or will be occurring there.  
  • 
  As far as he knows, the Tangles has nothing to do 
  with dragons (he knows nothing of Maurgoroothyx, 
  being a native of Furyondy). 
  • 
  He is very interested in any information that PCs 
  may have regarding Morginstaler, Red Dragon of the 
  Rift Canyon. Last year, a Furyondian soldier actually 
  found him and begged him to kill the red dragon 
  (Iuz 6-02 Blue Scales,Red Secrets). 
  • 
  If a PC mentions the Green Dragon of Lake Aqal 
  (Maurgoroothyx’s mother), Gildor replies, “I don’t 
  think I will be bothering her anytime soon. I suggest 
  you avoid her as well.” 
  • 
  If a PC mentions That Which Slept, Gildor replies, 
  “Stay away from the Bluff Hills, for she cannot be 
  stopped at this time.” 
  • 
  He cannot provide any material support, but he 
  recommends that the PCs start at the eastern edge of 
  the forest and then work their way west towards 
  Thunk’s Hunting Lodge.  
  • 
  The heroes should report back to him in Kinemeet 
  once they have learned something useful. 
  • 
  Lucky is not available for this journey. Gildor 
  believes Lucky to be visiting the dwarves of 
  Morakduum, a new dwarven enclave buried beneath 
  the western Tangles. 
  • 
  Reward? If earning the favor of Gildor isn’t enough 
  for them, then perhaps he should look for other 
  people to help him. 
   
  Basically, Gildor doesn’t have much to go on. He almost 
  fears that he is sending the PCs on a wild-goose hunt, a 
  fact he will try to conceal from them.  
   
  Lady Hind is having Gildor followed because he 
  matches the description previously provided to her by a 
  Johrase adventurer of a gold dragon in disguise. She is 
  merely being prudent before arranging a meeting. 
   
  Gildor Arcanix: LG male gold dragon. 
   
  INTRODUCTION: OLD FAITH 
  The note said, “Kinemeet, 3 weeks, at the gardens, 
  one hour before dusk falls. Help Bellamoh. Bring 
  friends but meet her alone. She’ll have a big sword.” 
   
  The note is signed by a different person, depending on 
  which region the PC is from: 
  • 
  Bandit Kingdoms: Slayer of Hedgehogs 
  • 
  Furyondy: Krishena 
  • 
  Highfolk: Calentir Elethiel-Rellen 
  • 
  Perrenland: HetKanzler Arven Bruidenhuis 
  • 
  Shield Lands: Tirzhar 
   
  Thus, you stand before the entrance to the gardens 
  in Kinemeet, an area of surprisingly lushness in this 
  otherwise arid region. 
   
  A DC 15 Knowledge (local - Iuz) check reveals that the 
  name on the note belongs to an influential druid from the 
  PC’s home region. 
   
  Allow the PC(s) to make any preparations that they 
  would normally make before meeting with Bellamoh. A 
  PC should find an empty house under construction 
  nearby to duck into if they wish to cast spells without 
  being seen (the Johrase are very suspicious of most arcane 
  spellcasters, and distrustful of divine spellcasters who are 
  not druids of the Old Faith, or clerics of a LG or LN Flan 
  or Oeridian deity). 
   
  Once the PC(s) moves inside the gardens, he will 
  find several members of the Old Faith tending to the 
  gardens. The gardens are small, but beautiful, with a small 
  hedge maze, hanging plants, etc. Please elaborate based 
  on your knowledge of gardens and plants. 
   
  Tending to some flowers by herself is a scar-faced 
  human woman dressed in simple brown robes. A 
  greatsword is sheathed on her back.. Members of the Old 
  Faith, or bards of the Old Lore, will recognize her as 
  Bellamoh, one of the nine Druids of the Old Faith of the 
  Northern Reaches. 
   
  Once the PC(s) moves to join Bellamoh, continue 
  with the following: 
   
  “Well met, and thank you for coming,” she says.  
  Below are the pertinent points about why Bellamoh has 
  summoned the PC to Kinemeet. Try to quickly role-play 
  through this section as you will probably have multiple 
  introductions to run. 
  
  IUZ7-04 Blue with Envy 
   
  Page 6 
  • 
  Bellamoh would like for the heroes to wander 
  around the Tangles while collecting soil and water 
  samples. 
  • 
  She needs these samples returned to the various Old 
  Faith druids from their respective home-regions (the 
  druids or persons who signed the note).  
  • 
  For PCs local to the BK, she would like for them to 
  bring her the samples so she can study them while 
  she is in Kinemeet. Gerland has been too busy to 
  bring her some samples. 
  • 
  These samples will allow the Old Faith to further 
  analyze the concoction Cranzer used to denude the 
  forest.  
  • 
  Naturally, anything that could wipe out the Tangles 
  might be able to wipe out the Vesve, Fellreev, or 
  other woods, so this mission is of vital importance. 
  • 
  She suggests following the stream south-west into 
  the forest (see map). Once it ends, head due west 
  towards the pond and then on to Thunk’s Hunting 
  Lodge. Be sure to label the specimens’ locations. 
  Also, if the heroes find any living plant or animal life, 
  DO NOT KILL IT! Merely jot down its location for 
  her to later visit. 
  • 
  Exception: Redcaps or other evil fey, those can be 
  killed. Redcaps are using some sort of portal to enter 
  the Tangles from the Fey Realm. The heroes are 
  encouraged to kill them with extreme prejudice. 
  Bellamoh believes that the redcaps are using their 
  fey rings to come and go in the forest. She will warn 
  the PC about the dangers of a fey ring, but she knows 
  of no way of detecting them from the distance 
  necessary to avoid them (300 feet). 
  • 
  Last year, a druid named Leroy helped to cleanse the 
  pond. She hasn’t checked the water there recently, 
  but hopefully it’s almost normal now. 
  • 
  Bellamoh hasn’t seen Morginstaler since late last 
  year, when they almost got into a fight in the village 
  of Ankheg Springs. She considers this a good omen. 
  • 
  Bellamoh hasn’t seen Maurgoroothyx (the green 
  dragon that used to live in the Tangles) since the 
  dragon left during the Battle of the Tangles in 596 
  CY. She heard that Maurgoroothyx is now once 
  again living with her mother, the Green Dragon of 
  Lake Aqal, in the Fellreev Forest. 
  • 
  Bellamoh is not sure what Gerland is up to right 
  now, as she has been in Kinemeet helping to prepare 
  the fields for the fall harvest. She hopes that he 
  maintains his temper while she is gone, and doesn’t 
  do anything foolish like blast the dwarves near 
  Ulfar’s statue. 
  • 
  Slayer of Hedgehogs is the ranking Johrase member 
  of the Old Faith, and sits on the Council of Lords. He 
  created the gardens and recruited the newest druids. 
  He is currently off adventuring. 
  • 
  She cannot offer any material assistance, but she 
  does have spells that they may purchase (any Core 
  druidic spell of 7th level or lower, CL 14. Standard 
  costs apply). For each favor or Influence Point of the 
  Old Faith spent, she will cast one free spell of up to a 
  level equal to the number of favors or IPs spent. Ex. 
  If the PCs spend 5 IPs, she will cast one free 5th-level 
  spell. Spells with xp costs are charged an extra 5 gp 
  per xp. She would need to prepare them tomorrow 
  morning, however. Note: PCs cannot use over-the-
  cap treasure to pay for spellcasting until they have 
  earned treasure during the event. 
  • 
  If this event is being run for a table of four PCs (no 
  cohorts), then Bellamoh offers them the services of 
  Branagan, a member of the Old Faith. See the Bandit 
  Kingdoms Mercenaries guide via the BK website. 
  The normal cost of hiring the mercenary is waived, 
  but the PCs will be responsible for the costs if the 
  NPC dies. 
  • 
  Reward? If earning the favor of the Old Faith isn’t 
  enough for them, then perhaps she should look for 
  other people to help her. 
  • 
  She got her scar, and her greatsword, from an Iuzian 
  cleric. She has since learned how to wield the 
  greatsword properly. 
   
  Bellamoh Galanmion, Old Faith Druid of the 
  Northern Reaches: N female human (Flan) Druid 14; 
  Cha 14. See Appendix 3. 
  
  IUZ7-04 Blue with Envy 
   
  Page 7 
  INTRODUCTION: THE CUDGEL 
  The note said, “Kinemeet, 3 weeks, at the training 
  grounds, one hour after dusk falls. Bring disciplined 
  friends but meet me alone. Lady Taleetha Hind, 
  Billet of the Cudgel.” 
   
  Thus, you stand before the entrance to the 
  training grounds outside the main garrison in 
  Kinemeet. Soldiers and officers trickle past you, 
  heading to their barracks in time to prepare for 
  dinner or the changing of the guard. Most are 
  covered with sweat, evidence that their training was 
  no laughing matter. A lone officer remains on the 
  grounds, cleaning her mace. Her morningstar tabard 
  bears the additional sign of the billet. She is coldly 
  beautiful, clearly fit as a warrior, and has chiseled 
  features that give her Oeridian features a sharp 
  aspect. 
   
  A DC 20 Knowledge (religion) reveals that she is a 
  member of the Billet order of the clergy of St. Cuthbert. 
  The Billets serve to defend the faithful.  
   
  Allow the PC(s) to make any preparations that they 
  would normally make before meeting with Lady Hind. A 
  PC should find an empty house under construction 
  nearby to duck into if they wish to cast spells without 
  being seen (the Johrase are very suspicious of most arcane 
  spellcasters, and distrustful of divine spellcasters who are 
  not druids of the Old Faith, or clerics of a LG or LN Flan 
  or Oeridian deity). 
   
  Once the PC(s) moves to join Lady Hind, continue 
  with the following: 
   
  “Ah, I see you made it on time. Good. I am Lady 
  Taleetha Hind, and I require your services,” she says 
  in a manner not unlike a drill sergeant’s. Clearly, 
  this is a woman used to getting her way, or cracking 
  skulls if she has to. 
   
  Lady Taleetha is the only daughter of Lord Hind’s 
  (current regent of the Johrase while the king is missing) 
  deceased older brother (he died during the Wars). 
  Taleetha discovered her devotion to the Cudgel at a 
  young age, and her powers have grown over the years to 
  where she is now the most powerful divine spellcaster 
  amongst the Johrase. In her mid-late twenties, she is 
  stunningly beautiful, but as chaste as the driven snow. 
  She does not suffer fools, and flirting only irritates her. 
   
  Taleetha speaks with a lot of “thee,” “thine,” and 
  other archaic pronunciations. She will be unfailingly 
  polite to any Johrase nobles or knights, and only slightly 
  less so with all others.  
   
  Below are the pertinent points about why Lady Hind 
  has summoned the PC to Kinemeet. Try to quickly role-
  play through this section, as you will probably have 
  multiple introductions to run. 
  • 
  She would like a status report on the Tangles Forest. 
  The hero should ascertain the dangers that would be 
  posed to a force that moved through the forest. She 
  particularly wants to know if the pond is suitable as a 
  staging area yet. She will not elaborate further. She 
  thinks the stream from Kinemeet will lead them 
  close to the pond, but she is not sure. 
  • 
  The hero should always be wary of the Iuzian 
  Blackguard 
  Arvad 
  Michelson. 
  He 
  recently 
  impersonated Viscount Jorn Brerse and assassinated 
  the father of an important County of Urnst noble. 
  Any information about his whereabouts should be 
  immediately relayed to her. 
  • 
  She cannot offer any material assistance, but she 
  does have spells that they may purchase (see below. 
  Standard costs apply). For each favor or Influence 
  Point with either the Johrase or the clergy of St. 
  Cuthbert spent, she will cast one free spell of up to a 
  level equal to the number of favors or IPs spent. Ex. 
  If the PCs spend 5 IPs, she will cast one free 5th-level 
  spell. Spells with xp costs are charged an extra 5 gp 
  per xp. Note: PCs cannot use over-the-cap treasure to 
  pay for spellcasting until they have earned treasure 
  during the event. 
  • 
  If this event is being run for a table of four PCs (no 
  cohorts), then Lady Hind offers them the services of 
  Kalmek, a Johrase soldier. See the Bandit Kingdoms 
  Mercenaries guide via the BK website. The normal 
  cost of hiring the mercenary is waived, but the PCs 
  will be responsible for the costs if the NPC dies. 
  • 
  If asked about Gildor, Lady Hind will merely reply 
  that if he is who she thinks he is, she would like to 
  have a nice, quiet chat with him. 
  • 
  Reward? If earning the favor of the Johrase isn’t 
  enough for them, then perhaps she should look for 
  other people to help her. 
   
  Lady Taleetha Hind, Billet of the Faith: LN female 
  human (Oeridian) Favored Soul 3/Church Inquisitor 
  6/Combat Medic 5 (St. Cuthbert); Cha 22; Favored Soul 
  Spells Known (CL 14; 6/8/8/7/7/7/6/3; base DC = 14 + 
  spell level): 0—create water, cure minor wounds, detect magic, 
  detect poison, guidance, light, mending, purify food and drink, 
  read magic; 1st—bless, cure light wounds, detect chaos, endure 
  elements, protection from evil, protection from chaos; 2nd—aid, 
  align weapon, cure moderate wounds, gentle repose, resist energy, 
  zone of truth; 3rd—cure serious wounds, detect thoughts, 
  invisibility purge, magic circle against chaos, magic vestment, 
  prayer; 4th—cure critical wounds, death ward, discern lies, 
  dismissal, greater magic weapon, restoration; 5th—mass cure 
  light wounds, dispel chaos, flame strike, raise dead, true seeing; 
  6th—banishment, geas/quest, heal, mass bear’s endurance, 
  heroes’ feast; 7th—mass cure serious wounds, dictum, 
  regenerate. Can cast detect evil at will as a spell-like ability. 
  See Appendix 3. 
  
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  Page 8 
  1: BAD ‘SHROOMS 
  Once the PCs are ready to leave Kinemeet, they should 
  choose their route. A quick look at a map reveals that the 
  road south from Kinemeet passes right by the Tangle’s 
  eastern border. This would be roughly a day and a half’s 
  ride by horseback. 
   
  In addition, a small creek runs out of the forest, past 
  Kinemeet. Following it from the city into the forest will 
  lead the PCs almost directly to the pond. This would be 
  roughly one day’s ride by horseback. 
   
  Once the PCs have reached the forest’s edge, 
  continue with the following: 
   
  For some time now, the presence of the Tangles 
  Forest has loomed large on the horizon. Now, you 
  can finally make out that the forest, once famed for 
  its jungle-like canopy and undergrowth, is a dead, 
  brown collection of twisted tree trunks. Only a few 
  trees at the very edge of the forest yet survive. 
   
  Mere meters inside the forest’s edge, all signs of 
  life cease to exist, as even the grass and other weeds 
  can no longer grow in the poisoned soil. Even more 
  eerie, the forest is still and silent, as if nothing 
  inside stirs or lives. It’s almost as if the wind itself 
  has died inside the forest. 
   
  Allow the PCs to take soil samples, attempt to cure the 
  forest, etc. Nothing they do will allow the forest to be 
  healed. Druids will immediately know that any spells 
  which require an area of living plant life to work, such as 
  entangle, will not work inside the forest. In addition, 
  druids or rangers WILL NOT be able to summon new 
  non-flying animal companions once they have moved 
  several miles inside the forest’s boundaries. There simply 
  are no animals to call inside the forest. 
   
  A DC 20 Knowledge (nature) or Survival check will 
  reveal quickly that the soil is tinged with an unnatural 
  yellowish color, similar to that of sulphur, and stinks a bit 
  like rotten eggs. A DC 20 Knowledge (the planes) check 
  will reveal that this would not be uncommon soil if one 
  were on certain layers of the Abyss. A DC 20 Craft 
  (alchemy) check will reveal that the poison seems similar 
  to a defoliator poison, only apparently much stronger and 
  tinged with some Abyssal elements. 
   
  The Tangles is a dense forest, albeit it no longer has 
  any undergrowth (all having since died and rotted away). 
  Still, 80% of its squares contain dead typical trees, and the 
  remaining 20% contain dead massive trees. See DMG 87.  
   
  Despite the lack of living vegetation, moving 
  through the Tangles is a slow, time-consuming process. 
  For purposes of movement, the Tangles counts as a 
  trackless forest. Thus, the PCs will have to move at half-
  speed unless they can locate some game trails. A DC 20 
  Survival check made each hour will allow the PC to find a 
  game trail that is 5 feet wide and heading in the same 
  direction the PCs need to go. Game trails allow the PCs, 
  and large mounts, to move at ¾ speed. Huge mounts are 
  reduced to ½ speed no matter what in the forest. See 
  PHB 164. 
   
  Once per hour, the PCs must make a DC 15 Survival 
  check to avoid becoming lost. If the PCs become lost, 
  consult DMG 86. The PCs do not have to make this check 
  if they are following the stream. 
   
  The stream is 5 feet wide by 5 feet deep throughout 
  its run through the forest. It ends a day’s journey east of 
  the pond. It is not any easier to walk alongside, or even in, 
  the stream, but the stream does at least take the PCs 
  towards their destination. 
   
  The stream’s water smells slightly off, like slightly 
  rotting eggs. A DC 20 Survival check will reveal that it is 
  ok to drink, but only just barely. (For role-playing 
  purposes, anyone with a Constitution score of 9 or less 
  should find the water violently disgusting). The citizens 
  of Kinemeet never noticed the smell because by the time 
  the stream reaches them, the pollutants have been 
  washed away by fresh rains or leached out by rocks as the 
  water flows over them. 
   
  Once the PCs have been in the forest for several 
  hours, continue with the following:  
   
  Walking through the dead forest is a bit surreal. The 
  undergrowth has long since rotted away, meaning 
  your footfalls are quiet and muted. Dead brown trees 
  reach to the sky, their leafless branches brittle and 
  dry. The only sound native to the forest is the sound 
  of a branch falling to the forest floor as its own 
  weight finally snaps it off from the trunk. Although 
  open to the cloudy sky above, you have yet to see a 
  bird flying above the forest. The decimation of the 
  forest is complete, and you have yet to see any signs 
  that anything can live in what was once one a 
  thriving jungle.  
   
  In fact, you have seen signs time to time of what 
  must have helped cause the destruction: bones from 
  a winged, demonic creature can be found scattered 
  here and there as you travel. 
   
  A DC 20 Knowledge (the planes) check reveals that these 
  are the bones of vrocks. Several bare huge claw and bite 
  marks, or are scorched. There are not enough bones for 
  any sort of animation to occur, or for a speak with dead 
  spell to work. These are merely some of the remains of 
  the 
  vrocks 
  Morginstaler 
  slew 
  as 
  he 
  defended 
  Maurgoroothyx during the Battle of the Tangles in 596 
  CY. 
   
  No matter which path, or direction, the PCs take, 
  eventually they will approach within 300 feet of one of 
  the redcap’s fey rings (most likely, even flying parties will 
  have to set down for the night to rest). See below. The 
  PCs will only encounter one such trap during their 
  journey (Bellamoh and Gerland have destroyed a few 
  others in this area). Have the players give you a marching 
  order before they move deeper into the forest. See 
  Appendix 4 for a map of the fey ring. 
   
   
  
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  Page 9 
  TRAPS 
  Scattered throughout the dead forest are traps created by 
  the redcaps and their allies called fey rings (DMG2 42). 
  As the PCs move through the forest, eventually they will 
  pass near one of these traps. 
   
  Once you have determined who is in the front of the 
  party, have them make a Will save, DC 20, as the fey 
  ring's compulsion effect hits them first (see below). As 
  soon as each PC, animal companion, familiar, or cohort 
  crosses the 300-foot threshold, they must make a save. 
  Once a PC has failed the Will save, it will be best to go to 
  initiative as the rest of the party might try to stop the 
  compelled PC from moving deeper into the forest. 
   
  A fey ring appears as an arrangement of small, pallid 
  mushrooms growing in a 30-foot-radius ring. No trees 
  grow inside this ring. A character with the nature sense 
  ability can identify a fey ring with a Knowledge (nature) 
  or Survival check as if she were a rogue using Search to 
  find traps (and rogues can still use their Search skill as 
  well). These mushrooms are the only things that the PCs 
  have seen growing in the forest. 
   
  A fey ring affects anyone who steps inside the ring 
  with a random, potent magic effect.  
   
  Worse, it exudes a strange mental lure out to a 
  distance of 300 feet; ALL creatures that approach within 
  300 feet must make a DC 20 Will save or become 
  compelled to move toward the fey ring and enter it. Thus, 
  they must move as quickly as possible towards the ring. 
  This is a mind-affecting compulsion effect; thus it can be 
  negated or suppressed a variety of ways. See compulsions 
  (PHB 173). 
   
  All that a compelled character will know is that they 
  have to move in a certain direction to reach an unknown 
  destination as quickly as possible. They will not know 
  about the mushroom ring until they see it. A character 
  who is prevented from reaching his destination will 
  struggle to do so. Once a compelled PC sees the ring, they 
  will know that they have to walk into the ring. Even if 
  they do not see it, the compulsion will guide them into it. 
   
  A DC 20 (+1 per 10 feet) Spot check is required to see 
  the small mushrooms. Once spotted, a DC 20 Survival 
  check is required to see that the individual mushrooms 
  are arranged to outline a large ring. Thus, you should 
  determine the distance at which the PCs see the ring as 
  normal for determining an encounter's starting distance 
  in a sparse forest (maximum visibility distance is 3d6*10 
  feet per DMG 87. Feel free to average this to 105 feet. The 
  Tangles is normally a dense forest, but because of the 
  defoliation it is much easier to see in than it once was). 
   
  Once the victim enters the fey ring, this compulsion 
  vanishes and cannot affect him again until the next 
  sunrise. 
   
  For each nonfey that enters the fey ring (note: flying 
  into the ring at a height less than 30 feet counts as 
  entering it), roll 1d10 and consult the APL appropriate 
  version of the trap to determine what sort of fell magic 
  effect targets the character (feel free to allow the player to 
  roll the d10). For effects with more than one option, such 
  as blindness/deafness, randomly determine the effect. 
   
  Note: Be sure to only allow each possible result to be 
  rolled once, to reflect the chaotic nature of the trap. I.E., 
  each affected victim should suffer a different effect. 
   
  A non-good fey character (including any non-good 
  creature with at least one level of druid that makes its 
  saving throw against the randomly determined magic 
  effect of the fey ring) that enters a fey ring is suffused 
  with dark energy and gains a +4 profane bonus to its 
  Charisma score for 1d6 hours. A creature can gain this 
  bonus only once in a 24-hour period. 
   
  Any creature summoned by the trap is immune to 
  the trap's compulsion effect, nor does its arrival, or exit 
  and re-entry, trigger an effect. 
   
  NOTE: Spell effects that normally affect an area only 
  affect the creature that triggered the effect. A druid or 
  ranger may use the Survival skill to attempt to disable the 
  trap. The DC remains 30, and failure might lead to a 
  mishap (see the Disable Device skill in the PHB). It takes 
  2d4 rounds to disable this trap. 
   
  APL 4 (EL 4) 
  Minor fey ring: CR 4; magic trap; location trigger; 
  automatic (immediate) reset; randomly determined 2nd-
  level magic effect (see below, 5th-level caster, DC 13 if a 
  save is allowed); Search DC 20; Disable Device DC 30. 
   
  Possible spell effects: 1) blindness/deafness, 2) scare, 3) 
  daze monster, 4) hold person, 5) hypnotic pattern, 6) chill metal, 
  7) summon swarm (spiders), 8) gust of wind, 9) summon 
  nature's ally II (black bear), 10) sound burst. 
   
  APL6 (EL 6) 
  Heightened Minor fey ring: CR 6; magic trap; location 
  trigger; 
  automatic 
  (immediate) 
  reset; 
  randomly 
  determined 4th-level magic effect (see below, 7th-level 
  caster, DC 16 if a save is allowed); Search DC 20; Disable 
  Device DC 30. 
   
  Possible spell effects: 1) heightened blindness/deafness, 
  2) fear, 3) heightened confusion, 4) hold monster, 5) rainbow 
  pattern, 6) ice storm, 7) phantasmal killer, 8) heightened sleet 
  storm, 9) summon nature's ally IV (brown bear), 10) shout. 
   
  APL 8 (EL 8) 
  Heightened Moderate fey ring: CR 8; magic trap; 
  location trigger; automatic (immediate) reset; randomly 
  determined 6th-level magic effect (see below, 12th-level 
  caster, DC 19 if a save is allowed); Search DC 20; Disable 
  Device DC 30. 
   
  Possible spell effects: 1) heightened mind fog, 2) 
  summon nature's ally VI (dire bear), 3) heightened song of 
  discord, 4) heightened baleful polymorph, 5) eyebite, 6) greater 
  shout, 7) heightened flame strike, 8) heightened plane shift 
  (see Random Planar Destinations, SpC 169), 9) 
  heightened slay living, 10) heightened feeblemind. 
  
  IUZ7-04 Blue with Envy 
   
  Page 10 
  APL 10 (EL 10) 
  Major fey ring: CR 10; magic trap; location trigger; 
  automatic (immediate) reset; randomly determined 8th-
  level magic effect (see below, 20th-level caster, DC 22 if a 
  save is allowed); Search DC 20; Disable Device DC 30. 
   
  Possible spell effects: 1) finger of death, 2) reverse 
  gravity, 3) whirlwind, 4) maze, 5) Otto's irresistible dance, 6) 
  power word stun, 7) scintillating pattern, 8) horrid wilting, 9) 
  summon nature's ally VIII (1d4+1 dire bears), 10) temporal 
  stasis. 
   
  Tactics 
  Summoned creatures attack only the triggering character 
  until that character drops. They will eat/coup d' grace a 
  downed character unless being threatened. If attacked by 
  other PCs, they attack them back once their primary 
  target has been dropped. Swarms will still attack anyone 
  who enters their squares. 
   
