TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3−03 
   
   
   
   
   
  The Yeti’s Tooth 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1 
   
  by Bruce Paris 
  Reviewed by Jason Bulmahn 
   
  Many thanks must go to several co-writers: Stephen Daniels (for Encounter 2), Bruce Legge (for Encounter Six), 
  and Justin McGuire (for Encounter Ten). Thanks also to Mark Somers (Australia) and Jason Bulmahn (USA) for 
  proofreading and editing this scenario. 
   
  An unexpected visit from a clandestine clan member supplies you with the location of the next part of the Sturgenblood 
  Totem – the fabled yeti’s tooth! The trouble is that all the other clans are after it as well, and are hiring on other 
  adventurers in an effort to stop the totem from being reassembled! Be the first to reach it – or the first to die. This 
  scenario is the second scenario in the “Hollows Of Mordaine” series. It is suitable for play at APLs 4, 6, 8 and 10. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in grey 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  The Yeti’s Tooth 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 
  and higher. Three 
  or 
  four, 
  or 
  sometimes 
  even 
  five 
  1
  st-level 
  characters 
  may 
  find difficulty with 
  the challenges in a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there 
  are 
  two 
  things that you can 
  do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Perrenland. Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round. Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  The Yeti’s Tooth 
   
  Page 3 
  
  Adventure Background 
  In the first part of this series, “The Wyvern’s Claw”, 
  player characters (PCs) found a strange totem pole which 
  they discovered was the fabled artefact called “The 
  Sturgenblood Totem”. The totem was originally created 
  by the Ur-Flan mages over two thousand years ago so that 
  they could enslave the early tribes of Perrenland and use 
  the people of the land as thralls. But the totem was 
  disassembled by an invading Oeridian clan. The pieces of 
  the totem were scattered all over Perrenland. Now that 
  the totem has been re-discovered, and several pieces of it 
  reassembled, it will only be time before this evil artefact 
  once again falls into devilish hands. Therefore, the PCs 
  have decided to finish the reassembling themselves. They 
  already found the Wyvern’s Claw in the ancient city of 
  Dagovach in Part One. In this part they will find the 
  Yeti’s Tooth. Once these pieces are in place, the totem 
  will supposedly open up and reveal a map which will lead 
  the PCs to The Hollows Of Mordaine. Only deep within 
  The Hollows can the totem be destroyed once and for all.  
   
  Since the discovery of the Sturgenblood Totem 
  nearly a year ago, the clans of Perrenland have become 
  increasingly concerned. Most believe that should the 
  PC’s actually find the Yeti’s Tooth and reassemble the 
  totem, then the party will venture to the Hollows Of 
  Mordaine in order to destroy it – thus preventing the 
  totem from falling into the hands of any single clan who 
  might dominate the others. But there are a few in each 
  clan who would like to either curry influence with the 
  PCs (thus trying to persuade them to hand over the totem 
  to their clan); or find the yeti’s tooth before the PCs in 
  order to use it as a bargaining tool. To help make either 
  event more probable, the clans have banded together into 
  temporary alliances called “triads”: 
   
  The Hüssens have allied with the Môrgenroods and 
  the Rosrijders. 
   
  The Weisspeers have allied with the Vestmeers and 
  the Vossers. 
   
  The Roodbergs have allied with the Oostmeers and 
  the Vuurzwards. 
   
  Through months of research, clan scholars have 
  discovered that the fabled yeti’s tooth can be found 
  somewhere deep beneath an active volcano called Mount 
  Hellspaar – located south of Niederschlauss in the 
  Northern Clatspurs. The research has also uncovered that 
  this volcano is home to many foul creatures, and that the 
  yeti’s tooth resides deep within the volcano in a temple 
  dedicated to Joramy (in the hope that nobody would ever 
  be foolish enough to actually go there and try to get it).  
   
  Each triad has employed their own seers and 
  shamans (the Old Kerk will have nothing to do with this 
  rot) to uncover the safest and fastest route to the yeti’s 
  tooth (and thus the centre of the volcano). Each triad has 
  kept these routes secret from rival clans – though some 
  gentle but serious teasing has nearly brought several 
  clans to the brink of civil strife. Each triad believes that 
  they know exactly where the tooth is, and which is the 
  safest and fastest way to get it. 
   
  As it is the Perrenland summer solstice in 24 hours, 
  and the snow in the Clatspurs will be minimal during 
  this brief window, the triads have decided to conduct an 
  onslaught on poor Mount Hellspaar whilst they still can. 
  During this adventure, one triad will be successful in 
  “hiring” the PCs (who have the totem). Those triad clans 
  not fortunate enough to employ the direct services of the 
  PCs will send out NPC adventurers who they will 
  implore to reach the yeti’s tooth before the PCs do. 
   
  Adventure Summary  
  Introduction 
  The 
  PCs 
  are 
  staying 
  overnight 
  in 
  Dreichen 
  (Niederschlauss) when they are visited by a clandestine 
  clan member representing one of the triads. In return for 
  allowing triad representatives to travel with the party 
  when they eventually go to The Hollows Of Mordaine, 
  the clan member will tell the PCs where the yeti’s tooth 
  can be found, and how to get there via the safest and 
  fastest route. The PCs may also visit the Town Hall to 
  gather information about Mount Hellspaar (and Joramy) 
  before they leave. 
   
  Encounter 1 
  The PCs come across a band of slaughtered ogres at the 
  top of the Clatspur Ranges. The ogres appear to have 
  been killed by a party of adventurers such as themselves. 
  It appears the PCs are not alone on their journey to 
  Mount Hellspaar!  
   
  Encounters 2, 3, 4, and 5 (The Hüssen/ Môrgenrood/ 
  Rosirijder Route) 
  These encounters take the PCs via an entrance puzzle; 
  some cloakers; a gargoyle; and some red slaad outsiders. 
   
  Encounters 6, 7, 8, and 9 (The Weisspeer /Vestmeer / 
  Vosser Route) 
  These encounters take the PCs via an entrance puzzle; 
  some hell hounds; some firenewts; and a nishruu (who is 
  hungry for magic!). 
   
  Encounters 10, 11, 12 and 13 (The Roodberg/ 
  Oostmeer/Vuurzward Route) 
  These encounters take the PCs via an entrance puzzle; 
  some magmin; some grell; and a jovoc (demon). 
   
  The Yeti’s Tooth 
   
  Page 4 
  
  Encounter 14 
  In this encounter the PCs reach the Temple Of Joramy. 
  The temple’s new guardian is a nasty fire genasi called 
  Zax, who isn’t about the give up the tooth (and the 
  temple’s treasure) without a fight. 
   
  Encounter 15 
  In this encounter the PCs meet up with an opposing 
  group of NPC adventurers from a rival clan triad. As the 
  PCs have the tooth – this encounter has two possible 
  resolutions: diplomacy or bloodshed. Either one is a 
  viable (but character changing) option for each of the 
  PCs… 
   
  Before The Game Starts… 
  Before the game begins, the DM must take note of which 
  clan each player belongs to (and also those who do not 
  belong to a clan). Use the form in Appendix II if you like 
  in order to gauge which players might be more inclined 
  to band together in alliances. Ultimately, you need to 
  note which clan triad visitor will approach which 
  particular PC/PCs so that “the offer” can be made. The 
  visitor who approaches the PC will be from the triad 
  alliance the majority of PCs might be aligned with. In the 
  absence of any majority (or no clan allegiance) then the 
  Roodberg/Oostmeer/ Vuurzward alliance will be the 
  default. See Appendix II for more details on this. 
   
  A Further DM Note 
  The author of this scenario has purposefully not included 
  maps of the inside of the Mount Hellspaar Volcano. If 
  you are using a battle mat, you will find all the 
  dimensions and descriptions you need of each area 
  within both the player’s and DM’s text associated with 
  each encounter. The DM is encouraged to “play 
  cinematically” at all times, and not bog the action down 
  too much in petty dimensions which, inside a rumbling 
  volcano, change quite regularly… 
   
  Introduction 
  The Visitor 
  Read this to the players at the start of the adventure: 
   
  Summer solstice, this year, has been unusually warm 
  for the northern reaches of Perrenland. An outbreak 
  of cackle fever in Traft City has caused you to move 
  south east and take up brief residency in the village of
  Dreichen in Niederschlauss. Normally, adventurers 
  are not welcome in this bastion of the wealthy elite, 
  but as Orgus Bildgear is still the resident mayor of 
  Dreichen he has vouched for you based on your 
  exemplary work already done in the Canton of Traft. 
  -
   
   
   
  l
   
  Arriving around lunchtime, you find yourselves in a 
  popular local tavern known as The Celestial Badger. 
  DM’s Note: The Celestial Badger can be found at #6 on 
  the map of Dreichen and in the Appendix notes. 
   
  The fare here is excellent and your hostess, Naerie 
  Gildenhoff, is an adept tavern owner and manager. 
  Throughout the afternoon and early evening, Naerie 
  occasionally sits and listens to your tales of adventure 
  and, every once in a while, recounts one or two of her 
  own. It seems that Naerie is an accomplished wizard 
  who has recently inherited The Celestial Badger from 
  her mother, Aerie, who died of old age just over a year 
  ago. Naerie wishes she was still adventuring, but 
  admits that business is good – as well as being much 
  safer. Naerie tells you that she “keeps her hand in” by 
  solving local mysteries with her friend (and familiar) 
  Princess Micaela the cat who you have noticed sits 
  strangely pining at one of the large open windows of 
  the downstairs establishment.  
   
  DM’s Note: If anyone asks Naerie about her cat, Naerie is 
  very open and tells the PCs about Micaela’s story. If 
  anybody goes over to Micaela and pats her kindly, the cat 
  will look up and speak in a polite but sorrowful voice to 
  the PC. Micaela will only say what is written in the 
  Appendix. More of Micaela’s story will be revealed in 
  future modules. If any PC tries to hurt or badly harass 
  Micaela or Naerie, then 40 men and women of the 1
  st 
  Auszug will arrive from Fort Niederschlauss within 5 
  rounds, arrest the offending PC. After a brief 2 hour 
  detention and “grilling”, the PC will be released, but will 
  now suffer a –4 reaction penalty whenever dealing with 
  city militia, government/business persons, or nobility in 
  Traft Canton for one entire year. This penalty should be 
  written in the Play Notes section of the PC’s A.R.  
   
  As the evening wears on, you all get very tired and 
  retire to your rooms. Each room sleeps two persons, 
  and you should now tell your DM who is sharing 
  rooms with whom.  
   
  DM’s Note: At this point the DM should know who “the 
  visitor” will visit. See Appendix II for more information if 
  you are unsure. Once you know where everyone is 
  sleeping (and with whom), you should attach “the visitor” 
  to the appropriate room. Then, you should send away 
  from the game tab e all persons other than the two who 
  are sleeping in the chosen room. Tell the other players to 
  “return to the table in 7 minutes”. If other players are 
  standing guard, they’ll have to be specifically guarding 
  the window outside “X” player’s specific room (and 
  voluntarily state so) when you ask where people are 
  The Yeti’s Tooth 
   
  Page 5 
  
  sleeping. But if anyone would logically see the window 
  opened by the invisible visitor, then let that PC stay as 
  well. As the visitor is a high level Sorcerer/Rogue (stats 
  can be found in Appendix III), the visitor will cast dispel 
  magic (silent and still) on the room before entering (so 
  that any “alarms” are dispelled as well). 
   
  This encounter also assumes that PCs are sleeping in 
  their “nightclothes”. Any PC who says they are going to 
  bed still wearing any type of armour should be warned 
  that he/she will suffer a –2 circumstance penalty on all 
  attack and skill rolls the following day (due to an 
  uncomfortable sleep). 
   
  When 
  ready, 
  read 
  the 
  following 
  to 
  the 
  remaining/chosen PC’s: 
   
  After a busy day travelling, eating, and chatting with 
  Naerie Gildenhoff you quick y fall asleep and have 
  some of the sweetest dreams you’ve had for quite 
  some time. Your dreams, however, are shattered when 
  you suddenly realise that you have been awoken by 
  the cold and hurried clasp of a stranger’s hand upon 
  your shoulder!
  l
   
   
   
   
   
   
  “Awake!”, the female visitor exclaims in a harsh 
  whisper, “Awake, clansman! I must speak with thee, 
  and impart a message from our pfaltzgraf!” 
   
  Get the other PC in the room (if there is another PC) to 
  make a Listen check (DC 18+APL) to hear the 
  whispering. If so, this PC can awake and react next 
  round. If the other PC fails, then he/she sleeps through 
  this entire encounter (or until purposefully awoken). The 
  DM should then continue – speaking to the “chosen” PC : 
   
  Astutely, you observe that this nearly silent visitor is 
  dressed in the full regalia of your own clan colours. It 
  appears that this visitor has silently climbed the wall 
  outside The Celestial Badger, and into the PC’s room 
  through the window. You quickly realise that there is 
  no way much of this could have been achieved 
  without the use of strong magic, most probably 
  emanating through the visitor herself – who is now 
  standing by your bedside eager to impart more 
  information to you.
   
  DM’s Notes: Paraphrase the following information 
  depending on what the chosen PC (or the other 
  awakened PC) ask : 
   
   
   
   
  Name 
  � The Hüssen-led triad send a female called “Kalinda 
  Krull”. 
  � The Weisspeer-led triad send a female called “Hestie 
  Huffrada”. 
  � The Roodberg-led triad send a female called 
  “Vlutilda Yodel”.  
   
  Profession  
  � Sorcerer. Quite powerful. She will not divulge she is 
  a rogue. 
   
  Purpose  
  � The clan needs the help of the chosen PC and 
  his/her party of adventurers!  
  � The clan knows that the party has the Sturgenblood 
  Totem which was recently partly reactivated by the 
  discovery of the Wyvern’s Claw in the ancient evil 
  city of Dagovach. 
  � The clan has heard that the PCs need to find the 
  fabled “Yeti’s Tooth” and place it in the totem before 
  the whereabouts of the Hollows Of Mordaine can be 
  revealed. 
  � The clan has, through painstaking research, 
  discovered the location of the Yeti’s Tooth. It is 
  located in a temple once dedicated to the fire god, 
  Joramy, deep beneath Mount Hellspaar – an active 
  volcano which can be found in the Northern 
  Clatspurs. 
  � Unfortunately, a number of rival clans have also 
  discovered this information, and she is glad that she 
  got to the party first! 
  � Although there are several rumoured entrances and 
  passageways into the temple (all of them traversing 
  the bowels of the bubbling volcano), the clan 
  believes that they have found the safest and fastest 
  route to the yeti’s tooth – which is rumoured to be 
  guarded by a terrible creature conjured by the priests 
  who built the temple complex deep within the 
  volcano hundreds and hundreds of years ago. 
  � The priests built their temple as a tribute to the great 
  yeti who guarded the lands around the volcano, and 
  who kept strangers from infiltrating their temple.  
  � The real life yeti, along with the priesthood, have 
  disappeared. The priests supposedly quested deep 
  within the volcano in search of unknown forces 
  about 800 years ago. Such forces, no doubt, still keep 
  one watchful eye on the temple and the volcano – as 
  it is a valuable gate into the Prime Material world. 
  � The fastest way to the temple is to cross the Lake 
  Quag Estuary via The Punt. Then, follow the trail up 
  and into The Clatspurs. After a half-day’s journey 
  (quite easy at this time of year), the PCs will see 
  Mount Hellspaar off to the west. From there it is 
  another 4 hour journey to the base of the mountain 
  range which harbours the old volcano. The party 
  needs to “follow the cedar trees along the blue gravel 
  The Yeti’s Tooth 
   
  Page 6 
  
  path”. Although the party will observe other routes, 
  it is important that they take this one. 
   
  What Does The Clan Want In Return?  
  The clan wants the party to take the visitor with them 
  when they go to the Hollows Of Mordaine to destroy the 
  totem once and for all. [Name Of Visitor] want to witness 
  the complete and final destruction of the totem – thus 
  ensuring that the totem can never fall into the hands of 
  rival clans who might use the totem to dominate others. 
  Any Sense Motive check (DC 5) or Detect Lie will 
  discern that she is telling the absolute truth. The reward 
  for the PCs will be anything they find on the journey – 
  plus a position of honour within their clan! 
   
  If The PC Agrees: 
  Then the visitor will give the PC a map and directory of 
  the region (Appendix IV) , and general directions on the 
  fastest way to the temple (and the Yeti’s Tooth). The 
  visitor tells the PCs that they must leave by mid morning 
  of the new day. The journey must be urgent because the 
  other clans have hired other adventurers to find the tooth 
  via other paths and if they find it first then they will use 
  it to blackmail the PCs for sure. 
  -
   
  If The Chosen PC Doesn’t Agree To The Quest  
  Then the visitor sighs and frowns and tells the PC that 
  they have no loyalty to their clan. They are now 
  disgraced. Their name will be called out by Skatemgulers 
  as a curse-word that drives brave warriors to fight so that 
  they do not ever have to face the shame that the PC has 
  brought upon him/herself. Make a BIG deal of this, then 
  give the PC another moment to reconsider. If they don’t 
  agree – immediately – then the visitor very quickly slips 
  back out through the window and down the wall into 
  darkness and oblivion. No amount of scrying will discern 
  where she went.  
   