   
  DEVELOPMENT 
  Allow the PCs to take soil samples, attempt to cure the 
  forest, etc. Nothing they do will allow the forest to be 
  healed. The mushrooms of the fey ring are the only thing 
  they have seen alive in the forest so far. 
   
  A DC 15 Survival check made by a PC with the Track 
  feat reveals that a handful of creatures wearing heavy 
  boots exited the fey ring within the past day or so. Their 
  tracks lead off to the west, towards the pond. 
   
  Once the PCs have dealt with the fey ring, continue 
  immediately with Encounter 2.  
   
  If the trap caused a lot of noise (summoned bears 
  roaring, PCs screaming out spells, fireballs burning the 
  dead trees, etc.) then it is assumed that the kobolds from 
  Encounter 3 heard brief sounds of the fight from miles 
  away (after all, nothing else is making noise in the forest). 
  In this case, Encounter 3 occurs on the night after 
  Encounter 1 occurred, as the kobolds come to investigate.  
   
  If the PCs handled the trap with a minor amount of 
  noise, then Encounter 3 happens during the next day, 
  when the kobolds are resting. 
  2: PSEUDOWHAT? 
  Immediately following Encounter 1, a pseudodragon 
  appears in midair above the fey ring, having used it to 
  transport himself from the Fey Realm to Oerth. It is 
  unaffected by the trap as a result. 
   
  Just as you are getting your breath back after having 
  dealt with the trap and its affect on your friends, you 
  hear a pop of displaced air. Where before there was 
  only empty air, now flying above the mushroom ring 
  is a cat-sized, purple dragon. It is staring at your 
  group with interest as its wings beat slowly. 
   
  The pseudodragon has only recently matured, and is very 
  curious about the Prime Material. It will flit about and ask 
  questions of the heroes until it determines a favorite. Its 
  initial starting attitude is Friendly. It will consider 
  anyone who makes it Helpful a boon companion. It will 
  then pick the character with the highest Cha, of those 
  that made it Helpful, to be its companion for this 
  adventure. It will prefer Chaotic PCs over Lawful PCs.  
   
  Of particular interest to the heroes will be the fact 
  that the dragon can give them information about redcaps 
  using the fey rings to come and go in the Tangles. It 
  knows that a large hunting party of redcaps set out 
  recently to attack something in a nearby pond. It has no 
  idea what they are going to attack, or how to reach the 
  pond. 
   
  See MM 210 for details on pseudodragons. Role-play 
  as you see fit. 
   
  Note: If any character has the pseudodragon familiar 
  made available by Gildor in SHL4-06 The Banners of 
  Torkeep, this new pseudodragon is that one’s cousin and 
  they chat incessantly about “things going on back home”.  
   
   
  All APLs 
  Pseudodragon: hp 15; Monster Manual 210. 
   
  TROUBLESHOOTING 
  If the PCs cause the dragon to flee, or later get it killed, it 
  will NOT be available on the AR. 
   
  DEVELOPMENT 
  Continue to Encounter 3. 
  
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  3: LOST AND FOUND KOBOLDS 
  As the PCs move through the forest, they will encounter 
  a group of kobolds. If the PCs made a lot of noise during 
  Encounter 1, the kobolds will have heard them and will 
  be moving to investigate. As luck will have it, they will 
  find the PCs camp that same night.   
  The 
  PCs 
  can find a small clearing to camp in, if they so choose. In 
  such a clearing, a DC 30 Search or Survival check by a 
  character with the Track feat will allow that PC to spot 
  huge dragon footprints in the clearing. The footprints are 
  very old (over a year old). A DC 30 Knowledge (arcana) 
  check will reveal that these prints belong to a huge green 
  dragon. A DC 20 Knowledge (local – Iuz) will further 
  reveal that the strange elven druid Gerland once 
  harbored a green dragon in the area. 
   
  For other terrain features, such as hollow trees or 
  logs, game trails, etc., feel free to add them as desired (see 
  DMG 87 for forest terrain elements). Feel free to use or 
  modify the maps in Appendix 4 for this encounter. Keep 
  in mind that all trees are still dead. 
   
  If the PCs did not make a lot of noise during 
  Encounter 1, then the PCs will stumble upon the kobolds’ 
  daytime encampment on the day following their 
  encounter with the fey ring.  
   
  Use the rules for determining encounter start 
  distance as if in a sparse forest (maximum visibility 
  distance is 3d6*10 feet per DMG 87. Feel free to average 
  this to 105 feet. The Tangles is normally a dense forest, 
  but because of the defoliation it is much easier to see in 
  than it once was). 
   
  Camped kobolds: If the kobolds are encamped, they 
  will be in a small clearing. They will have dug out small 
  sleeping nooks and a pit trap out of the forest’s soft and 
  dead soil, to hide from the sun and for security (they are 
  wise enough to know that they might not be alone in the 
  dead forest, despite the lack of life). The entrances to 
  these nooks will be hidden by dead branches (DC 15 
  Search). To exit such a nook will require a move action to 
  stand up and 10 feet of movement to climb out of the 
  burrow. Kobolds with medium or heavier armor will 
  remove it to sleep. 
   
  One kobold will be awake at all times, armored and 
  on guard, and hiding in a blind made up of dead branches 
  (this allows the kobold to take 20 on his Hide check). 
  Randomly determine which kobold is on watch when the 
  PCs approach. If it is the dracolyte, at APL 10 his dragon 
  cohort will be awake and patrolling the forest (while 
  hiding as he goes from tree to tree). If the beast heart 
  adept is awake, his companions will be on watch and 
  patrolling as well. Patrolling creatures, especially flying 
  ones, use a spiraling pattern out to a distance of 200 feet 
  from the encampment. Burrowing creatures burrow 
  around the camp, relying on their tremorsense ability to 
  detect approaching hazards. Large flying creatures are 
  flying above the forest’s dead canopy, for easier 
  movement and better visibility. Thus, they aren’t hiding. 
   
  Sleeping companions will have built blinds for 
  themselves to Hide in while they sleep. 
   
  Determine encounter start distance as normal using 
  Spot and Listen checks. The kobolds do not maintain a 
  fire during the day. 
   
  Note: Even though dead, the trees in the forest, 
  combined with clouds in the sky, block enough of the 
  sun’s light that the kobolds are not dazzled during the 
  daylight hours. 
   
  TRAP 
  If encamped, the kobolds will have dug a quick pit trap to 
  help protect them during the day. The top consists of four 
  thin 5-ft. by 5-ft. boards (made out of dead branches tied 
  together by dead vines) and then braced against the 
  inside wall of the pit. The boards are then covered in dirt 
  and loose sticks and branches. 
   
  Note: The trap does not affect the EL of this 
  encounter because the kobolds have used the Craft 
  (trapmaking) skill and have the ability to craft the trap in 
  a few hours time with the help of their burrowing 
  companions and the natural materials readily available. 
   
  All APLs (EL 0) 
  10-ft. by 10-ft. Basic Camouflaged Pit Trap: CR 1/8; 
  mechanical; location trigger; manual reset; DC 20 Reflex 
  save avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of four adjacent 5-ft. squares [as a large 
  creature]); Search DC 15; Disable Device DC 15. Market 
  Price: 12 gp, 5 sp. 
   
  Camped PCs: Reverse the situation if the kobolds find 
  the PCs encamped. The kobolds will be moving quietly 
  through the forest, since they believe something to be in 
  the area due to all the noise they previously heard. Thus, 
  they will be moving at half-speed and taking 10 on their 
  Move Silently checks. At higher APLs, the monstrous 
  companions and dragon cohort will be scouting ahead as 
  well. 
   
  Please note: This does NOT have to be a combat 
  encounter. The kobolds are on a serious mission that they 
  do not want to deviate from. They are merely 
  investigating the noises they heard (if encountered at 
  night) or are encountered while sleeping (if encountered 
  during the day). Even if they get the drop on the PCs at 
  night, they will merely watch the PCs camp from a safe 
  distance before deciding to initiate contact (preferably 
  with a PC they deem likely to be a sorcerer or wizard, as 
  they will guess that such a person might speak their 
  language. The dracolyte speaks Common, but she has no 
  interest in approaching the PCs initially).  
   
  HOWEVER, if the PC’s party contains a gnome or 
  sprite, the kobolds will NOT initiate peaceful contact. It 
  will take all of their will power to not attack in this case, 
  but, being lawful, and on a mission, there are more 
  important things on their mind. In this case, you will 
  have to initiate the encounter by giving the PC on guard 
  
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  duty multiple chances to hear or see the kobolds as they 
  argue about whether or not to attack or leave.  
   
  If the PCs talk before attacking, the kobolds start 
  with an initial attitude of Unfriendly. If a PC speaks 
  Draconic to them in an effort at Diplomacy, the kobolds 
  will listen to what they have to say, so long as the PCs are 
  not clearly readying to attack, moving to flank, etc.
   
  Special: If the speaking PC is a kobold from the Mist 
  Isles, he suffers a -10 circumstance bonus to Diplomacy as 
  the local kobolds see him as an interloper and foreigner 
  in their territory. If the party contains a gnome or a sprite, 
  the PCs suffer a -10 circumstance bonus as well. These 
  penalties DO NOT stack. Offering the kobolds a magical 
  item that has something to do with blue dragons or 
  electricity gives the PCs a +10 circumstance bonus to 
  Diplomacy as long as the kobolds already do not have the 
  same item. 
   
   
  The PCs might also attempt to use the Intimidate 
  skill against the kobolds. This is opposed by the dracolyte, 
  with assistance from the remaining kobolds and 
  companions (for each DC 10 modified level check they 
  make, she gets a +2 bonus against being intimidated. I.E., 
  they are aiding her). Should the PCs intimidate her, the 
  kobolds are made Friendly until dismissed by the PCs. 
  Roughly 1d6x10 minutes later, their attitude shifts to 
  Hostile and they attempt to ambush the PCs. 
   
  Below are the salient points the kobolds will discuss, 
  based on their final attitude towards the PCs: 
  HOSTILE 
  • 
  “Attack!” – The kobolds attack to kill, focusing their 
  best attacks on one PC at a time. If forced to flee, 
  they seek to ambush the PCs at a later date before the 
  PCs reach the pond. 
  UNFRIENDLY 
  • 
  “Bugger off.” – The kobolds insult the PCs before 
  leaving, providing them no useful information.  
  INDIFFERENT 
  • 
  “Eh, leave us alone.” – The kobolds wander off, 
  leaving the PCs alone. 
  FRIENDLY 
  • 
  “Nice forest, eh?” – The kobolds will reveal that they 
  are from the Rift Canyon and will share what they 
  have learned about the forest (that it is all dead), and 
  will even point the PCs in the right direction if the 
  heroes are lost. They will briefly speak about their 
  dragon god, almost letting slip that they are on a 
  mission for him. They have no idea about the 
  redcaps, but they have encountered one fey ring, so 
  they think there are some fey in the area. They hate 
  fey. 
  HELPFUL 
  • 
  “Here, eat this.” – The kobolds will share their food 
  with the PCs as they talk to them about their 
  glorious blue dragon god (whom they have never 
  seen but they know he is coming soon) and their 
  sacred mission. All they know is that they are 
  supposed to find the “Queen’s children and bring 
  them home to our god.” They have no idea what 
  these children might be, but they are sure they will 
  recognize them when they see them. They are 
  headed towards the pond as that was the place they 
  were told to go in their visions.  
  • 
  If the PCs offer to help the kobolds in their mission, 
  the kobolds will accept their help. They will advise 
  the PCs that what they are seeking is at the pond, 
  and that the PCs should “distract the Queen” when 
  the time comes.  
   
  CREATURES (KOBOLDS) 
  APL 4 (EL 7) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 3; hp 18; Appendix 1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 1; hp 30; Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 1; hp 33; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 1; hp 34; 
  Appendix 1. 
  Ankheg Monstrous Companion: hp 28; see MM 14 
  and Appendix 1. 
   
  APL 6 (EL 9) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 1; hp 25; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 3; hp 48; Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 3; hp 61; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 3; hp 44; 
  Appendix 1. 
  Manticore Monstrous Companion: hp 57; see MM 
  179 and Appendix 1. 
   
  APL 8 (EL 11) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 3; hp 43; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 5; hp 58; Appendix 1. 
  Fostered Blue Dragon: hp 59; see Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 5; hp 77; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 5; hp 56; 
  Appendix 1. 
  Blue Chimera Monstrous Companion: hp 76; see MM 
  34 and Appendix 1. 
  Ankheg Monstrous Companion: hp 28; see MM 14 
  and Appendix 1. 
   
  
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  APL 10 (EL 13) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 5; hp 53; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 7; hp 65; Appendix 1. 
  Blue Dragon Cohort: hp 113; see Appendix 1. 
  Fostered Blue Dragon: hp 59; see Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 7; hp 93; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 7; hp 68; 
  Appendix 1. 
  Blue Dragonne Monstrous Companion: hp 76; see 
  MM 89 and Appendix 1. 
  Manticore Monstrous Companion: hp 57; see MM 
  179 and Appendix 1. 
   
  Tactics 
  If it comes down to a fight, it could go very poorly for the 
  PCs. Please remember that every single square not 
  designated a clearing has either a typical tree or a massive 
  tree in it. These provide various benefits during combat 
  (see DMG 87). Clearings should be no larger than 30 ft. 
  by 30 ft., as the Tangles used to be a dense jungle. 
   
  The kobolds are extremely well versed in fighting at 
  each other’s sides and using their special abilities 
  together. They will focus their attacks on one PC at a time 
  when possible, seeking to kill any clerics or arcane spell 
  casters first while their monstrous companions and 
  fighters hold off PC melee combatants. 
   
  Do not forget to use the kobolds’ special abilities and 
  spell-like abilities. Remember, it is a free action for the 
  beast heart adept to attempt to control his monstrous 
  companions. 
  Controlling 
  a 
  companion 
  with 
  an 
  Intelligence of 3 or higher is a free action that only 
  requires verbal directions. 
   
  A breakdown of tactics by APL follows: 
   
  APL 4 
  Arcanist casts nerveskitter followed by 
  lesser orbs of electricity at obvious clerics. Dracolyte attempts 
  to use her Will save spells against obvious fighter-types. 
  Samurai is mounted on the ankheg and opens up with his 
  breath weapon, activating his breath flare spell-like ability, 
  hitting as many PCs as possible in addition to whomever 
  the arcanist targeted. He then fights defensively. Beast 
  heart adept is also mounted on the ankheg, which he 
  moves in front of the arcanist and dracolyte to protect 
  them, and activates his arrow mind spell-like ability, 
  targeting the same PC the arcanist targeted (and hoping 
  that it’s a gnome). 
   
  APL 6 
  Arcanist casts nerveskitter followed by 
  electric loop at obvious clerics. Dracolyte opens up with 
  lightning bolt before attempting to use her Will save spells 
  against obvious fighter-types. Samurai is mounted on the 
  manticore and opens up with his breath weapon, 
  activating his breath flare spell-like ability, hitting as many 
  PCs as possible in addition to whomever the arcanist 
  targeted. He then fights defensively. Beast heart adept is 
  also mounted on the manticore, which he moves in front 
  of the arcanist and dracolyte to protect them, and 
  activates his arrow mind spell-like ability, targeting the 
  same PC the arcanist targeted (and hoping that it’s a 
  gnome). 
   
  APL 8 
  Arcanist casts nerveskitter followed by 
  lightning bolt at obvious clerics. Dracolyte opens up with 
  lightning bolt before attempting to use her Will save spells 
  against obvious fighter-types. Fostered blue dragon uses a 
  heightened, possibly shaped, breath weapon before flying 
  off to watch the fight from a safe distance. If a PC falls 
  unconscious away from his comrades, she will swoop 
  down to try to kill the downed character. Samurai is 
  mounted on the chimera and opens up with his breath 
  weapon, activating his breath flare spell-like ability, hitting 
  as many PCs as possible in addition to whomever the 
  arcanist targeted. He guides the chimera to protect the 
  spellcasters and fights defensively. Beast heart adept is 
  mounted on the ankheg, which he moves in front of the 
  arcanist and dracolyte to protect them, and activates his 
  arrow mind spell-like ability, targeting the same PC the 
  arcanist targeted (and hoping that it’s a gnome). 
   
  APL 10 
  Arcanist casts nerveskitter followed by 
  lightning bolt or scintillating sphere at obvious clerics. 
  Dracolyte opens up with lightning bolts before attempting 
  to use her Will save spells against obvious fighter-types. 
  Fostered blue dragon uses a heightened, possibly shaped, 
  breath weapon before flying off to watch the fight from a 
  safe distance. If a PC falls unconscious away from his 
  comrades, she will swoop down to try to kill the downed 
  character. Samurai is mounted on the blue dragon cohort 
  and opens up with his breath weapon (dragon uses 
  quickened breath weapon), activating his breath flare spell-
  like ability, hitting as many PCs as possible in addition to 
  whomever the arcanist targeted. He guides the blue 
  dragon cohort to engage melee types and fights 
  defensively. The beast heart adept is mounted on the blue 
  dragonne, and activates his arrow mind spell-like ability, 
  targeting the same PC the arcanist targeted (and hoping 
  that it’s a gnome). He moves to protect the spellcasters 
  while the manticore attacks as directed. 
   
  Treasure 
   
  APL 4: Loot 145 gp; Coin 0 gp; Magic 1,789 gp -- +2 
  chain shirt (354 gp), +1 chitin breastplate (142 gp), +1 chitin 
  buckler (111 gp), +1 rider’s shield (102 gp), +1 shortbow (194 
  gp), periapt of wisdom +2 (333 gp), potion of cure light wounds 
  (2)(8 gp each), ring of protection +1 (167 gp), scroll of cure 
  moderate wounds (12.5 gp), scroll of delay poison (12.5 gp), 
  scroll of invisibility (12.5 gp), strange blue dragon scale (250 
  gp), vest of resistance +1 (4)(83 gp each); Total 1,934 gp. 
   
  APL 6: Loot 145 gp; Coin 0 gp; Magic 3,150 gp -- +2 
  chain shirt (354 gp), +1 chitin breastplate (142 gp), +1 chitin 
  buckler (111 gp), +1 rider’s shield (102 gp), +1 shortbow (194 
  gp), +1 studded leather barding (104 gp), amulet of health +2 
  (333 gp), bag of holding (type I)(208 gp), cloak of charisma +2 
  (333 gp), periapt of wisdom +2 (333 gp), phylactery of 
  faithfulness (83 gp), potion of cure light wounds (2)(8 gp 
  each), potion of cure moderate wounds (2)(25 gp each), ring of 
  protection +1 (167 gp), scroll of cure moderate wounds (12.5 
  
  IUZ7-04 Blue with Envy 
   
  Page 14 
  gp), scroll of delay poison (12.5 gp), scroll of invisibility (12.5 
  gp), strange blue dragon scale (250 gp), vest of resistance +1 
  (4)(83 gp each); Total 3,295 gp. 
   
  APL 8: Loot 145 gp; Coin 0 gp; Magic 5,670 gp -- +2 
  chain shirt (354 gp), +2 chitin breastplate (392 gp), +1 chitin 
  buckler (111 gp), +2 rider’s shield (352 gp), 
  +1 shock shortbow (694 gp), +1 studded leather barding (104 
  gp), +2 studded leather barding (354 gp), amulet of health +2 
  (2)(333 gp each), bag of holding (type I)(208 gp), cloak of 
  charisma +2 (333 gp), gloves of dexterity +2 (333 gp), periapt of 
  wisdom +2 (333 gp), phylactery of faithfulness (83 gp), potion 
  of cure light wounds (2)(8 gp each), potion of cure moderate 
  wounds (2)(25 gp each), ring of protection +1 (2)(167 gp 
  each), scroll of cure moderate wounds (12.5 gp), scroll of delay 
  poison (12.5 gp), scroll of invisibility (12.5 gp), strange blue 
  dragon scale (250 gp), vest of resistance +1 (4)(83 gp each), vest 
  of resistance +2 (333 gp); Total 5,815 gp. 
   
  APL 10: Loot 145 gp; Coin 0 gp; Magic 11,846 gp -- +2 
  chain shirt (354 gp), +3 chitin breastplate (809 gp), +2 chitin 
  buckler (361 gp), +3 rider’s shield (769 gp), +1 shock shortbow 
  (694 gp), +1 studded leather barding (2)(104 gp each), +2 
  studded leather barding (354 gp), +3 studded leather (767 gp), 
  amulet of health +2 (3)(333 gp each), bag of holding (type 
  I)(208 gp), belt of giant strength +4 (1,333 gp), bracers of 
  archery (lesser)(208 gp), claws of the ripper (2)(167 gp each), 
  cloak of charisma +2 (2)(333 gp each), gloves of dexterity +2 
  (2)(333 gp each), periapt of wisdom +2 (333 gp), phylactery of 
  faithfulness (83 gp), potion of cure light wounds (2)(8 gp 
  each), potion of cure moderate wounds (3)(25 gp each), potion 
  of cure serious wounds (2)(62.5 gp each), ring of protection +1 
  (2)(167 gp each), ring of protection +2 (667 gp), scroll of cure 
  moderate wounds (12.5 gp), scroll of delay poison (12.5 gp), 
  scroll of displacement (31 gp), scroll of invisibility (12.5 gp), 
  strange blue dragon scale (250 gp), vest of resistance +1 (2)(83 
  gp each), vest of resistance +2 (3)(333 gp each); Total 11,991 
  gp. 
   
  TROUBLESHOOTING 
  If this combat starts, it can take quite a long time to run. 
  If the PCs are getting trounced, they may beg for mercy 
  or flee. Allow a quick Diplomacy check, at the standard -
  10 penalty for being rushed, for the PCs to negotiate a 
  truce. Once in combat, the kobolds are Hostile. To reach a 
  truce, the PCs will have to move them to Indifferent. The 
  kobolds are not interested in the PCs gear unless it has 
  something to do with electricity or blue dragons, in 
  which case they will take it if they win the fight, or 
  demand it as part of a truce agreement. Offering the 
  kobolds a magical item that has something to do with 
  blue dragons or electricity gives the PCs a +10 
  circumstance bonus to Diplomacy to reach a truce. 
   
  DEVELOPMENT 
  If the PCs used the Diplomacy or Intimidate skill while 
  avoiding a fight with the kobolds, they earn full xp for 
  this encounter.  
   
  Once the PCs are ready to proceed to the pond, 
  continue with Encounter 4. It takes approximately two 
  more days for the PCs to reach Green’s Pond. If the 
  kobolds are alive, they will take a slightly different route 
  to the pond, they will get there at approximately the same 
  time. 
   
  A DC 15 Survival check will reveal that a storm is 
  brewing, and will arrive within a day or two. By the time 
  the PCs reach the pond, it will be dark, cloudy, and 
  raining. 
   
  4: GREEN'S POND 
  Allow the PCs to take soil samples, attempt to cure the 
  forest, etc. Nothing they do will allow the forest to be 
  healed. 
   
  As the PCs approach within a mile of the pond, a 
  wide variety of tracks will become detectable. A DC 15 
  Survival check made by a PC with the Track feat reveals 
  that a handful of creatures wearing heavy boots have been 
  in the area (redcaps). In addition, a variety of clawed 
  prints, of medium or smaller creatures, can also be found 
  (the greenspawn). However, there are no signs of a 
  dragon being in the area, as Maurgoroothyx has kept to 
  the pond. 
   
  As the PCs near the pond, the weather gets worse. In 
  a few hours, a major storm is about to arrive, and it’s 
  already almost completely dark. Advise the PCs that 
  without light or darkvision, they will be in an area of 
  shadowy illumination. 
   
  Play up the fact that the PCs are in a dead forest, with 
  little shelter, as a major storm is about to roll through, all 
  while trying to get to the pond. During the fight itself, 
  play up the drama of the fight occurring right before the 
  storm fully arrives. Lightning crashing down, dark clouds 
  blocking the sun’s light almost completely, wind 
  whipping the rain about, etc. All of this should serve to 
  highlight the chaos of the battle to come. 
   
  For the purposes of this encounter, it will be raining 
  (DMG 94) and almost dark. The effects of rain and 
  shadowy illumination are summarized below for your 
  convenience (note: these modifiers HAVE NOT been 
  precalculated into the NPCs’ various stat blocks): 
  •  Rain reduces visibility by half, resulting in a -4 
  penalty on Search and Spot checks. It is 
  accompanied by Severe Wind. For visibility, this 
  means that a torch only lights half the radius it 
  normally would. 
  •  Severe Winds automatically extinguish unprotected 
  flames (thus, the forest cannot be set on fire by flame 
  strike or fireball), and have a 50% chance of 
  extinguishing protected flames. Ranged weapon 
  attacks and Listen checks are at a -4 penalty.  
  •  For the purposes of spells such as call lightning, the 
  weather counts as stormy. 
  •  For the purposes of light and visibility, the area is 
  shadowy illumination (PHB 154). This grants all 
  creatures concealment (20% miss chance), unless 
  their opponent has darkvision. 
   
  There are two possible scenarios for how this encounter 
  starts: 
  
  IUZ7-04 Blue with Envy 
   
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  1) The PCs killed the kobolds in Encounter 3. In this case, 
  only the PCs and redcaps will be approaching the pond at 
  this time, while the greenspawn are hiding at the pond’s 
  edge, ready to defend it.  
   
  2) The PCs allowed the kobolds in Encounter 3 to live. In 
  this case, the PCs, redcaps, and kobolds will all be 
  converging on the pond, while the greenspawn are 
  hiding at the pond’s edge, ready to defend it.  
   
  Once you are ready to start the big melee, continue with 
  the following: 
   
  As the storm gains strength, the rain reducing the 
  visibility to that of twilight, you make out that there 
  is a large clearing ahead. A burst of lightning off in 
  the distance reflects off the pond’s still water.  
   
  That’s when you notice that the trees in this area 
  appear to have huge gouges in them. Fresh bite 
  marks mar the dead trees’ trunks, as if something 
  massive had recently taken to eating the trees.  
   