  Take the player’s clan membership cert and write VOID 
  across it. That PC is now clanless, and has –2 to his/her 
  charisma ability score during every regional scenario due 
  to the sheer hatred all clans will now have towards this 
  PC. This should be noted in the Play Notes of the A.R. 
  Have a new Visitor go to the PC of the clan most next 
  represented to speak with another member of the party 
  in the same way. If no one agrees, then the game will 
  slow down and the PCs will quickly realise that there’s 
  not much for them to do in this scenario apart from walk 
  around Dreichen. 
   
  What If The Other Room-Mate Causes Trouble  
  Or Raises The Alarm? 
  Then The Visitor will nicely ask the shouting PC to be 
  quiet, but if this fails she casts a readied teleport 
  immediately and gets out of there. 
   
  Note : It may be that some PCs may be “itching for a 
  fight”. If this is the case, then their lack of “care and due 
  caution” should not be rewarded by presenting them 
  with a battle.  
   
  The Visitor’s Statistics  
  Can be found in Appendix III. 
   
  Once Everything Is Agreed To … 
  The visitor will tell the PC that she will contact him/her 
  in the future regarding the journey to The Hollows 
  (should the PC retrieve the tooth, of course). The visitor 
  will then silently slip back out through the window and 
  start climbing down the wall. About half way down, she 
  disappears…and cannot be tracked. 
   
  After The Visitor 
  The DM should ensure that the above encounter has a 
  sense of urgency to it. The whole piece must play out in 
  about 5-7 minutes of real time. Don’t let the chosen 
  PC/PC’s procrastinate. Make them decide what to accept 
  or not accept.  
   
  When the other players come back in, it will be up to 
  the other two chosen PCs to convince them of what’s 
  going on. All manner of role-playing might occur here. If 
  anyone refuses to “work for another clan” then you can’t 
  do much about that. If they refuse to go on the adventure 
  – full stop – then they don’t go. The scenario is over for 
  them. Give good role-playing rewards to those PCs who 
  resist or have doubts about the whole thing, but who find 
  creative reasons to go along anyway.  
   
  If anybody goes to try and find other clans or 
  messengers let them. They won’t find anybody else, as 
  the clans have hired people from all over Perrenland to 
  help search for the tooth. 
   
  In the morning, the PCs may go to the Town Hall, or 
  to the local Old Kerk in order to find out more about 
  Mount Hellspaar or Joramy. If so, give them Player 
  Handout #1: Joramy (And Her Relationship with Mount 
  Hellspaar).  
   
  They will find NO information on the specific 
  priesthood that used to occupy the temple beneath 
  Mount Hellspaar. It appears that such detailed 
  information has been lost to history. 
   
  Once players are ready to leave Dreichen sometime 
  mid-morning, proceed to Encounter One. If anyone asks, 
  riding mounts are allowed on The Punt, and are quite 
  acceptable on this journey at this time of year. 
  The Yeti’s Tooth 
   
  Page 7 
  
   
  Encounter One 
  The Clatspur Pass 
  Read to the players: 
   
  The journey from Dreichen and across the Lake Quag 
  Estuary via The Punt is extremely uneventful. 
  Recently, another group of adventurers hunted the 
  various nasty creatures of the estuary to near 
  extinction. It will be some time before any return or 
  grow again in strength. 
   
  DM’s Note: The punt is run by Jan and Karl Spoormaken 
  and family. They charge 2gp per person to cross (3gp 
  extra for a cart). Horses and livestock go for free.  
   
  However, it is said that Karl Spoormaken often asks 
  obviously wealthier travellers for some “other” form of 
  payment for ferrying (such as treasure titbits, magic items 
  and jewellery). Those who refuse to pay often disappear 
  or are found “floating”. Today, however, Spoormaken is 
  feeling kinder than usual and won’t harass the PCs. The 
  journey on The Punt from Estuare to The Farmlands 
  takes 1d4+1 hours depending on the currents. 
   
  Beyond The Punt you see the road leads to a fork – 
  going both east and west. Last time, you turned east 
  and went to Dagovach… Today, you must turn west 
  and take the treacherous mountain path which leads 
  up into the Clatspur Ranges.  
   
  As you climb the winding path, you realise how 
  dangerous such a climb would be at any other time of 
  the year. Above you, huge glacial peaks rise up 
  majestically – the h ghest o  which are still 
  completely snow-covered and foreboding. About half-
  way up, the track narrows so that you can only ride or 
  walk in a single file… below you, the sheer drop from
  the edge of the path goes straight downwards: 
  approximately 750 feet. If you were attacked at this 
  point, somebody would die for sure… 
  i
  f
   
   
   
   
   
   
   
  DM’s Note: Pause here dramatically. Look at the 
  players… then continue reading/paraphrasing. 
   
  Eventually, at 1,500 feet, you reach the top of the 
  mountain pass. The temperature here is around –6 
  degrees Celsius (quite warm actually). In the distance 
  you see what appears to be a mountain fort of some 
  kind, but you don’t have time to stop and sight-see… 
  ahead looms Mount Hellspaar! 
   
  DM’s Note: You might like to show players the regional 
  map of the Northern Clatspurs at this point. PC’s may 
  wish to roll Lore Checks to see what they know about 
  various places on the map. The DC is set at 20 for all 
  APL’s. Refer to Appendix IV for this information. After 5 
  minutes or so, continue reading… 
   
  As the path widens to 15 feet across, it meanders up 
  hill and down dale (but never very high or too low in
  this part of the Clatspurs). At times, you are literally 
  left breathless by the majesty of the huge snow-
  capped mountains looming in the east; the random 
  groves of tall pine trees which spot the landscape; and 
  the sheer cliffs which rise up hundreds of feet above 
  either side of the pathway every now and then. 
  Eventually, the cliff faces give way to more open 
  crags; and with Mount Hellspaar now quite close, the 
  setting 
  seems 
  strangely 
  foreboding 
  and 
  very 
  dangerous. 
   
  Beyond some jagged rocks, your party comes 
  upon a band of four ogres who appear to have been 
  effectively 
  dispatched. 
  The 
  ogres 
  have 
  been 
  thoroughly looted. One ogre appears to have been 
  beaten to an absolute pulp, whilst another is burned. 
  A third ogre died from a sword wound to his back, 
  and the last is extremely bruised (but otherwise has 
  no obvious wounds).  
   
  DM’s Note: A Heal check (DC 11+APL) on each ogre will 
  reveal that each ogre is very dead, as well as determine 
  that the first ogre was most probably killed by a fighter-
  type wielding a great sword. The second was killed by 
  either a wizard or sorcerer using burning hands. The 
  third was killed by a rogue-type person (there is evidence 
  of a “sneak attack”); and the last ogre was killed by 
  somebody with skills in martial arts. 
   
  A Search check (DC 8+APL) on the bodies of each of 
  the fallen ogres reveals pouches reveals the following 
  items (clearly demonstrating that those who slayed the 
  ogres were in a hurry) : 
   
  Treasure: Each ogre is carrying a pouch with gold 
  pieces in it. They each also have a longspear and are 
  wearing hide armor. Also, in one of the pouches is a few 
  magic trinkets, depending on APL. 
   
  APL 4–loot(20 gp), coin-(40 gp), Potion of Remove 
  Disease (62 gp), Potion of Cure Serious wounds (62 gp). 
   
  APL 6–loot(40 gp), coin-(70 gp), Potion of Remove 
  Disease (62 gp), Potion of Cure Serious wounds (62 gp), 
  Potion of Neutralize Poison (62 gp). 
   
  APL 8–loot(120 gp), coin-(100 gp), Potion of Remove 
  Disease (62 gp), Potion of Cure Serious wounds (62 gp), 
  Potion of Neutralize Poison (62 gp), Potion of Heroism 
  (75 gp). 
   
  APL 10–loot(120 gp), coin-(200 gp), Potion of 
  Remove Disease (62 gp), Potion of Cure Serious wounds 
  The Yeti’s Tooth 
   
  Page 8 
  
  (62 gp), Potion of Neutralize Poison (62 gp), Potion of 
  Heroism (75 gp), Wand of Bulls Strength (375 gp). 
   
  A Search check (DC 11+APL) of the area around the 
  bodies reveals a tattered note which appears to have been 
  scrunched up and thrown away. It reads: 
   
  “Expect ogres on your way to Mount Hellspaar. 
  Dispatch them quickly. You must reach the tooth 
  before those who have the totem”. – signed X. 
   
  X = DM should insert a chosen opposition clan triad 
  here. It is this band the PCs will meet in the final 
  encounter. 
   
  At some point, the DM should remind the party (via 
  INT checks DC 12) that the sun is waning and it will be 
  dark within a couple of hours. The party must reach 
  Mount Hellspaar before sunset.  
   
  Now move on to Encounter 2, 6, or 10 depending 
  on the primary clan affiliation of your PC’s. 
   
  Encounter Two 
  (The Hüssen/ Môrgenrood/ Rosrijder Route) 
  Sacrifice At Joramy’s Door 
  You journey onwards for around two hours. Slowly, 
  but surely, Mount Hellspaar volcano begins to loom 
  more prominently as you turn off the main trail and 
  head towards the fiery peak – smoking ominously in 
  the dusk o  twiligh . Before too long, the secondary 
  trail becomes harder to traverse, and you notice many 
  other trails veering off from the one you are on – all 
  leading towards different points at the base of the 
  volcano. 
  f
  t
  l
   
   
   
  DM’s Note: PCs with ranks in Wilderness Lore must 
  make a check (DC 11+APL). Those who succeed notice 
  that at least one other group of four or more riding horses 
  have been through here earlier today – but it appears that 
  at one point they took a different trail towards the base of 
  the volcano. By all accounts, they have taken “the long 
  way around” probably due to a lack of correct 
  information. If the PCs decide to follow the “other trail”, 
  then they will become lost (as the “other party” has a map 
  of that trail and the PCs don’t).  
   
  Get players to make Wilderness Lore checks (DC 
  11+APL) to find their own trail again. If everyone fails to 
  find the trail, then everyone must make Constitution 
  checks (DC 10+APL). Those who fail their check lose 1 
  temporary point on CON. This is due to fatigue brought 
  on by “bush bashing” in near freezing conditions. This 
  effect is cumulative depending on how long it takes to 
  find their own trail again. 
   
  Once back on their “own” trail, read this to the PCs: 
   
  After negotiating some rough descents and climbs, 
  the trail ends at a cliff face surrounded by a clearing 
  ringed by large boulders and tall pine trees growing 
  close together. In the centre of the cliff face is a small 
  cave opening.  
   
  Clearing dimensions = 20ft x 20ft. 
  Cave opening = 2ft wide x 5ft high. Tall PCs will have to 
  bend down to get through. Horses and ponies will not fit 
  through the opening and will need to be tethered 
  outside. 
   
  As it is nearly dusk, PCs will need to light torches (or use 
  darkvision) to see through the crack of the entrance. 
  Once someone has done this, read: 
   
  Peering inside, you see a small square-shaped cave. 
  Wisps of smoke trickle outwards and upwards from 
  fissures in the cave walls (which have a dark red hue 
  about them). Touching the wall, you feeling that it is 
  warm, but not hot. Then you notice that directly 
  across from the entrance, in the middle of the back 
  wal , is a narrow stone door. The door appears to have
  symbols inscribed upon it (but you can’t see them 
  unless you move closer). 
   
  Cave dimensions = 10ft x 10ft 
  Stone door dimensions = 5ft wide x 7ft high 
   
  Working on the assumption that members of this temple 
  would need to gain access easily, and yet keep foes out, 
  the door inscription/puzzle is easy to follow once the 
  secret is known. PCs who think cleverly should enjoy 
  this challenge. If anyone makes a Knowledge (Religion) 
  roll (DC 14+APL) they deserve a few hints – perhaps 
  telling them that Joramy’s priesthood often sacrifice 
  small drops of their own blood during high ceremonies 
  or that Joramy is renowned for hiding things in plain 
  sight or stating the obvious. 
   
  What The Party Sees 
  Once somebody walks through the crack in the cave 
  entrance and across the room to the stone door, read: 
   
  Set in the door is the symbol of Joramy, and a single 
  sentence written in what appears to be the language 
  called Ignan.  
  WHAT THE SENTENCE SAYS : 
  [Must read or speak Ignan to understand] 
   
  “The Goddess loves those who sacrifice in her name 
  and shed their own blood. She embraces those who 
  The Yeti’s Tooth 
   
  Page 9 
  
  see the point of her argument and trace her name on 
  nature’s rock.” 
   
  Closer examination (i.e. a successful Search check) 
  reveals the following information: 
   
  DC 10: traces of long dried blood can be found on 
  the rock surface of the door. 
   
  DC 10+APL : the blood appears to spell out letters (in 
  the Ignan language). It spells “Joramy”. 
   
  DC 12+ APL : There is a small needle in the letter T 
  of “poinT”. 
   
  The sacrifice mentioned is impaling one’s finger on the 
  hidden needle (which deals 1 damage) and tracing the 
  name of Joramy in the person’s own blood. Only then 
  will the door open. Only one person in the party needs to 
  do this. Then the door will open, and will stay open for 24 
  hours. 
   
  Consequences Of Failing To Sacrifice 
   
  Although this is a puzzle, there is no trap set off as a 
  consequence of failure. The PCs can “bash” the door in 
  (or push it in using brute strength) if they simply can’t 
  work out the puzzle. 
   
  � Stone Door: 12 in. thick; hardness 8; hp 180; break 
  (DC 32). The door can be forced to open on a combined 
  strength check DC 10+APL. 
   
  What if the party opens the door through the use 
  of brute force? 
  Then Joramy will be angry that there are those who 
  would enter her domain without making the appropriate 
  sacrifice! The DM should make a note of this and, as a 
  result, Zax (see Encounter 14) will have maximum hit 
  points for his Hit Dice when the PCs meet him later! 
   
  Encounter Three 
  (The Hüssen/ Môrgenrood/ Rosirijder Route) 
  The Bridge 
  Read to the players: 
   
  Beyond Joramy’s door you see a narrow set of steep 
  stone stairs winding downwards into the dread heart 
  of the volcano. It is definitely getting warmer now, 
  though not enough to bother you too much (in fact it 
  is quite pleasant considering the temperature outside 
  is still very cold). The stairs appear to wind down a 
  core of some kind, so you cannot see ahead of you 
  more than 15 feet at a time – and that is when using 
  torches or darkvision. 
  Stair dimensions = 5ft wide 
  DM’s Note: Get whoever is out front going down the 
  stairs to make a Search check DC 10+APL. If they 
  succeed, the PC realises that the stairs are safe and that 
  nobody has walked this way in hundreds of years. If they 
  fail, then frown and make them very scared. 
   
  Walking carefully downwards, the journey takes you 
  nearly two hours. Eventually, the stairway ends at a 
  precarious ledge. Extending outwards from the ledge 
  is a rope bridge that travels to another narrow ledge 
  on the other side. The bridge is fairly long and very 
  narrow, and crosses a huge crevasse. Below, in the 
  darkness of the crevasse, you hear bubbling lava, and 
  the smell of sulphur is very strong (though not 
  overwhelming). Above you, is sheer darkness – and 
  no roof to the crevasse can be observed. On the other 
  side there appears to be a doorway (but no door) – 
  with more steps leading downwards. 
   
  Precarious ledge = 10ft long, 5ft wide 
  Ledge on the other side of bridge = 10ft long, 5ft wide 
  Bridge dimensions = 50 feet long, 5ft wide 
   
  DM’s Note: The rope bridge is quite safe, though old and 
  creaky. The PCs should be extremely wary, and you 
  should put on your most serious face when describing 
  the “frayed edges” and “tangled mass of ancient rope 
  interlacing” to them if they ask for a closer look.  
   
  As the party crosses the bridge, or moves on the 
  ledges, they need to Move Silently in order to not alert 
  the cloakers who live in a lair above the bridge (which 
  cannot be found even if the PCs can fly up and look).  
   
  Even PCs who fly or teleport across the crevasse will 
  need to make Move Silently checks in order to “set 
  down” quietly. Every PC who crosses must make the 
  following check: 
   
  ALL APLs  
  Move Silently DC 6+APL. 
   
  It is quite possible that all the PCs will get across 
  without alerting the cloakers. That’s fine. Just the 
  paranoia will be worth it. Remember to get players in 
  certain armours to roll their checks with the appropriate 
  penalties. Anybody silly enough to bring an animal down 
  here will not be able to silence it. At the appropriate 
  moment (DM’s choice) it barks, squeaks, whistles, or 
  caws madly – because it senses danger above. This 
  immediately alerts the cloakers. 
   
  As to when the cloakers attack we’ll leave that up to 
  you, the DM. Make it cinematically appropriate and 
  exciting!. The cloakers will swoop down out of the 
  darkness and attack the most vulnerable PCs first 
  (probably those PCs flying or levitating, followed by 
  The Yeti’s Tooth 
   
  Page 10 
  
  those on the bridge, etc). Get players to make Spot checks 
  (DC 14+APL) to see them first and get a partial attack 
  before rolling initiative. Those PCs who fail their Spot 
  check will not be able to act during the surprise round. 
   
  It is not possible for PCs to fall off the rope bridge or 
  the ledge during any battle – but the DM might get 
  players to make fake Balance checks if they are in melee. 
  Make them feel as if one false move could topple them 
  down into the abyss. 
   
  APL 4 (EL 4) 
  � Cloaker (1): hp 45 each; see Monster Manual. 
   
  APL 6 (EL 6) 
  � Cloakers (2): hp 45 each; see Monster Manual. 
   
  APL 8 (EL 8) 
  � Cloakers (4): hp 45 each; see Monster Manual. 
   
  APL 10 (EL 9) 
  � Cloakers (6): hp 45 each; see Monster Manual. 
   
  Of course, PCs can run across the bridge and down the 
  stairs on the other side – i.e. Trying to outrun the 
  cloakers. If they do that good luck to them. The cloakers 
  won’t pursue. 
   
  Encounter Four 
  (The Hüssen/ Môrgenrood/ Rosrijder Route) 
  Hopscotch 
  Read to the players: 
   
  The steps beyond the bridge and the crevasse go 
  forever downwards, spiralling it seems towards the 
  first layer of an unknown abyss. Maybe one, maybe 
  two, maybe three hours go by… and you are starting 
  to reconsider whether the route you have been shown 
  by your benefactor is, in fact, the fastest way to the 
  fabled Yeti’s Tooth. But you know you cannot rest 
  because there are others who are already on another 
  trail, and who may get there before you.  
   
  Eventually the steps come to an abrupt end. In 
  front of you is a long chamber (with a h gh ceiling). 
  The floor is decorated in mostly black squares – with 
  random red squares here and there. The red squares 
  each have a series of archaic symbols on them ranging 
  in number from 1 to 4. The red square with only one 
  symbol is closest to the you. The red square with four 
  symbols is furthest from you. The distance between 
  the red square with one symbol and the red square 
  with two symbols is quite small. The distances 
  progressively get harder until the distance between 
  the square with three symbols and the square with 
  four is quite large. At the far end of the room sit two 
  nasty looking gargoyle statues. They are stony-eyed, 
  but do not appear to be moving at all  There is no 
  apparent exit from this chamber except by going back 
  the way you came. 
  i
   
  .
   
  Long Chamber = 40ft wide, 80ft long. 
  Ceiling = 20ft high. 
  Dimension of each square = 5ft x 5ft. 
   
  DM’s Note: Each square, whether black or white, is 5ft in 
  diameter. The idea here is to JUMP (i.e. Make progressive 
  Jump checks) from red square to red square until one PC 
  reaches square 4 without falling over and subsequently 
  touching a black square. Only by someone jumping in 
  this order will the secret door beneath the gargoyles’ 
  platform open up and reveal a set of stone stairs going 
  further down. Any action other than that which is 
  described above will not open the gargoyle’s platform.  
   
  When the PCs enter the room, a wall of force 
  currently separates the gargoyles from the rest of the 
  room, preventing them from shooting at them from a 
  distance. As soon as someone jumps onto the first red 
  square, the wall of force dissipates from in front of the 
  gargoyles. At the same time, another wall of force comes 
  up between the jumping PC and the other PCs – 
  effectively cutting them off from each other. Nothing – 
  not even dispel magic will make the wall of force go 
  away.  
   
  If the jumping PC gets to square 4 then the wall of 
  force dissipates and the rest of the PCs can walk calmly 
  across the floor and down to the gargoyle’s platform at 
  the far end. If a PC falls (i.e. Fails to make any single 
  Jump) then the gargoyle will attack the PC and cause 
  him/her to fight. If the PC defeats the gargoyle then the 
  platform door opens and the wall of force dissipates. If 
  the PC fails to defeat the gargoyle (read “kill”) then the 
  PC’s body is teleported back to where the others are 
  waiting at the “start point”. The undefeated gargoyle 
  teleports back to it’s platform and “the game” begins 
  again. 
   
  If any PC’s attempt to fly or teleport to any of the 
  squares, then the gargoyles attack. They know how the 
  game “should be fairly played”. 
   
  APL 4 (EL 2) 
  Jump from Start to Red Sq. 1 = 5 feet (DC 5) 
  Jump from Square 1 to Sq. 2 = 10 feet (DC 8) 
  Jump from Square 2 to Sq. 3 = 15 feet (DC 11) 
  Jump from Square 3 to Sq. 4 = 20 feet (DC 14) 
  � Gargoyle (1): hp 15; see Monster Manual. The other 
  gargoyle never moves and is an actual statue. 
   
  The Yeti’s Tooth 
   
  Page 11 
  
  APL 6 (EL 4) 
  Jump from Start to Red Sq. 1 = 10 feet (DC 8) 
  Jump from Square 1 to Sq. 2 = 15 feet (DC 11) 
  Jump from Square 2 to Sq. 3 = 20 feet (DC 14) 
  Jump from Square 3 to Sq. 4 = 25 feet (DC 17) 
  � Gargoyle (1): hp 25; see Monster Manual. The other 
  gargoyle never moves and is an actual statue. 
   
  APL 8 (EL 6) 
  Jump from Start to Red Sq. 1 = 15 feet (DC 11) 
  Jump from Square 1 to Sq. 2 = 20 feet (DC 14) 
  Jump from Square 2 to Sq. 3 = 25 feet (DC 17) 
  Jump from Square 3 to Square 4 = 30 feet (DC 20) 
  � Gargoyle (1): hp 35; see Monster Manual. The other 
  gargoyle never moves and is an actual statue. 
   
  APL 10 (EL 8) 
  Jump from Start to Red Sq. 1 = 20 feet (DC 14) 
  Jump from Square 1 to Sq. 2 = 25 feet (DC 17) 
  Jump from Square 2 to Sq. 3 = 30 feet (DC 20) 
  Jump from Square 3 to Sq. 4 = 35 feet (DC 25) 
  � Gargoyle (1): hp 45; see Monster Manual. The other 
  gargoyle never moves and is an actual statue. 
   
  After The Gargoyles 
  After either the jump is made in sequence or the 
  guardian gargoyle is killed – then the secret door opens 
  under the platform and the party may continue on 
  downwards. The steps are identical to those encountered 
  already in the cavern complex. 
   
  Encounter Five 
  (The Hüssen/ Môrgenrood/ Rosrijder Route) 
  At Joramy’s Portal 
  As you leave the guardian gargoyles behind, the path 
  continues to take you ever downward. It is not long 
  before you realise that the temperature is rising to 
  levels that may soon become unbearable. A low 
  rumbling sound pervades the atmosphere – a sound 
  which signals that the bowels of the volcano are 
  restless and that an eruption might occur some time 
  in the next year or two. 
   
  After another hour or two, the stairs start to 
  widen and the descent becomes less steep. Eventually 
  the staircase ends at the entrance to a huge chamber. 
  On the far side of the chamber (in the middle) is a 
  double doorway. The doorway is consumed in fire and 
  nothing can be seen beyond it. In the centre of the 
  cavern is a round, medium-sized fountain on a square 
  base. The fountain has water in it, but there are blue 
  flames engulfing the top of the water. There appears 
  to be something inscribed on the fount, but you can’t 
  read it from where you’re standing. 
   
  i
   
  Huge chamber = 80ft x 80ft 
  Double doorway = 10ft x 10ft 
  Square base of fountain = 10ft x 10ft base 
   
  Before you can move forward, a strange bi-pedal 
  creature steps through the flaming doorway. The 
  creature looks like a cross between a lizard and a frog. 
  It has deep red skin tones and is at least 10-12 feet 
  tall. What is particularly strik ng is that it has three 
  perfectly formed arms with what appear to be very 
  sharp claws. You also notice that the creature appears 
  to be on the brink of expressing great chaotic rage – 
  but is holding back so that it may speak to you 
  through clenched teeth: 
  “My master knows you have come for that which 
  his people have guarded since the last of the clerics 
  passed from this Oerth. He regrets to inform you that 
  you cannot have the Yeti’s Tooth, and that to give it to 
  you would not only destroy his organisation – but 
  your own clans as well. Turn back now. You have 
  wasted your time. Have a nice day.” 
   
  The creature is a Red Slaad (see Monster Manual p.166). 
  When it speaks it stands in a 5ft square nearest the 
  flaming doorway. The nearest PC should be at least 75 
  feet away from the Red Slaad on the opposite site of this 
  huge cavern. 
   
  Unless the PCs apologise and turn around and leave 
  (and do not return) then the Red Slaad will attack the 
  second any party member tries to either negotiate or 
  attack or do anything other than leave. The Red Slaad 
  attacks with extreme rage and without prejudice.  
   
  At APL 4 and 6, only one Red Slaad will attack the 
  party. At APLs 8 and 10, the original Red Slaad will attack 
  the party in Round 1. In Round 2, more Red Slaadi run 
  through the flame door to support the original Red Slaad.  
   
  Remember that any more Red Slaadi joining the 
  battle after Round 1 will come in at the top of the 
  initiative round.  
   
  Also remember that the original Red Slaad has 3 
  arms, but other slaadi joining the battle will have other 
  peculiarities (see below). 
   
  APL 4 (EL 4) 
  � Red Slaad – Three Armed (1): hp30. As per Monster 
  Manual page except that his peculiarity is that he has a 
  very narrow mouth (which means his bite damage is 
  reduced by 2). He also has reduced hit points due to the 
  fact that he has lived away from his home plane of 
  existance for longer than the other slaadi who guard the 
  The Yeti’s Tooth 
   
  Page 12 
  
  volcano. Finally, he does not possess the implant ability 
  that most other slaadi do. 
   
  APL 6 (EL 7) 
  � Red Slaad – Three Armed (1): hp52. As per Monster 
  Manual except that his peculiarity is that he has 3 arms 
  (which means he gets 3 claw attacks per round instead of 
  only 2). 
   
  APL 8 (EL 9) 
  � Red Slaad -Three Armed (1): hp52. As per Monster 
  Manual except that his peculiarity is that he has 3 arms 
  (which means he gets 3 claw attacks per round instead of 
  only 2). 
  � Red Slaad – Wide Mouthed (1): hp52. As per 
  Monster Manual except that his peculiarity is that his 
  bite damage is +2 on top of normal damage. 
   
  APL 10 (EL 10) 
  � Red Slaad -Three Armed (1): hp52. As per Monster 
  Manual I except that his peculiarity is that he has 3 arms 
  (which means he gets 3 claw attacks per round instead of 
  only 2). 
  � Red Slaad – Wide Mouthed (1): hp52. As per 
  Monster Manual I except that his peculiarity is that his 
  bite damage is +2 on top of normal damage. 
  � Red Slaad – Blade-Like Claws (1): hp52. As per 
  Monster Manual I except that his peculiarity is that each 
  claw has extra sharp claws that do +1d6 damage extra 
  each time a claw attack hits a victim. 
   
  The Flame Door And The Fountain 
  Any PC trying to simply walk or run through the flaming 
  doorway will discover that the doorway itself is magical. 
  Those entering the doorway (without being followed by 
  the nishruu) will become engulfed in magical flames (as 
  per a Fireball doing 1d6 damage per ½ APL at which this 
  scenario is played – Reflex Save for half damage). This 
  damage is given every round the victim stays within the 
  flames (eg. Tries to move forwards rather than backwards 
  into the slaad chamber). The flames cannot be doused by 
  any means – magical or otherwise. 
   
  The only way through the door is to dive into the 
  fountain with the blue flames. If players read the 
  inscription on the base, it reads: 
   
  “Joramy requests nothing more than total immersion 
  in the faith.” 
   
  PC’s who dive in (only 1 per round allowed), or immerse 
  themselves in the fountain over their heads get sucked 
  down into the fountain and disappear. Once every PC has 
  dived in, the entire group will appear wet (but standing 
  upright) in the chamber of Encounter 14. PCs left at the 
  fountain will not know what has happened to their 
  comrades. PCs who dive directly in, or immerse 
  themselves immediately take no damage from the b ue 
  fire. PCs who dilly dally (ie. Try to float, bathe, stick only 
  one arm in first, or a leg) will take 1d4 damage per ½ APL 
  at which this scenario was played for every round they 
  dally (Reflex Save for half damage allowed). 
  l
  f
  t
  Once all the PCs have dived in (or immersed themselves), 
  move on to Encounter 14. Those PCs who purposefully 
  “stay behind” and do not immerse get locked out of 
  Encounter 14 once the fire genasi appears.They will only 
  be able to rejoin their party once the fire genasi is 
  destroyed and they get magically teleported back with 
  the party into Encounter 15. 
   
  Encounter Six 
  (The Weisspeer/Vestmeer/Vosser Route) 
  The Old Dwarven Way 
  You journey onwards for around two hours. Slowly, 
  but surely, Mount Hellspaar volcano begins to loom 
  more prominently as you turn off the main trail and 
  head towards the fiery peak – smoking ominously in 
  the dusk o  twiligh . Before too long, the secondary 
  trail becomes harder to traverse, and you notice many 
  other trails veering off from the one you are on – all 
  leading towards different points at the base of the 
  volcano. 
   
  DM’s Note: PCs with ranks in Wilderness Lore must 
  make a check (DC 11+APL). Those who succeed notice 
  that at least one other group of four or more riding horses 
  have been through here earlier today – but it appears that 
  at one point they took a different trail towards the base of 
  the volcano. By all accounts, they have taken “the long 
  way around” probably due to a lack of correct 
  information. If the PCs decide to follow the “other trail”, 
  then they will become lost (as the “other party” has a map 
  of that trail and the PCs don’t).  
   
  Get players to make Wilderness Lore checks (DC 
  11+APL) to find their own trail again. If everyone fails to 
  find the trail, then everyone must make Constitution 
  checks (DC 10+APL). Those who fail their check lose 1 
  temporary point on CON. This is due to fatigue brought 
  on by “bush bashing” in near freezing conditions. This 
  effect is cumulative depending on how long it takes to 
  find their own trail again. 
   
  Once back on their “own” trail, read this to the PCs: 
   
  After negotiating some rough descents and climbs, 
  the trail ends at a cliff face surrounded by a clearing 
  ringed by large boulders and tall pine trees growing 
  The Yeti’s Tooth 
   
  Page 13 
  
  close together. In the centre of the cliff face is a small 
  cave opening.  
   
  Clearing dimensions = 20ft x 20ft. 
  Cave opening = 2ft wide x 5ft high. Tall PCs will have to 
  bend down to get through. Horses and ponies will not fit 
  through the opening and will need to be tethered 
  outside. 
   
  As it is nearly dusk, PCs will need to light torches (or use 
  darkvision) to see through the crack of the entrance. 
  Once someone has done this, read: 
   
  Peering inside, you see a small cave. Wisps of smoke 
  trickle outwards and upwards from fissures in the 
  cave walls (which have a dark red hue about them). 
  Touch ng the wall, you feeling that it is warm, but not 
  hot. Then you notice that directly across from the 
  entrance, in the middle of the back wall, is a narrow 
  stone door. The door appears to have symbols 
  inscribed above it (but you can’t see them unless you 
  move closer). 
  i
   
   
   
  Cave dimensions = 10ft x 10ft 
  Stone door dimensions = 5ft x 5ft 
   
  The party has encountered an entrance into an 
  abandoned Dwarven complex that used to operate on this 
  side of the volcano. If any of the PCs are dwarven, they 
  will instantly realise the heritage of this entranceway (but 
  nothing more). Otherwise, those PCs with Knowledge 
  (Races) or Knowledge (Stonework) can make a check 
  (DC 8+APL). Otherwise it’s a straight INT check (DC 18) 
  to realise.  
   
  The entrance is blocked by a heavy stone door on the 
  far side of a small entryway. In front of the door the stone 
  floor is covered by dust. It is obvious that no-one has 
  passed this way in a long time. 
   
  The door is protected by a puzzle. A clue to the 
  puzzle is given in an inscription beside the door, written 
  in Dwarven.  
   