  Another flash of light reveals huge claw prints 
  in the muddy ground ahead. These look fresh! 
   
  A DC 30 Knowledge (arcana) check will reveal that these 
  prints belong to a huge green dragon.  
   
  Just then, you see another group approach the pond, 
  roughly 120 feet away from you to the north. Despite 
  the rain and darkness, you can see that this group 
  consists of roughly a dozen short humanoids 
  bearing scythes. You get a quick impression of 
  ghostly things moving around them. A moving tree 
  deposits an antler-headed humanoid high up a dead 
  tree’s branches near the pond’s edge.  
   
  With a loud yell, the scythe wielders and the 
  moving tree rush the pond. Just as they reach its 
  edge, several green, lizard-like and lizardfolk-like 
  forms leap from hiding, clawing and biting at the 
  little evil-looking men. A winged lizard leaps out of 
  the pond, slashing at one of the little men with its 
  wing. The humanoid falls screaming to the ground, 
  clutching his throat. 
   
  Despite the rain, it’s unmistakable: a huge green 
  dragon’s head breaches the pond’s surface briefly, 
  her malevolent gaze focused on the antler-headed 
  creature in the dead tree, before dipping back below 
  the surface. At the sight of the dragon, many of the 
  evil little humanoids shriek in terror and run away 
  from the pond. 
   
  Regarding the fey, a DC 14 Knowledge (arcana) check 
  will reveal that the scythe wielders are redcaps. A DC 16 
  will reveal that the incorporeal creatures are joystealers. A 
  DC 26 reveals that the antler-headed humanoid is a 
  verdant prince. A DC 17 Knowledge (nature) identifies 
  the moving tree as a treant. 
   
  Regarding the greenspawn, a DC 12 Knowledge 
  (arcana) check will reveal that the lizardfolk-like 
  creatures are greenspawn sneaks. A DC 13 will reveal that 
  the lizard-like creatures are greenspawn leapers. A DC 20 
  will reveal that the winged lizard is a greenspawn 
  razorfiend. A DC 30 will reveal that Maurgoroothyx is an 
  adult female green dragon and that she looks a little 
  “peaked”, as if she has not been getting enough rest or 
  food. 
   
  If the kobolds are alive, but the PCs DID NOT 
  accompany them to the pond, read the following as well: 
   
  Just as this is registering, you make out another 
  group arriving, roughly 120 feet away to your south. 
  This group consists of four short reptilian 
  humanoids and their monstrous companions. The 
  kobolds have arrived! 
   
  If the PCs accompanied the kobolds, or indicate to them 
  that they wish to help them, then the dracolyte will point 
  to the greenspawn and the dragon, clearly asking the PCs 
  for a distraction. In this case, the PCs will be considered 
  allies for the purposes of the strange blue dragon scale 
  possessed by the blue kobold dracolyte. 
   
  Special: The PCs need to determine if they wish to attack 
  the greenspawn (and dragon at APL 10), the kobolds, the 
  redcaps, or merely wait and watch. The PCs should only 
  fight one group, leaving the others to fight each other. 
  Ask them which group they wish to fight. 
   
   
  Note: Regardless of APL, any detectable attack on 
  Maurgoroothyx herself by a PC triggers the APL 10 
  dragon encounter. Be sure to ask a PC if they want to 
  attack the dragon, and remind them that dragons in the 
  Bandit Kingdoms are NOT tiered. 
   
  Terrain: See the Blackspawn Raider Encampment map 
  in Appendix 4. Remove the buildings, but the rest of the 
  map should serve well for this encounter.  
   
  The pond has a radius of 120 feet and is 30 feet deep 
  at its deepest. The pond’s bottom slopes down from the 
  shore at a 45 degree angle. The dragon has cleared all the 
  trees from the pond’s edge out to a distance of 20 feet 
  from the shore. Thus, there will be a 20-foot wide strip of 
  land near the pond unimpeded by trees. For terrain 
  further away from the pond, there is a typical tree in 
  almost every square. See the DMG for typical tree effects 
  on terrain. 
   
  Regarding dragonfear: Just being near an angry dragon 
  exposes the heroes to the effects of the dragon’s frightful 
  presence aura. However, they only are considered foes of 
  the dragon, and thus have to save against the aura, if they 
  attack the dragon OR her spawn.  
   
  Please note that you should take into account the 
  effects of the aura on the fey or the kobolds if the PCs 
  attack them. All of the young redcaps detailed below 
  already made their save, thus they were not panicked. For 
  all other fey, roll their saving throws prior to starting the 
  fight. 
  
  IUZ7-04 Blue with Envy 
   
  Page 16 
   
  If the PCs fight the kobolds, be sure to roll the 
  kobolds’ saving throws prior to the fight. The kobolds 
  receive the benefit of the strange blue dragon scale (see 
  Appendix 1). 
   
  Frightful Presence (Ex) 180-ft. radius; HD 20 or 
  less shaken 4d6 rounds, HD 4 or less panicked 4d6 
  rounds, Will DC 24 negates. The save DC is Charisma-
  based. 
   
  CREATURES (GREENSPAWN) 
  APL 4 (EL 7) 
  Greenspawn leaper (3): hp 19 each; Appendix 1. 
  Greenspawn sneak (3): hp 11 each; Appendix 1. 
   
  APL 6 (EL 9) 
  Greenspawn sneak raid leader: hp 56; Appendix 1. 
  Greenspawn leaper (3): hp 19 each; Appendix 1. 
  Greenspawn sneak (3): hp 11 each; Appendix 1. 
   
  APL 8 (EL 11) 
  Greenspawn razorfiend (4): hp 85 each; Appendix 1. 
   
  APL 10 (EL 13) 
  Greenspawn razorfiend (4): hp 85 each; Appendix 1. 
  Maurgoroothyx: hp 284; Appendix 1. 
   
   
  Note: At APL 10, the EL has been lowered by 1 because 
  Maurgoroothyx will not leave the pond to engage the 
  heroes because she wants to protect the egg. Note that at 
  all other APLs, the EL has NOT been raised by 1, to 
  account for the frightful presence aura because, quite 
  frankly, lower-level PCs should think long and hard 
  before upseting a huge green dragon in her own pond 
  (plus, there’s at least one other choice of adversary, 
  possibly even two, for the PCs to fight). To 
  counterbalance this, the greenspawn do NOT begin the 
  encounter hiding in the water (i.e., they are ambush 
  predators, which is a part of their CR, but the PCs start 
  this encounter aware of them). 
   
  Tactics 
  A breakdown of tactics by APL follows: 
   
  APLs 4/6 The greenspawn leapers are not very 
  intelligent, so they will move to attack the nearest 
  creatures. They will gang up on opponents if possible. 
  The greenspawn sneaks will work together to flank 
  opponents, attempting to kill any arcane spellcasters first. 
   
  APLs 8/10 
  The greenspawn razorfiends will use 
  their breath weapons as often as possible. When not 
  breathing, they use their high speed, Dodge, Mobility 
  (going from land to water) and Spring Attack feat to gang 
  up on one target. With their intelligence, they can 
  recognize a threat when they see it, so they prefer to 
  focus on arcane spellcasters as well. Be sure to read up on 
  Aquatic Terrain rules (DMG 92) so that the razorfiends 
  can make extensive use of the cover provided by being in 
  the water. 
   
  At APL 10, Maurgoroothyx herself enters the fray. 
  She will be pre-buffed because she knew the redcaps 
  were coming via one of her sneak raid leaders having 
  warned her of their approach. Thus, use her power-up 
  suite.  
   
  She prefers to fight from a distance of 15 feet away 
  from shore while in the pond (thus, she is underwater 
  most of the time). At this distance, she can 5-foot swim 
  straight up, which lets her breach the pond’s surface. She 
  will then take her action before sinking to stand on the 
  pond’s bottom (this movement does not count against her 
  movement, as she is effectively falling when not 
  swimming. However, it might provoke an attack of 
  opportunity as normal. In this case, she might just choose 
  not to sink). Remember, the water gives her improved 
  cover (+8 bonus to AC, +4 bonus to Reflex saves; not 
  already included in her stats) from opponents on land. 
   
  Maurgoroothyx will prefer to open up with a 
  Quickened, Heightened, Tempest breath weapon before 
  casting blood wind and using her natural attacks at range 
  to attack any obvious arcane spellcasters, or whoever else 
  she perceives to be the biggest threat. She will typically 
  not Power Attack. Be aware that blood wind turns her 
  natural attacks into ranged attacks, so her opponents 
  might be able to benefit from cover or concealment. 
  Note: She does not suffer any penalties for attacking 
  creatures in melee in this manner.  
   
  Keep in mind that her Large and in Charge feat will 
  make it very difficult for melee oriented PCs to approach 
  her (plus, she’s in the water, surrounded by the inky 
  cloud). 
   
  At no point in time will Maurgoroothyx leave the 
  pond unless she must flee. If the PCs force her to retreat, 
  she flees without the egg. 
   
   
  Treasure 
  The PCs MUST defeat the greenspawn to earn this 
  treasure. They do NOT have to defeat the dragon (except 
  at APL 10), as it will be assumed that the fey defeat the 
  dragon if the PCs defeat the greenspawn (see 
  Conclusion). However, they cannot loot the dragon’s 
  body unless they kill her themselves (the fey loot the 
  body otherwise). 
   
  APL 4: Loot 64 gp; Coin 3,733 gp; Magic 0 gp; Total 
  3,797 gp. 
   
  APL 6: Loot 64 gp; Coin 3,733 gp; Magic 1,572 gp – 
  +1 medium-humanoid sized, glamered, improved slick leather 
  armor (1,572 gp); Total 5,369 gp. 
   
  APL 8: Loot 0 gp; Coin 3,733 gp; Magic 0 gp; Total 
  3,733 gp. 
   
  APL 10: Loot 0 gp; Coin 3,733 gp; Magic 1,655 gp – 
  +1 medium-humanoid sized, glamered, improved slick leather 
  armor (1,572 gp), potion of delay poison (25 gp), scroll of 
  clairaudience/clairvoyance (31 gp), scroll of melf’s acid arrow 
  (12 gp), scroll of unseen servant (2 gp), scroll of web (13 gp); 
  Total 5,388 gp. 
   
  
  IUZ7-04 Blue with Envy 
   
  Page 17 
  CREATURES (REDCAPS) 
  APL 4 (EL 7) 
  Young redcaps (3): hp 26 each; Appendix 1. 
  Joystealer: hp 27; Appendix 1. 
   
  APL 6 (EL 9) 
  Young redcaps (4): hp 22 each; Appendix 1. 
  Joystealer: hp 27; Appendix 1. 
  Elder redcap: hp 114; Appendix 1. 
   
  APL 8 (EL 11) 
  Joystealers (3): hp 27 each; Appendix 1. 
  Elder redcaps (3): hp 114 each; Appendix 1. 
   
  APL 10 (EL 13) 
  Joystealers (3): hp 27 each; Appendix 1. 
  Elder redcaps (3): hp 114 each; Appendix 1. 
  Verdant prince: hp 136; Appendix 1. 
  Changestaff treant: hp 66; PH 208 and MM 244. 
   
  Tactics 
  The young redcaps are pretty straight forward 
  combatants. They prefer to swing for the fences, hoping 
  for a critical hit with their scythe. Thus, they normally 
  power attack for 2 when swinging at unarmored foes 
  (NOT already included in their stats).  
   
  The elder redcaps are pretty much just better 
  fighters. They always power attack for 2 (already included 
  in their stats), and prefer to target lightly armored foes.  
   
  The joystealers prefer to gang up and target those 
  that they think have low charismas (especially wizards 
  and fighter-types, but if a sorcerer is blasting them they 
  will do everything they can to reduce her charisma as 
  quickly as possible). Once a PC is reduced to a 0 
  Charisma, one of the joystealers will use its drain 
  emotions supernatural ability on them while the rest 
  move on to another target. After feeding, the joystealer 
  will immediately attempt to retreat from the battle, using 
  its incorporealness and abilities to evade the heroes. 
   
  The verdant prince will fight from tree-top to stay 
  out of melee reach (he’s 30 feet off the ground, and at the 
  edge of the clearing that surrounds the pond). He found a 
  pretty solid dead tree to stand on, and his footing is pretty 
  firm, despite the rain (DC 12 Balance check required to 
  move, DC 7 to avoid falling. As he has 5 or more ranks in 
  Balance, he is NOT flat-footed while fighting like this). 
  He has previously cast call lightning storm, which makes 
  him especially dangerous in these stormy conditions. In 
  addition, he has one big fire seeds acorn grenade that he 
  was saving for whatever was in the pond. However, if 
  attacked by PCs, he will use it immediately against a 
  character that is wielding a cold iron weapon.  
   
  He will direct the changestaff treant to sunder a PCs 
  cold iron weapon, if possible. If a PC wielding a cold iron 
  weapon gets near him, he will cast repel metal or stone. Be 
  aware that this might force the PC into the pond! 
   
  Note that his dimension door ability WILL NOT work 
  in the Tangles, because all the plants and trees are dead. 
  DEVELOPMENT 
  It is possible that a PC might get their emotions drained 
  from them and for the offending joystealer to survive the 
  fight. In this case, the effect is permanent until the PC 
  receives a remove curse spell within the area of a hallow 
  spell. Note: There is one such area in Kinemeet, The 
  Cudgel’s Grounds. The PCs can purchase a remove curse 
  spell there from one of the faithful. Of course, the PCs 
  might have access to other such areas via meta-orgs, AR 
  favors, etc. 
   
  Treasure 
  As the PCs have defeated the fey, the dragon looks the 
  other way while the PCs claim the verdant prince’s staff. 
   
  APL 4: Loot 5 gp; Coin 0 gp; Magic 1,108 gp – redcap’s 
  tooth (3)(83 gp each), expended staff of the woodlands (858 
  gp); Total 1,113 gp. 
   
  APL 6: Loot 8 gp; Coin 0 gp; Magic 1,275 gp – redcap’s 
  tooth (5)(83 gp each), expended staff of the woodlands (858 
  gp); Total 1,283 gp. 
   
  APL 8: Loot 5 gp; Coin 0 gp; Magic 1,420 gp – redcap’s 
  tooth (3)(83 gp each), expended staff of the woodlands (858 
  gp), wand of magic missile (5th)(312 gp); Total 1,425 gp. 
   
  APL 10: Loot 5 gp; Coin 1,000 gp; Magic 1,420 gp – 
  redcap’s tooth (3)(83 gp each), expended staff of the woodlands 
  (858 gp), wand of magic missile (5th)(312 gp); Total 2,425 
  gp. 
   
  CREATURES (KOBOLDS) 
  APL 4 (EL 7) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 3; hp 18; Appendix 1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 1; hp 30; Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 1; hp 33; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 1; hp 34; 
  Appendix 1. 
  Ankheg Monstrous Companion: hp 28; see MM 14 
  and Appendix 1. 
   
  APL 6 (EL 9) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 1; hp 25; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 3; hp 48; Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 3; hp 61; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 3; hp 44; 
  Appendix 1. 
  Manticore Monstrous Companion: hp 57; see MM 
  179 and Appendix 1. 
   
  
  IUZ7-04 Blue with Envy 
   
  Page 18 
  APL 8 (EL 11) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 3; hp 43; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 5; hp 58; Appendix 1. 
  Fostered Blue Dragon: hp 59; see Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 5; hp 77; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 5; hp 56; 
  Appendix 1. 
  Blue Chimera Monstrous Companion: hp 76; see MM 
  34 and Appendix 1. 
  Ankheg Monstrous Companion: hp 28; see MM 14 
  and Appendix 1. 
   
  APL 10 (EL 13) 
  Blue Dragon-Wrought Kobold Arcanist: male kobold 
  expert 1/sorcerer 4/dragonheart mage 5; hp 53; Appendix 
  1. 
  Blue 
  Kobold 
  Dracolyte: 
  female 
  kobold 
  adept 
  5/dracolyte 7; hp 65; Appendix 1. 
  Blue Dragon Cohort: hp 113; see Appendix 1. 
  Fostered Blue Dragon: hp 59; see Appendix 1. 
  Blue Kobold Samurai: male kobold warrior 5/dragon 
  samurai (blue) 7; hp 93; Appendix 1. 
  Blue Dragon-Wrought Kobold Beast Heart Adept: 
  male kobold expert 4/ranger 1/beast heart adept 7; hp 68; 
  Appendix 1. 
  Blue Dragonne Monstrous Companion: hp 76; see 
  MM 89 and Appendix 1. 
  Manticore Monstrous Companion: hp 57; see MM 
  179 and Appendix 1. 
   
  Tactics 
  The kobolds’ real mission here is to get past the PCs so 
  that they can get into the water. One kobold has a ring of 
  swimming, and it is his job to get the egg while the dragon 
  is distracted by the fey. For specific tactics, see Encounter 
  3. 
   
   
  TREASURE 
  These are the same kobolds as those from Encounter 3. If 
  the PCs took their belongings during that encounter, 
  then the kobolds will not have it now. See Encounter 3. 
   
  TROUBLESHOOTING 
  If the PCs are stupid enough to fight two, or even all 
  three, groups at the same time, be sure to slaughter them. 
  I.E., the party wizard lobbing a fireball at the dragon at 
  APL 10 while fighting the redcaps will trigger the APL 10 
  greenspawn and dragon fight in addition to the APL 10 
  redcaps and fey encounter. 
  DEVELOPMENT 
  Determine which Initial Conclusion the PCs earned as 
  described below (if the kobolds were allowed to live in 
  Encounter 3, even if stripped of all their gear, then they 
  showed up in Encounter 4 and partook in the mass battle, 
  thus they “survived”). 
   
  For the Secondary Conclusions, each PC that wishes 
  to report to that NPC may be present for that Conclusion 
  (as long as that NPC doesn’t have a reason to hate them, 
  such as an enmity. Gildor still won’t speak with characters 
  linked to evil dragons, etc.).  
   
  IF THE PCS KILLED THE KOBOLDS IN ENCOUNTER 3: 
  • 
  PCs defeated the fey, then the dragon and her egg 
  are safe. Go to Conclusion A. 
  • 
  PCs lost to the fey, but the dragon is able to defeat 
  the remaining fey. Go to Conclusion A. 
  • 
  PCs defeated the greenspawn (and the dragon at APL 
  10), then the fey are able to kill the remaining 
  greenspawn. Gerland arrives to take possession of 
  the egg. Go to Conclusion B. 
  • 
  PCs lost to the greenspawn (and the dragon at APL 
  10), then the dragon is forced to flee with her egg. Go 
  to Conclusion C. 
  • 
  PCs did nothing during the fight (they watched), 
  then the dragon defeats the fey (barely) and her egg 
  is safe. Go to Conclusion D. 
   
  IF THE KOBOLDS SURVIVED ENCOUNTER 3: 
  • 
  PCs defeated the fey, then the dragon successfully 
  defends her egg from the kobolds. Go to Conclusion 
  A. 
  • 
  PCs lost to the fey, the dragon is alive but lost her 
  egg to the kobolds. Go to Conclusion E. 
  • 
  PCs defeated the greenspawn (and/or the dragon at 
  APL 10), then the fey kill the rest of the greenspawn 
  (and the dragon at APLs 4-8) and the kobolds steal 
  the dragon’s egg. Go to Conclusion F. 
  • 
  PCs lost to the greenspawn (and the dragon survived 
  at APL 10), then the redcaps drive off the rest of the 
  greenspawn, the dragon flees with her egg. Go to 
  Conclusion C. 
  • 
  PCs defeated the kobolds, then the dragon defeats 
  the fey (barely) and her egg is safe. Go to Conclusion 
  A. 
  • 
  PCs lost to the kobolds, then the dragon defeats the 
  fey (barely) but the kobolds steal her egg. Go to 
  Conclusion E. 
  • 
  PCs did nothing during the fight (they watched), 
  then the dragon defeats the fey (barely) but the 
  kobolds steal the egg. Go to Conclusion E. 
  
  IUZ7-04 Blue with Envy 
   
  Page 19 
  PRIMARY CONCLUSIONS 
  Note: Only Maurgoroothyx’s blood has any effect on the 
  Tangles. If the PCs somehow have a way of 
  experimenting by using the blood from another green 
  dragon, nothing happens.  
   
  CONCLUSION A: DRAGON AND EGG SAFE 
  As the battle winds down, you can clearly see that 
  the dragon and her children have the upper hand 
  now. The evil fey have been driven off, and the 
  kobolds, who clearly were after something, are no 
  longer a threat. Did you make the right decision? Is 
  an adult green dragon the best thing for the Tangles 
  right now? 
   
  Then you and your comrades note a strange 
  sight...a pool of the dragon’s blood has washed up on 
  the shore. There, before your eyes, you see a green 
  sprout slowly grow out of the poisoned, blood-
  soaked, muddy earth! 
   
  The PCs earn the “Aided the Green Dragon” AR item. 
   
  CONCLUSION B: DRAGON KILLED, GERLAND ARRIVES 
  For good or ill, you sided with the evil fey; the green 
  dragon and her brood now lie dead before you. The 
  fey seem content that the monster in the pond was 
  destroyed and, surprisingly, leave you alone. 
   
  Bravely, one of you searches the pond for the 
  dragon’s treasure. To your amazement, you find one 
  loan egg buried deep at the bottom of the lake. It’s 
  small, hard shell is not much bigger than an 
  ostrich’s, but its sickly, yellow color hints at what 
  might be inside. 
   
  As you return to the shore, you and your 
  comrades note a strange sight...a pool of the dragon’s 
  blood has washed up on the shore. There, before 
  your eyes, you see a green sprout slowly grow out of 
  the poisoned, blood-soaked, muddy earth! 
   
  Just as you are ready to leave with your prize, a 
  voice booms out of the sky above you. 
   
  “You fools! What have you done!” shouts an 
  angry grey elf garbed in druid’s attire as he sits 
  astride a monstrous bird, its wings flapping above 
  you. The elf’s form shimmers with power as his eyes 
  burn with rage. 
   
  A DC 20 Knowledge (local – IBS) check reveals that this 
  is Gerland, a druid of great power. A DC 28 Knowledge 
  (nature) check reveals that his mount is a roc (MM 215). 
   
  “Put the egg down and leave now, or you will all die 
  here today!” the elf shouts at you before he begins to 
  cast a spell. 
   
  A DC 23 Spellcraft check reveals that he is about to cast 
  deadfall (see Appendix 2), a spell which will probably kill 
  several of the PCs and trap the rest. Gerland has a readied 
  action to cast the spell if the PCs do anything other than 
  leave the egg and back away. 
   
  Ask the PCs what they wish to do. Any answer other 
  than “leave the egg for Gerland” results in him casting the 
  spell. Regardless of if the PCs survive, Gerland recovers 
  the egg from them. Even if a PC magically flees with the 
  egg, eventually a member of the Old Faith will find them 
  and take it from the PC.  
   
  The PCs may keep everything else that they looted 
  from the lair, except the gemstone of fortification. Gerland 
  takes this from them as well. 
   
  Gerland: CN male grey elf Druid 15; Wis 24. 
  Roc animal companion: hp 207; see MM 215. 
   
  CONCLUSION C: DRAGON FORCED TO FLEE WITH EGG 
  For good or ill, you sided with the evil fey, but you 
  weren’t able to defeat the dragon and her children. 
  As you flee, you see the green dragon fly off, a 
  strange yellow egg clutched safely in one of her 
  claws. The kobolds’ prize gets away.  
   
  The fey seem content that the monster in the 
  pond was driven off and, surprisingly, leave you 
  alone as they begin to swim and frolic in the pond. 
  To the victors go the spoils. 
   
  Then you and your comrades note a strange 
  sight...a pool of the dragon’s blood has washed up on 
  the shore. There, before your eyes, you see a green 
  sprout slowly grow out of the poisoned, blood-
  soaked, muddy earth! You might have just helped 
  drive off the Tangles only chance at being renewed! 
   
  The PCs MAY NOT loot the dragon’s lair, as the redcaps 
  do not allow them to enter the pond. 
   
  CONCLUSION D: DRAGON AND EGG SAFE (BARELY) 
  As the battle winds down, you can clearly see that 
  the dragon and her children have the upper hand 
  now. The evil fey are being driven off, and the 
  kobolds, who clearly were after something, are no 
  longer a threat. Did you make the right decision by 
  not participating in the battle? Is an adult green 
  dragon the best thing for the Tangles right now? Are 
  the redcaps still a threat? 
   
  Then you and your comrades note a strange 
  sight...a pool of the dragon’s blood has washed up on 
  the shore. There, before your eyes, you see a green 
  sprout slowly grow out of the poisoned, blood-
  soaked, muddy earth! Maybe you should have helped 
  her, after all. 
   
  CONCLUSION E: DRAGON SAFE, EGG STOLEN 
  As the battle winds down, you can clearly see that 
  the dragon and her children have the upper hand 
  now, but then you hear a draconic cry of anguish.  
   
  The kobolds got what they were after, and you 
  see them sprinting away, a small, yellow egg their 
  prize.  
  
  IUZ7-04 Blue with Envy 
   
  Page 20 
   
  Did you make the right decision? Is an adult 
  green dragon the best thing for the Tangles right 
  now? And what are those kobolds and their blue 
  dragon god going to do with that egg? 
   
  Then you and your comrades note a strange 
  sight...a pool of the dragon’s blood has washed up on 
  the shore. There, before your eyes, you see a green 
  sprout slowly grow out of the poisoned, blood-
  soaked, muddy earth! 
   
  CONCLUSION F: DRAGON KILLED, EGG STOLEN 
  For good or ill, you sided with the evil fey and 
  kobolds, and the dragon and her brood now lie dead 
  before you. The fey seem content that the monster in 
  the pond was destroyed, and surprisingly leave you 
  alone. 
   
  The kobolds got what they were after, and you 
  see them sprinting away, a small, yellow egg their 
  prize.  
   
  Did you make the right decision? What are 
  those kobolds and their blue dragon god going to do 
  with that egg? Are the redcaps still a threat? 
   
  Then you and your comrades note a strange 
  sight...a pool of the dragon’s blood has washed up on 
  the shore. There, before your eyes, you see a green 
  sprout slowly grow out of the poisoned, blood-
  soaked, muddy earth! You realize that you might 
  now be responsible for the Tangles never being able 
  to be healed! 
   
   
  The PCs may loot the dragon’s lair. The kobolds sneak off 
  with the gemstone of fortification. 
   
  SECONDARY CONCLUSIONS 
  CONCLUSION: GILDOR  
  Below is a list of Gildor’s reactions to news that the PCs 
  bring him: 
  • Bellamoh: I should like to meet her. 
  • Lady Hind: She is a fascinating young lady. 
  • Fey rings: Sounds dangerous! Good to know. 
  • Pseudodragon cohort: He’s like a distant relative 
  more than he is a pet. Treat him well. 
  • Blue kobolds and Gildor’s divination results: This is 
  highly odd. My divinations were apparently 
  telling me that you were supposed to help the 
  kobolds take this green dragon’s egg from her. 
  That can’t be right. I shall have to ponder what 
  this could mean.  
  • Strange blue dragon scale: This is very similar to 
  other magical dragon scales I have seen recently. 
  They tend to be tied to a cult that worships a 
  dragon. You say these kobolds were from the 
  Rift Canyon? And they claim that their blue 
  dragon god will be moving in with them soon? 
  Not good, not good at all. 
  • Redcaps: It sounds as if these fey were from the 
  Unseelie side of the fey family tree. Good 
  riddance to them. 
  • Greenspawn and Maurgoroothyx: Ah, so she must be 
  the Green Dragon of Lake Aqal’s oldest 
  daughter. No doubt, she views the birthing of 
  her spawn as a blessing by the Five-Colored One 
  herself. This is worrisome. 
  • The yellow egg and her having mated with 
  Morginstaler: You’re telling me that this foolish 
  green dragon mated with that red dragon from 
  the Rift Canyon? And you saw a yellow egg? 
  Hrm. Why would the kobolds want a yellow 
  dragon egg?  
  • Maurgoroothyx’s blood healing the Tangles: As she is 
  from Lake Aqal, which itself has many 
  unexplained properties, perhaps her blood 
  somehow cleansed the poisoned land it came 
  into contact with. Green dragons often form 
  strange and powerful connections with their 
  forests. 
   
  The PCs earn the “Favor of Gildor” AR item. 
   
  CONCLUSION: OLD FAITH  
  The PC should report to the NPC that asked them to help 
  Bellamoh (except: BK). Regardless of the NPC, they will 
  all have similar reactions. Modify as needed to fit your 
  region’s NPC. 
  • 
  Bandit Kingdoms: Bellamoh 
  • 
  Furyondy: Krishena 
  • 
  Highfolk: Calentir Elethiel-Rellen 
  • 
  Perrenland: HetKanzler Arven Bruidenhuis 
  • 
  Shield Lands: Tirzhar 
   
  Below is a list of the NPC’s reactions to news that the PCs 
  bring him or her: 
  • Gildor: I should like to meet him. 
  • Lady Hind: The Johrase have always respected the 
  cudgel a bit more than the plow. 
  • Fey rings: The traps sound very dangerous. I’ll 
  spread the word to others of my order. Thank 
  you. 
  • Redcaps: It sounds as if these fey were from the 
  Unseelie side of the Fey Realm. Good riddance 
  to them. 
  • Greenspawn and Maurgoroothyx: Odd how she 
  choose to go back to a dead forest to lay her eggs. 
  She must feel some strong connection to that 
  place. Perhaps the future of the Tangles lies with 
  her and/or her progeny. 
  • The yellow egg and her having mated with 
  Morginstaler: And you saw a yellow egg? That 
  does not sound natural. 
  • Maurgoroothyx’s blood healing the Tangles: As she is 
  from Lake Aqal, which itself has many 
  unexplained properties, perhaps her blood 
  
  IUZ7-04 Blue with Envy 
   
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  somehow cleansed the poisoned land it came 
  into contact with. Green dragons often form 
  strange and powerful connections with their 
  forests. 
   
  The PCs earn the “Favor of the Old Faith” AR item. 
   
  CONCLUSION: THE CUDGEL 
  Below is a list of Lady Hind’s reactions to news that the 
  PCs bring her: 
  • Bellamoh: She and Slayer of Hedgehogs have done 
  amazing things for our farmers’ fields. We value 
  our Old Faith druids, even if they sometimes 
  forget that sometimes the plow must be 
  reforged into a mace. 
  • Gildor: I have asked him to dine with me tonight. I 
  believe he and I will have much to discuss. 
  • Redcaps and fey rings: Dirty little buggers, fey are. 
  Can’t be trusted. You say there might be more of 
  these things in the Tangles? Hrm. 
  • Pseudodragon cohort: Charming. 
  • Greenspawn and Maurgoroothyx: Ah, so she has 
  returned, after all. This will mean that staging in 
  that area is impossible, of course, unless . . . 
  Hrm. We hate Cranzer. Presumably she hates 
  Cranzer. Perhaps I shall have to find a way to 
  meet with her myself. 
  • Maurgoroothyx’s blood healing the Tangles: That is 
  very odd. Perhaps Bellamoh will know what to 
  make of it. 
   
  The PCs earn the “Favor of the Johrase” AR item. 
   
  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: BAD 'SHROOMS 
  Survive the trap 
  APL 4 
   
   
   
   
  120 XP 
  APL 6  
   
   
   
   
  180 XP 
  APL 8  
   
   
   
   
  240 XP 
  APL 10   
   
   
   
  300 XP 
   
  3: LOST AND FOUND KOBOLDS 
  Defeat the kobolds or Negotiate 
  APL 4  
   
   
   
   
  210 XP 
  APL 6  
   
   
   
   
  270 XP 
  APL 8  
   
   
   
   
  330 XP 
  APL 10   
   
   
   
  390 XP 
   
  4: GREEN'S POND 
  Win the battle 
  APL 4  
   
   
   
   
  210 XP 
  APL 6  
   
   
   
   
  270 XP 
  APL 8  
   
   
   
   
  330 XP 
  APL 10   
   
   
   
  390 XP 
   
  STORY AWARD 
  Returned to NPC with useful information  
  APL 4  
   
   
   
   
  90 XP 
  APL 6  
   
   
   
   
  135 XP 
  APL 8  
   
   
   
   
  180 XP 
  APL 10   
   
   
   
  225 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  All APLs  
   
   
   
  45 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
   
   
   
   
  675 XP 
  APL 6  
   
   
   
   
  900 XP 
  APL 8  
   
   
   
   
  1,125 XP 
  APL 10   
   
   
   
  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 
  
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  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  3: LOST AND FOUND KOBOLDS  
   
  APL 4: Loot 145 gp; Coin 0 gp; Magic 1,789 gp -- +2 
  chain shirt (354 gp), +1 chitin breastplate (142 gp), +1 chitin 
  buckler (111 gp), +1 rider’s shield (102 gp), +1 shortbow (194 
  gp), periapt of wisdom +2 (333 gp), potion of cure light wounds 
  (2)(8 gp each), ring of protection +1 (167 gp), scroll of cure 
  moderate wounds (12.5 gp), scroll of delay poison (12.5 gp), 
  scroll of invisibility (12.5 gp), strange blue dragon scale (250 
  gp), vest of resistance +1 (4)(83 gp each); Total 1,934 gp. 
   
  APL 6: Loot 145 gp; Coin 0 gp; Magic 3,150 gp -- +2 
  chain shirt (354 gp), +1 chitin breastplate (142 gp), +1 chitin 
  buckler (111 gp), +1 rider’s shield (102 gp), +1 shortbow (194 
  gp), +1 studded leather barding (104 gp), amulet of health +2 
  (333 gp), bag of holding (type I)(208 gp), cloak of charisma +2 
  (333 gp), periapt of wisdom +2 (333 gp), phylactery of 
  faithfulness (83 gp), potion of cure light wounds (2)(8 gp 
  each), potion of cure moderate wounds (2)(25 gp each), ring of 
  protection +1 (167 gp), scroll of cure moderate wounds (12.5 
  gp), scroll of delay poison (12.5 gp), scroll of invisibility (12.5 
  gp), strange blue dragon scale (250 gp), vest of resistance +1 
  (4)(83 gp each); Total 3,295 gp. 
   
  APL 8: Loot 145 gp; Coin 0 gp; Magic 5,670 gp -- +2 
  chain shirt (354 gp), +2 chitin breastplate (392 gp), +1 chitin 
  buckler (111 gp), +2 rider’s shield (352 gp), 
  +1 shock shortbow (694 gp), +1 studded leather barding (104 
  gp), +2 studded leather barding (354 gp), amulet of health +2 
  (2)(333 gp each), bag of holding (type I)(208 gp), cloak of 
  charisma +2 (333 gp), gloves of dexterity +2 (333 gp), periapt of 
  wisdom +2 (333 gp), phylactery of faithfulness (83 gp), potion 
  of cure light wounds (2)(8 gp each), potion of cure moderate 
  wounds (2)(25 gp each), ring of protection +1 (2)(167 gp 
  each), scroll of cure moderate wounds (12.5 gp), scroll of delay 
  poison (12.5 gp), scroll of invisibility (12.5 gp), strange blue 
  dragon scale (250 gp), vest of resistance +1 (4)(83 gp each), vest 
  of resistance +2 (333 gp); Total 5,815 gp. 
   
  APL 10: Loot 145 gp; Coin 0 gp; Magic 11,846 gp -- +2 
  chain shirt (354 gp), +3 chitin breastplate (809 gp), +2 chitin 
  buckler (361 gp), +3 rider’s shield (769 gp), +1 shock shortbow 
  (694 gp), +1 studded leather barding (2)(104 gp each), +2 
  studded leather barding (354 gp), +3 studded leather (767 gp), 
  amulet of health +2 (3)(333 gp each), bag of holding (type 
  I)(208 gp), belt of giant strength +4 (1,333 gp), bracers of 
  archery (lesser)(208 gp), claws of the ripper (2)(167 gp each), 
  cloak of charisma +2 (2)(333 gp each), gloves of dexterity +2 
  (2)(333 gp each), periapt of wisdom +2 (333 gp), phylactery of 
  faithfulness (83 gp), potion of cure light wounds (2)(8 gp 
  each), potion of cure moderate wounds (3)(25 gp each), potion 
  of cure serious wounds (2)(62.5 gp each), ring of protection +1 
  (2)(167 gp each), ring of protection +2 (667 gp), scroll of cure 
  moderate wounds (12.5 gp), scroll of delay poison (12.5 gp), 
  scroll of displacement (31 gp), scroll of invisibility (12.5 gp), 
  strange blue dragon scale (250 gp), vest of resistance +1 (2)(83 
  gp each), vest of resistance +2 (3)(333 gp each); Total 11,991 
  gp. 
   
  4: GREEN’S POND (GREENSPAWN) 
   
  APL 4: Loot 64 gp; Coin 3,733 gp; Magic 0 gp; Total 
  3,797 gp. 
   
  APL 6: Loot 64 gp; Coin 3,733 gp; Magic 1,572 gp – 
  +1 medium-humanoid sized, glamered, improved slick leather 
  armor (1,572 gp); Total 5,369 gp. 
   
  APL 8: Loot 0 gp; Coin 3,733 gp; Magic 0 gp; Total 
  3,733 gp. 
   
  APL 10: Loot 0 gp; Coin 3,733 gp; Magic 1,655 gp – 
  +2 medium-humanoid sized, glamered, improved slick leather 
  armor (1,572 gp), potion of delay poison (25 gp), scroll of 
  clairaudience/clairvoyance (31 gp), scroll of melf’s acid arrow 
  (12 gp), scroll of unseen servant (2 gp), scroll of web (13 gp); 
  Total 5,388 gp. 
   
  4: GREEN’S POND (REDCAPS) 
   
  APL 4: Loot 5 gp; Coin 0 gp; Magic 1,108 gp – redcap’s 
  tooth (3)(83 gp each), expended staff of the woodlands (858 
  gp); Total 1,113 gp. 
   
  APL 6: Loot 8 gp; Coin 0 gp; Magic 1,275 gp – redcap’s 
  tooth (5)(83 gp each), expended staff of the woodlands (858 
  gp); Total 1,283 gp. 
   
  APL 8: Loot 5 gp; Coin 0 gp; Magic 1,420 gp – redcap’s 
  tooth (3)(83 gp each), expended staff of the woodlands (858 
  gp), wand of magic missile (5th)(312 gp); Total 1,425 gp. 
   
  APL 10: Loot 5 gp; Coin 1,000 gp; Magic 1,420 gp – 
  redcap’s tooth (3)(83 gp each), expended staff of the woodlands 
  (858 gp), wand of magic missile (5th)(312 gp); Total 2,425 
  gp. 
   
  TOTAL POSSIBLE TREASURE 
  Note: The totals below assume that the PCs engage all 
  three groups and defeat them. As this is unlikely, be sure 
  to refer to the appropriate treasure sections listed above 
  for treasure details by encounter. 
   
  APL 4: Loot 214 gp; Coin 3,733 gp; Magic 2,897 gp; 
  Total 650 gp (6,194 gp over-the-cap). 
   
  APL 6: Loot 214 gp; Coin 3,733 gp; Magic 5,997 gp; 
  Total 900 gp (9,044 gp over-the-cap). 
   
  APL 8: Loot 150 gp; Coin 3,733 gp; Magic 7,090 gp; 
  Total 1,300 gp (9,673 gp over-the-cap). 
   
  APL 10: Loot 150 gp; Coin 4,733 gp; Magic 14,921 
  gp; Total 2,300 gp (17,504 gp over-the-cap). 
  
  IUZ7-04 Blue with Envy 
   
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  ALLOCATION OF AR ITEMS 
  Note: It’s possible for a PC to earn two, or even all three 
  favors. As long as one PC in the party was recruited by 
  that NPC, than any PC who helped them, and is vouched 
  for by their fellow party member, earns the favor 
  (excluding PCs who have the enmity of that person or 
  organization). 
   
  Aided the Green Dragon: PCs must have earned 
  Conclusion A.  
   
  Favor of the Old Faith: PCs must have agreed to take 
  soil and water samples back to druids from their regions. 
   
  Favor of Gildor Arcanix: PCs must have reported back 
  to Gildor regarding what just happened in the Tangles. 
   
  Favor of the Johrase: PCs must have reported back to 
  Lady Hind what they discovered about the Tangles. 
   
  Pseudodragon Companion: Any PC that treated the 
  pseudodragon nicely qualifies for this, as long as the 
  dragon survived the adventure. 
   
  Strange Blue Dragon Scale: The PCs must have 
  defeated the kobolds to earn access to this loot. 
   
  ADVENTURE RECORD 
  � Aided the Green Dragon: Lawful Neutral characters may 
  immediately spend 4 TUs to Open the following rules options: Dragon 
  Disciple (green), Draconic Heritage (green)CAr; dragonthrallDra; blood 
  wind, draconic might, entice gift, inky cloud, scintillating scales (all SpC).  
   
  � Favor of the Old Faith: If this PC's race was or is changed by the 
  baleful polymorph or reincarnate spell, Bellamoh will change it back to the 
  PC's original race. This ritual costs 4 TUs and may only be performed 
  once ever. This favor works even if the PC’s race was changed to an 
  unplayable one. In addition, Bellamoh makes the items marked with a 
  “B” below available for purchase. 
   
  � Favor of Gildor Arcanix: LG, LN, or NG PCs that earn 5 Influence 
  Points or favors with Gildor will be invited to spend time with Gildor. 
  After spending 6 TUs with the dragon, the following rules options 
  become Open for the PC (all Dra): Dracolyte, dragon cohort (gold only), 
  dragonfriend. If the PC advances as a dracolyte to 5th level, the fostered 
  gold dragon will be one of Gildor’s children. Notate the four other AR 
  numbers that contain favors or IPs with Gildor below. 
  AR #’s: 
   
  � Favor of the Johrase: You gain Metaregional access to the 
  following: +1 adamantine heavy mace (5,012 gp), +1 adamantine 
  morningstar (5,008 gp); axiomatic, blueshineMIC, and resoundingMIC 
  upgrades. 
   
  � Pseudodragon Companion: If you immediately spend 4 TUs, you 
  gain access to one pseudodragon cohort (ECL 5, or 2 if the PC has the 
  dragon cohort feat). This cohort advances by class, has a favored class of 
  sorcerer, will always have a Neutral Good alignment, and starts with the 
  feat Weapon Finesse.  
  Str 4, Dex 18, Con 15, Int 10, Wis 14, Cha 15. 
  � Strange Blue Dragon Scale: Against a dragon’s frightful presence, 
  the bearer of this scale and all allies within 30’ are treated as having +4 
  HD and gain a +4 to their Will save. If the bearer makes his save, his 
  familiar, animal companion, and/or special mount automatically makes 
  its save. This item only works for kobolds and does not take up an item 
  slot.  
   
  Faint abjuration; CL 3rd; Craft Wondrous Item, Dragon Hunter 
  BraveryDRA; Price: 3,000 gp; Weight 1 lb. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  G - must have defeated greenspawn (and dragon at APL 10) 
  F - must have defeated fey 
  K - must have defeated kobolds 
   
  APL 4: 
  • FExpended staff of the woodlands 
  (Metaregional; DMG; 10,300 gp) 
  • GSmall-sized dragonsplit (Adventure; MM4; 100 gp) 
  • FRedcap’s Tooth (Adventure; MM3) 
  • KStrange Blue Dragon Scale (Adventure; see above) 
  • BSummoner’s totem (Metaregional; MIC) 
  • K+1 small-sized chitin breastplate (Adventure; RoDr; 1,700 gp) 
  • K+1 small-sized chitin buckler (Adventure; RoDr; 1,330 gp)  
   
  APL 6 (all of APL 4 plus the following): 
  • KBag of holding (type I) (Adventure; DMG) 
  • KPhylactery of faithfulness (Adventure; DMG) 
  • KRing of swimming (Adventure; DMG) 
  • BBelt of the wide earth (Metaregional; MIC) 
  • G+1 glamered, improved slick studded leather 
  (Metaregional; DMG; 18,875 gp) 
  • G+1 small-sized dragonsplit (Adventure; MM4; 2,400 gp) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • K+1 small-sized shock shortbow (Adventure; DMG; 8,330 gp) 
  • B+1 hunting composite longbow (+1 to +5 Str bonus) (Metaregional; MIC; 
  8,500 to 8,900 gp) 
  • FWand of magic missile 
  (CL 5th; 50 charges; Adventure; DMG) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • KBracers of archery (lesser) (Adventure; DMG) 
  • KClaws of the ripper (Adventure; Dra) 
  • BCloak of thorns (Metaregional; MIC) 
   
   
  
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  APPENDIX 1: APL 4 
  2: LOST AND FOUND KOBOLDS  
   
   
  B L UE  D R AG O N- W RO UG H T K O B O L D  AR C AN I S T 
   
   
   
   
   
  CR 3 
  Male kobold expert 1/sorcerer 3 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Listen +5, Spot +1 
  Languages Draconic 
  AC 20, touch 15, flat-footed 17 
   
  (+1 size, +3 Dex, +4 armor, +1 deflection, +1 
  natural) 
  hp 18 (4 HD)  
  Immune magic sleep and paralysis effects 
  Resist +1 saves vs. electricity  
  Fort +3, Ref +5, Will +7 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger -1 (1d3-3/19-20) 
  Ranged mwk light crossbow +6 (1d6/19-20) or spell 
  +5 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -6 
  Combat Gear mwk light crossbow, 10 bolts, dagger 
  Sorcerer Spells Known (CL 3rd): 
   1st (6/day)—lesser orb of electricity*, mage 
  armor�, shocking grasp  
   0 (6/day)—detect magic, electric jolt*, mage hand, 
  prestidigitation, read magic  
  �Already cast 
  Spell-Like Abilities (CL 4th): 
   1/day—nerveskitter* 
  Abilities Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 15  
  Feats Dragon-wrought*, Improved Initiative, Draconic 
  Heritage (blue)B 
  Skills Concentration +8, Craft (trapmaking) +6, Hide 
  +9, Knowledge (arcana) +9, Listen +5, Profession 
  (miner) +7, Search +6 
  Possessions combat gear plus spell component 
  pouch (2), potion of cure light wounds, ring of 
  protection +1, scroll of invisibility, vest of resistance 
  +1, mwk artisan’s tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  B L U E  K O BO L D D R AC O L Y T E 
  CR  3 
  Female kobold adept 5/dracolyte* 1 
  LE Small humanoid (dragonblood, reptilian) 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic, Common, Undercommon 
  AC 17, touch 12, flat-footed 16 
   
  (+1 size, +1 Dex, +3 armor, +1 shield, +1 natural) 
  hp 30 (6 HD) 
  Fort +4, Ref +3, Will +11 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +0 (1d3-3/19-20) 
  Ranged mwk light crossbow +5 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -5 
  Combat Gear dagger, mwk light crossbow, 10 bolts 
  Adept Spells Prepared (CL 6th): 
   2nd—D: enthrall (DC 17), cure moderate wounds, 
  invisibility 
   1st—D: command (DC 16), cause fear (DC 16), 
  cure light wounds, sleep (DC 16) 
   0—create water, cure minor wounds, detect magic 
  D: Domain spell. Deity: n/a. Domain: Domination*  
  Spell-Like Abilities (CL 6th): 
   1/day—shield 
  Abilities Str 4, Dex 12, Con 11, Int 14, Wis 18, Cha 12  
  SQ summon familiar (toad) 
  Feats 
  AlertnessB, 
  Skill 
  Focus 
  (Concentration), 
  Dragonfriend*, 
  Spell 
  Focus 
  (enchantment)B, 
  Toughness 
  Skills Concentration +12, Craft (trapmaking) +4, 
  Diplomacy +5 (+9 vs. dragons), Heal +10, Hide +5, 
  Knowledge (arcana) +7, Knowledge (religion) +11, 
  Listen +6, Profession (miner) +6, Search +4, 
  Spellcraft +5, Spot +6 
  Possessions combat gear plus strange blue dragon 
  scale, periapt of wisdom +2, scroll of cure 
  moderate wounds, scroll of delay poison, vest of 
  resistance +1, mwk studded leather armor, mwk 
  buckler, holy symbol (2) 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  
  IUZ7-04 Blue with Envy 
   
  Page 25 
  B L UE  K O BO L D S AM U R AI CR  3 
  Male kobold warrior 5/dragon samurai (blue) 1 
  LE Small humanoid (dragonblood, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Draconic  
  AC 26, touch 15, flat-footed 22 
   
  (+1 size, +4 Dex, +6 armor, +4 shield, +1 natural) 
  hp 33 (6 HD)  
  Resist electricity 5 
  Fort +7, Ref +6, Will +5 
  Weakness light sensitivity 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft. 
  Melee mwk light pick +11 (1d3/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Special Actions dragon breath 
  Combat Gear mwk light pick, dagger 
  Spell-Like Abilities (CL 6th): 
   1/day—breath flare* 
  Abilities Str 10, Dex 18, Con 11, Int 10, Wis 12, Cha 8  
  Feats Weapon Finesse, Exotic Shield Proficiency 
  (rider’s shield)*, Shield Specialization (heavy 
  shields)* 
  Skills Craft (trapmaking) +2, Hide +4, Intimidate +5, 
  Knowledge (arcana) +2, Profession (miner) +2, 
  Ride +13, Search +2 
  Possessions combat gear plus vest of resistance +1, 
  +1 rider’s shield*, potion of cure moderate wounds, 
  +1 chitin breastplate* 
  Dragon Breath (Su) 1/day; standard action; 60-ft. 
  line, 1d8 electricity, Reflex DC 11 half. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
   
  AN K H E G  M O NS T R O U S  C O M P ANI O N CR  -- 
  N Large magical beast (as MM 14, see below) 
  AC 25, touch 9, flat-footed 25 
   
  (-1 size, +3 armor, +4 shield, +9 natural) 
  Possessions mwk studded leather barding, mwk 
  exotic military saddle, saddle bags, shovel, pick, 
  rations 
  Tricks Trained for guarding (attack, defend, down, 
  and guard). PH 75 
  Link (Ex) A beast heart adept can handle his 
  monstrous companion as a free action, or push it 
  as a move action. The beast heart adept gains a 
  +4 circumstance bonus on monster empathy 
  checks and Handle Animal checks regarding a 
  monstrous companion. 
   
  B L U E  D R AG O N- W R O U G H T  K O B O L D  B E AS T 
  H E AR T AD E P T 
  CR  3 
  Male kobold expert 4/ranger 1*/beast heart adept* 1 
  LE Small dragon (reptilian, augmented humanoid [kobold]) 
  Init +3; Senses darkvision 60 ft., low-light vision; Listen +1 
  (+4 vs. gnomes), Spot +1 (+4 vs. gnomes) 
  Languages Draconic, Undercommon 
  AC 22, touch 14, flat-footed 19 
   
  (+1 size, +3 Dex, +5 armor, +2 shield, +1 natural) 
  hp 34 (6 HD)  
  Immune magic sleep and paraylsis effects 
  Fort +7, Ref +7, Will +8 
  Weakness light sensitivity 
  Speed 20 ft. in medium armor (4 squares), base movement 
  30 ft. 
  Melee mwk greatsword +6 (1d10/19-20) 
  Ranged +1 shortbow +10 (1d4+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Atk Options Point Blank Shot 
  Combat Gear +1 shortbow, 20 arrows, mwk greatsword 
  Spell-Like Abilities (CL 6th): 
   1/day—arrow mind* 
  Abilities Str 10, Dex 17, Con 12, Int 10, Wis 12, Cha 8  
  SQ favored enemy +3 (gnomes), monstrous companion 
  (ankheg), monster empathy +3 (+7 vs. monstrous 
  companion, -1 vs. aberrations), monster handler 
  Feats Animal Affinity, Dragon-wrought*, Track
  B, Point Blank 
  Shot 
  Skills Craft (trapmaking) +2, Handle Animal +8 (+12 vs. 
  monstrous companion), Hide +14 (+17 vs. gnomes), 
  Knowledge (arcana) +4, Knowledge (dungeoneering) +7, 
  Knowledge (nature) +7, Ride +11 (+13 on ankheg 
  companion), Survival +10 (+13 vs. gnomes, +12 
  underground [+15 vs. gnomes], +12 aboveground natural 
  environments [+15 vs. gnomes]) 
  Possessions combat gear plus +1 chain shirt, +1 chitin 
  buckler, vest of resistance +1 
  Kobold Favored Enemy (Ex) As ranger favored enemy, 
  except skills affected are Hide, Listen, Move Silently, 
  Spot and Survival. If a kobold ranger selects fey, 
  dwarves, or gnomes as her favored enemy, she gains a 
  +3 bonus against them instead of the standard +2. This 
  substitution feature replaces but is otherwise identical to 
  the standard ranger’s favored enemy class feature. 
  Monstrous 
  Companion 
  (Ex) 
  As 
  a 
  druid’s 
  animal 
  companion, but can be a magical beast or aberration (see 
  below). 
  Monster Empathy (Ex) As druid’s wild empathy, except that 
  it affects magical beasts regardless of their intelligence 
  score.  
   