  In a 1 foot cubic alcove to the left of the door are 5 
  buttons, each made from a different mineral, and the 
  following inscription written in Dwarven:  
   
  “Moradin! Bless the gems that you provide us! From 
  the softest first – to the hardest last. All praise be to 
  thee!” 
  The description of the buttons, and the mineral it is made 
  from, is as follows: 
   
  1. 
  a cream coloured triagonal crystal; it looks like a 
  piece of limestone (calcite) 
  2. 
  a very small octahedral crystal with a brilliant shine, 
  embedded in a black block (diamond) 
  3. 
  a clear six-sided tapered crystal; it looks like a piece 
  of cut glass (quartz) 
  4. 
  a tabular translucent crystal with a soft pearly lustre; 
  it looks like a piece of alabaster that has flaked off 
  around the edges (gypsum) 
  5. 
  a purple cubic crystal with a vitreous lustre (fluorite) 
   
  The key to the puzzle is the hardness of the five minerals. 
  The dwarves who mined these caves were well aware that 
  different minerals were easier (or harder) to cut and 
  shape into pretty baubles and gifts to their god, Moradin. 
  Each button must be pressed once, in ascending order of 
  hardness of the mineral. The minerals in ascending 
  order, along with their respective hardness are:  
   
  1. 
  button 4 – Gypsum (softest) 
  2. 
  button 1 – Calcite 
  3. 
  button 5 – Fluorite 
  4. 
  button 3 – Quartz  
  5. 
  button 2 – Diamond (hardest) 
   
  The PCs can puzzle out the correct code by a number of 
  different methods:  
   
  � working the puzzle out first go. This opens the door 
  without any further ado. If the puzzle is not solved 
  first time around, then the PCs may push or bash the 
  door down (see consequences detailed below). 
  � making an appropriate Knowledge or Profession 
  check DC 20; e.g. Knowledge (engineering) or 
  Profession (siege engineer or miner) to determine 
  the hardness of the buttons 
  � making an appropriate Search check DC 35 to notice 
  the correct order of hardness of the buttons. 
  Dwarven PCs get +2 to this check. 
   
  Once all 5 buttons have been pressed in the correct order 
  the door unlocks and swings open. The door will stay 
  open for 24 hours, then automatically close. 
   
  If the PCs try to take any of the gems from the 
  puzzle, 
  then 
  Moradin 
  will 
  be 
  displeased 
  (see 
  consequences detailed below) 
   
  Consequences Of Failing To Solve The Puzzle 
  Upon pushing all 5 buttons, if the sequence is incorrect, 
  the last button pushed glows red hot dealing 1d4 points 
  of damage to the PC pushing the last button. The PCs can 
  “bash” the door in (or push it in using brute strength) if 
  they simply can’t work out the puzzle. 
   
  The Yeti’s Tooth 
   
  Page 14 
  
  � Stone Door: 12 in. thick; hardness 8; hp 180; break 
  (DC 32). The door can be forced to open on a combined 
  strength check DC 10+APL. 
   
  What if the party opens the door through the use 
  of brute force? 
  Then Moradin will be angry that there are those who 
  would enter his domain without considering his puzzle! 
  The DM should make a note of this and, as a result, Zax 
  (see Encounter 14) will have maximum hit points for his 
  Hit Dice when the PCs meet him later! 
   
  After the party has opened the door, move on to 
  Encounter Seven. 
   
  Encounter Seven 
  (The Weisspeer/Vestmeer/Vosser Route) 
  The Food Chain 
  Beyond Joramy’s door you see a narrow set of steep 
  stone stairs winding downwards into the dread heart 
  of the volcano. It is definitely getting warmer now, 
  though not enough to bother you too much (in fact it 
  is quite pleasant considering the temperature outside 
  is still very cold). The stairs appear to wind down a 
  core of some kind, so you cannot see ahead of you 
  more than 15 feet at a time – and that is when using 
  torches or darkvision. 
   
   
   
   
   
   
  l
   
  Narrow stone steps leading downwards = 5ft wide 
   
  DM’s Note: Get whoever is out front going down the 
  stairs to make a Search check DC 10+APL. If they 
  succeed, the PC realises that the stairs are safe and that 
  nobody has walked this way in hundreds of years. If they 
  fail, then frown and make them very scared. 
  Walking carefully downwards, the journey takes you 
  nearly two hours. Eventually, the stairway opens out 
  into an extremely large cavern. From where you are 
  standing you can see what appears to be an exit 
  directly across from you on the other side of the 
  cavern. 
  Large cavern = 100 feet long, 60 feet wide. 
   
  DM’s Note: Get the PC at the front of the marching 
  order to make a Spot check (DC 8+APL). If he/she 
  succeeds, read the following: 
   
  From where you are standing you also notice that the 
  floor of this cavern is strewn with the bodies of 
  humanoids in varying stages of decay – ranging from 
  skeletons to fresh kills. You also notice that the fresh
  kills have smoke still rising from the carcasses…
   
  DM’s Note: The closest body is a fresh kill and is about 20 
  feet away. A PC would have to walk up to it to examine it 
  further. Once someone has done this (or the party starts 
  to walk through the cavern), read the previous 
  description and add: 
   
  The body directly in front of you appears to be a fresh 
  kill. The creature is humanoid in shape, but is red in 
  colour and has the appearance of an large baby with 
  the head of an o d man. There is smoke still rising 
  from the body. 
   
  A Knowledge (Creatures) or (Elementals) at DC 8+APL 
  will reveal this creature to be a deceased magmin. An INT 
  check DC 18 will reveal the same information. 
   
  A Heal check at DC 8+APL will reveal that this 
  creature died from having its throat torn out then, once 
  dead, the gut was chewed open and the entrails devoured. 
  The smoke comes from the seemingly natural properties 
  associated with the creature itself. 
   
  For The DM: The PCs have stumbled upon an 
  ancient food chain. The magmin who live elsewhere in 
  the volcano come here to hunt and and strangle hell 
  hounds with their bare hands! The hell hounds expect 
  the magmin and use those they kill as food themselves. 
  At the moment, the hell hounds seem to have the upper 
  hand: all the deceased in the cavern appear to be magmin. 
  The hell hounds are the pets of the fire genasi from 
  Encounter 14 who are left to breed and roam freely 
  throughout the volcano. 
   
  As soon as the PCs are half-way across the cavern 
  towards the exit, read: 
   
  Suddenly, you hear loud and terrifying baying and 
  barking mixed with the scurrying of feet running up 
  some stairs towards you! Then, out of the exit 
  opposite you, runs a pack of ghastly dogs that are the 
  size of a dwarf or small human. They have rust-red 
  fur, black teeth, black tongues, and terrible glowing 
  red eyes! They are running towards you, and look like 
  they haven’t eaten today… yet… 
   
  The DM should roll initiative at this point. Regardless of 
  what the PCs roll, the hell hounds will all go one 
  initiative notch higher than the best PC roll. Therefore, 
  the hell hounds will go first in Round 1, and they will 
  move to fan out, surround the PCs, and breathe their 
  Breath Weapons towards the party so that they get as 
  many as is possible. Any hell hounds still alive in Round 
  3 will breathe again if they are able as well. After they 
  breathe, the hell hounds will attack with their bites. 
   
  The Yeti’s Tooth 
   
  Page 15 
  
  APL 4 (EL 4) 
  � Hell Hounds (2) : hp20 each. See Monster Manual. 
   
  APL 6 (EL 6) 
  � Hell Hounds (3) : hp26 each. See Monster Manual. 
   
  APL 8 (EL 8) 
  � Hell Hounds (6) : hp26 each. See Monster Manual. 
   
  APL 10 (EL 10) 
  � Hell Hounds (12) : hp26 each. See Monster Manual. 
   
  After the battle with the hell hounds, the players may 
  walk through the exit on the other side of the cavern 
  where they see another long set of narrow stone steps 
  leading downwards. 
   
  Encounter Eight 
  (The Weisspeer/Vestmeer/Vosser Route) 
  Deadly Passage 
  The steps beyond the chamber o the hell hounds go 
  forever downwards, spiralling it seems towards the 
  first layer of an unknown abyss. Maybe one, maybe 
  two, maybe three hours go by, and you are starting to 
  reconsider whether the route you have been shown 
  by your benefactor is, in fact, the fastest way to the 
  fabled Yeti’s Tooth. But you know you cannot rest 
  because there are others who are already on another 
  trail, and who may get there before you.  
  f 
   
  i
   
   
  DM’s Note: At this point ask players to pass you their 
  character sheets. Make a Search check (DC 16+APL) for 
  any elven or rogue PCs. Those who succeed will notice 
  that these steps are flanked at various intervals by what 
  appear to be secret doors which have been very cleverly 
  disguised. Anybody trying to open the doors will not be 
  able to (though let them roll and try). These doors lead to 
  crawl passages used by the firenewts to control this sector 
  of the volcano (as well as keep themselves safe from the 
  ravaging hell hounds). 
   
  Eventually the steps come to an abrupt end. In front 
  of you the steps open up onto a long flat passageway. 
  At the end of the passageway you see more steps 
  (though wider this time) going downwards.  
  Long flat passageway = 20ft wide x 80ft long 
   
  DM’s Note: The complete 5ft strip (floor and 
  airspace) at the half-way point of the passage is alarmed 
  (Search DC 25, Disable Device DC 25).  
   
  Unless a PC finds and disables the alarm, anyone 
  moving through this passage will set off the alarm.  
   
  As soon as this happens read : 
   
  As you move forward, a deafening alarm suddenly 
  screams out from all around you, and you see an ron 
  grate starting to come down at the far end of the 
  passage. Then you notice that a similar iron grate is 
  closing just behind you (blocking the steps you just 
  came down)! You figure that, with a few seconds, the 
  passage will be sealed and you will all be trapped like 
  rats in a cage! 
  DM Note: Roll for initiative. 
   
  Some PCs may want to run back up the stairs they 
  just came down. As they don’t have to move far, there’s 
  no tumble roll needed here. Let them move as far as they 
  want (or can) in 1 round. Then stop. 
   
  Some PCs may want to run flat out towards the 
  closing grate, and attempt to tumble under it before it 
  closes. PCs will need to state they are running then 
  tumbling under the grate (DEX check DC 6+APL to 
  make it fast enough to the end; then a Tumble check DC 
  11+APL). Those who fail the DEX check bash headfirst 
  into the grate and do 1d6 damage to themselves. Those 
  who fail the tumble check get pinned to the floor by the 
  spikes on the end of the grate (doing 6d6 damage). The 
  grate requires at STR check DC 14+APL or Escape Artist 
  check (DC 11+APL) to lift and escape from. That can be 
  attempted next round. 
   
  Some PCs might just move out into the passageway 
  and go on guard or cast defensive spells. That’s ok too. 
   
  In Round 2, secret doors belonging to the firenewts 
  will open up and firenewts will come crawling through – 
  angry at the intrusion and armed to the teeth.  
   
  The DM needs to be inventive here. The firenewts 
  scent the PCs and will attack them so that they must fight 
  one-on-one if possible. Doors will open near lone PCs, or 
  where fewer PCs are. PCs trapped outside the passage (eg. 
  On the stairs at either end), will have doors open up near 
  them. If all the PCs are in the passage – bunched up – 
  then the firenewts will open doors either side of them so 
  that they trap most in the range of their breath weapons 
  (which the firenewts will do as their first action).  
   
  By the way, the firenewts will definitely avoid 
  having any attacks of opportunity made against them (if 
  possible). Remember also that the firenewts enter this 
  encounter at the top of the melee initiative. Those PCs 
  who ready an action may only either move or attack once 
  the firenewts appear (in order to go before the firenewts). 
  Also note that the firenewts attacking on stairs will 
  always come out of a secret door above a PC (so that they 
  get +2 to hit, and the PC takes a –2 penalty to his/her 
  AC). 
   
  When ready, read the description below: 
   
  The Yeti’s Tooth 
   
  Page 16 
  
  Just when you thought this couldn’t get any worse, a 
  number of secret doors start opening up around you! 
  Crawling out of these hidden passages come red 
  lizardfolk-type creatures with glowing skin and 
  searingly hot chainmail. They are cackling a 
  gruesome chant as they show you their longswords 
  and open their sharp-toothed maws to breathe fire in 
  your general direction! 
   
  APL 4 (EL 4) 
  � Firenewts (4): hp11 each. See Appendix III for 
  statistics. 
   
  APL 6 (EL 6) 
  � Firenewts (7): hp11 each. See Appendix III for 
  statistics. 
   
  APL 8 (EL 8) 
  � Firenewts (10): hp11 each. See Appendix III for 
  statistics. 
   
  APL 10 (EL 10) 
  � Firenewts (13): hp11 each. See Appendix III for 
  statistics. 
   
  After The Battle 
  After the battle, the PCs may loot the firenewts of their 
  swords and armour – but they have no other items on 
  them. PCs who try to go through the newt’s secret doors 
  need to crawl on their hands and knees. This makes using 
  a torch impossible. Even if the PC crawls for 30 minutes, 
  they find nothing and the DM should play up the futility 
  (and waste of valuable time) such action is taking. 
   
  When the players are ready to continue down the 
  stairs at the end of the passage, go to Encounter Nine. 
   
  Encounter Nine 
  (The Weisspeer/Vestmeer/Vosser Route) 
  Having Magic For Dinner 
  As you leave the firenewts behind, the path continues 
  to take you ever downward. It is not long before you 
  realise that the temperature is rising to levels which 
  may soon become unbearable. A low rumbling sound 
  pervades the atmosphere – a sound which signals that 
  the bowels of the volcano are restless and that an 
  eruption might occur some time in the next year or 
  two. 
   
  After another hour or two, the stairs start to 
  widen and the descent becomes less steep. Eventually 
  the staircase ends at the entrance to a large chamber. 
  On the far side of the chamber (in the middle) is a 
  double doorway. The doorway is consumed in fire and 
  nothing can be seen beyond it. In the centre of the 
  cavern is a round, medium-sized fountain on a square 
  base. The fountain has water in it, but there are blue 
  flames engulfing the top of the water. There appears 
  to be something inscribed on the fount, but you can’t 
  read it from where you’re standing. 
   
   
  Large chamber = 80ft x 80ft 
  Double doorway = 10ft x 10ft 
  Square base of fountain = 10ft x 10ft base 
   
  DM’s Note: At this point get the PCs to make a Spot 
  check DC 11+APL. Those who make it, or who walk at 
  least 10 feet into the chamber, read: 
   
  You suddenly notice a strange, red, swirling, misty 
  shape lurking over in the far left-hand corner of the 
  chamber. It appears to be about 10ft in diameter. 
  Within the shape you catch chaotic glimpses of 
  gnashing teeth, grasping claws with razor-sharp 
  talons, and single bulbous eyes just staring out into 
  the emptiness of a fathomless void. This “thing” sends 
  shivers up and down your spines, and whilst it does 
  not exactly radiate “evil”… it doesn’t look particularly 
  “friendly”, either. 
   
  This “thing” is a nishruu (see Appendix III for statistics). 
  This creature belongs to the fire genasi from Encounter 
  14, and it lives here and “feeds” off the magic emanating 
  from the flaming doorway and the portal within the 
  fountain. Sadly for this poor creature, it has gotten bored 
  with the taste of this magic, and is very cranky that no 
  other lovely treats have come its way of late… 
   
  Until now. 
   
  APL 4, 6, 8, and 10 (EL 5) 
  � Nishruu (1): 70hp. See Appendix III for statistics. 
   
  As soon as the PCs step into the chamber, the nishruu 
  will move in order to engulf the PCs. Roll initiative. The 
  nishruu will be drawn to (or centred upon) the PC with 
  the most magic (or the magic with the highest levels of 
  power). The DM may need to briefly collect the player’s 
  character sheets and jot down some notes about their 
  magic items before he/she proceeds. The DM also needs 
  to be very familiar with how the nishruu works as a 
  creature (see Appendix III).  
   
  Once the nishruu feeds, and absorbs magic, it moves 
  on to the next PC, and so on. If a “target” PC runs through 
  the flaming doorway (whilst yelling “din dins!” or “mum 
  mums!” or “snack time!” etc), the nishruu will follow and, 
  thus, nullify the doorway flames long enough for the rest 
  of the PCs to run through into the chamber inhabited by 
  the fire genasi (see Encounter 14). Otherwise, the only 
  The Yeti’s Tooth 
   
  Page 17 
  
  way through to the next chamber is by jumping into the 
  fountain (see below).  
   
  However, whilst ever the nishruu is over the 
  fountain (eg. Feeding on a “target” PC’s magic), then the 
  fountain also will not work! Any PCs immersed in the 
  fountain whilst the nishruu is hovering over it will take 
  1d4 damage per ½ APL at which this scenario was played. 
   
  Thus, the nishruu has to be either: 
   
  1. 
  Completely sated on the magic brought in by the 
  PC’s; or 
  2. 
  Lured by one PC over to the corner (whilst the other 
  PCs jump into – and through – the fountain portal). 
  The last PC will then have to outrun the nishruu 
  (opposing DEX checks) to dive in the fountain and 
  go through before the nishruu engulfs the PC and 
  sucks his/her magic (plus nullifies the fountain 
  again).  
   
  The DM should remember that the nishruu cannot and 
  will not physically harm the PCs. It makes snapping and 
  “yapping” noises like a very hungry (but deadly) little 
  puppy. Its damage reduction can be avoided by hitting it 
  with +1 or better magic weapons, but the weapons 
  become drained of magic for the entire duration of 
  Encounter 14. See Appendix III for more. 
   
  The Flame Door And The Fountain 
  Any PC trying to simply walk or run through the flaming 
  doorway will discover that the doorway itself is magical. 
  Those entering the doorway (without being followed by 
  the nishruu) will become engulfed in magical flames (as 
  per a Fireball doing 1d6 damage per ½ APL at which this 
  scenario is played – Reflex Save for half damage). This 
  damage is given every round the victim stays within the 
  flames (eg. Tries to move forwards rather than backwards 
  into the slaad chamber). The flames cannot be doused by 
  any means – magical or otherwise. 
   
  The only way through the door is to dive into the 
  fountain with the blue flames. If players read the 
  inscription on the base, it reads: 
   
  “Joramy requests nothing more than total immersion 
  in the faith.” 
   
  PC’s who dive in (only 1 per round allowed), or immerse 
  themselves in the fountain over their heads get sucked 
  down into the fountain and disappear. Once every PC has 
  dived in, the entire group will appear wet (but standing 
  upright) in the chamber of Encounter 14. PCs left at the 
  fountain will not know what has happened to their 
  comrades. PCs who dive directly in, or immerse 
  themselves immediately take no damage from the b ue 
  fire (unless the nishruu moves over it). PCs who dilly 
  dally (ie. Try to float, bathe, stick only one arm in first, or 
  a leg) will take 1d4 damage per ½ APL at which this 
  scenario was played for every round they dally (Reflex 
  Save for half damage allowed). 
   
  Once all the PCs have dived in (or immersed 
  themselves), move on to Encounter 14. Those PCs who 
  purposefully “stay behind” and do not immerse get 
  locked out of Encounter 14 once the fire genasi 
  appears.They will only be able to rejoin their party once 
  the fire genasi is destroyed and they get magically 
  teleported back with the party into Encounter 15. 
   
  Encounter Ten 
  (The Roodberg/Oostmeer/Vuurzward Route) 
  Let The Flame Glow Green 
  l
  f
  t
  You journey onwards for around two hours. Slowly, 
  but surely, Mount Hellspaar volcano begins to loom 
  more prominently as you turn off the main trail and 
  head towards the fiery peak – smoking ominously in 
  the dusk o  twiligh . Before too long, the secondary 
  trail becomes harder to traverse, and you notice many 
  other trails veering off from the one you are on – all 
  leading towards different points at the base of the 
  volcano. 
   
  DM’s Note: PCs with ranks in Wilderness Lore must 
  make a check (DC 11+APL). Those who succeed notice 
  that at least one other group of four or more riding horses 
  have been through here earlier today – but it appears that 
  at one point they took a different trail towards the base of 
  the volcano. By all accounts, they have taken “the long 
  way around” probably due to a lack of correct 
  information. If the PCs decide to follow the “other trail”, 
  then they will become lost (as the “other party” has a map 
  of that trail and the PCs don’t).  
   
  Get players to make Wilderness Lore checks (DC 
  11+APL) to find their own trail again. If everyone fails to 
  find the trail, then everyone must make Constitution 
  checks (DC 10+APL). Those who fail their check lose 1 
  temporary point on CON. This is due to fatigue brought 
  on by “bush bashing” in near freezing conditions. This 
  effect is cumulative depending on how long it takes to 
  find their own trail again. 
   
  Once back on their “own” trail, read this to the PCs: 
   
  After negotiating some rough descents and climbs, 
  the trail ends at a cliff face surrounded by a clearing 
  ringed by large boulders and tall pine trees growing 
  close together. In the centre of the cliff face is a small 
  cave opening.  
   
  The Yeti’s Tooth 
   
  Page 18 
  
  Clearing dimensions = 20ft x 20ft. 
  Cave opening = 2ft wide x 5ft high. Tall PCs will have to 
  bend down to get through. Horses and ponies will not fit 
  through the opening and will need to be tethered 
  outside. 
   
  As it is nearly dusk, PCs will need to light torches (or use 
  darkvision) to see through the crack of the entrance. 
  Once someone has done this, read: 
   
  Peering inside, you see a small cave. Wisps of smoke 
  trickle outwards and upwards from fissures in the 
  cave walls (which have a dark red hue about them). 
  Touch ng the wall, you feeling that it is warm, but not 
  hot. Then you notice that directly across from the 
  entrance, in the middle of the back wall, is a narrow 
  stone door. The door appears to have symbols 
  inscribed above it (but you can’t see them unless you 
  move closer). To the right of the door is a niche (or 
  small alcove) about head height. Within the alcove is 
  a small blue flame burning brigh ly and quite 
  intensely.
  i
   
  t
   
   
  i
   
   
   
   
  Cave dimensions = 10ft x 10ft 
  Stone door dimensions = 5ft x 5ft 
   
  Any PC making a Search check (DC 20+APL) notices that 
  the door pivots inwards. PCs checking out the symbols 
  above the door find them written in archaically inscribed 
  Common: 
   
  “To appease the goddess, make the flame glow green. 
  But remember, she is not greedy.” 
   
  One of the PCs must hold a copper coin in the blue flame 
  in the alcove. This will cause the flame to “glow green”. 
  At this point, the door pivots open (and stays open for 24 
  hours before automatically closing). 
   
  Consequences Of Failing To Solve The Puzzle  
  If anything not made of copper is thrust into the flame, it 
  flares out, striking the PC that thrust the item in dealing 
  1d4 points of fire damage. The PCs can “bash” the door in 
  (or push it in using brute strength) if they simply can’t 
  work out the puzzle. 
   
  � Stone Door: 12 in. thick; hardness 8; hp 180; break 
  (DC 32). The door can be forced to open on a combined 
  strength check DC 10+APL. 
   
  What if the party opens the door through the use 
  of brute force? 
  Then Joramy will be angry that there are those who 
  would enter her domain without considering her puzzle! 
  The DM should make a note of this and, as a result, Zax 
  (see Encounter 14) will have maximum hit points for his 
  Hit Dice when the PCs meet him later! 
   
  After everyone is through the door, move on to 
  Encounter Eleven. 
   
  Encounter Eleven 
  (The Roodberg/Oostmeer/Vuurzward Route) 
  Children Of A Fire God 
  Beyond Joramy’s door you see a narrow set of steep 
  stone stairs winding downwards into the dread heart 
  of the volcano. It is definitely getting warmer now, 
  though not enough to bother you too much (in fact it 
  is quite pleasant considering the temperature outside 
  is still very cold). The stairs appear to wind down a 
  core of some kind, so you cannot see ahead of you 
  more than 15 feet at a time – and that is when using 
  torches or darkvision. 
   
  Narrow set of stairs = 5ft wide 
   
  DM’s Note: Get whoever is out front going down the 
  stairs to make a Search check DC 10+APL. If they 
  succeed, the PC realises that the stairs are safe and that 
  nobody has walked this way in hundreds of years. If they 
  fail, then frown and make them very scared. 
  Walking carefully downwards, the journey takes you 
  nearly two hours. Eventually you come across a huge 
  underground cavern. There appear to be no obv ous 
  exits from this cave apart from going back the way 
  you came.  
  Huge underground cavern = 100 feet long x 80 feet wide. 
   
  The cavern itself is foreboding and mysterious. The 
  walls and floor are made of a deep red rock formation 
  which appears much like lava which has cooled, yet 
  retained its original coloration. Scattered throughout 
  the cavern at random intervals are seven medium-
  sized craters which rise just 3 feet or so from the 
  cavern floor. You see steam coming from each of the 
  craters, and you hear the bubbling of what sounds 
  like either lava (or very hot water) coming from 
  within the craters. The ceiling is about 80 feet up, and 
  you can just make out small cracks in the roof which 
  clearly act as natural ventilation shafts for this 
  chamber. 
  Crater dimensions = 5ft x 5ft in diameter. 
   
  DM’s Note: This cavern is home to a number of 
  Magmin. The Magmin live both in the cavern and in the 
  lava pits beneath the bubbling craters. Mostly, they feed 
  The Yeti’s Tooth 
   
  Page 19 
  
  off hell hounds and firenewts, but recently the hell 
  hounds and firenewts have been besting them in battle, 
  so at this point in time they’re pretty hungry (and very 
  dangerous). 
   
  On the far side of the cavern (opposite the stairs) 
  there is a 5ft x 5ft secret door. It’s not very well hidden 
  and can be found on a Search check (DC 6+APL). The 
  door pivots around and will spring back in place unless 
  spiked. 
   
  As soon as the PCs (or the majority of the PCs) are 
  about halfway across the cavern, get them to make a Spot 
  check (DC 11+APL) to see the magmin leaping like jack-
  in-the boxes (and yelling “Achi-fi!”) from the craters. In 
  their hands are granite-like tools which closely resemble 
  crude knives and forks. Those PCs who do not spot the 
  magmin do not get a partial action during the surprise 
  round. After this, roll for initiative. 
   
  APL 4 (EL 5) 
  � Magmin (2): hp9 each. See Monster Manual. 
   
  APL 6 (EL 6) 
  � Magmin (3): hp9 each. See Monster Manual. 
   
  APL 8 (EL 8) 
  � Magmin (6): hp9 each. See Monster Manual. 
   
  APL 10 (EL 10) 
  � Magmin (12): hp9 each. See Monster Manual. 
   
  Magmin Tactics: They are ravenous and hungry, and 
  will opt to surround the party ASAP and try to eat them. 
  If a party member goes down unconscious (-1 to -10hp), 
  the magmin who killed that PC will kneel down and start 
  to cut into the PC and tear flesh to eat. This will do 1d4 
  points of damage per round. Remember that the PC is 
  prone during such attacks. 
   
  The magmin carry no treasure, and the dinner 
  implements are not good enough to use as weapons. 
  When a “knife/fork” hits a PC during melee it just does 
  the normal “touch” fire damage listed in the Monster 
  Manual. 
   
  After this encounter the PCs really need to find the 
  secret door which takes them further down. If they don’t 
  find it through Search checks, then they will find it by 
  pushing on every 5ft section of the back wall. This, of 
  course will waste their time and not get them the extra 
  experience points listed at the end of this scenario. Once 
  the PCs find the secret door and go through, move on to 
  Encounter Twelve. 
   
  Encounter Twelve 
  (The Roodberg/Oostmeer/Vuurzward Route) 
  Instant Coffins 
  The steps beyond the chamber of the magmin go 
  forever downwards, spiralling it seems towards the 
  first layer of an unknown abyss. Maybe one, maybe 
  two, maybe three hours go by… and you are starting 
  to reconsider whether the route you have been shown 
  by your benefactor is, in fact, the fastest way to the 
  fabled Yeti’s Tooth. But you know you cannot rest 
  because there are others who are already on another 
  trail, and who may get there before you.  
   
  After a while the stairs end at a thin, long 
  corridor which stretches out ahead of you. At the end 
  of the corridor you see what appears to be a stone 
  door. There also appears to be passageways going left 
  and right. 
   
  f
   
  Long thin corridoor = 5ft wide x 80ft long 
   
  DM’s Note: Get PCs to make a Spot check DC 8+APL 
  (but don’t tell them the DC!). If they make it then read to 
  them the following (or read it when anyone gets half way 
  down the long corridor): 
   
  You notice that in the 5ft square of stonework 
  directly in front of the far stone door, there appears to 
  be a thin, carefully obscured, beam of white light 
  running from the left corridor through to the right 
  corridor. You cannot see the origin or end point of 
  the beam due to the obscuring walls o  the long thin 
  corridor. 
  DM’s Note: This is actually a trick within a trap set by the 
  grells who live in this part of the volcano. The idea is to 
  make any intruders think that there is a trap associated 
  with the end of the corridor, therefore making them 
  think there’s no reason to search the trapped floor of the 
  long thin corridor. In fact, the beam of light is just light 
  channelled through natural means from up top. It is 
  harmless and unimportant (as is the 5ft x 5ft alcoves 
  which PCs will discover to the left and right of the stone 
  door). 
   
  The real trap lies in the 5ft x 5ft square just 60 feet 
  down the corridor (from the stairs) – or 20 feet back from 
  the stone door. The trap is a pressure plate which, when 
  stepped on, causes spring-loaded iron walls to shoot up 
  between every 5ft square of the corridor (all the way 
  down) – thus turning each 5ft cell into a “mini-coffin” 
  large enough to hold just one large, medium, or small 
  creature of roughly humanoid shape (eg. one single PC in 
  this case). PCs still standing on the stairs will not be 
  affected by this trick/trap. 
  The Yeti’s Tooth 
   
  Page 20 
  
   
  The real trap can be found only on a Search check 
  DC 20+APL. It can be disabled with a Disable Device 
  check DC 20+APL. 
   
  As soon as a PC steps on the 60ft square the trap is 
  set off. Read the following: 
   
  Suddenly, the area underneath your foot sinks down a 
  notch and you hear… cl ck. W thin what seems like 
  an instant, thick iron walls are rising quick y either 
  side of every 5ft increment along the corridor! It 
  appears that within another few seconds each 5ft 
  square will become a single iso ated cubicle…about 
  the size of a coffin! 
  i
  i
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  l
   
  t
  i
  When the pressure plate is first stepped on (and the walls 
  spring up), some PCs might ask for a Dex Check in order 
  to leap into another square (partial action). Of course, 
  they can’t leap into a square that is already occupied, but 
  they might want to leap into an unoccupied square. Let 
  them try to do so, but as the iron walls come up very fast, 
  the PC will have to beat a DC of 15 (Dex) to make it. If 
  the PC fails to make the check, then they get trapped and 
  cut by the sharp edge of the rising wall – taking 1d6 
  damage per APL at which this scenario was played 
  (Reflex Save DC 11+APL for half). Ouch. Just remember 
  that PCs can only take a partial action at this point! 
   
  Once any/each trapped PC is secure within a cell, 
  read: 
   
  The silence within this iron and stone coffin is 
  literally frigh ening. There is no way to hear any of 
  your comrades, and any attempts at cutting, bashing, 
  or banging on the walls goes unheeded. All that is 
  below you is a stone floor. All that is above you (about 
  5 feet above your head) is a stone ceiling. 
   
  The DM should now decide (perhaps randomly 
  depending on the number of trapped PCs) which PCs get 
  attacked by a grell. 
   
  Allow all the PCs a moment of horror. Let them try 
  one round of anything they like. Of course, a few PCs 
  might be able to teleport or dimension door out of here. 
  If they do, then good luck to them!  
   
  Some PCs might Search the floor (nothing) or 
  ceiling (sliding trap door 3ft x 3ft DC 10+APL).  
   
  After each PC has had their turn, get each PC who is 
  going to be attacked by a grell to make a Listen check 
  (DC 6+APL). If they make it then they hear a 3ft x 3ft trap 
  door slide open above them, and… 
   
  Suddenly a trap door opens above you! To your 
  absolute horror, you hear a high pitched squeal ng 
  sound, and see a terrible tentacled creature with a 
  bulbous brain-like head and sharp beak looking like 
  it’s just seen its first meal in a very very long time… 
   
  At this point the DM should roll for initiative. 
  Remember that the stats below refer to the number of 
  grell which attack. They should be split up so that they 
  singularly attack designated PCs. In some cases, PC will 
  be attacked by more than one grell – one after the other 
  (depending on who gets trapped, etc). 
   
  APL 4 (EL 3) 
  � Grell (1): hp32. See Appendix III for creature 
  statistics. 
   
  APL 6 (EL 5) 
  � Grell (2): hp32. See Appendix III for creature 
  statistics. 
   
  APL 8 (EL 7) 
  � Grell (4): hp32. See Appendix III for creature 
  statistics. 
   
  APL 10 (EL 9) 
  � Grell (7): hp32. See Appendix III for creature 
  statistics. 
   
  The 3ft x 3ft trap opening is large enough for the grell to 
  get through, but not a small, medium or large humanoid. 
  Once the grell is dead (or even beforehand if the PC is 
  not being attacked, or willing to endure free attacks by 
  the grell) a PC can climb up the wall (Climb DC 6+APL) 
  and reach up and through the trap door (which stays 
  open). Up and inside the trap door is a lever. Pulling this 
  lever will release ALL the walls along the passage. Of 
  course, some comrades might still be fighting grell – but 
  this will give other PCs the chance to lend a hand. 
   
  After the grell are defeated and the walls are down, 
  the end stone door can be slid sideways to reveal another 
  steep set of steps going down. 
   
  Move on to Encounter Thirteen. 
   