  You can also use this ability to influence an animal, or an 
  aberration at a -4 penalty, that has an Intelligence score 
  of 1 or 2.  
   
  If you have the wild empathy ability from another class, 
  add your levels in that class to your beast heart adept 
  level when influencing magical beasts or animals.  
  Monster Handler (Ex) You can make Handle Animal checks 
  with regard to magical beasts and aberrations without 
  penalty. This ability only to creatures that have an 
  Intelligence score of 1 or 2. Magical beasts and 
  aberrations with higher Intelligence scores cannot be 
  controlled by Handle Animal at all. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight 
  or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft (trapmaking), 
  Profession (miner), and Search checks. Included above. 
   
  
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  5: GREEN’S POND (GREENSPAWN) 
  G R E E N S P AW N  L E AP E R 
  CR  2 
  NE Medium magical beast (dragonblood) 
  Init +4; Senses darkvision 60 ft., low-light vision, 
  Listen +2, Spot +2 
  Languages -- 
  AC 18, touch 14, flat-footed 14 
   
  (+4 Dex, +4 natural) 
  hp 19 (3 HD)  
  Immune acid 
  Fort +4, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Special Actions poison burst 
  Abilities Str 17, Dex 19, Con 12, Int 2, Wis 15, Cha 8  
  Feats Weapon Finesse, Weapon Focus (bite)  
  Skills Balance +14, Climb +17, Hide +14, Jump +17, 
  Listen +2, Spot +2 
  Poison Burst (Ex): A greenspawn leaper can release 
  a burst of poison gas as a standard action once per 
  day. Any creature within 5 feet is affected. This 
  insidious poison is absorbed through the skin and 
  converts to acid. Whenever the greenspawn leaper 
  takes damage from an attack, it can activate this 
  ability as an immediate action. It can still use it only 
  once per day. 
   
  Contact; Fort DC 12; 2d6 acid/2d6 acid. The save 
  DC is Constitution-based. 
  Skills: Greenspawn leapers have a +10 racial bonus 
  on Balance, Hide, and Jump checks. In addition, 
  they have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Physical Description: A green-scaled, dragonlike 
  creature about the size of a dwarf. 
  G R E E N S P AW N  S NE AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural)  
  hp 11 (2 HD) 
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. in (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 15  
  SQ water breathing 
  Feats Exotic Weapon Proficiency (dragonsplit)B, Two-
  Weapon FightingB, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently 
  +10 Spot +2 
  Possessions combat gear plus leather armor, 2 
  dragonsplits*, 2 daggers 
  Sneak Attack (Ex) PH 50.  
  Water Breathing (Ex) A greenspawn sneak can 
  breath underwater indefinitely.  
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide, and Move Silently Checks. 
  Physical Description: A green-skinned humanoid, 
  this creature is obviously fast and agile. It looks 
  something like a small lizardfolk, but with a more 
  draconian appearance.  
  
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  5: GREEN’S POND (REDCAPS) 
  Y O U N G  R E DC AP  
   
  CR  2 
  CE Small fey 
  Init +5; Senses low-light vision; Listen +9, Spot +9 
  Languages Common, Sylvan 
  AC 13, touch 12, flat-footed 12 
   
  (+1 size, +1 Dex, +1 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +5 (2d4+3/x4) 
  Ranged medium sling +4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack  
  Combat Gear 20 sling bullets 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13  
  SQ eldritch stone, powerful build 
  Feats Improved Initiative, Power Attack 
  Skills Hide +13, Intimidate +9, Listen +9, Move 
  Silently +9, Spot +9, Survival +9 
  Eldritch Stone (Su) Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, 
  giving them a +1 enhancement bonus on attack 
  rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a redcap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
  Physical Description: A short, tough-looking old 
  man with leathery skin, iron boots, and a bright red 
  sailor’s cap. He is wielding a scythe that looks too 
  large for him. His wicked grin is lined with sharp 
  teeth. 
  J O Y S T E AL E R 
  CR  5 
  NE Medium fey (incorporeal) 
  Init +7; Senses low-light vision, sense emotion 60 ft.; 
  Listen +12, Spot +12 
  Languages Common, Sylvan, Khen-Zai (FF 65) 
  AC 19, touch 19, flat-footed 16 
   
  (+3 Dex, +6 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 27 (6 HD); DR 5/cold iron  
  Fort +3, Ref +8, Will +6 
  Speed fly 30 ft. (perfect)(6 squares) 
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -- 
  Special Actions drain emotions 
  Abilities Str --, Dex 17, Con 12, Int 13, Wis 12, Cha 23 (19)  
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track  
  Skills Bluff +15, Diplomacy +10, Disguise +6 (+8 
  acting), Hide +16, Intimidate +8, Knowledge 
  (nature) +8, Knowledge (the planes) +5, Listen 
  +12, Sense Motive +10, Spot +12, Survival +10 
  (+12 in aboveground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a joystealer can detect only 
  the presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced 
  a living creature to 0 Charisma, it can drain 
  emotion completely from that opponent as a 
  standard action. A creature so drained can’t be 
  affected by morale bonuses or penalties, can’t 
  rage, and can’t receive the benefits of any other 
  ability derived through inspiration or emotion. The 
  affected creature is also immune to fear effects.  
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it 
  or by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Skills Joystealers have a +4 racial bonus on Hide 
  checks. 
  Physical 
  Description: 
  A 
  cruelly 
  beautiful, 
  insubstantial being, this fey looks like an elf, but the 
  feral smile and glittering, gemlike eyes betray it as 
  something else. 
  Note Stats include the +4 sacred bonus to Charisma 
  gained by the fey for stepping into a fey ring. 
  
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  APL 6 
  2: LOST AND FOUND KOBOLDS 
  B L UE  D R AG O N- W RO UG H T K O B O L D  AR C AN I S T
   
  CR  5 
  Male kobold expert 1/sorcerer 4/dragonheart mage 1 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +7; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +4 armor, +3 Dex, +1 natural) 
  hp 25 (6 HD)  
  Immune magic sleep and paraylsis effects 
  Resist +3 saves vs. electricity  
  Fort +5, Ref +5, Will +10 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +0 (1d3-3/19-20) 
  Ranged mwk light crossbow +7 (1d6/19-20) or spell 
  +6 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -5 
  Special Actions Draconic Breath* 
  Combat Gear mwk light crossbow, 10 bolts, dagger 
  Sorcerer Spells Known (CL 5th): 
   2nd (3/day)—electric loop* (DC 16) 
   1st (6/day)—lesser orb of electricity*, shocking 
  grasp  
   0 (6/day)—arcane mark, prestidigitation, detect 
  magic, electric jolt*, mage hand, read magic  
  �Already cast 
  Spell-Like Abilities (CL 6th): 
  1/day—nerveskitter* 
  Spell-Like Abilities (CL 5th): 
  3/day-- mage armor�� 
  �Already cast 
  Abilities Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 17  
  Feats Dragon-wrought*, Improved Initiative, Draconic 
  Heritage* (blue)B, Draconic Power*, Draconic 
  BreathB* 
  Skills Concentration +10, Craft (trapmaking) +6, Hide 
  +9, Knowledge (arcana) +12, Listen +5, Profession 
  (miner) +7, Search +6, Spellcraft +3 
  Possessions combat gear plus spell component 
  pouch (2), cloak of charisma +2, potion of cure 
  moderate wounds, scroll of invisibility, vest of 
  resistance +1, mwk artisan’s tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  B L U E  K O BO L D D R AC O L Y T E 
  CR  5 
  Female kobold adept 5/dracolyte* 3 
  LE Small humanoid (dragonblood, reptilian) 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic, Common, Undercommon 
  AC 17, touch 12, flat-footed 16 
   
  (+1 size, +1 Dex, +3 armor, +1 shield, +1 natural) 
  hp 48 (8 HD) 
  Fort +5, Ref +4, Will +12 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +2 (1d3-3/19-20) 
  Ranged mwk light crossbow +7 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -3 
  Combat Gear dagger, mwk light crossbow, 10 bolts 
  Adept Spells Prepared (CL 8th): 
   3rd—D:suggestion (DC 18), lightning bolt (DC 17) 
   2nd—D:enthrall (DC 17), cure moderate wounds, 
  cure moderate wounds, invisibility 
   1st—D:command (DC 16), bless, cause fear (DC 
  16), cure light wounds, sleep (DC 16) 
   0—create water, cure minor wounds, detect magic 
  D: Domain spell. Deity: n/a. Domain: Domination*  
  Spell-Like Abilities (CL 8th): 
   1/day—shield 
  Abilities Str 4, Dex 12, Con 12, Int 14, Wis 18, Cha 12  
  SQ summon familiar (toad) 
  Feats 
  AlertnessB, 
  Skill 
  Focus 
  (Concentration), 
  Dragonfriend*, 
  Spell 
  Focus 
  (enchantment)B, 
  Toughness 
  Skills Concentration +15, Craft (trapmaking) +4, 
  Diplomacy +5, Heal +14, Hide +5, Knowledge 
  (arcana) +7, Knowledge (religion) +13, Listen +6, 
  Profession (miner) +6, Search +4, Spellcraft +5, 
  Spot +6 
  Possessions combat gear plus strange blue dragon 
  scale, bag of holding (type I), periapt of wisdom +2, 
  phylactery of faithfulness, scroll of cure moderate 
  wounds, scroll of delay poison, vest of resistance 
  +1, mwk studded leather armor, mwk buckler, holy 
  symbol (2) 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  
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  B L UE  D R AG O N- W RO UG H T K O B O L D  B E AS T 
  H E AR T AD E P T 
  CR  5 
  Male kobold expert 4/ranger 1*/beast heart adept* 3 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Listen +1 (+4 vs. gnomes), Spot +1 (+4 vs. 
  gnomes) 
  Languages Draconic, Undercommon 
  AC 24, touch 15, flat-footed 20 
   
  (+1 size, +4 Dex, +6 armor, +2 shield, +1 natural) 
  hp 44 (8 HD)  
  Immune magic sleep and paraylsis effects 
  Fort +8, Ref +9, Will +9 
  Weakness light sensitivity 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft. 
  Melee mwk greatsword +8/+3 (1d10/19-20) 
  Ranged +1 shortbow +13/+8 (1d4+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  Atk Options Point Blank Shot 
  Combat Gear +1 shortbow, 20 arrows, mwk 
  greatsword 
  Spell-Like Abilities (CL 8th): 
   1/day—arrow mind* 
  Abilities Str 10, Dex 18, Con 12, Int 10, Wis 12, Cha 8  
  SQ 
  favored 
  enemy 
  +3 
  (gnomes), 
  monstrous 
  companion (manticore), monster empathy +5 (+9 
  vs. monstrous companion, +1 vs. aberrations), 
  monster handler, monster lore +3 
  Feats Animal Affinity, Dragon-wrought*, TrackB, Point 
  Blank Shot 
  Skills Craft (trapmaking) +2, Handle Animal +10 (+14 
  vs. monstrous companion), Hide +15 (+18 vs. 
  gnomes), Knowledge (arcana) +4, Knowledge 
  (dungeoneering) +9, Knowledge (nature) +9, Ride 
  +12 (+14 on ankheg companion), Survival +12 
  (+15 vs. gnomes, +14 underground [+17 vs. 
  gnomes], +14 aboveground natural environments 
  [+17 vs. gnomes]) 
  Possessions combat gear plus +2 chain shirt, +1 
  chitin buckler, vest of resistance +1 
  Kobold Favored Enemy (Ex) As ranger favored 
  enemy, except skills affected are Hide, Listen, 
  Move Silently, Spot and Survival. If a kobold ranger 
  selects fey, dwarves, or gnomes as her favored 
  enemy, she gains a +3 bonus against them instead 
  of the standard +2. This substitution feature 
  replaces but is otherwise identical to the standard 
  ranger’s favored enemy class feature. 
  Monstrous Companion (Ex) As a druid’s animal 
  companion, but can be a magical beast or 
  aberration (see below). 
  Monster Empathy (Ex) As druid’s wild empathy, 
  except that it affects magical beasts regardless of 
  their intelligence score.  
   
  You can also use this ability to influence an animal, 
  or an aberration at a -4 penalty, that has an 
  Intelligence score of 1 or 2.  
   
  If you have the wild empathy ability from another 
  class, add your levels in that class to your beast 
  heart adept level when influencing magical beasts 
  or animals.  
  Monster Handler (Ex) You can make Handle Animal 
  checks with regard to magical beasts and 
  aberrations without penalty. This ability only to 
  creatures that have an Intelligence score of 1 or 2. 
  Magical beasts and aberrations with higher 
  Intelligence scores cannot be controlled by Handle 
  Animal at all. 
  Monster Lore (Ex) You can make a special monster 
  lore check to identify monsters or their special 
  abilities or vulnerabilities. The check functions as a 
  Knowledge check, except the monster lore check 
  can identify any living creature. You gain a bonus 
  on this check equal to your beast heart adept level 
  + your Int modifier. You can attempt this check in 
  addition to making the relevant Knowledge check 
  to learn about a creature. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
   
  M AN T I C O R E  M O N S T R O U S  C O M P AN I O N  
   
   
  CR  -- 
  LE Large magical beast (as MM 179, see below) 
  AC 25, touch 11, flat-footed 23 
   
  (-1 size, +2 Dex, +4 armor, +4 shield, +6 natural) 
  Possessions +1 studded leather barding, mwk exotic 
  military saddle, saddle bags, shovel, pick, rations 
   
  
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  B L UE  K O BO L D S AM U R AI CR  5 
  Male kobold warrior 5/dragon samurai (blue) 3 
  LE Small humanoid (dragonblood, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Draconic  
  AC 27, touch 16, flat-footed 23 
   
  (+1 size, +4 Dex, +6 armor, +4 shield, +1 
  deflection, +1 natural) 
  hp 61 (8 HD)  
  Immune dragon fear 
  Resist electricity 5 
  Fort +9, Ref +6, Will +5 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk light pick +13/+8 (1d3/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  Special Actions dragon breath 
  Combat Gear mwk light pick, dagger 
  Spell-Like Abilities (CL 8th): 
   1/day—breath flare* 
  Abilities Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 8  
  SQ dragon friend 
  Feats Weapon Finesse, Exotic Shield Proficiency 
  (rider’s shield)*, Shield Specialization (heavy 
  shields)* 
  Skills Craft (trapmaking) +2, Hide +7, Intimidate +7, 
  Knowledge (arcana) +2, Profession (miner) +2, 
  Ride +15, Search +2 
  Possessions combat gear plus +1 chitin breastplate*, 
  +1 rider’s shield*, amulet of health +2, ring of 
  protection +1, potion of cure moderate wounds 
  Dragon Breath (Su) 1/day; standard action; 60-ft. 
  line, 3d8 electricity, Reflex DC 15 half. 
  Dragon Friend (Ex) Gains a +4 circumstance bonus 
  on all Charisma-based checks when dealing with 
  blue dragons. 
  Immune to Dragon Fear (Ex) A 3rd-level blue 
  dragon samurai is immune to fear effects from blue 
  dragons. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
   
  5: GREEN’S POND (GREENSPAWN) 
  G R E E N S P AW N  S NE AK R AI DE R 
  CR  7 
  Male greenspawn sneak ranger 2/scout 3 
  LE Small monstrous humanoid (dragonblood) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Draconic 
  AC 24, touch 16, flat-footed 24; Two-Weapon 
  Defense, uncanny dodge 
   
  (+1 size, +5 Dex, +4 armor, +1 shield, +3 natural) 
  hp 56 (7 HD)  
  Immune acid 
  Fort +8, Ref +4, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 dragonsplit +12/+7 (1d4+3/19-20 or x4) and 
  dragonsplit +11 (1d4+1/19-20 or x4) or 
  Melee +1 dragonsplit +14/+9 (1d4+3/19-20 or x4) 
  Ranged longbow +12/+7 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +4 
  Atk Options favored enemy humans +2, skirmish 
  (+1d6, +1 AC), sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 15, Dex 20, Con 16, Int 10, Wis 12, Cha 12  
  SQ battle fortitude +1, fast movement, trackless step, 
  trapfinding, water breathing, wild empathy +3 (-1 
  magical beasts) 
  Feats Exotic Weapon Proficiency (dragonsplit)B, Iron 
  Will, TrackB, Two-Weapon DefenseB, Two-Weapon 
  FightingB, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dragonsplit)  
  Skills Balance +7, Bluff +10, Escape Artist +15, Hide 
  +22, Jump +4, Listen +7, Move Silently +16, Spot 
  +7, Survival +5, Swim +7, Tumble +15 
  Possessions combat gear plus +1 glamered, 
  improved 
  slick 
  studded 
  leather 
  (gift 
  from 
  Maurgoroothyx, 
  does 
  not 
  impact 
  CR), 
  +1 
  dragonsplit, dragonsplit, longbow with 20 arrows, 
  ring of swimming 
  Skirmish (Ex) +1 bonus on damage rolls and to AC in 
  any round in which the greenspawn sneak raid 
  leader moves at least 10 feet.  
  Sneak Attack (EX) PH 50.  
  Battle Fortitude (Ex) Bonus on initiative checks and 
  Fortitude saves while wearing light or no armor and 
  carrying a light load. Included above.  
  Water Breathing (Ex) A greenspawn sneak can 
  breath underwater indefinitely.  
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide, and Move Silently Checks. 
  Physical Description: A green-skinned humanoid, 
  this creature is obviously fast and agile. It looks 
  something like a small lizardfolk, but with a more 
  draconian appearance.  
  
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  G R E E N S P AW N  L E AP E R 
  CR  2 
  NE Medium magical beast (dragonblood) 
  Init +4; Senses darkvision 60 ft., low-light vision, Listen +2, 
  Spot +2 
  Languages -- 
  AC 18, touch 14, flat-footed 14 
   
  (+4 Dex, +4 natural) 
  hp 19 (3 HD)  
  Immune acid 
  Fort +4, Ref +7, Will +3 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +8 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Special Actions poison burst 
  Abilities Str 17, Dex 19, Con 12, Int 2, Wis 15, Cha 8  
  Feats Weapon Finesse, Weapon Focus (bite)  
  Skills Balance +14, Climb +17, Hide +14, Jump +17, Listen 
  +2, Spot +2 
  Poison Burst (Ex): A greenspawn leaper can release a 
  burst of poison gas as a standard action once per day. 
  Any creature within 5 feet is affected. This insidious 
  poison is absorbed through the skin and converts to acid. 
  Whenever the greenspawn leaper takes damage from an 
  attack, it can activate this ability as an immediate action. 
  It can still use it only once per day. 
   
  Contact; Fort DC 12; 2d6 acid/2d6 acid. The save DC is 
  Constitution-based. 
  Skills: Greenspawn leapers have a +10 racial bonus on 
  Balance, Hide, and Jump checks. In addition, they have a 
  +8 racial bonus on Climb checks and can always choose 
  to take 10 on Climb checks, even if rushed or threatened. 
  Physical Description: A green-scaled, dragonlike creature 
  about the size of a dwarf. 
   
  G R E E N S P AW N  S NE AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   
  (+1 size, +3 Dex, +2 armor, +3 natural)  
  hp 11 (2 HD) 
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. in (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4) or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 15  
  SQ water breathing 
  Feats Exotic Weapon Proficiency (dragonsplit)
  B, Two-
  Weapon Fighting
  B, Weapon Finesse  
  Skills Bluff +9, Hide +14, Listen +2, Move Silently +10 Spot +2 
  Possessions 
  combat 
  gear 
  plus 
  leather 
  armor, 
  2 
  dragonsplits*, 2 daggers 
  Sneak Attack (Ex) PH 50.  
  Water Breathing (Ex) A greenspawn sneak can breath 
  underwater indefinitely.  
  Skills Greenspawn sneaks have a +5 racial bonus on Bluff, 
  Hide, and Move Silently Checks. 
  Physical Description: A green-skinned humanoid, this 
  creature is obviously fast and agile. It looks something 
  like a small lizardfolk, but with a more draconian 
  appearance.  
  5: GREEN’S POND (REDCAPS) 
  J O Y S T E AL E R 
  CR  5 
  NE Medium fey (incorporeal) 
  Init +7; Senses low-light vision, sense emotion 60 ft.; 
  Listen +12, Spot +12 
  Languages Common, Sylvan, Khen-Zai (FF 65) 
  AC 19, touch 19, flat-footed 16 
   
  (+3 Dex, +6 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 27 (6 HD); DR 5/cold iron  
  Fort +3, Ref +8, Will +6 
  Speed fly 30 ft. (perfect)(6 squares) 
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -- 
  Special Actions drain emotions 
  Abilities Str --, Dex 17, Con 12, Int 13, Wis 12, Cha 23 (19)  
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track  
  Skills Bluff +15, Diplomacy +10, Disguise +6 (+8 
  acting), Hide +16, Intimidate +8, Knowledge 
  (nature) +8, Knowledge (the planes) +5, Listen 
  +12, Sense Motive +10, Spot +12, Survival +10 
  (+12 in aboveground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a joystealer can detect only 
  the presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced 
  a living creature to 0 Charisma, it can drain 
  emotion completely from that opponent as a 
  standard action. A creature so drained can’t be 
  affected by morale bonuses or penalties, can’t 
  rage, and can’t receive the benefits of any other 
  ability derived through inspiration or emotion. The 
  affected creature is also immune to fear effects.  
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it 
  or by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Skills Joystealers have a +4 racial bonus on Hide 
  checks. 
  Physical 
  Description: 
  A 
  cruelly 
  beautiful, 
  insubstantial being, this fey looks like an elf, but the 
  feral smile and glittering, gemlike eyes betray it as 
  something else. 
  Note Stats include the +4 sacred bonus to Charisma 
  gained by the fey for stepping into a fey ring. 
  
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  Y O U N G  R E DC AP  
   
  CR  2 
  CE Small fey 
  Init +5; Senses low-light vision; Listen +9, Spot +9 
  Languages Common, Sylvan 
  AC 13, touch 12, flat-footed 12 
   
  (+1 size, +1 Dex, +1 natural) 
  hp 22 (4 HD); DR 5/cold iron  
  Fort +3, Ref +5, Will +5 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +5 (2d4+3/x4) 
  Ranged medium sling +4 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack  
  Combat Gear 20 sling bullets 
  Abilities Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 13  
  SQ eldritch stone, powerful build 
  Feats Improved Initiative, Power Attack 
  Skills Hide +13, Intimidate +9, Listen +9, Move 
  Silently +9, Spot +9, Survival +9 
  Eldritch Stone (Su) Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, 
  giving them a +1 enhancement bonus on attack 
  rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a redcap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
  Physical Description: A short, tough-looking old 
  man with leathery skin, iron boots, and a bright red 
  sailor’s cap. He is wielding a scythe that looks too 
  large for him. His wicked grin is lined with sharp 
  teeth. 
  E L D E R  R E D C AP CR  7 
  CE Small fey 
  Init +9; Senses low-light vision; Listen +18, Spot +18 
  Languages Common, Sylvan 
  AC 21, touch 16, flat-footed 16 
   
  (+1 size, +5 Dex, +5 natural) 
  hp 114 (12 HD); DR 10/cold iron  
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +11/+7 (2d4+13/x4)P  
  Ranged medium sling +13 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options Cleave, Power Attack (P already 
  included in Melee above)  
  Combat Gear 20 sling bullets 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13  
  SQ eldritch stone, powerful build 
  Feats Alertness, Cleave, Improved Initiative, Power 
  Attack, Track 
  Skills Hide +24, Intimidate +26, Listen +18, Move 
  Silently +20, Spot +18, Survival +16 
  Eldritch Stone (Su) As young redcap. 
  Powerful Build (Ex) As young redcap. 
  Physical Description: As young redcap, but more 
  muscular. 
   