  Encounter Thirteen 
  (The Roodberg/Oostmeer/Vuurzward Route) 
  Nasty Little Bugger 
  As you leave the previous encounter behind, the path 
  continues to take you ever downward. It is not long 
  before you realise that the temperature is rising to 
  levels that may soon become unbearable. A low 
  rumbling sound pervades the atmosphere – a sound 
  which signals that the bowels of the volcano are 
  restless and that an eruption might occur some time 
  in the next year or two. 
  The Yeti’s Tooth 
   
  Page 21 
  
   
  After another hour or two, the stairs start to 
  widen and the descent becomes less steep. Eventually 
  the staircase ends at the entrance to a huge chamber. 
  On the far side of the chamber (in the middle) is a 
  double doorway. The doorway is consumed in fire and 
  nothing can be seen beyond it. In the centre of the 
  cavern is a round, medium-sized fountain on a square 
  base. The fountain has water in it, but there are blue 
  flames engulfing the top of the water. There appears 
  to be something inscribed on the fount, but you can’t 
  read it from where you’re standing. 
   
   
   
  Huge chamber = 80ft x 80ft 
  Double doorway = 10ft x 10ft 
  Square base of fountain = 10ft x 10ft 
  Before you can move forward, a strange and terrible 
  creature steps through the flames in the opposite 
  doorway. The creature is about 4ft tall, bloated, 
  hairless, and somewhat humanoid. It resembles the 
  bruised and battered corpse of a gnome left too long 
  to decay in the heat of summer. An immediate 
  pungent odour fills the chamber. It grins through 
  white bony teeth, then it shows you its long spindly 
  arms – then hands: huge, three-fingered bony talons 
  glowing red and forever stained the colour of fire and 
  of blood! You also notice that the creature appears to 
  be on the brink of expressing great chaotic rage – but 
  is holding back so that it may speak to you in a nasty, 
  squeaky voice through clenched teeth: 
  “My master knows you have come for that which 
  his people have guarded since the last of the clerics 
  passed from this Oerth. He regrets to inform you that 
  you cannot have the Yeti’s Tooth, and that to give it to 
  you would not only destroy his organisation – but 
  your own clans as well. Turn back now. You have 
  wasted your time. Have a nice day.” 
   
  The creature is a Jovoc Demon (see Appendix III). When 
  it speaks it stands in a 5ft square nearest the flaming 
  doorway. The nearest PC should be at least 75 feet away 
  from the Jovoc on the opposite site of this huge cavern. 
   
  Unless the PCs apologise and turn around and leave 
  (and do not return) then the Jovoc will attack the second 
  any party member tries to either negotiate or attack or do 
  anything other than leave. The Jovoc attacks with 
  extreme rage and without prejudice.  
   
  At APL 4 and 6 only one Jovoc will attack the party. 
  At APLs 8 and 10, the original Jovoc will attack the party 
  in Round 1. In Round 2, more Jovoc run through the 
  flame door to support the original Jovoc. At no stage will 
  any of the Jovoc attempt to summon tanar’ri. This is 
  because they are extremely confident in besting these 
  intruders on their own and wish to impress their 
  “master”. 
   
  Remember that any more Jovoc joining the battle 
  after Round 1 will come in at the top of the initiative 
  round.  
   
  APL 4 (EL 4) 
  � Jovoc Demon (1): hp26. See Appendix III for creature 
  statistics. Also note that this Jovac’s fast healing is 3, not 
  5. 
   
  APL 6 (EL 6) 
  � Jovoc Demon (1): hp42. See Appendix III for creature 
  statistics. 
   
  APL 8 (EL 8) 
  � Jovoc Demons (3): 36hp each. See Appendix III. 
   
  APL 10 (EL 10) 
  � Jovoc Demons (6): 36hp each. See Appendix III. 
   
  The Flame Door And The Fountain 
  Any PC trying to simply walk or run through the flaming 
  doorway will discover that the doorway itself is magical. 
  Those entering the doorway (without being followed by 
  the nishruu) will become engulfed in magical flames (as 
  per a Fireball doing 1d6 damage per ½ APL at which this 
  scenario is played – Reflex Save for half damage). This 
  damage is given every round the victim stays within the 
  flames (eg. Tries to move forwards rather than backwards 
  into the slaad chamber). The flames cannot be doused by 
  any means – magical or otherwise. 
   
  The only way through the door is to dive into the 
  fountain with the blue flames. If players read the 
  inscription on the base, it reads: 
   
  “Joramy requests nothing more than total immersion 
  in the faith.” 
   
  PC’s who dive in (only 1 per round allowed), or immerse 
  themselves in the fountain over their heads get sucked 
  down into the fountain and disappear. Once every PC has 
  dived in, the entire group will appear wet (but standing 
  upright) in the chamber of Encounter 14. PCs left at the 
  fountain will not know what has happened to their 
  comrades. PCs who dive directly in, or immerse 
  themselves immediately take no damage from the b ue 
  fire. PCs who dilly dally (ie. Try to float, bathe, stick only 
  one arm in first, or a leg) will take 1d4 damage per ½ APL 
  at which this scenario was played for every round they 
  dally (Reflex Save for half damage allowed). 
  l
   
  Once all the PCs have dived in (or immersed 
  themselves), move on to Encounter 14. Those PCs who 
  The Yeti’s Tooth 
   
  Page 22 
  
  purposefully “stay behind” and do not immerse get 
  locked out of Encounter 14 once the fire genasi 
  appears.They will only be able to rejoin their party once 
  the fire genasi is destroyed and they get magically 
  teleported back with the party into Encounter 15. 
   
  Encounter Fourteen 
  The Yeti’s Tooth Revealed 
  After all PC’s have jumped into the fountain and 
  immersed themselves, read: 
   
  i
   
  i
   
  You appear to have now found yourselves transported 
  to an even deeper level of the bubbling volcano! 
  Giddily, you stand precariously on an extremely flat 
  precipice with no perceivable exit. All around you, 
  great thick lava streams flow only yards below where 
  you stand and it seems like, at any moment, the lava 
  will spill over the square precip ce and engulf you all!
  Terrible, oppressive heat is already searing the flesh 
  from your bones, and the miasma-filled air is starting 
  to choke your lungs and threaten your very existence. 
  In front of you, just slightly back from the edge, 
  stands a well dressed, red-headed humanoid with a 
  white goatee beard and skin as black as coal. His ears 
  are slightly pointed and h s breathing sounds like the 
  very heart of the volcano about to erupt. In his hands 
  he holds a well crafted great sword. Around his neck 
  is a simple chain upon which rests a large… tooth… 
  Flat precipice = 50ft x 50ft 
  Position of Zax at start of melee = 5ft back from the edge 
   
  DM”s Note: At this point the DM should pause. 
  Some PCs will just rush the guy and hoe in. That’s OK. 
  They’re angry. Let them vent their rage. Other PCs might 
  want to ask the Fire Genasi (called “Zax”) some simple 
  questions. 
   
  If asked, Zax will tell the PCs his name. He will tell 
  them that they are on the first level of a deep temple 
  dedicated to his god, Joramy. The temple’s levels are 
  portals within the volcano, guarded by many complex 
  tricks and passwords. Joramy herself does not want the 
  PCs to go any further, though he would have preferred 
  they had not come this far.  
   
  The Priests of this temple never left it. They simply 
  went on a retreat – deeper into the volcano – where they 
  now reside in peace with their god until the day that fire 
  consumes the Oerth once and for all. Then, and only 
  then, will the Priests return to The Land and rule as 
  rightful kings over the thralls who survive the coming 
  holocaust. 
   
  The priests acquired the Yeti’s Tooth quite by chance 
  when they used to roam the upper world. It was given as 
  payment by a wise hermit to prevent Joramy allowing her 
  child, Mount Hellspaar, from unleashing hell upon all 
  northern Perrenland.  
   
  The tooth was given to Zax, The Guardian, to take 
  care of. He and his kind have lived here for eons. To die 
  in this volcano is their destiny. 
   
  But Mount Hellspaar grows restless, and she has 
  asked Joramy repeatedly why she cannot play… 
   
  So Joramy has relented and, like all good mothers, 
  she will not let a mere trinket, or bargains made with 
  upperlanders, stand in the way of her loving child. The 
  deal is off.  
   
  The PCs can have the Yeti’s Tooth if they can take it 
  from Zax (who has grown accustomed to it). Regardless 
  of anything, Mount Hellspaar will erupt sometime in the 
  near future (though the exact time is not said).  
   
  Zax is reluctant to talk and goads and taunts the PCs 
  as he reveals snippets of information. Eventually he 
  “strokes the yeti’s tooth with his fingers and says – come 
  and get it!” This should make the PCs act. If it doesn’t, 
  Zax moves and strikes at one of them first. 
   
  The Battle With Zax 
  The DM should make this battle as climactic and 
  cinematic as possible. 
   
  Zax is a dastardly swashbuckler type who roars with 
  malicious laughter as he goads and taunts the PCs during 
  their fight with him.  
   
  Any PC who attempts to bull rush Zax (or grapple 
  with him or trip him) whilever he is in a 5ft square 
  leading to the edge of the platform, and succeeds, must 
  make a Balance Check (DC 6+APL). This includes Zax. If 
  either party fails, then that party goes spinning off the 
  platform and into the lava stream. 
   
  The PC (incl. Zax) must immediately make a Reflex 
  saving throw (vs. Fire) at DC 6+APL (20d10/save for half 
  damage). If the PC (or Zax) makes the save, then he/she 
  can make a Swim check (DC 4+APL) to swim back to the 
  ledge and haul themselves back up and out of the lava. 
  Those who fail their Swim checks (incl. Zax) have their 
  body (including that of Zax) instantly swept away into 
  the bowels of the hungry volcano, never to be seen again. 
   
  If Zax gets knocked into the lava, then the force of 
  the blow will wrench the Yeti’s Tooth necklace from 
  around his neck and it will fly through the air towards 
  the nearest PC. Have him/her make a DEX check (DC 
  4+APL) to heroically catch it! If he/she fails, then it 
  simply lands at their feet. 
   
  APL 4 (EL 6) 
  � Zax, The Fire Genasi: 50hp. See Appendix III for 
  creature statistics. 
   
  The Yeti’s Tooth 
   
  Page 23 
  
  APL 6 (EL 8) 
  � Zax, The Fire Genasi: 70hp. See Appendix III for 
  creature statistics. 
   
  APL 8 (EL 10) 
  � Zax, The Fire Genasi: 90hp. See Appendix III for 
  creature statistics. 
   
  APL 10 (EL 12) 
  � Zax, The Fire Genasi: 110hp. See Appendix III for 
  creature statistics. 
   
  At higher levels, Zax has some impressive feats and 
  abilities. The DM is encouraged to use everything at 
  his/her disposal to make this battle thrilling and 
  climactic. 
   
  The DM should also remember to play Zax at 
  maximum Hit Points for his APL if the players failed to 
  solve the puzzle associated with the earlier entrance door. 
   
  If, during the battle, any PC tries to snatch/yank the 
  tooth from around Zax’s neck, then get them to make a 
  base touch attack at –4 . Such an attempt is a full round 
  action. If the PC is successful, then the entire party is 
  instantly transported back, and find themselves in 
  Encounter Fifteen. The party, though they have the 
  tooth, will miss out on acquiring Zax’s personal treasure 
  (though they do get full XP for defeating/overcoming 
  him). 
   
  After The Battle 
  As soon as any PC removes/takes the Yeti’s Tooth from 
  around Zax’s neck then the entire party is transported 
  back, and find themselves in Encounter Fifteen. The 
  party, though they have the tooth, will miss out on 
  acquiring Zax’s personal treasure (though they do get full 
  XP for defeating/overcoming him). If the necklace is 
  caught after Zax falls into the lava, then the PCs will get 
  transported at a cinematically appropriate moment (DM’s 
  decision). 
   
  If any PC/PCs search Zax’s body after his death (or 
  during a “prone moment”), they find that he has several 
  compartments cleverly sewn into the inside folds of his 
  garments. Inside the garments are quite a number of 
  priceless pieces of jewellery and gems (which Zax 
  planned to spend in the outside world after the 
  holocaust).  
   
  Treasure:  
   
  APL 4 – gems, jewellery, and normal great sword 
  (worth variable gp – see Treasure Summmary), coin – (0 
  gp), magic items (None). 
   
  APL 6 – gems, jewellery, and masterwork great 
  sword (worth variable gp – see Treasure Summary), coin 
  – (0 gp), magic items – (None). 
   
  APL 8 – gems, jewellery (worth variable gp – see 
  Treasure Summary), coin – (0 gp), magic items – (+1 great 
  sword). 
   
  APL 10 – gems and jewellery (worth variable gp – 
  see Treasure Summary), coin – (0 gp), magic items – (+2 
  great sword). 
   
  Encounter Fifteen 
  The Other Team 
  As soon as the Yeti’s Tooth (or the necklace it is attached 
  to) is removed from Zax, the entire party – including any 
  unconscious or present dead (ie. those not swept away in 
  the lava) – are teleported back to a chamber with the 
  fountain in it. This is, however, not the same chamber 
  from which they came.  
   
  Read the following: 
   
  As soon as you touch the yeti’s too h, a blinding light
  flashes in front of your entire party’s eyes and you all 
  feel yourselves weightless and spinning in a void of 
  what appears to be harmless flame and fire. Then the 
  light subsides, and you feel your feet upon solid rock 
  once again. You seem to be back in the room with the 
  fountain (and right next to it in fact) – except that 
  this room appears a little different… 
  t
   
   
   
  Suddenly you realise that you are not alone! You 
  have teleported into the middle of another battle! 
  Here, the DM must decide whether the NPCs are 
  fighting either the last of the slaad, or the last of the jovoc 
  demons. 
  Even 
  if 
  the 
  PCs 
  encounter 
  the 
  Weisspeer/Vestmeer/Vosser triad (who as PCs would be 
  meeting the nishruu), in this instance they will meet 
  either a slaad or a jovoc (DM’s choice of whatever the PCs 
  didn’t fight). 
   
  There is a creature who is fighting ferociously. Also 
  present are four adventurers : a fighter, a wizard, a 
  rogue, and a thin bald-headed man attacking with his 
  bare hands. They are engaged in combat with the 
  creature, and both sides appear badly injured. Your 
  party also sees a set of steps leading upwards – clearly 
  the exit… 
   
  DM’s Note: The PCs have several options here. As they 
  have teleported in during a combat, they get to each 
  make a partial action (in order of their Dexterity scores).  
   
  Option 1: Immediate Exit. There is nothing 
  stopping the party skirting around the battle and running 
  full speed out of the chamber via the exit. The 
  adventurers involved in the battle will be triumphant 
  (eventually) and will continue on to find the yeti tooth 
  The Yeti’s Tooth 
   
  Page 24 
  
  (which will fail). They will never again come into contact 
  with the PCs. 
   
  Option 2: Help The Adventurers. The party may 
  help the adventurers defeat the creature. This should be 
  easy, as the creature only has 5hp left, and as the PCs 
  came into the battle at the top of the melee round, they 
  all go first – followed by the creature, followed by the 
  adventurers. If the PCs help the adventurers, then all the 
  PCs will get a +4 circumstance bonus on their 
  diplomacy/intimidate/bluff checks in the “Bargaining” 
  section of this scenario (see below). The stats for the 
  adventurers can be found in the NPCs section of the 
  DMG pages 49-57. They are all Level 3 human 
  adventurers (male). 
   
  Option 3: Help The Creature. The party may help 
  the creature defeat the adventurers. Each adventurer only 
  has 3hp remaining. The stats for the adventurers can be 
  found in the NPCs section of the DMG pages 49-57. They 
  are all Level 3 human adventurers (male). As the PCs 
  came into the battle at the top of the melee round, they 
  all go first – followed by the creature, followed by the 
  adventurers. If the PCs help the creature, then all the PCs 
  will 
  get 
  a 
  -4 
  circumstance 
  bonus 
  on 
  their 
  diplomacy/intimidate/bluff checks in the “Bargaining” 
  section of this scenario (see below) – if any of the 
  adventurers are left alive to “bargain”, that is. 
   
  Option 4: Stand And Watch. The PCs may stand 
  and watch the battle play out. It ends pretty quickly with 
  the monk of the adventurer’s party doing a flurry of 
  blows on the creature’s head – sending its brains 
  scattering across the entire chamber. After the battle, the 
  adventurers notice the PCs and turn to them to “bargain” 
  (see 
  below). 
  The 
  PCs 
  suffer 
  a 
  –2 
  diplomacy/intimidate/bluff check on all rolls because 
  they did not help the adventurers out. 
   
  Bargaining 
  The adventure party has been sent by an opposing clan 
  triad ( the DM should put in here the names of the clan 
  most opposite to the PC mix) to recover the Yeti’s Tooth. 
  They are all neutral in their alignment, so they are 
  prepared to do whatever it takes to get the tooth and get 
  paid for “the job”. The leader of the group is Bizwack, the 
  bald-headed monk. The stats for the adventurers can be 
  found in the NPCs section of the DMG pages 49-57. They 
  are all Level 3 human adventurers (male). 
   