  
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  APL 8 
  2: LOST AND FOUND KOBOLDS 
  B L UE  D R AG O N- W RO UG H T K O B O L D  AR C AN I S T
   
  CR  7 
  Male kobold expert 1/sorcerer 4/dragonheart mage 3 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +8; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Draconic 
  AC 20, touch 15, flat-footed 16 
   
  (+1 size, +4 armor, +4 Dex, +1 natural) 
  hp 43 (8 HD)  
  Immune magic sleep and paraylsis effects 
  Resist +4 saves vs. electricity  
  Fort +6, Ref +7, Will +11 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +1 (1d3-3/19-20) 
  Ranged mwk light crossbow +9 (1d6/19-20) or spell 
  +8 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -4 
  Special Actions Draconic Breath* 
  Combat Gear mwk light crossbow, 10 bolts, dagger 
  Sorcerer Spells Known (CL 7th): 
   3rd (3/day)—lightning bolt (DC 18) 
   2nd (5/day)—electric loop* (DC 17) 
   1st (7/day)—lesser orb of electricity*, mage 
  armor��, magic weapon, shocking grasp 
   0 (6/day)—arcane mark, prestidigitation, detect 
  magic, electric jolt*, mage hand, read magic, 
  touch of fatigue (DC 14)  
  �Already cast 
  Spell-Like Abilities (CL 8th): 
   1/day—nerveskitter* 
  Spell-Like Abilities (CL 7th): 
  3/day—snake’s swiftness* 
  Abilities Str 4, Dex 18, Con 12, Int 10, Wis 12, Cha 18  
  Feats Dragon-wrought*, Improved Initiative, Draconic 
  Heritage* (blue)B, Draconic Power*, Draconic 
  BreathB*, Draconic ToughnessB* 
  Skills Concentration +12, Craft (trapmaking) +6, Hide 
  +9, Knowledge (arcana) +12, Listen +5, Profession 
  (miner) +7, Search +6, Spellcraft +5 
  Possessions combat gear plus spell component 
  pouch (2), cloak of charisma +2, gloves of dexterity 
  +2, potion of cure serious wounds, scroll of 
  invisibility, vest of resistance +1, mwk artisan’s 
  tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  B L U E  K O BO L D D R AC O L Y T E 
  CR  7 
  Female kobold adept 5/dracolyte* 5 
  LE Small humanoid (dragonblood, reptilian) 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic, Common, Undercommon 
  AC 18, touch 13, flat-footed 17 
   
  (+1 size, +1 Dex, +3 armor, +1 shield, +1 
  deflection, +1 natural) 
  hp 58 (10 HD) 
  Fort +7, Ref +5, Will +14 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +3 (1d3-3/19-20) 
  Ranged mwk light crossbow +8 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -2 
  Combat Gear dagger, mwk light crossbow, 10 bolts 
  Adept Spells Prepared (CL 10th): 
   3rd—D:suggestion (DC 19), cure serious wounds, 
  lightning bolt (DC 17) 
   2nd—D:enthrall (DC 18), cure moderate wounds, 
  cure moderate wounds, invisibility 
   1st—D:command (DC 17), bless, cause fear (DC 
  17), cure light wounds, sleep (DC 17) 
   0—create water, cure minor wounds, detect magic 
  D: Domain spell. Deity: n/a. Domain: Domination*  
  Spell-Like Abilities (CL 10th): 
   1/day—shield 
  Abilities Str 4, Dex 12, Con 12, Int 14, Wis 18, Cha 12  
  SQ summon familiar (toad), foster dragon (blue 
  wyrmling) 
  Feats 
  AlertnessB, 
  Skill 
  Focus 
  (Concentration), 
  Dragonfriend*, 
  Spell 
  Focus 
  (enchantment)B, 
  Toughness, Greater Spell Focus (enchantment) 
  Skills Concentration +17, Craft (trapmaking) +4, 
  Diplomacy +5, Heal +18, Hide +5, Knowledge 
  (arcana) +7, Knowledge (religion) +15, Listen +6, 
  Profession (miner) +6, Search +4, Spellcraft +5, 
  Spot +6 
  Possessions combat gear plus strange blue dragon 
  scale, bag of holding (type I), periapt of wisdom +2, 
  phylactery of faithfulness, ring of protection +1, 
  scroll of cure moderate wounds, scroll of cure 
  serious wounds, scroll of delay poison, vest of 
  resistance +2, mwk studded leather armor, mwk 
  buckler, holy symbol (2) 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  
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  F O S T E R E D  B L U E  D R AG O N 
  CR  -- 
  Female wyrmling blue dragon 
  LE Small blue dragon (earth) 
  Init +0; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision; Listen +9, Spot +9 
  Languages Draconic 
  AC 21, touch 11, flat-footed 21 
   
  (+1 size, +5 armor, +5 natural) 
  hp 59 (6 HD)  
  Immune electricity, magic sleep effects, paralysis 
  Fort +8, Ref +6, Will +6 
  Speed 40 ft. (8 squares), burrow 20 ft., fly 100 ft. 
  (average) 
  Melee bite +8 (1d6+1) and 2 claws +3 each (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Special Actions breath weapon, Heighten Breath*, 
  Shape Breath* 
  Spell-Like Abilities (CL 1st): 
   3/day—create/destroy water (DC 13) 
  Abilities Str 13, Dex 10, Con 15, Int 10, Wis 10, Cha 11  
  Feats Ability Focus (breath weapon), Heighten 
  Breath*, Shape Breath*  
  Skills Bluff +9, Diplomacy +2, Disguise +0 (+2 
  acting), Hide +13, Intimidate +2, Listen +9, Search 
  +9, Spellcraft +9, Spot +9 
  Possessions amulet of health +2, +2 studded leather 
  armor, vest of resistance +1 
  Breath Weapon (Su) 40-ft. line or 20-ft. cone, 2d8 
  electricity, Reflex DC 19 (includes +2 from 
  Heighten Breath feat) half. The save DC is 
  Constitution-based. 
  Skills Bluff, Hide, and Spellcraft are all considered 
  class skills for blue dragons. 
  B L U E  K O BO L D S AM U R AI CR  7 
  Male kobold warrior 5/dragon samurai (blue) 5 
  LE Small humanoid (dragonblood, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Draconic  
  AC 29, touch 21, flat-footed 25 
   
  (+1 size, +4 Dex, +7 armor, +5 shield, +1 
  deflection, +1 natural) 
  hp 77 (10 HD)  
  Immune dragon fear 
  Resist electricity 10; +5 shield bonus to resist bull 
  rushes, disarms, grapples, overruns, or trip 
  attempts 
  Fort +11, Ref +7, Will +7 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk light pick +14/+9 (1d3/x4 plus 1d6 
  electricity) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4 
  Special Actions dragon breath 
  Combat Gear mwk light pick, dagger 
  Spell-Like Abilities (CL 10th): 
   1/day—breath flare* 
  Abilities Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 8  
  SQ dragon friend, elemental weapon +1d6 
  Feats Weapon Finesse, Exotic Shield Proficiency 
  (rider’s shield)*, Shield Specialization (heavy 
  shields)*, Shield Ward* 
  Skills Craft (trapmaking) +2, Hide +7, Intimidate +9, 
  Knowledge (arcana) +2, Profession (miner) +2, 
  Ride +17, Search +2 
  Possessions combat gear plus vest of resistance +1, 
  +2 chitin breastplate*, +2 rider’s shield*, amulet of 
  health +2, ring of protection +1 
  Dragon Breath (Su) 1/day; standard action; 60-ft. 
  line, 5d8 electricity, Reflex DC 17 half. 
  Dragon Friend (Ex) Gains a +4 circumstance bonus 
  on all Charisma-based checks when dealing with 
  blue dragons. 
  Immune to Dragon Fear (Ex) A 3rd-level blue 
  dragon samurai is immune to fear effects from blue 
  dragons. 
  Elemental Weapon (Su) Starting at 4th level, a blue 
  dragon samurai can endow a melee weapon with 
  elemental energy (electricity). Causing a weapon 
  or weapons to gain this feature is a free action. 
  This extra damage does stack with any energy 
  damage the weapon may already deal. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  
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  B L UE  D R AG O N- W RO UG H T K O B O L D  B E AS T 
  H E AR T AD E P T 
  CR  7 
  Male kobold expert 4/ranger 1*/beast heart adept* 5 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Listen +1 (+4 vs. gnomes), Spot +1 (+4 vs. 
  gnomes) 
  Languages Draconic, Undercommon 
  AC 24, touch 15, flat-footed 20 
   
  (+1 size, +4 Dex, +6 armor, +2 shield, +1 natural) 
  hp 56 (10 HD)  
  Immune magic sleep and paraylsis effects 
  Fort +9, Ref +9, Will +10 
  Weakness light sensitivity 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft. 
  Melee mwk greatsword +10/+5 (1d10/19-20) 
  Ranged +1 shock shortbow +15/+10 (1d4+1/x3 plus 
  1d6 electricity) or +1 shock shortbow +13/+13/+8 
  (1d4+1/x3 plus 1d6 electricity) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +5 
  Atk Options Point Blank Shot, monstrous flank, 
  Rapid Shot 
  Combat Gear +1 shock shortbow, 20 arrows, mwk 
  greatsword 
  Spell-Like Abilities (CL 10th): 
   1/day—arrow mind* 
  Abilities Str 10, Dex 18, Con 12, Int 10, Wis 12, Cha 8  
  SQ 
  favored 
  enemy 
  +3 
  (gnomes), 
  monstrous 
  companion (chimera), extra monstrous companion 
  (ankheg), monster empathy +7 (+11 vs. monstrous 
  companion, +3 vs. aberrations), monster handler, 
  monster lore +5 
  Feats Animal Affinity, Dragon-wrought*, TrackB, Point 
  Blank Shot, Rapid Shot 
  Skills Craft (trapmaking) +2, Handle Animal +12 (+16 
  vs. monstrous companion), Hide +15 (+18 vs. 
  gnomes), Knowledge (arcana) +4, Knowledge 
  (dungeoneering) +11, Knowledge (nature) +11, 
  Ride +12 (+14 on ankheg companion), Survival 
  +14 (+17 vs. gnomes, +16 underground [+19 vs. 
  gnomes], +16 aboveground natural environments 
  [+19 vs. gnomes]) 
  Possessions combat gear plus +2 chain shirt, +1 
  chitin buckler, vest of resistance +1 
  Kobold Favored Enemy (Ex) As ranger favored 
  enemy, except skills affected are Hide, Listen, 
  Move Silently, Spot and Survival. If a kobold ranger 
  selects fey, dwarves, or gnomes as her favored 
  enemy, she gains a +3 bonus against them instead 
  of the standard +2. This substitution feature 
  replaces but is otherwise identical to the standard 
  ranger’s favored enemy class feature. 
  Monstrous Companion (Ex) As a druid’s animal 
  companion, but can be a magical beast or 
  aberration (see below). 
  Monster Empathy (Ex) As druid’s wild empathy, 
  except that it affects magical beasts regardless of 
  their intelligence score.  
   
  You can also use this ability to influence an animal, 
  or an aberration at a -4 penalty, that has an 
  Intelligence score of 1 or 2.  
   
  If you have the wild empathy ability from another 
  class, add your levels in that class to your beast 
  heart adept level when influencing magical beasts 
  or animals.  
  Monster Handler (Ex) You can make Handle Animal 
  checks with regard to magical beasts and 
  aberrations without penalty. This ability only to 
  creatures that have an Intelligence score of 1 or 2. 
  Magical beasts and aberrations with higher 
  Intelligence scores cannot be controlled by Handle 
  Animal at all. 
  Monster Lore (Ex) You can make a special monster 
  lore check to identify monsters or their special 
  abilities or vulnerabilities. The check functions as a 
  Knowledge check, except the monster lore check 
  can identify any living creature. You gain a bonus 
  on this check equal to your beast heart adept level 
  + your Int modifier. You can attempt this check in 
  addition to making the relevant Knowledge check 
  to learn about a creature. 
  Monstrous Flank (Ex) When you form a flank with a 
  monstrous companion, both you and the creature 
  gain an additional +2 bonus on attack and damage 
  rolls against the flanked opponent. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight 
  or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft (trapmaking), 
  Profession (miner), and Search checks. Included above. 
   
  B L U E  C HI M ER A M O NS TR O U S  C O M P AN I O N   
   
   
  CR  -- 
  NE Large magical beast (as MM 34, see below) 
  AC 28, touch 10, flat-footed 27 
   
  (-1 size, +1 Dex, +4 armor, +5 shield, +9 natural) 
  Resist +5 shield bonus to resist bull rushes, disarms, 
  grapples, overruns, or trip attempts (see blue kobold 
  samurai) 
  Atk Options monstrous flank 
  Possessions +1 studded leather barding, mwk exotic 
  military saddle, saddle bags, shovel, pick, rations  
  Monstrous Flank (Ex) When you form a flank with your 
  beast heart adept companion, both you and the adept 
  gain an additional +2 bonus on attack and damage rolls 
  against the flanked opponent. 
   
  AN K H E G  M O NS T R O U S  C O M P ANI O N CR  -- 
  N Large magical beast (as MM 14, see below) 
  AC 21, touch 9, flat-footed 21 
   
  (-1 size, +3 armor, +9 natural) 
  Possessions mwk studded leather barding, mwk exotic 
  military saddle, saddle bags, shovel, pick, rations  
  Monstrous Flank (Ex) When you form a flank with your 
  beast heart adept companion, both you and the adept 
  gain an additional +2 bonus on attack and damage rolls 
  against the flanked opponent. 
  Tricks Trained for guarding (attack, defend, down, and 
  guard). PH 75 
  Link (Ex) A beast heart adept can handle his monstrous 
  companion as a free action, or push it as a move action. 
  The beast heart adept gains a +4 circumstance bonus on 
  monster empathy checks and Handle Animal checks 
  regarding a monstrous companion. 
  
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  5: GREEN’S POND (GREENSPAWN) 
  G R E E N S P AW N  R AZ O RFI E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack 
  roll of 18-20, dealing triple damage on a successful 
  critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid, Reflex DC 18 half. The save DC 
  is Constitution-based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat 
  within 5 feet of a greenspawn razorfiend gain 
  immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use 
  its breath weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or threatened. It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Physical Description: A draconic creature with 
  slashing, razor-tipped, clawed wings, this creature 
  sports a frill on its end reminiscent of a green 
  dragon’s. 
  5: GREEN’S POND (REDCAPS) 
  E L D E R  R E D C AP CR  7 
  CE Small fey 
  Init +9; Senses low-light vision; Listen +18, Spot +18 
  Languages Common, Sylvan 
  AC 21, touch 16, flat-footed 16 
   
  (+1 size, +5 Dex, +5 natural) 
  hp 114 (12 HD); DR 10/cold iron  
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +11/+7 (2d4+13/x4)P  
  Ranged medium sling +13 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options Cleave, Power Attack (Palready included 
  in Melee above)  
  Combat Gear 20 sling bullets 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13  
  SQ eldritch stone, powerful build 
  Feats Alertness, Cleave, Improved Initiative, Power 
  Attack, Track 
  Skills Hide +24, Intimidate +26, Listen +18, Move 
  Silently +20, Spot +18, Survival +16 
  Eldritch Stone (Su) Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, 
  giving them a +1 enhancement bonus on attack 
  rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a redcap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
  Physical Description: A short, tough-looking old 
  man with leathery skin, iron boots, and a bright red 
  sailor’s cap. He is wielding a scythe that looks too 
  large for him. His wicked grin is lined with sharp 
  teeth. 
  
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  J O Y S TE AL E R 
  CR  5 
  NE Medium fey (incorporeal) 
  Init +7; Senses low-light vision, sense emotion 60 ft.; 
  Listen +12, Spot +12 
  Languages Common, Sylvan, Khen-Zai (FF 65) 
  AC 19, touch 19, flat-footed 16 
   
  (+3 Dex, +6 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 27 (6 HD); DR 5/cold iron  
  Fort +3, Ref +8, Will +6 
  Speed fly 30 ft. (perfect)(6 squares) 
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -- 
  Special Actions drain emotions 
  Abilities Str --, Dex 17, Con 12, Int 13, Wis 12, Cha 23 (19)  
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track  
  Skills Bluff +15, Diplomacy +10, Disguise +6 (+8 
  acting), Hide +16, Intimidate +8, Knowledge 
  (nature) +8, Knowledge (the planes) +5, Listen 
  +12, Sense Motive +10, Spot +12, Survival +10 
  (+12 in aboveground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a joystealer can detect only 
  the presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced 
  a living creature to 0 Charisma, it can drain 
  emotion completely from that opponent as a 
  standard action. A creature so drained can’t be 
  affected by morale bonuses or penalties, can’t 
  rage, and can’t receive the benefits of any other 
  ability derived through inspiration or emotion. The 
  affected creature is also immune to fear effects.  
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it 
  or by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Skills Joystealers have a +4 racial bonus on Hide 
  checks. 
  Physical 
  Description: 
  A 
  cruelly 
  beautiful, 
  insubstantial being, this fey looks like an elf, but the 
  feral smile and glittering, gemlike eyes betray it as 
  something else. 
  Note Stats include the +4 sacred bonus to Charisma 
  gained by the fey for stepping into a fey ring. 
  
  IUZ7-04 Blue with Envy 
   
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  APL 10
  2: LOST AND FOUND KOBOLDS 
  B L UE  D R AG O N- W RO UG H T K O B O L D  AR C AN I S T
   
  CR  9 
  Male kobold expert 1/sorcerer 4/dragonheart mage 5 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +8; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Draconic 
  AC 21, touch 16, flat-footed 17 
   
  (+1 size, +4 armor, +4 Dex, +1 deflection, +1 
  natural) 
  hp 53 (10 HD)  
  Immune magic sleep and paralysis effects 
  Resist electricity 15, +5 saves vs. electricity  
  Fort +8, Ref +8, Will +13 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +2 (1d3-3/19-20) 
  Ranged mwk light crossbow +10 (1d6/19-20) or spell 
  +9 (spell effect) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -3 
  Atk Options Spell Rehearsal 
  Special Actions Draconic Breath* 
  Combat Gear mwk light crossbow, 10 bolts, dagger 
  Sorcerer Spells Known (CL 9th): 
   4th (4/day)—orb of electricity (DC 19)* 
   
   3rd (5/day)—lightning bolt (DC 18), scintillating 
  sphere* (DC 18) 
   2nd (6/day)—electric loop* (DC 17), invisibility 
   1st (7/day)—lesser orb of electricity*, mage 
  armor��, magic weapon, ray of enfeeblement, 
  shocking grasp 
   0 (6/day)—arcane mark, prestidigitation, detect 
  magic, electric jolt*, mage hand, message, read 
  magic, touch of fatigue (DC 14)  
  �Already cast 
  Spell-Like Abilities (CL 10th): 
   1/day—nerveskitter* 
  Spell-Like Abilities (CL 9th): 
  3/day—snake’s swiftness* 
  Abilities Str 4, Dex 18, Con 12, Int 10, Wis 12, Cha 18  
  Feats 
  Dragon-wrought*, 
  Improved 
  Initiative, 
  Draconic 
  Heritage* (blue)
  B, Draconic Power*, Draconic Breath
  B*, 
  Draconic Toughness
  B*, Draconic Resistance
  B*, Spell 
  Rehearsal* 
  Skills Concentration +14, Craft (trapmaking) +6, Hide +9, 
  Knowledge (arcana) +12, Listen +5, Profession (miner) 
  +7, Search +6, Spellcraft +7 
  Possessions combat gear plus spell component pouch (2), 
  cloak of charisma +2, gloves of dexterity +2, scroll of 
  invisibility, ring of protection +1, scroll of displacement, 
  vest of resistance +2, potion of cure serious wounds, 
  mwk artisan’s tools 
  Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight 
  or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft (trapmaking), 
  Profession (miner), and Search checks. Included above. 
   
  B L U E  K O BO L D D R AC O L Y T E 
  CR  9 
  Female kobold adept 5/dracolyte* 7 
  LE Small humanoid (dragonblood, reptilian) 
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  Languages Draconic, Common, Undercommon 
  AC 19, touch 14, flat-footed 18 
   
  (+1 size, +1 Dex, +3 armor, +1 shield, +2 
  deflection, +1 natural) 
  hp 65 (12 HD) 
  Immune magic sleep and paralysis effects 
  Fort +8, Ref +6, Will +15 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +5/+0 (1d3-3/19-20) 
  Ranged mwk light crossbow +10 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +0 
  Combat Gear dagger, mwk light crossbow, 10 bolts 
  Adept Spells Prepared (CL 12th): 
   4th—D: dominate person (DC 20), stoneskin 
   3rd—D: suggestion (DC 19), cure serious wounds, 
  lightning bolt (DC 17), lightning bolt (DC 17) 
   2nd—D: enthrall (DC 18), cure moderate wounds, 
  cure moderate wounds, invisibility, mirror image 
   1st—D: command (DC 17), bless, cause fear (DC 
  17), cure light wounds, sleep (DC 17) 
   0—create water, cure minor wounds, detect magic 
  D: Domain spell. Deity: n/a. Domain: Domination*  
  Spell-Like Abilities (CL 12th): 
   1/day—shield 
  Abilities Str 4, Dex 12, Con 12, Int 14, Wis 19, Cha 14  
  SQ foster dragon (blue wyrmling) 
  Feats AlertnessB, Dragon Cohort*, Skill Focus 
  (Concentration), 
  Dragonfriend*, 
  Spell 
  Focus 
  (enchantment)B, Toughness, Greater Spell Focus 
  (enchantment) 
  Skills Concentration +19, Craft (trapmaking) +4, 
  Diplomacy +5, Heal +21, Hide +5, Knowledge 
  (arcana) +7, Knowledge (religion) +17, Listen +6, 
  Profession (miner) +6, Search +4, Spellcraft +6, 
  Spot +6 
  Possessions combat gear plus strange blue dragon 
  scale, bag of holding (type I), cloak of charisma +2, 
  periapt of wisdom +2, phylactery of faithfulness, 
  ring of protection +2, scroll of cure moderate 
  wounds, scroll of cure serious wounds, scroll of 
  delay poison, vest of resistance +2, mwk studded 
  leather armor, mwk buckler, holy symbol (2) 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  
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  F O S T E R E D  B L U E  D R AG O N 
  CR  -- 
  Female wyrmling blue dragon 
  LE Small blue dragon (earth) 
  Init +0; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision; Listen +9, Spot +9 
  Languages Draconic 
  AC 21, touch 11, flat-footed 21 
   
  (+1 size, +5 armor, +5 natural) 
  hp 59 (6 HD)  
  Immune electricity, magic sleep effects, paralysis 
  Fort +8, Ref +6, Will +6 
  Speed 40 ft. (8 squares), burrow 20 ft., fly 100 ft. 
  (average) 
  Melee bite +8 (1d6+1) and 2 claws +3 each (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Special Actions breath weapon, Heighten Breath*, 
  Shape Breath* 
  Spell-Like Abilities (CL 1st): 
   3/day—create/destroy water (DC 13) 
  Abilities Str 13, Dex 10, Con 15, Int 10, Wis 10, Cha 11  
  Feats Ability Focus (breath weapon), Heighten 
  Breath*, Shape Breath*  
  Skills Bluff +9, Diplomacy +2, Disguise +0 (+2 
  acting), Hide +13, Intimidate +2, Listen +9, Search 
  +9, Spellcraft +9, Spot +9 
  Possessions amulet of health +2, +2 studded leather 
  armor, vest of resistance +1 
  Breath Weapon (Su) 40-ft. line or 20-ft. cone, 2d8 
  electricity, Reflex DC 19 (includes +2 from 
  Heighten Breath feat) half. The save DC is 
  Constitution-based. 
  Skills Bluff, Hide, and Spellcraft are all considered 
  class skills for blue dragons. 
  B L U E  D R AG O N C O H O R T CR  -- 
  Male elite very young blue dragon 
  LE Medium blue dragon (earth) 
  Init +1; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision; Listen +13, Spot +13 
  Languages Draconic 
  AC 31, touch 17, flat-footed 30 
   
  (+1 Dex, +6 armor, +6 shield [see blue kobold 
  samurai], +8 natural); Mounted Combat (see blue 
  kobold samurai) 
  hp 113 (9 HD); DR 10/- (stoneskin) 
  Immune electricity, magic sleep effects, paralysis 
  Resist +6 shield bonus to resist bull rushes, disarms, 
  grapples, overruns, or trip attempts (see blue 
  kobold samurai) 
  Fort +13, Ref +9, Will +9  
  Speed 40 ft. (8 squares), burrow 20 ft., fly 150 ft. 
  (average) 
  Melee bite +15 (1d8+6) and 2 claws of the ripper +15 
  each (1d6+3/19-20/x4) and 2 wings +15 each 
  (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15 (+21 to resist) 
  Special Actions breath weapon, Quicken Breath* 
  Combat Gear claws of the ripper* (2 sets) 
  Spell-Like Abilities (CL 2nd): 
   3/day—create/destroy water (DC 13) 
  Abilities Str 22, Dex 12, Con 21, Int 10, Wis 13, Cha 8  
  Feats Multiattack, Improved Multiattack, Quicken 
  Breath*, Improved Critical (claws) 
  Skills Balance +3, Diplomacy +1, Intimidate +11, 
  Listen +13, Search +12, Sense Motive +13, Spot 
  +13, Tumble +7 
  Possessions combat gear plus mwk exotic military 
  saddle, amulet of health +2, belt of giant strength 
  +4, claws of the ripper (2 sets), +3 studded leather 
  armor, vest of resistance +2 
  Breath Weapon (Su) 60-ft. line, 4d8 electricity, 
  Reflex DC 19 half. The save DC is Constitution-
  based. 
  Skills Bluff, Hide, and Spellcraft are all considered 
  class skills for blue dragons. 
  
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  B L UE  D R AG O N- W RO UG H T K O B O L D  B E AS T 
  H E AR T AD E P T 
   
   
   
  CR 9 
  Male kobold expert 4/ranger 1*/beast heart adept* 7 
  LE Small dragon (reptilian, augmented humanoid 
  [kobold]) 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Listen +1 (+4 vs. gnomes), Spot +1 (+4 vs. 
  gnomes) 
  Languages Draconic, Undercommon 
  AC 25, touch 15, flat-footed 21 
   
  (+1 size, +4 Dex, +6 armor, +3 shield, +1 natural) 
  hp 68 (12 HD)  
  Immune magic sleep and paraylsis effects 
  Fort +10, Ref +11, Will +11 
  Weakness light sensitivity 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft. 
  Melee mwk greatsword +12/+7/+2 (1d10/19-20) 
  Ranged +1 shock shortbow +19/+14/+9 (1d4+1/x3 
  plus 1d6 electricity) or +1 shock shortbow 
  +17/+17/+12/+7 (1d4+1/x3 plus 1d6 electricity) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +7 
  Atk Options Point Blank Shot, monstrous flank, 
  Rapid Shot, monstrous tactics 
  Combat Gear +1 shock shortbow, 20 arrows, mwk 
  greatsword 
  Spell-Like Abilities (CL 12th): 
   1/day—arrow mind* 
  Abilities Str 10, Dex 20, Con 13, Int 10, Wis 12, Cha 8  
  SQ favored enemy +3 (gnomes), monstrous companion 
  (dragonne), extra monstrous companion (manticore), 
  monster empathy +9 (+13 vs. monstrous companion, +5 
  vs. aberrations), monster handler, monster lore +7 
  Feats Animal Affinity, Dragon-wrought*, Track
  B, Point Blank 
  Shot, Precise Shot, Rapid Shot 
  Skills Craft (trapmaking) +2, Handle Animal +14 (+16 vs. 
  monstrous companion), Hide +16 (+19 vs. gnomes), 
  Knowledge (arcana) +4, Knowledge (dungeoneering) 
  +13, Knowledge (nature) +13, Ride +13 (+15 on ankheg 
  companion), Survival +16 (+19 vs. gnomes, +18 
  underground [+21 vs. gnomes], +18 aboveground natural 
  environments [+21 vs. gnomes]) 
  Possessions combat gear plus +2 chain shirt, +2 chitin 
  buckler, vest of resistance +1, gloves of dexterity +2, 
  bracers of archery (lesser) 
  Kobold Favored Enemy (Ex) As ranger favored enemy, 
  except skills affected are Hide, Listen, Move Silently, 
  Spot and Survival. If a kobold ranger selects fey, 
  dwarves, or gnomes as her favored enemy, she gains a 
  +3 bonus against them instead of the standard +2. This 
  substitution feature replaces but is otherwise identical to 
  the standard ranger’s favored enemy class feature. 
  Monstrous 
  Companion 
  (Ex) 
  As 
  a 
  druid’s 
  animal 
  companion, but can be a magical beast or aberration (see 
  below). 
  Monster Empathy (Ex) As druid’s wild empathy, except that 
  it affects magical beasts regardless of their intelligence 
  score.  
   
  You can also use this ability to influence an animal, or an 
  aberration at a -4 penalty, that has an Intelligence score 
  of 1 or 2.  
   
  If you have the wild empathy ability from another class, 
  add your levels in that class to your beast heart adept 
  level when influencing magical beasts or animals.  
  Monster Handler (Ex) You can make Handle Animal checks 
  with regard to magical beasts and aberrations without 
  penalty. This ability only to creatures that have an 
  Intelligence score of 1 or 2. Magical beasts and 
  aberrations with higher Intelligence scores cannot be 
  controlled by Handle Animal at all. 
  Monster Lore (Ex) You can make a special monster lore 
  check to identify monsters or their special abilities or 
  vulnerabilities. The check functions as a Knowledge 
  check, except the monster lore check can identify any 
  living creature. You gain a bonus on this check equal to 
  your beast heart adept level + your Int modifier. You can 
  attempt this check in addition to making the relevant 
  Knowledge check to learn about a creature. 
  Monstrous Flank (Ex) When you form a flank with a 
  monstrous companion, both you and the creature gain an 
  additional +2 bonus on attack and damage rolls against 
  the flanked opponent. 
  Monstrous Tactics (Ex) When one of your monstrous 
  companions strikes an opponent with a melee attack, the 
  target provokes an attack of opportunity from you. With 
  this ability, you can make an attack of opportunity against 
  a particular target once per round.  
   
  In addition, your companions do not grant cover against 
  your enemies when you use ranged attacks or spells. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight 
  or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft (trapmaking), 
  Profession (miner), and Search checks. Included above. 
   
  B L U E  D R AG O N N E  M O NS TR O US  C O M P AN I O N   
   
  CR  -- 
  NE Large magical beast (as MM 89, see below. 
  Coloration similar to a blue dragon instead of a 
  brass dragon [has no mechanical effect]) 
  AC 22, touch 11, flat-footed 20 
   
  (-1 size, +2 Dex, +4 armor, +7 natural) 
  Atk Options monstrous flank 
  Possessions +1 studded leather barding, mwk exotic 
  military saddle, saddle bags, shovel, pick, rations  
  Monstrous Flank (Ex) When you form a flank with 
  your beast heart adept companion, both you and 
  the adept gain an additional +2 bonus on attack 
  and damage rolls against the flanked opponent. 
   
  M AN T I C O R E  M O N S T R O U S  C O M P AN I O N  
   
   
  CR  -- 
  LE Large magical beast (as MM 179, see below) 
  AC 21, touch 11, flat-footed 19 
   
  (-1 size, +2 Dex, +4 armor, +6 natural) 
  Possessions +1 studded leather barding, mwk exotic 
  military saddle, saddle bags, shovel, pick, rations  
  Monstrous Flank (Ex) When you form a flank with 
  your beast heart adept companion, both you and 
  the adept gain an additional +2 bonus on attack 
  and damage rolls against the flanked opponent. 
  
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  B L UE  K O BO L D S AM U R AI CR  9 
  Male kobold warrior 5/dragon samurai (blue) 7 
  LE Small humanoid (dragonblood, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1 
  Languages Draconic  
  AC 31, touch 22, flat-footed 27 
   
  (+1 size, +4 Dex, +8 armor, +6 shield, +1 
  deflection, +1 natural) 
  hp 93 (12 HD)  
  Immune dragon fear 
  Resist electricity 15; +6 shield bonus to resist bull 
  rushes, disarms, grapples, overruns, or trip 
  attempts 
  Fort +12, Ref +8, Will +8 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee mwk light pick +16/+11 (1d3/x4 plus 1d6 
  electricity) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +6 (+12 to resist) 
  Special Actions dragon breath 
  Combat Gear mwk light pick, dagger 
  Spell-Like Abilities (CL 12th): 
   1/day—breath flare* 
  Abilities Str 10, Dex 18, Con 15, Int 10, Wis 12, Cha 8  
  SQ dragon friend, elemental weapon +1d6, dragon 
  ride 
  Feats Weapon Finesse, Exotic Shield Proficiency 
  (rider’s shield)*, Shield Specialization (heavy 
  shields)*, Shield Ward*, Mounted Combat 
  Skills Craft (trapmaking) +2, Hide +7, Intimidate +11, 
  Knowledge (arcana) +2, Profession (miner) +2, 
  Ride +19 (+23 on a dragon, +25 on the blue 
  dragon cohort), Search +2 
  Possessions combat gear plus +3 chitin breastplate*, 
  +3 rider’s shield*, amulet of health +2, ring of 
  protection +1, vest of resistance +1, potion of cure 
  serious wounds, potion of cure moderate wounds 
  Dragon Breath (Su) 1/day; standard action; 60-ft. 
  line, 7d8 electricity, Reflex DC 19 half. 
  Dragon Friend (Ex) Gains a +4 circumstance bonus 
  on all Charisma-based checks when dealing with 
  blue dragons. 
  Immune to Dragon Fear (Ex) At 3rd-level, a blue 
  dragon samurai gains immunity to fear effects from 
  blue dragons. 
  Elemental Weapon (Su) Starting at 4th level, a blue 
  dragon samurai can endow a melee weapon with 
  elemental energy (electricity). Causing a weapon 
  or weapons to gain this feature is a free action. 
  This extra damage does stack with any energy 
  damage the weapon may already deal. 
  Dragon Ride (Ex) Starting at 6th level, a dragon 
  samurai gains a +4 bonus on all Ride checks while 
  riding a dragon. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search 
  checks. Included above. 
  5:  G R E E N’ S  P O N D  (R E D C AP S) 
  E L D E R  R E D C AP CR  7 
  CE Small fey 
  Init +9; Senses low-light vision; Listen +18, Spot +18 
  Languages Common, Sylvan 
  AC 21, touch 16, flat-footed 16 
   
  (+1 size, +5 Dex, +5 natural) 
  hp 114 (12 HD); DR 10/cold iron  
  Fort +10, Ref +13, Will +9 
  Speed 30 ft. (6 squares) 
  Melee medium scythe +11/+7 (2d4+13/x4)P  
  Ranged medium sling +13 (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options Cleave, Power Attack (P already 
  included in Melee above)  
  Combat Gear 20 sling bullets 
  Abilities Str 22, Dex 21, Con 22, Int 11, Wis 12, Cha 13  
  SQ eldritch stone, powerful build 
  Feats Alertness, Cleave, Improved Initiative, Power 
  Attack, Track 
  Skills Hide +24, Intimidate +26, Listen +18, Move 
  Silently +20, Spot +18, Survival +16 
  Eldritch Stone (Su) Bullets fired from a redcap’s 
  sling glow with a greenish-blue magical energy, 
  giving them a +1 enhancement bonus on attack 
  rolls and damage rolls as well as dealing 1d6 
  points of damage (instead of the 1d4 points an 
  ordinary bullet deals). 
  Powerful Build (Ex) The physical stature of a redcap 
  lets it function in many ways as if he were one size 
  category larger. Whenever a redcap is subject to a 
  size modifier or special size modifier for an 
  opposed check (such as during grapple checks, 
  bull rush attempts, and trip attempts), the redcap is 
  treated as one size larger if doing so is 
  advantageous to it. A redcap is also considered to 
  be one size larger when determining whether a 
  creature’s special attacks based on size (such as 
  improved grab or swallow whole) can affect it. A 
  redcap can use weapons designed for a creature 
  one size larger without penalty. However, its space 
  and reach remain those of a creature of its actual 
  size. The benefits of this characteristic stack with 
  the effects of powers, abilities, and spells that 
  change the subject’s size category. 
  Physical Description: A short, tough-looking old 
  man with leathery skin, iron boots, and a bright red 
  sailor’s cap. He is wielding a scythe that looks too 
  large for him. His wicked grin is lined with sharp 
  teeth. 
  
  IUZ7-04 Blue with Envy 
   
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  J O Y S TE AL E R 
  CR  5 
  NE Medium fey (incorporeal) 
  Init +7; Senses low-light vision, sense emotion 60 ft.; 
  Listen +12, Spot +12 
  Languages Common, Sylvan, Khen-Zai (FF 65) 
  AC 19, touch 19, flat-footed 16 
   
  (+3 Dex, +6 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 27 (6 HD); DR 5/cold iron  
  Fort +3, Ref +8, Will +6 
  Speed fly 30 ft. (perfect)(6 squares) 
  Melee incorporeal touch +6 (1d4 Cha) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -- 
  Special Actions drain emotions 
  Abilities Str --, Dex 17, Con 12, Int 13, Wis 12, Cha 23 (19)  
  SQ incorporeal traits 
  Feats Alertness, Improved Initiative, Track  
  Skills Bluff +15, Diplomacy +10, Disguise +6 (+8 
  acting), Hide +16, Intimidate +8, Knowledge 
  (nature) +8, Knowledge (the planes) +5, Listen 
  +12, Sense Motive +10, Spot +12, Survival +10 
  (+12 in aboveground natural environments) 
  Sense Emotions (Su) This ability functions like 
  blindsense, except that a joystealer can detect only 
  the presence and positions of living creatures. 
  Drain Emotions (Su) Once a joystealer has reduced 
  a living creature to 0 Charisma, it can drain 
  emotion completely from that opponent as a 
  standard action. A creature so drained can’t be 
  affected by morale bonuses or penalties, can’t 
  rage, and can’t receive the benefits of any other 
  ability derived through inspiration or emotion. The 
  affected creature is also immune to fear effects.  
   
  The drain emotions effect can be countered only by 
  finding and destroying the joystealer who caused it 
  or by casting a remove curse spell on the afflicted 
  creature within the area of a hallow spell. 
  Skills Joystealers have a +4 racial bonus on Hide 
  checks. 
  Physical 
  Description: 
  A 
  cruelly 
  beautiful, 
  insubstantial being, this fey looks like an elf, but the 
  feral smile and glittering, gemlike eyes betray it as 
  something else. 
  Note Stats include the +4 sacred bonus to Charisma 
  gained by the fey for stepping into a fey ring. 
  V E R D AN T  P R I NCE 
  CR  11 
  NE Medium fey 
  Init +12; Senses low-light vision; Listen +12, Spot 
  +12 
  Languages Common, Druidic, Elven, Sylvan 
  AC 28, touch 25, flat-footed 20 
   
  (+8 Dex, +7 deflection, +3 natural) 
  hp 136 (16 HD); DR 10/cold iron  
  Resist evasion  
  SR 20 
  Fort +16, Ref +25, Will +19 
  Weakness double damage from cold iron 
  Speed 40 ft. (8 squares) 
  Melee staff of the woodlands +13/+8 (1d6+6) 
  Ranged fire seed +16 touch (16d6 fire plus splash) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Combat Gear expended staff of the woodlands (acts 
  as a +2 quarterstaff and allows wielder to use pass 
  without trace at will), wand of magic missile (5th), 
  fire seed (16d6 fire) 
  Spell-Like Abilities (CL 16th): 
   At will—dimension door (only when starting point 
  and destination are adjacent to a tree or plant 
  creature), disguise self (DC 18) 
   1/day—baleful polymorph (DC 22), call lightning 
  storm (DC 22), changestaff, cure critical wounds, 
  fire seeds (DC 23), repel metal or stone, wall of 
  thorns 
   
  Abilities Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 25 (21)  
  SQ oath bond, unearthly grace 
  Feats 
  Dodge, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Mobility, Skill Focus (Concentration), 
  Stealthy, TrackB 
  Skills Appraise +8, Balance +15, Bluff +17, Climb +8, 
  Concentration +16, Diplomacy +16, Disguise +12 
  (+14 acting), Escape Artist +13, Gather Information 
  +9, Handle Animal +8, Hide +15, Intimidate +19, 
  Jump +14, Knowledge (arcana) +8, Knowledge 
  (local) +8, Knowledge (nature) +10, Listen +12, 
  Move Silently +15, Spellcraft +10 (+12 deciphering 
  scrolls), Spot +12, Survival +11 (+13 following 
  tracks, +13 in aboveground natural environments), 
  Swim +8, Tumble +19, Use Magic Device +19 (+21 
  for scrolls), Use Rope +8 (+10 involving bindings) 
  Possessions combat gear plus quarterstaff (currently 
  a treant via changestaff), belt pouch (6,000 gp 
  diamond) 
  Oath Bond (Su) Not important for this scenario. 
  Unearthly Grace (Su) A verdant prince adds its 
  Charisma modifier as a bonus on saving throws, 
  and as a deflection bonus to Armor Class. Included 
  above. 
  Physical Description: A figure blending nature into a 
  humanoid form appears on a tree limb. Curved and 
  woody antlers grow from its head, a mane of 
  leaves spills down its back, thornlike spikes 
  protrude from its shoulders, and lichen covers its 
  wrists like bracers. Its eyes flicker with green light. 
  Note Stats include the +4 sacred bonus to Charisma gained 
  by the fey for stepping into a fey ring. 
  
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  5: GREEN’S POND (GREENSPAWN) 
  M AU RG O RO O THY X 
  CR  13 
  Elite fatigued female advanced adult green dragon 
  LE Huge dragon (air) 
  Init +1; Senses blindsense 60 ft., darkvision 120 ft., 
  low-light vision, Listen +24, Spot +24 
  Aura frightful presence 180-ft. radius 
  Languages Common, Draconic, Elven 
  AC 29, touch 9, flat-footed 28 
   
  (-2 size, +1 Dex, +20 natural) 
  hp 284 (21 HD); DR 5/magic 
  Immune acid, critical hits and sneak attacks (75%), 
  magic sleep effects, paralysis 
  SR 21 
  Fort +19, Ref +13, Will +16 
  Speed 40 ft. (8 squares), swim 40 ft., fly 150 feet 
  (poor); cannot run or charge due to being fatigued; 
  Flyby Attack 
  Melee bite +25 (2d8+6) and 2 claws +20 each 
  (2d6+3) and 2 wings +20 each (1d8+3) and tail +20 
  (2d6+9) 
  Ranged ranged touch +20 (spell) or blood wind* plus 
  Melee (see above) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite); Large and 
  in Charge 
  Base Atk +21; Grp +35 
  Atk Options Flyby Attack, Power Attack 
  Special Actions Heighten Breath*, Quicken Breath*, 
  Tempest Breath*, breath weapon, crush 
  Combat Gear potion of magic fang, scroll of melf’s 
  acid arrow, scroll of web (DC 13) 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day)—inky cloud*�, scintillating scales*� 
   1st (7/day)—blood wind*, lesser orb of acid*, mage 
  armor�, shield� 
   0 (6/day)—arcane mark, dancing lights, detect 
  magic, resistance� 
  �Already cast 
  Spell-Like Abilities (CL 6th): 
   3rd—suggestion (DC 17) (3/day) 
  Abilities Str 22 (normally 24), Dex 12 (normally 14), Con 25, 
  Int 16, Wis 19, Cha 18 
  SQ water breathing 
  Feats Ability Focus (breath weapon), Combat Reflexes, 
  Flyby Attack, Heighten Breath*, Large and in Charge*, 
  Power Attack, Quicken Breath*, Tempest Breath* 
  Skills Bluff +21, Concentration +20, Diplomacy +15, Hide 
  +1, Intimidate +27, Knowledge (arcana) +19, Knowledge 
  (nature) +19, Listen +24, Move Silently +22, Search +23, 
  Sense Motive +13, Spellcraft +25, Spot +24, Swim +14 
  Possessions combat gear plus spell component pouch (2), 
  gemstone of moderate fortification, potion of delay 
  poison, scroll of clairaudience/ clairvoyance, scroll of 
  unseen servant, (hidden in lair: 1,000 gp, 600 pp, 12 
  gems [275 gp each], 11 art [1,100 gp each]) 
  Breath Weapon (Su) 50-ft. cone, damage 12d6 acid, Reflex 
  DC 36 (includes +7 from Heighten Breath feat) half. The 
  save DC is Constitution-based. 
  Crush (Ex) Area 15 ft. by 15 ft.; Small or smaller opponents 
  take 2d8+9 points of bludgeoning damage, and must 
  succeed on a DC 27 Reflex save or be pinned; grapple 
  bonus +35. The save DC is Constitution-based. 
  Frightful Presence (Ex) 180-ft. radius; HD 20 or less 
  shaken 4d6 rounds, HD 4 or less panicked 4d6 rounds, 
  Will DC 24 negates. The save DC is Charisma-based. 
  Water Breathing (Ex) This dragon can breathe underwater 
  indefinitely and can freely use its breath weapon, spells, 
  and other abilities while submerged. 
  Skills Bluff, Hide, and Move Silently are all considered class 
  skills for green dragons. 
   
  M AU RG O RO O THY X’ S  P O W E R-U P  S UI TE 
  AC 37, touch 29, flat-footed 36 (-2 size, +1 Dex, +4 
  armor, +4 shield, +20 deflection) -- mage armor, 
  scintillating scales, shield 
  Miss Chance concealment or total concealment 
  when in the water -- inky cloud 
  Fort +20, Ref +14, Will +17 -- resistance 
  Melee bite +26 (2d8+7) and 2 claws +21 each 
  (2d6+4) and 2 wings +21 each (1d8+4) and tail +21 
  (2d6+10) -- magic fang 
   
  G R E E N S P AW N  R AZ O RFI E N D 
  CR  7 
  LE Large magical beast (dragonblood) 
  Init +7; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages Draconic 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
   (-1 size, +3 Dex, +7 natural) 
  hp 85 (10 HD); DR 5/magic  
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+8/18-20/x3) and 
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12  
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring Attack  
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural attack roll of 
  18-20, dealing triple damage on a successful critical hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds, 
  5d6 acid, Reflex DC 18 half. The save DC is Constitution-
  based. 
  Tiamat’s Blessing (Acid) (Su) All spawn of Tiamat within 5 
  feet of a greenspawn razorfiend gain immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can breathe 
  underwater indefinitely and can freely use its breath 
  weapon while submerged. 
  Skills A greenspawn razorfiend has a +8 racial bonus on 
  Jump checks. It also has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
  It can always choose to take 10 on a Swim check, even if 
  distracted or threatened. It can use the run action while 
  swimming, provided it swims in a straight line. 
  Physical Description: A draconic creature with slashing, 
  razor-tipped, clawed wings, this creature sports a frill on 
  its end reminiscent of a green dragon’s. 
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Draconic Breath [Draconic]  
  You can convert some of your arcane spell energy into 
  a breath weapon. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: As a standard action, you can convert an 
  arcane spell slot into a breath weapon. The breath 
  weapon is a 30-foot cone (cold or fire) or a 60-foot line 
  (acid or electricity) that deals 2d6 points of damage per 
  level of the spell slot you expended to create the effect. 
  Any creature in the area can make a Reflex save (DC 10 
  + level of the spell used + your Cha modifier) for half 
  damage. This is a supernatural ability. 
   
  Special: If the breath weapon of your draconic 
  forebears does not deal acid, cold, electricity, or fire 
  damage, you choose from among the four energy types 
  mentioned above. 
   
  Source: Races of the Dragon 102. 
   
  Draconic Heritage [Draconic]  
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisites: Sorcerer 1st. 
   
  Benefits: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a 
  class skill. This is your draconic heritage, which cannot 
  be changed once the feat has been taken. Half-dragons 
  must choose the same dragon kind as their dragon 
  parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you 
  have. 
   
  Source: Races of the Dragon 102. 
   
  Draconic Power [Draconic] 
  You have greater power when manipulating the 
  energies of your heritage. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: Your caster level increases by one, and 
  you add 1 to the save DC of all arcane spells with the 
  descriptor or subschool associated with your draconic 
  heritage. 
   
  Special: This feat works in conjunction with the 
  Energy Substitution feat (Complete Arcane, page 79) as 
  long as the substituted energy matches the energy type 
  associated with your draconic heritage. 
   
  Source: Races of the Dragon 104. 
  Draconic Resistance [Draconic] 
  Your bloodline hardens your body against effects 
  related to the nature of your progenitor. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: You gain resistance to the energy type 
  associated with your draconic heritage equal to three 
  times the number of draconic feats you have, including 
  draconic feats you take after gaining this feat. 
   
  Special: This feat grants no benefit to a character 
  whose draconic heritage is not associated with an 
  energy type, such as a sorcerer with pan lung heritage. 
   
  Source: Races of the Dragon 105. 
   
  Draconic Toughness [Draconic] 
  Your draconic nature reinforces your body as you 
  embrace your heritage. 
   
  Prerequisites: Draconic Heritage, sorcerer level 
  1st. 
   
  Benefit: When you take this feat, you gain 2 hit 
  points for each draconic feat you have, including this 
  one. Whenever you take a new draconic feat, you gain 2 
  more hit points. 
   
  Source: Races of the Dragon 105. 
   
  Dragon Cohort [General] 
  You gain the service of a loyal dragon ally. 
   
  Prerequisites: 
  Character 
  level 
  9th, 
  Speak 
  Language (Draconic). 
   
   
  Benefit: You gain a cohort selected from Table 3-
  14: Dragon Cohorts (Dra 139), just as you would by 
  selecting the Leadership feat. However, you may treat 
  the dragon’s ECL as if it were 3 lower than indicated. 
   
  See Dragons as Cohorts, page 138 of Draconomicon, 
  for more information. 
   
  Source: Draconomicon 104. 
   
  Dragonfriend [General] 
  You are a known and respected ally of dragons. 
   
  Prerequisites: 
  Cha 
  11, 
  Speak 
  Language 
  (Draconic). 
   
   
  Benefit: You gain a +4 bonus on Diplomacy 
  checks made to adjust the attitude of a dragon, and a +2 
  bonus on Ride checks made when you are mounted on 
  a dragon. 
   
  In addition, you gain a +4 bonus on saves against 
  the frightful presence of good dragons. 
   
  Special: You can’t select this feat if you have 
  already taken the Dragonthrall feat. 
   
  Source: Draconomicon 105. 
  
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  Dragon-wrought 
  You were born a dragon-wrought kobold, proof of your 
  race’s innate connection to dragons. 
   
  Prerequisites: Kobold, 1st level only. 
   
  Benefit: You are a dragonwrought kobold. Your 
  type is dragon rather than humanoid, and you lose the 
  dragonblood subtype. You retain all your other 
  subtypes and your kobold racial traits. Your scales 
  become tinged with a color that matches that of your 
  draconic heritage. As a dragon, you are immune to 
  magic sleep and paralysis effects. You have darkvision 
  out to 60 feet and low-light vision. You gain a +2 racial 
  bonus on the skill indicated for your draconic heritage 
  (see Draconic Heritage feat). 
   
  Special: Unlike most feats, this feat must be taken 
  at 1st level. 
   
  Source: Races of the Dragon 100. 
   
  Exotic Shield Proficiency [General] 
  Choose an exotic shield, such as a gauntlet shield or 
  battle cloak. You are proficient with that type of exotic 
  shield. 
   
  Prerequisites: Shield Proficiency, base attack 
  bonus +1. 
   
  Benefit: You are proficient with a specific type of 
  exotic shield and take no shield nonproficiency 
  penalties when you wear it. 
   
  Normal: A character who is using a shield with 
  which she is not proficient applies its armor check 
  penalty on attack rolls and all Strength- and Dexterity-
  based ability checks and skill checks. 
   
  A fighter may select Exotic Shield Proficiency as 
  one of her fighter bonus feats. 
   
  Source: Races of Stone 139. 
   
  Heighten Breath [Metabreath]  
  Your breath weapon is even more deadly than normal. 
   
  Prerequisites: Con 13, breath weapon. 
   
  Benefits: You can increase the save DC of your 
  breath weapon by any number up to a maximum equal 
  to your Constitution bonus. For each point by which 
  you increase the save DC, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Source: Draconomicon 70. 
   