  If the PCs took Option 2, then Bizwack and the 
  others start out Indifferent, though cautious, towards the 
  PCs (see Table 5-4 on page 149 of the DMG). They will 
  ask the PCs if they have the yeti’s tooth (or know where it 
  is). If they are moved (via a particular check) to Friendly 
  (DC 15), then the NPCs will believe whatever the PCs tell 
  them (ie. “Tooth? What tooth?”); or if the PCs admit to 
  having the tooth, Bizwack and his team just sigh and 
  realise that they were beaten to it by the better team. If 
  moved to Helpful, then Bizwack will show the PCs the 
  way out of the volcano, and implores that the PCs stop by 
  his monastery (The Monastery Of The Sleeping Fist) for 
  tea and crumpets. 
   
  If the PCs took Option 3, and any of the adventurers 
  are left alive, then they start out Hostile towards the PCs 
  (see Table 5-4 on page 149 of the DMG). They will figure 
  that the PCs have the yeti’s tooth in their possession and, 
  unless they hand it over immediately, the PCs will sorely 
  pay for their “evil deeds against humanity” on this day. 
  Let any PC with ranks in Scry make a check (DC 12) to 
  realise that “someone is watching them all from afar”. 
  Unless the PCs manage to change at least one NPC 
  attitude to Friendly (DC 35), then every PC who 
  committed a hostile act against the NPCs will receive the 
  “Wrath Of The Clan Triad” at the end of this scenario. 
  This should also be noted in the “Play Notes” section of 
  the AR. 
   
  If the PCs took Option 4, then Bizwack and the 
  other NPCs start out as Unfriendly towards the party. 
  They will suspect that they have the yeti tooth, and will 
  posture and cajole the PCs into handing it over (“Or we’ll 
  do to youse, what we just did to THAT” – and point at the 
  creature). If they are moved (via a particular check) to 
  Indifferent (DC 15), then they won’t attack the PCs 
  (though they will still defend themselves if the PCs 
  attack first). If moved to Friendly (DC 25) or Helpful (DC 
  35), then see Option 2 effects above. If they remain 
  Unfriendly, then they will attack the PCs immediately. 
  The PCs should recognise these adventurers as being 
  green around the gills and more bark than bite. They 
  should aim at subduing rather than killing them. Should 
  the PCs kill any of the NPCs, then the effects mentioned 
  in Option 3 (above) kick in, and all hostile PCs receive 
  the “Wrath Of The Clan Triad” at the end. 
   
  IMPORTANT: 
  Only 
  allow 
  ONE 
  of 
  EITHER 
  diplomacy, bluff, or intimidate checks by any THREE 
  of the PCs – full stop. No other rolls can be made, 
  because the NPCs will get tired of “talk and bluff” 
  after 3 rounds. 
   
  What If The PCs Hand Over The Tooth? 
  If the PCs hand over the tooth, then the NPCs will leave 
  quite chuffed. However, the PCs will get it back again, 
  because the PC’s “clan visitor” sends spies to steal back 
  the tooth… ready for the big finale in the scenario, “The 
  Hollows Unveiled”. 
   
  The Yeti’s Tooth 
   
  Page 25 
  
  Treasure Gained (If NPC Team Is Defeated) 
  No treasure is gained by the PCs if they fight the 
  opposing team. Any weapons, armor, or goods gained 
  through fighting the other team are so old and worn that 
  they sell for zero value on the market. 
   
  Conclusion 
  Only read this if the PCs leave Mount Hellspaar with the 
  yeti’s tooth. If they don’t have the yeti’s tooth (very rare), 
  then paraphrase this differently, taking into account the 
  previous section. 
   
  So, with the yeti’s tooth in hand, you trek back up and 
  through the Mount Hellspaar volcano. It seems that 
  the second adventuring party cleared the way for you. 
  Once outside, you start back down the trail they 
  eventually takes you past where you first saw the dead 
  ogres. It is here that you discover that the other 
  adventuring party must not have killed all the ogres 
  in this region, as you find the bones of another 
  adventuring party not far from where you found the 
  original battle. The bodies have been picked clean, 
  and there is no sure-fire way of telling which clans 
  these adventurers might have represented (though 
  you can all probably guess). 
   
  Back in Dreichen, you return to The Celestial 
  Badger, and ask Naerie to pour you a strong ale and 
  give you all some privacy in the meeting hall. It is 
  here that you take out the Sturgenblood Totem and 
  lay it gen ly on a table… ready for the moment you’ve 
  all been waiting for…
  t
   
   
   
  Taking the tooth, you place it where it rightfully 
  goes – just below the wyvern’s claw… 
  … and… 
  TO BE CONCLUDED… 
  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 
  role-playing) to each character. 
   
  Introduction 
  Individual role-playing awards should be given here 
  depending on how well (and loyal) the PCs play their 
  clan affiliations (or lack of affiliation).  
  APL 4: 0-30xp; APL 6: 0-90xp; APL 8: 0-112xp; APL 10: 0-
  135xp. 
   
  Encounter Three (Hüssen Quest) 
  APL 4: [choose either] All PCs get over the bridge and 
  through door before all cloakers needed to be 
  defeated…120xp 
  [or] Defeating all attacking cloakers regardless… 80xp 
   
  APL 6: [choose either] All PCs get over the bridge 
  and through door before all cloakers needed to be 
  defeated…180xp 
  [or] Defeating all attacking cloakers regardless…140xp 
   
  APL 8: [choose either] All PCs get over the bridge 
  and through door before all cloakers needed to be 
  defeated…240xp 
  [or] Defeating all attacking cloakers regardless…200xp 
   
  APL 10: [choose either] All PCs get over the bridge 
  and through door before all cloakers needed to be 
  defeated…270xp 
  [or] Defeating all attacking cloakers regardless…230 
   
  Encounter Four (Hüssen Quest) 
  APL 
  4: 
  Jumping 
  squares 
  without 
  waking 
  the 
  gargoyle…60xp 
  [or] Defeating the gargoyle… 60xp 
   
  APL 6: Jumping squares without waking the 
  gargoyle…120xp 
  [or] Defeating the gargoyle… 120xp in total. 
   
  APL 8: Jumping squares without waking the 
  gargoyle…180xp 
  [or] Defeating the gargoyle… 180xp in total. 
   
  APL 10: Jumping squares without waking the 
  gargoyle…240xp 
  [or] Defeating the gargoyle… 240xp in total. 
   
  Encounter Five (Hüssen Quest) 
  APL 4: Defeating the slaad…120xp 
  APL 6: Defeating the slaad…210xp 
  APL 8: Defeating the slaad… 270xp 
  APL 10: Defeating the slaad…300xp 
   
  Encounter Seven (Weisspeer Quest) 
  APL 4: Defeating the hell hounds… 120xp 
  APL 6: Defeating the hell hounds… 180xp 
  APL 8: Defeating the hell hounds… 240xp 
  APL 10: Defeating the hell hounds… 300xp 
   
  Encounter Eight (Weisspeer Quest) 
  APL 4: Defeating the firenewts ...120xp 
  APL 6: Defeating the firenewts ...180xp 
  APL 8: Defeating the firenewts ...240xp 
  APL 10: Defeating firenewts ...300xp 
  The Yeti’s Tooth 
   
  Page 26 
  
   
  Encounter Nine (Weisspeer Quest) 
  Every PC gets through the fountain unharmed, and no 
  more than one PC gets affected by the nishruu … 150xp 
  for all APLs. 
   
  Encounter Eleven (Roodberg Quest) 
  APL 4: Defeating the magmin… 150xp 
  APL 6: Defeating the magmin… 180xp 
  APL 8: Defeating the magmin… 240xp 
  APL 10: Defeating the magmin… 300xp 
   
  Encounter Twelve (Roodberg Quest) 
  APL 4: Defeating all the grell… 90xp 
  APL 6: Defeating all the grell…150xp 
  APL 8: Defeating all the grell… 210xp 
  APL 10: Defeating all the grell… 270xp 
   
  Encounter Thirteen (Roodberg Quest) 
  APL 4: Defeating the Jovoc… 120xp 
  APL 6: Defeating the Jovoc… 180xp 
  APL 8: Defeating the Jovoc…240xp 
  APL 10: Defeating the Jovoc…300xp 
   
  Encounter Fourteen (All Quests) 
  APL 4: Defeating Zax, taking his treasure, and acquiring 
  the yeti’s tooth… 180xp;  
  [or] Only defeating Zax and getting the tooth… 120xp 
   
  APL 6: Defeating Zax, taking his treasure, and 
  acquiring the yeti’s tooth… 240xp;  
  [or] Only defeating Zax and getting the tooth… 200xp. 
   
  APL 8: Defeating Zax, taking his treasure, and 
  acquiring the yeti’s tooth… 300xp;  
  [or] Only defeating Zax and getting the tooth… 260xp. 
   
  APL 10: Defeating Zax, taking his treasure, and 
  acquiring the yeti’s tooth… 360xp;  
  [or] Only defeating Zax and getting the tooth…320xp. 
   
  Encounter Fifteen (All Quests) 
  Taking Option 1 or 3: No experience points. 
  Taking Option 2: APL 4: 30xp; APL 6: 90xp; APL 8: 112xp; 
  APL 10: 135xp. 
  Taking Option 4: APL 4: 15xp; APL 6: 30xp; APL 8: 55xp; 
  APL 10: 65xp. 
   
  Total possible experience (regardless) :   
  APL 4: 675xp; APL 6: 900xp; APL 8: 1,125xp; APL 10: 
  1,350xp. 
   
  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, 
  analyse dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L: Looted gear from enemy 
   
  C: Coin, Gems, Jewellery, and other valuables 
   
  M: Magic Items (sell value)  
   
  Encounter One:  
  APL 4: L: 20 gp; C: 40 gp; M: 124 gp 
  APL 6: L: 40 gp; C: 70 gp; M: 186 gp 
  APL 8: L: 120 gp; C: 100 gp; M: 261 gp 
  APL 10: L: 120gp; C: 200 gp; M: 636 gp 
   
  Encounter Eight (Weisspeer Quest Only):  
  APL 4: L: 174 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 261 gp; C: 0 gp; M: 0 gp 
  The Yeti’s Tooth 
   
  Page 27 
  
  APL 8: L: 435 gp; C: 0 gp; M: 0 gp 
  APL 10: L: 870gp; C: 0 gp; M: 0 gp 
   
  Encounter Fourteen:  
  APL 4: L: 540 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 790 gp; C: 0 gp; M: 0 gp 
  APL 8: L: 1,170 gp; C: 0 gp; M: 195 gp 
  APL 10: L: 1,905gp; C: 0 gp; M: 695 gp 
   
  Encounter Fifteen:  
  Any weapons, armour, or goods gained through fighting 
  the other team are so old and worn that they sell for zero 
  value on the market. 
   
   
  Total Possible Treasure 
  Note: These maximum values exceed the cap for this 
  adventure. No character may earn more than the 
  maximums listed on the Adventure Record. 
  APL 4: L: 734 gp; C: 40 gp; M: 124 gp – Total: 898 gp 
  APL 6: L: 1,091 gp; C: 70 gp; M: 186 gp – Total: 1,347 gp 
  APL 8: L: 1,725 gp; C: 100 gp; M: 465 gp – Total: 2,290 gp 
  APL 10: L: 2,895 gp; C: 200 gp; M: 1,331 gp – Total: 4,426 
  gp 
   
   
   
  Special 
  The Yeti’s Tooth. The Yeti’s Tooth is a lost (now 
  recovered) part of an artefact called The Sturgenblood 
  Totem. When placed into a slot beneath the wyvern’s 
  claw (on the totem), the totem opens up to reveal a map 
  which shows the location of the legendary Hollows Of 
  Mordaine. The totem was made deep within the hollows, 
  and can only be destroyed by taking it there and 
  performing a yet to be revealed ceremony. The totem is 
  only magical if placed in The Weld (found in the 
  Hollows). Doing this is an evil act and will cause any PC 
  performing such an action to become evil (and thereafter 
  unplayable). 
   
  Items for the Adventure Record 
  � The Yeti’s Tooth 
  Every PC who played this scenario receives this item 
  (though there is only ever ONE tooth in existence at the 
  table when the players get together for The Hollows 
  Unveiled). The Yeti’s Tooth is a lost (now recovered) part 
  of an artefact called The Sturgenblood Totem. When 
  placed into a slot beneath the wyvern’s claw (on the 
  totem), the totem opens up to reveal a map which shows 
  the location of the legendary Hollows Of Mordaine. The 
  totem was made deep within the hollows, and can only 
  be destroyed by taking it there and performing a yet to be 
  revealed ceremony. The totem is only magical if placed in 
  The Weld (found in the Hollows). Doing this is an evil 
  act and will cause any PC performing such an action to 
  become evil (and thereafter unplayable). 
   
  � The Wrath Of The Clan Triad  
  [x______________________________________] where x = the names of 
  the triad clans whose wrath the PCs have gained. This 
  item is gained if any of the NPCs in Encounter Fifteen 
  are killed. PCs who gain the wrath of a clan triad will 
  make all future diplomacy, bluff, and intimidate checks 
  versus any NPC or non-party PC from that Clan Triad at –
  2. This wrath lasts until the permanent death of the 
  affected PC. This declaration may even include gaining 
  the wrath of one’s own clan. Should this occur, then that 
  PC is no longer a member of his/her clan and has been 
  ostracised. The player must give the DM his/her clan 
  cert, and the DM must write “Void” across it and 
  sign/date the cert. 
   
  Item Access 
  APL 4: - Potion of Remove Disease, Potion of Cure 
  Serious Wounds. 
  APL 6: - all of APL 4, Potion of Neutralize Poison 
  APL 8: - all of APLs 4-6, Potion of Heroism 
  APL 10: - all of APLs 4-8, Wand of Bull’s Strength, +2 
  Great sword. 
   
   
   
  The Yeti’s Tooth 
   
  Page 28 
  
  Appendix I: The Village Of Dreichen 
  The Village Of Dreichen is situated in The Collective 
  Domain Of Neiderschlauss. It is a companion village to 
  both Estuare (first introduced in the module “The 
  Wyvern’s Claw”) and Sturm. If Estuare is the 
  “Gatehouse” of Niederschlauss, then Dreichen is the 
  “Show pony”.  
   
  As a result, Dreichen has taken on an “upper class” 
  air to it. Those who can afford to live in Dreichen do so 
  simply so that they can raise themselves above the 
  squalor from which they (most probably) originally 
  came. Even the land that Dreichen is built on is raised 
  up just enough so that the increasingly opulent 
  buildings on the rise in Dreichen “overlook” the 
  “lesser” villages (and poor folk) of Estuare and Sturm. 
  On a clear night, “Slum watching” through spy-glasses 
  is a favourite pastime of Dreichen elite.  
   
  To even enter Dreichen, you have to produce a 
  “letter of introduction” from a known Landgraff, Lady 
  Landgraff, Obstergraff, Pfaltzgraf, Hetmann, or wealthy 
  merchant (usually situated in either Dreichen herself, 
  Traft, Clatspurg, Swartzenbruin or Krestible). Another 
  way is to pay the exorbitant (once off) entrance tax of 
  500gps. You can also enter if you are a Lieutenant or 
  higher in rank in a standing army unit (with proof of 
  rank), or have a Recreation Pass from an Obster 
  Felhaupmann (officer) situated in Sturm.  
   
  Adventurers usually enter Dreichen by way of a 
  “letter of good repute” which is earned by performing a 
  “brave deed” for any one of the Niederschlauss 
  communities (or Forts). A similar letter from The 
  Peacekeepers Of The Pass (situated in the Clatspurs) 
  will also give you entrance; as will a letter confirming 
  brave deeds performed for the Old Kerk (or any of the 
  Priesthoods associated with the Old Kerk). As the only 
  Bard’s Guild (in Traft Canton) outside of Traft City is 
  situated in Dreichen, a letter confirming membership 
  of a reputable bardic community will also gain you 
  entrance. 
   
  Guards in the employ of Fort Niederschlauss (the 
  best) stand firmly at the village gates, eager to 
  scrutinize all who beg to enter (and strangers get a 
  particularly chilly welcome).  
   