  Large and in Charge [General]  
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisites: Normal reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before it proved the attack 
  of opportunity. After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent. You gain a +4 bonus for each size 
  category larger than your opponent you are, and 
  addition +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity. If you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left. An opponent you push cannot 
  move any farther in this round. 
   
  Source: Draconomicon 71. 
   
  Quicken Breath [Metabreath]  
  You can loose your breath weapon with but a thought. 
   
  Prerequisites: Con 19, breath weapon. 
   
  Benefits: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the same 
  time. 
   
  Source: Draconomicon 73. 
   
  Shape Breath [Metabreath]  
  You can make the area of your breath weapon a cone or 
  a line, as you see fit. 
   
  Prerequisites: Con 13, breath weapon, size Small 
  or larger. 
   
  Benefits: If you have a line-shaped breath 
  weapon, you can opt to shape it into a cone. Likewise, if 
  you have a cone-shaped breath weapon, you can shape 
  it into a line. 
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Normal: Without this feat, the shape of your 
  breath weapon is fixed. 
   
  Source: Draconomicon 73. 
   
  Shield Specialization  
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
   
  Prerequisites: Shield Proficiency. 
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy, or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1. 
   
  Special: You can take this feat more than once. 
  Each time you select it, choose a different type of 
  shield. 
   
  A fighter may select Exotic Shield Proficiency as 
  one of her fighter bonus feats. 
   
  Source: PH2 82. 
  
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  Shield Ward 
  You use your shield like a wall of steel and wood. 
  When an opponent attempts to draw in close to you, 
  your shield forces him away or ruins his attacks. 
   
  Prerequisites: 
  Shield 
  Proficiency, 
  Shield 
  Specialization. 
   
  Benefit: You apply your shield bonus to your 
  touch AC, and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
   
  Special: A fighter may select Exotic Shield 
  Proficiency as one of her fighter bonus feats. 
   
  Source: PH2 82. 
   
  Spell Rehearsal [Tactical] 
  Casting the same spell several times in a row or at the 
  same target enables you to perfect it. 
   
  Prerequisite: Caster level 1st. 
   
  Benefit: The Spell Rehearsal feat enables the use 
  of three tactical maneuvers. You can only apply one 
  maneuver at a time to a single spell. 
   
  Persistence: To use this maneuver, you must cast 
  a specific spell two or more times in succession, and 
  the spell must be one that allows affected creatures or 
  objects a saving throw. You can take a move action after 
  casting the spell once before casting it again, but you 
  cannot take any other standard actions between 
  successive castings. On the second and subsequent 
  times you cast the spell, you add a cumulative +1 to the 
  spell’s save DC. If you cast any other spell after starting 
  to use this feat or take any other standard action, the 
  persistence chain breaks and you must begin anew. 
   
  Refined Targeting: To use this maneuver, you 
  must cast a specific spell two or more times in 
  succession, and the spell must be one that requires an 
  attack roll to affect a target. You can take a move action 
  after casting the spell once before casting it again, but 
  you cannot take any other standard actions between 
  successive castings. On the second and subsequent 
  times you cast the spell at the same target, you gain a 
  cumulative +2 enhancement bonus on the attack roll to 
  deliver the spell. If you cast any spell that does not 
  require an attack roll or take any other standard action, 
  the refined targeting chain breaks and you must begin 
  anew. 
   
  Persistent Targeting: To use this maneuver, you 
  must cast a specific spell two or more times in 
  succession, and the spell must be one that allows a 
  target to apply spell resistance to the effect. You can 
  take a move action after casting the spell once before 
  casting it again, but you cannot take any other standard 
  actions between successive castings. On the second 
  and subsequent times you cast the spell at the same 
  target, you gain a +2 bonus on caster level checks to 
  overcome the target’s spell resistance. If you cast any 
  other spell or take any other standard action, the 
  persistent targeting chain breaks and you must begin 
  anew.  
   
  Special: This benefit applies to spells you know or have 
  prepared as well as spells cast from items such as wands and 
  scrolls. 
  Tempest Breath [Metabreath]  
  You can make your breath weapon strike with the force 
  of a windstorm. 
   
  Prerequisites: Str 13, breath weapon, Power 
  Attack, size Large or larger. 
   
  Benefit: When you use your breath weapon, in 
  addition to its normal effects, creatures in the area are 
  affected as though struck by wind effects. The force of 
  the wind depends on your size, as indicated below. For 
  the effects of high winds, see Table 3-24 on page 95 of 
  the DMG. 
   
   
  Dragon Size  
  Wind Force 
   
  Large 
   
  Severe 
   
  Huge 
   
  Windstorm 
   
  Gargantuan  
  Hurricane 
   
  Colossal 
   
  Tornado 
   
  Because your breath weapon has an instantaneous 
  duration, creatures ignore the checked effect unless 
  they are airborne (in which case they are blown back 
  1d6x5 feet). 
   
  When you use this feat, add +1 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Source: Draconomicon 74. 
   
  MAGIC ITEMS 
  Claws of the Ripper (Dra 82): These metal, scythe-
  like blades are designed to fit over one set of a dragon’s 
  claws, and they resize to fit any dragon of Large size or 
  bigger. A dragon wearing claws of the ripper cannot also 
  make use of a magic ring on that claw. When worn, 
  claws of the ripper increase the damage dealt by the 
  dragon’s claws on a critical hit, giving them a ×4 
  multiplier (like that of a scythe). 
   
  Faint transmutation; CL 6th; Craft Ring; Price: 
  2,000 gp; Weight 10 lbs. 
   
  Strange Blue Dragon Scale (Iuz6-02 Blue Scales, 
  Red Secrets): Against a dragon’s frightful presence, 
  the bearer of this scale and all allies within 30’ are 
  treated as having +4 HD and gain a +4 to their Will 
  save. If the bearer makes his save, his familiar, animal 
  companion, and/or special mount automatically makes 
  its save. This item only works for kobolds and does not 
  take up an item slot. 
  Faint abjuration; CL 3rd; 
  Craft Wondrous Item, Dragon Hunter BraveryDRA; 
  Price: 3,000 gp; Weight 1 lb. 
   
  Vest of Resistance (CA 150): These garments offer 
  magic protection in the form of a +1 to +5 resistance 
  bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster level must be three times that of ioun 
  stone’s bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 
  gp (+3), 16,000 gp (+4), 25,000 gp (+5). 
   
  
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  MUNDANE EQUIPMENT 
  CHITIN ARMOR 
   
  Though less durable than dragonhide, chitin 
  armor (also known as beetleback armor) has other 
  advantages. Chitin is less restricting than metal, even 
  though it weighs the same amount. The maximum 
  Dexterity bonus of an armor or shield made of chitin is 
  1 greater than that of the same type of armor made 
  from metal. Breastplates, half-plate armor, full plate 
  armor, and shields can be made from chitin. (Typically, 
  the only kind of shield crafted from chitin is a tower 
  shield, since most shields don’t have a maximum 
  Dexterity bonus.) 
   
  Because chitin armor is not made from metal, 
  druids can wear it without penalty. Armor and shields 
  fashioned from chitin are always masterwork items; the 
  masterwork cost is included in the prices given below. 
  Chitin armor or shields cost double what masterwork 
  armor of that type ordinarily costs, but take no longer 
  to make than ordinary armor of that type.  
   
  Chitin armor has 10 hit points per inch of 
  thickness and hardness 5. 
   
  Dragonsplit (MM4 151): Exotic light weapon, Dmg 
  (S) 1d4, Dmg (M) 1d6, Critical: 19-20/x2 (P) or x4 (S), 
  Weight: 2 lb., Type: Piercing or Slashing. 
   
  Shield, Rider’s (RS 158): This high-quality exotic 
  heavy wooden shield is longer and heavier than other 
  shields. If you have the Exotic Shield Proficiency 
  (rider’s shield) feat ad use a rider’s shield, you and your 
  mount both gain the benefits of the shield’s AC bonus. 
   
  Note: All kobolds in this scenario have completed 
  the Draconic Rite of Passage. Their stats have been 
  adjusted accordingly. 
   
  SPELLS 
  Arrow Mind (SpC 15) 
  Divination 
  Level: Ranger 1, Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  While this spell is in effect and you are wielding a 
  projectile weapon that fires arrows, such as a longbow 
  or shortbow, you threaten all squares within your 
  normal melee reach (5 feet if Small or Medium, 10 feet 
  if Large) with your bow, allowing you to make attacks 
  of opportunity with arrows shot from the bow. In 
  addition, you do no provoke attacks of opportunity 
  when you shoot a bow while you are in another 
  creature’s threatened square. 
   
  Material Component: A flint arrowhead. 
  Blood Wind (SpC 33) 
  Evocation  
  Level: Cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: A single creature with Intelligence 4 or higher 
  Duration: 1 round 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can take a full attack action to use all 
  of its natural weapons or unarmed strikes as if they 
  were thrown weapons with a 20-foot range increment. 
  The subject gestures as if making a melee attack, but 
  the result of the attack affects a target within range. 
  This spell does not actually grant reach, and so does not 
  help provide a flanking bonus or allow the subject to 
  make attacks of opportunity at any range greater than 
  normal. The subject uses its normal melee attack 
  bonuses and deals damage normally if it hits, though 
  the target of the attacks can benefit from cover or 
  concealment. 
   
  Breath Flare (SpC 38) 
  Transmutation [Light] 
  Level: Sorcerer/wizard 1 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: 1 round 
   
  For this spell to function, you must have a breath 
  weapon that uses fire or electricity, either as a 
  supernatural ability or as the result of casting a spell 
  such as dragon breath. When you successfully cast this 
  spell, your breath weapon is infused with bright light. 
  In addition to taking the normal fire or electricity 
  damage, creatures that fail their saving throws against 
  the breath weapon are dazzled for 1 minute per caster 
  level. Sightless creatures are not affected by breath flare. 
   
  Deadfall (SpC 59) 
  Conjuration (creation) 
  Level: Druid 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Mass of dead wood forming in a cylinder (20-ft. 
  radius, 40-ft. high) 
  Duration: Instantaneous; see text 
  Saving Throw: Reflex partial; see text 
  Spell Resistance: No 
   
  Pick a point on the ground as the center of the 
  radius and bottom of the cylinder. Deadfall creates a 
  tangled mass of huge branches, logs, and fallen trees on 
  the ground. The deadfall immediately collapses in on 
  itself with terrific force and noise. Creatures and 
  objects in the area take 1d6 points of damage per caster 
  level (maximum 20d6, no save). In addition, creatures 
  
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  in the area must succeed on a Reflex save or be 
  knocked prone. 
   
  Once you cast the spell, a considerable volume of 
  dead wood remains behind. This pile of brush is 5 feet 
  high, with a 20-foot radius, and it counts as dense 
  rubble (DMG 90). 
   
  Electric Jolt (SpC 78) 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You release a small stroke of electrical energy. You 
  must make a ranged touch attack to deal damage to a 
  target. The spell deals 1d3 points of electricity damage. 
   
  Electric Loop (SpC 78) 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Targets: One creature/3 levels, each of which is 
  adjacent to another target 
  Duration: Instantaneous 
  Saving Throw: Reflex half; see text. 
  Spell Resistance: Yes 
   
  You create one small stroke of lightning that 
  targets one creature per three caster levels you possess 
  (maximum four creatures). Each target must be in a 
  square adjacent to another target. The spell deals 1d6 
  points of electricity damage per two caster levels 
  (maximum 5d6) to each target. A creature that fails its 
  Reflex save must make a successful Will save or be 
  stunned for 1 round. 
   
  Material Component: A loop of copper wire and a 
  magnet. 
   
  Inky Cloud (SpC 123) 
  Conjuration (Creation) 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius spread centered on you 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create an inky cloud that billows from your 
  location. The cloud obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment. Creatures farther away have total 
  concealment.  
   
  A moderate current disperses the cloud in 4 
  rounds; a strong current disperses the cloud in 1 round. 
   
  This spell functions only underwater. 
   
  Material Component: A small vial containing the ink 
  of a squid or octopus. 
   
  Nerveskitter (SpC 146) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You cast this spell when you and your party roll for 
  initiative. You enhance the subject’s reactions in 
  combat, granting it a +5 bonus on its initiative check 
  for the current encounter. If the subject does not make 
  an initiative check within 1 round, this spell has no 
  effect. 
   
  Orb of Acid (SpC 150) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from 
  your palm at its target, dealing ld6 points of acid 
  damage per caster level (maximum 15d6). You must 
  succeed on a ranged touch attack to hit your target. 
  A creature struck by the orb take damage and becomes 
  sickened by the acid's noxious fumes for 1 round. A 
  successful Fortitude save negates the sickened effect 
  bur does not reduce the damage. 
   
  Orb of Acid, Lesser (SpC 150) 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
  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 ld8 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 
  
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  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Orb of Electricity (SpC 151) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 4, warmage4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  This spell functions like orb of acid, except that it 
  deals electricity damage. In addition, a creature 
  wearing metal armor truck by an orb of electricity must 
  make a Fortitude save or be entangled for 1 round 
  instead of being sickened. 
   
  Orb of Electricity, Lesser (SpC 151) 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
   
  This spell functions like lesser orb of acid, except 
  that it deals electricity damage. 
   
  Ray of Clumsiness (SpC 166) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. The energy of the ray stiffens 
  the subject’s muscles and joints, making it more 
  difficult for the subject to move. The subject takes a 
  penalty to Dexterity equal to 1d6+1 per two caster 
  levels (maximum penalty 1d6+5, minimum Dexterity 
  1). 
   
  Scintillating Scales (SpC 181) 
  Abjuration 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell transforms your natural armor bonus to 
  Armor Class into a deflection bonus to your Armor 
  Class. While your overall Armor Class might not 
  change, the deflection bonus applies to melee touch 
  attacks and ranged touch attacks, including incorporeal 
  touch attacks. If you have no natural armor bonus, this 
  spell has no effect. 
   
  Scintillating Sphere (SpC 181) 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  This spell creates a massive electrical discharge 
  that deals 1d6 points of electricity damage per caster 
  level (maximum 10d6) to every creature and 
  unattended object within the area. 
   
  Material Component: A glass marble. 
   
  Snake’s Swiftness (SpC 193) 
  Transmutation 
  Level: Druid 1, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this action doesn’t affect the 
  subject’s place in the initiative order. This is a single 
  attack and follows the standard rules for attacking. 
   
  This spell does not allow the subject to make more 
  than one additional attack in a round. If the subject has 
  already made an additional attack, due to a prior casting 
  of this spell, from the haste spell, or from any other 
  source, this spell fails.  
   
  Arcane Material Component: A few scales from a 
  snake. 
   
  SUBTYPE 
  Dragonblood Subtype (MM4 208) 
   
  A creature that has the dragonblood subtype has a 
  strong affinity to dragons—which means that spells, 
  effects, powers, and abilities that affect or target 
  dragons also affect it (for good or ill). Dragons 
  automatically qualify for any rules options that require 
  the dragonblood subtype. 
   
   
  
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  APPENDIX 3: THE KINGDOM OF JOHRASE, KINEMEET AND NPCS 
  The Kingdom of Johrase, stretching west of the 
  junction between the Zumker and Artonsomay rivers 
  and south to the Tangles and Rift Canyon, is among the 
  oldest holdings in the Combination of Free Lords (for 
  info on the Johrase that predates the Greyhawk Wars, 
  please see the Living Greyhawk Gazateer p27). 
    
  In 583 CY, when the armies of the Old One drove 
  through the Bandit Lands, the king of Johrase entered a 
  formal alliance with the Theocracy of Dimre. They did 
  not fair as well as their allies, however. During a crucial 
  battle for the region, the king’s armies were routed and 
  decimated by fiendish hordes commanded by 
  Boneheart Cranzer. The king himself was slain during 
  this battle, his soul lost to the forces of evil. The 
  warriors of Johrase were scattered, now kingless, and 
  Kinemeet was lost to Iuz. 
   
  For years, the Johrase were forced to eek out a 
  living as mercenaries, a job for which they gained 
  Oerth-wide renown. Lawful in the extreme, their 
  discipline meant that they dealt honorably with 
  employers. The tactical and strategic visions of their 
  leaders enabled them to defeat many enemies whose 
  forces were larger than their own. The Johrase were 
  especially dangerous when fighting humanoids, for 
  they hate them with a passion. 
   
  Despite the loss of their capital, the Johrase 
  remained a cohesive people, with most of their 
  civilians having settled at the edge of Dimre. By quietly 
  storing away the monies earned from their various 
  mercenary contracts, the Johrase coffers became quite 
  full. Eventually, the Johrase had enough gold, supplies, 
  and veteran soldiers to contemplate retaking Kinemeet 
  from the orcs that had infested it.  
   
  The final straw came when it was discovered that 
  Lord Forlone Malchat, one of the highest-ranking 
  nobles of the Johrase, had been magically controlled by 
  Cranzer for some time. Malchat fell on his sword in 
  shame when he was finally able to free himself from 
  the Boneheart’s magical control. His sacrifice spurred 
  the Johrase leadership to action. 
   
  In 596 CY, the Johrase launched an attack on 
  Kinemeet, seeking to retake their capital. Instead of 
  thousands of orcish defenders, they were shocked to 
  discover the city nearly empty, its orcish population 
  having been driven out by the strange hero-god 
  Molaho Khem just a day before. Without getting their 
  blades wet, the Johrase repossessed Kinemeet and 
  immediately held a Tournament of Crowning to name 
  a new king. 
   
  In the end, there were three claimants to the 
  crown that had a chance at being the new king: the 
  current leader of the Johrase, Lord Hind; a foot-soldier 
  of some repute, Sir Derf; and the cavalier Sir Ramiki. 
  After Ramiki upset Hind in the joust, he faced Sir Derf 
  in the final unmounted combat, the weapons being, of 
  course, morningstars. Here, Sir Derf’s expertise at 
  infantry tactics won the day, and Sir Derf was declared 
  winner of the Tournament and offered the crown of 
  the Johrase by Lord Hind. 
   
  In a stunning move, however, Sir Derf declined 
  the honor, saying that Ramiki was the better soldier 
  and leader. A brief magical inspection revealed that Sir 
  Derf was in his right mind, so Lord Hind offered the 
  crown to a stunned Ramiki, who accepted the crown. 
   
  Immediately upon touching the crown, Ramiki 
  disappeared. At the same time, a figure appeared flying 
  above the stunned crowd, laughing as he held a 
  glowing gem in his hand. The Boneheart Cranzer had 
  somehow turned the Johrase crown into a triggering 
  item for a trap the soul spell. Cranzer then disappeared 
  before the stunned Johrase could react, taking their 
  king’s soul gem with him. Naturally, Sir Derf was 
  stunned, and to this day blames himself for Ramiki’s 
  loss. Magical inspection has cleared Sir Derf of any evil 
  conspiracy against Ramiki. 
   
  After the tournament, despite the loss of their new 
  king, the Johrase began the dirty work of cleaning the 
  orc filth out of their once proud city. Lord Marischal 
  Hind was named Chancellor by the Council of Lords. 
  Construction of siege engines immediately began 
  using wood from the Tangles Forest. Guided by druids 
  of the Old Faith, notably Bellamoh, the Johrase avoided 
  culling areas that were claimed by Tarren Moskol and 
  his bandit followers. 
   
  By 597 CY, the city had been cleaned and its 
  defenses restored. As fall comes to Kinemeet, the 
  markets eagerly await the fall harvest. Horse traders 
  and other merchants have returned to the city, and 
  Kinemeet once again thrives. In Lord Hind’s manor, 
  plans for war with Riftcrag are being drawn up. The 
  Johrase will not rest while King Ramiki is in the 
  Boneheart’s hands. 
   
  (Source: Living Greyhawk Gazetteer [Mona]. Additional 
  development by former BK Triad member Tom 
  Harrison). 
  
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  Kinemeet (Small city): Conventional; AL LN; 15,000 
  gp limit; Assets 5,250,000 gp; Population 7,000; Mixed 
  (human [OFsb] 6,720, halfling 70, gnome 70, dwarf 35, 
  half-elf 35, half-orc 35). 
   
   Authority figures: King Ramiki Klowentz III (soul 
  trapped in a soul gem held by Boneheart Cranzer), 
  Chancellor Marischal Hind (head of the Council of 
  Lords, advisor to the missing King, acting leader of the 
  Johrase), Viscount of the Western Province Bricuth 
  (head of the Infantry Training Division), Viscount of 
  the Northern Province Briston (head of the Cavalry 
  Training Division), Viscount of the Eastern Province 
  Doknarie, Viscount of the Southern Province Jorn 
  Brerse (presumed dead at Blackguard of Iuz Arvad 
  Michelson’s hands in Dyvers). 
   
  Notable personages: Marischal Arcana Slayer of 
  Hedgehogs (druidic advisor to the missing King), 
  Viscount Arcana Morphisto (arcane advisor to the 
  Council of Lords), Lord Derf, Lady Dania (Diplomat), 
  Lady Taleetha Hind (Billet of the Cudgel, spiritual 
  leader of the Johrase), Bellamoh Galanmion (one of the 
  nine Druids of the Old Faith of the Northern Reaches). 
   
  Others: nurse mothers [Adp7, Adp 3 (2), Adp1 
  (33)], nobles [Ari7, Ari5 (2), Ari3 (6), Ari1 (33)], louts 
  [Bbn7, Bbn3 (2), Bbn1 (4)]; Hex7, Hex3 (2), Hex1 (4)], 
  entertainers [Brd12, Brd6 (2), Brd3 (4), Brd1 (8)], 
  clergy of St. Cuthbert [Clr12, Clr6 (2), Clr3 (4), Clr1 
  (8); Fav7, Fav3 (2), Fav1 (4); Hlr9, Hlr5 (2), Hlr3 (4), 
  Hlr1 (8)], commoners [Com16, Com14, Com8 (2), 
  Com7 (2), Com4 (4), Com3 (4), Com2 (8), Com1 
  (6,042)], druids of the Old Faith [Drd6 (2), Drd3 (4), 
  Drd1 (8)], craftsmen and merchants [Exp 18, Exp 12, 
  Exp9 (2), Exp6 (2), Exp5 (4), Exp3 (12), Exp1 (199)], 
  Johrase officers and squires [Ftr9, Ftr7 (2), Ftr6 (2), 
  Ftr5 (2), Ftr3 (12), Ftr1 (24); Knt7 (2), Knt3 (4), Knt1 
  (8); Mar7 (2), Mar3 (4), Mar1 (8); Pal9 (1), Pal5 (2), Pal3 
  (4), Pal1 (8)], itinerant monks [Mnk7, Mnk3 (2), 
  Mnk1 (4)], Johrase scouts [Rgr9, Rgr5 (2), Rgr 3 (4), 
  Rgr1 (8); Sct9, Sct5 (2), Sct3 (4), Sct1 (8)], trap experts 
  [Rog14, Rog7 (2), Rog3 (4), Rog1 (8)], show offs [Swb7, 
  Swb3 (2), Swb1 (4)], distrusted arcanists [Sor10, Sor5 
  (2), Sor3 (4), Sor1 (8); Beg7, Beg3 (2), Beg1 (4)], Johrase 
  Militia NCOs and soldiers [War14, War12, War10, 
  War7, War6 (2), War5 (2), War3 (10), War1 (262)], City 
  watch [War7, War3 (2), War1 (70)], Johrase army 
  arcanists [Wiz10, Wiz5 (2), Wiz3 (4), Wiz1 (8); 
  Wrm10, Wrm5 (2), Wrm3 (4), Wrm1 (8)]. 
   
  Chancellor Marischal Calmert Hind: Calmert is a 
  silent and honorable man, who speaks no foul word 
  against another Johrase. Calmert has a deep hate for all 
  things associated with Iuz, and his only goal right now 
  is the sacking of Riftcrag, the death of Cranzer, and the 
  recovery of his missing king. 
   
  Lady Taleetha Hind: The niece and cohort of 
  Chancellor Marischal Hind, Taleetha is the Johrase’ 
  most powerful divine-spellcaster. As a Billet of the 
  Cudgel, she is tireless in her training of Johrase officers 
  and non-commissioned officers. Luckily, she can mend 
  any heads that she cracks. She considers Lady Dania 
  something of an older sister. The two do not always get 
  along, but they always respect each other’s opinions. 
  Secretly, Taleetha wishes her uncle and Dania would 
  just get it over with and get married already. Taleetha, 
  who remains chaste, is secretly in love with Ramiki. 
   
  Lady Dania Odrean: A masterful diplomat and 
  negotiator, it was Lady Dania who helped secure 
  lucrative mercenary contracts for the Johrase during 
  their exile from Kinemeet. Since the retaking of 
  Kinemeet, she is now responsible for helping to gather 
  allies for any future assault on Riftcrag. Her stunning 
  beauty often gets her in the door, but it is her sharp 
  intellect that allows her to manipulate the other leaders 
  of the Combination.  
   
  Bellamoh Galanmion, Druid of the Northern 
  Circle: Captured in 590 CY by soldiers of the Lesser 
  Boneheart Earl Aundurach, Bellamoh was tortured for 
  weeks before she escaped. She wears the marks of her 
  torture with a bitter pride as scars crisscross her face 
  and body, and she wields the greatsword she took from 
  an Iuzian cleric with gusto when called to battle. If it 
  weren’t for the scars, this mid-30’s woman would be 
  quite attractive, despite wearing drab foresters’ gear.  
   
  Despite Gerland’s erratic tendencies, Bellamoh is 
  quite fond of the elven druid. Still, she must spend 
  considerable effort keeping an eye on Gerland, who is 
  more powerful than she is, yet not an official druid of 
  the Old Faith. 
   
  Bellamoh doesn’t reside in Kinemeet, but she does 
  spend a great deal of time there as she works with 
  Slayer of Hedgehogs in renewing the farmlands 
  around Kinemeet. 
   
   
   
  
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  APPENDIX 4: ADVENTURE MAPS 
  Faerie Ring and Blackspawn Raider Encmapment maps’ source: Monster Manual IV  
  
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