  The Village Of Dreichen Map Key 
  E.  Entrances x 2 : These gateways are patrolled by the 
  very best guardsmen from Fort Niederschlauss. The 
  gates are guarded day and night. Entrance through 
  these gates is described above. 
  Guards (x2 at each gate): Male human War10; hp 62.  
  Magic Items: Ring Of True Seeing (each). 
  1. Town Square: The town square acts as a general 
  public meeting place and forum area. It has some lovely 
  gardens planted, along with fountains, and a statue of 
  Eissen Bierstout, town founder, brandishing a sword in 
  one hand and a symbol of the Old Kerk in the other. 
  The Mayor (and other dignitaries) often stand on the 
  steps of the Town Hall and speak to the people who 
  stand and listen from the Town Square. 
  2.  The Palatial Court: This beautifully constructed 
  Inn is one of the finest structures in town.The Inn is 
  run by Traminer Delveren (Male human, Brd5/Exp4, 
  hp28) who was a Bard in his younger years, and still is a 
  member of The Bard’s Guild in the village. He speaks 
  Common, but with a sharp, clipped, Perronese accent.  
  3. The Town Hall: This building is truly a wonder to 
  behold. It is really something you would see in Traft or 
  Schwartzenbruin (or even Greyhawk City itself). As 
  you enter, you are greeted by a large Entry Chamber 
  and a double staircase leading up. To your right sits 
  Fraulein Schust, in an open office. Fraulein Schust is 
  the Town Clerk, and generally the person you deal 
  with on a day to day basis regarding town matters. 
  Fraulein Schust is very efficient and very snobby. You 
  can’t see anybody without an appointment. If it’s 
  urgent, she’ll fuss and slow you down as much as 
  possible by getting you to fill out Urgency Forms 
  which will be delivered within 1d4 hours to those you 
  urgently need to see. Downstairs is the Public Library. 
  Upstairs are the Council Chambers and the Office Of 
  The Mayor and other bureaucrats.  
  4. The New Quarter: This is a new housing district for 
  local aristocracy who can afford to buy property here. It 
  mainly caters for rich merchants or sages who are 
  seeking to retire somewhere safe and quiet. 
  5. The Old Kerk: Three Priests work in this popular 
  church : 
  Pater Winston Aldrick (Priest Of Allitur, The 
  Ethical) : Male human Clr7; hp 32. 
  Reverend Mater Thyri Wiccan (Priestess Of Pelor) : 
  Female human Clr8; hp 38. 
  Pater Elias Augen (Priest Of Rao) : Male human Clr9; 
  hp 42. 
  6.  The Celestial Badger: This is a very comfortable 
  tavern run by Nearie Gildenhoff (Female human 
  Wiz9; hp 32). Naerie enjoys the tavern life, but still 
  longs to travel and adventure. She has been known to 
  accompany visiting adventuring bands of good repute 
  in the past, or even travel to Traft to help authorities 
  solve crimes and mysteries. Naerie sees herself as 
  somewhat of an “amateur sleuth”. 
   
  Her tavern is clean, and well stocked. It has 
  become the preferred drinking hole of “the locals”, as 
  well as passing adventurers.  
  The Yeti’s Tooth 
   
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  A regular at the bar is Nearie’s special companion: 
  her familiar who calls herself “Princess Micaela” (her 
  full name is Micaela Arabella Donatella Madrigal). It is 
  well known that as patrons gain Naerie’s trust, they also 
  gain the trust of Princess Micaela. As a result, Princess 
  Micaela can often be found sitting on the bar, or in her 
  silken bed by the hearth, telling stories of her past 3 
  lives to those who will listen. She is a lively, black and 
  white cat with fine (almost Burmese-type) markings. 
  On full moons, Micaela sits by an open window (if 
  available) and pines for her long lost love: the irascible 
  Tom-cat called “Mister Mog”. Perhaps the most famous 
  cat in all of Oerth, Mog disappeared along with his 
  master some seven years ago. Micaela’s origins (and the 
  whereabouts of Mister Mog) are another story – best 
  left told if ever you visit ... 
  7. The Wishing Well: The wishing well is where many 
  of the villagers draw their drinking water (or rather 
  their servants do...).  
  8. Griffons Exotic Goods: Found just west of the 
  Town Hall in the business district, this quaint shop 
  deals in some of the strangest (and sometimes 
  dangerous) artefacts and paraphernalia this side of the 
  Clatspurs.  
  9. Dreichen General Goods And Services: This store 
  is run by Wilhelm Waddell and his wife Bruinhilda. 
  The Waddells are extremely stoic, old-fashioned, 
  church goin’ folk. They sell all your standard goods 
  (incl. adventuring supplies). They also sell herbs and 
  creams for ailments; as well as give hair-cuts and 
  shaves.  
  10a and 10b. The Watchouse And Court: The captain 
  of the guard is Captain Vocoss (Human male, War9, 
  hp 50). 
  11. The Bards hall And Schoolhouse: The bard 
  shchool regularly puts on plays and performances 
  during the weekend evenings. During the week they 
  run the little school inside the hall. There are 5 bards 
  here besides the Master Bard Everyn Armitage 
  (Human half-elf, Brd6; hp 27). Everyn is good friends 
  with Naerie Gildenhoff and Princess Micaela. He 
  sometimes accompanies Naerie on her “sleuthing” 
  adventures when he gets the chance. He is actually 
  madly in love with Naerie, but believes that she would 
  never marry a “lowly performer” such as himself. 
  Besides, Micaela gets very indignant whenever Everyn 
  gets “too close” to Naerie. 
  12. Home Of The Company Of The Griffon. See #8 
  on this Map Key for further information.  
  13. Chando The Wizard’s Tower. Chando is a really 
  really old bloke who stutters and is extremely senile 
  (Male Human Wiz10; hp 28). Some visitors think that 
  he’s a true genius in disguise, but he’s actually an idiot 
  with more stupid luck than anything else.  
   
   
   
   
   
   
   
   
   
   
   
  The Yeti’s Tooth 
   
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  THE VILLAGE OF DREICHEN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Yeti’s Tooth 
   
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  Appendix II: Clan Allegiance Form 
  Write the PC Name and Player’s name next to their clan/triad allegiance name. Consider then where the majority 
  of the PC’s allegiances might fall. If any player does not belong to a clan, then write their name down next to the 
  Roodberg/Oostmeer/Vuurzward columns. Players must show you their clan membership certificate as proof of 
  their belonging to a clan. If they do not, then they are deemed “clanless” for this adventure. 
  The “visitor” will come from the clan triad with the most number of PCs represented in the group (or Roodberg by 
  default). The “visitor” will visit the room of the first clan member mentioned in the Triad. Ie. She will visit Hüssens 
  before Môrgenroods, and Môrgenroods before Rosrijders, etc. 
           Clan Triad                   PC’s Name                    Player’s Name 
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
  Hüssen/ Môrgenrood/ Rosrijder 
   
   
         Clan Triad 
                    PC’s Name                    Player’s Name 
  Weisspeer/Vestmeer / Vosser 
   
   
  Weisspeer/Vestmeer / Vosser 
   
   
  Weisspeer/Vestmeer / Vosser 
   
   
  Weisspeer/Vestmeer / Vosser 
   
   
  Weisspeer/Vestmeer / Vosser 
   
   
  Weisspeer/Vestmeer / Vosser 
   
   
          Clan Triad 
                    PC’s Name                    Player’s Name 
  Roodberg/ Oostmeer/V.Ward 
   
   
  Roodberg/ Oostmeer/V.Ward 
   
   
  Roodberg/ Oostmeer/V.Ward 
   
   
  Roodberg/ Oostmeer/V.Ward 
   
   
  Roodberg/ Oostmeer/V.Ward 
   
   
  Roodberg/ Oostmeer/V.Ward 
   
   
   
   
  MAJORITY ALLEGIANCE :  ________________________________________________ 
   
   
   
   
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  Page 32 
  
  Appendix III: NPC and Creature Stats 
   
  INTRODUCTION 
  � The Clan Visitor: Female Human Sor10/Rog4; 
  Medium Humanoid ; HD 10d4 (Sorcerer), 4d6 (Rogue); 
  hp 48; Init +7; Spd 30; AC 13 (flat-footed 10); Atk +7 
  base melee, +11 base ranged; AL N; SV Fort +4, Ref +10, 
  Will +8; STR 9, DEX 17, CON 11, INT 11, WIS 11, 
  CHA 18. 
   
  Skills 
  and 
  Feats: 
  Alchemy+4, 
  Climb+16, 
  Concentration+17, Knowledge (arcana)+16, Move 
  Silently+20, Spot+3; Improved Initiative, Maximize 
  Spell, Quicken Spell, Silent Spell, Spell Focus: 
  Enchantment, Still Spell. 
   
  Spells Known (Sor 9/5/4/3/2/1): 0 – Daze, Detect 
  Magic, Ghost Sound, Light, Mage Hand, Open/Close, 
  Prestidigitation, Read Magic, Resistance; 1st – Change 
  Self, 
  Charm 
  Person, 
  Comprehend 
  Languages, 
  Hypnotism, Shield; 2nd – Alter Self, Cat’s Grace, 
  Knock, See Invisibility; 3rd – Dispel Magic, Hold 
  Person, Slow; 4th – Lesser Geas, Polymorph Self; 5th – 
  Teleport. 
   
  Spells Prepared (6/6/6/6/5/3). 
   
  Possessions: None except the clothing she wears. 
   
  Physical Description: This NPC carries no 
  weaponry and does not believe in weapons or the use of 
  them. If physically threatened, she will do everything 
  possible to defend herself, then escape. 
   
  ENCOUNTER EIGHT 
  � Firenewts, Male Firenewts CR 1; Medium Fire 
  Reptilian; HD 2d8+2 hp11; Init +1 (Dex); Spd 20ft 
  (chainmail), 30 ft (natural); AC 16 (touch 11, flat-footed 
  15); Atk +2 melee (longsword); Face/Reach 5 ft. by 5 
  ft./5 ft.; SA Breath weapon; SQ Fire sub-type; SR Nil; 
  AL NE; SV Fort +1, Ref +4, Will +3; Str 10, Dex 13, Con 
  13, Int 7, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +3, Listen +4, Ride +5, 
  Spot +4; Mounted cpmbat (giant strider). 
   
  Breath Weapon (Su): Single opponent. Must be 
  within 5 feet. Deals 1d6 damage (Reflex save DC 12 for 
  half damage). 
   
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save. 
   
  Possessions: 1 x Chainmail armor, 1 x longsword 
  each. 
   
  ENCOUNTER NINE 
  � Nishruu: Large Outsider (Chaotic); HD 9d8+30; 
  hp70; Init +4 (Improved Initiative); Spd Fly 20ft 
  (perfect); AC 9 (-1 size); Atk None; Face/Reach 10ft x 
  10ft/5ft.; SA Absorb magic; SA Gaseous form, damage 
  reduction 20/+1, cold resistance 10, immune to mental 
  influence, vulnerabilities, charge magic; AL CN; SV 
  Fort +9, Ref +6, Will +10; STR 0, DEX 10, CON 16, INT 
  13, WIS 15, CHA 13. 
   
  Skills and Feats: Knowledge (Arcana) +13, 
  Knowledge (the planes) +13, Listen +14, Move Silently 
  +12, Search +10, Spellcraft +13, Spot +14; Improved 
  Initiative, Iron Will, Toughness. 
   
  Absorb Magic (Su): Nishruus feed on magic, and 
  absorb magic they touch, whether it takes the form of 
  spells cast at the creature, magic items it envelopes, or 
  even spellcasters within its misty body. This unusual 
  diet has the following effects: 
  � A nishruu absorbs damaging spells cast at it, 
  permanently gaining hit points equal to the 
  damage which the spell would have dealt. The 
  only exceptions are cold and fire spells which deal 
  damage – then dissipate after 1 round. 
  � A nishruu absorbs non-damaging spells cast at it, 
  gaining 1 hit point per level of the spell. Mind-
  control spells and illusions have no effect upon it 
  whatsoever. 
  � A nishruu in contact with a magic item with 
  charges drains 1d4 charges from the item upon 
  initial contact, and the same for every round 
  thereafter. 
  � A nishruu in contact with a magic item without 
  charges (eg. a +1 sword) negates the item as long as 
  the item remains in contact with the nishruu. In 
  this scenario, the item will not function again 
  throughout this encounter, plus Encounter 14. 
  The item will re-gain functionality in Encounter 
  15. 
  � If a PC enveloped by the nishruu attempts to use a 
  potion or scroll, the magic does not take effect 
  until Encounter 15.  
  � Artefacts do not operate while in contact with a 
  nishruu, and will not operate again until 
  Encounter 14. 
  � Spellcasters (both arcane and divine) lose one 
  prepared (or known) spell, chosen randomly, upon 
  initial contact with the nishruu. Each round the 
  spellcaster is in contact with the nishruu, the 
  caster loses an additional randomly selected spell. 
  Each time the caster loses a spell, he/she must 
  make a Will save (DC 15) or suffer the effects of a 
  feeblemind spell. Lost spells will be once again 
  available to the caster in 24 hours. 
  Gaseous Form (Ex): Since its body is composed of mist, 
  a nishruu shares some of the characteristics of a 
  creature in gaseous form. It can pass through small 
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  holes or narrow openings and has damage reduction 
  20/+1.  
   
   
  Immune To Mental Influence (Ex): Unaffected by 
  charms, compulsions, phantasms, illusions or morale 
  effects. 
   
  Vulnerabilities (Su): A rod of absorption or a ring 
  of spell turning has a 5% chance of destroying a nishruu 
  outright with no harm to the item. If it fails, then the 
  item is affected as described above. Nishruus are also 
  poisoned by salt. A handful of salt deals 2d10 points of 
  damage to a nishruu. Treat this as a ranged touch attack 
  with a range increment of 5 feet with a maximum range 
  of 10 feet. 
   
  Charge Magic (Su): When a nishruu is slain, its 
  body dissipates and drifts away. Any magic item with 
  charges which is enveloped within the nishruu when it 
  dies gains an additional 1d6 charges. Similarly, a magic 
  weapon which strikes the killing blow against a 
  nishruu gains some spell-storing ability until the end of 
  this scenario. The spells stored within are: 
  � Ice Storm (Save DC 22) 
  � Blink 
  � Mirror Image 
  � Ray Of Enfeeblement (Save DC 13) 
  Physical Description : Weird, misty creatures from 
  another plane, nishruus “eat” magic. They are 10ft in 
  diameter, and constantly seek to “feed” off magical 
  energies – no matter what or where. They are 
  particularly drawn to “new tasting” magics if they 
  become weary of “old tastes”. 
   
  Nishruus do not use physical attacks, and they 
  disregard physical attacks made on them (though these 
  attacks bypass the creature’s damage reduction if magic 
  weapons are used). They move fearlessly and 
  relentlessly towards sources of magic. PCs can stand 
  within the form of a nishruu without harm (except for 
  spellcasters as noted below) and their attacks 
  automatically hit the nishruu if such attacks can affect 
  gaseous creatures. 
   
  This creature can be found on page 67 of the 
  Monsters Of Faerun resource book. 
   
  ENCOUNTER TWELVE 
  � Grell : Male grell CR 3, Medium-sized aberration; 
  HD 5d8+10; hp32; Init +2 (Dex); Spd 5ft, fly 30ft; AC 16 
  (+2 Dex, +4 natural) touch 12, flat footed 14; Atk 10 
  tentacles +4 melee, and bite –1 melee; Dam Tentacle 
  1d4+1 plus penalisation, bite 2d4; Face/Reach 5ft x 
  5ft/5ft (10ft with tentacles); SA Improved grab, 
  paralysis; SQ Blindsight 60ft, flight, immunities, 
  tentacle regeneration; AL NE; SV Fort +3, Ref +3, Will 
  +4; STR 12 (+1), DEX 15 (+2), CON 14, INT 10, WIS 11, 
  CHA 9. 
   
  Skills and Feats : Hide +12, Listen +4, Move 
  Silently +12, Spot +8; Flyby attack 
   
  Improved Grab (Ex): If a grell hits an opponent 
  that is at least one size category smaller than itself with 
  a tentacle attack, it deals normal damage and attempts 
  to start a grapple as a free action without provoking an 
  AoO. If the grell succeeds in the grapple, then one 
  tentacle has wrapped around the victim and does 
  automatic tentacle damage each round the grapple 
  holds. The grell can grapple multiple times depending 
  on how many tentacles are left to use on an opponent. 
   
  Paralysis (Ex): A grell’s tentacles are lined with 
  small spiny barbs. Any creature hit by a grell’s tentacle 
  must make a Fort save DC 14 or be paralysed for 4 
  rounds. 
   
  Blindsight (Ex): A grell is blind, but it 
  manoeuvres just as if it had sight. 
   
  Flight (Ex): A grell can move, float and fly as if 
  affected by a permanent feather fall spell. 
   
  Immunities (Ex): Grell are immune to electricity 
  and paralysis effects. 
   
  Tentacle Regeneration (Ex): A PC can attack a 
  grell’s tentacle only when that tentacle is wrapped 
  around the PC. Then, the tentacle has an AC 19 (touch 
  12) and can withstand 12hp of damage. Once cut off, 
  the tentacle will regrow in 24 hours, but the hit points 
  lost do not come off the grell’s overall hp total. 
   
   
  This creature can be found on pages 121-122 of the 
  Monster Manual II sourcebook. 
  ENCOUNTER THIRTEEN 
  � Jovoc Demon (Tanar’ri): Male Small Outsider; HD 
  4d8+18; hp varies with APL; Init +2 ; Spd 30ft; AC 16 
  (touch 13, flat-footted 14); Atk 2 claws +6 melee and 
  bite +1 melee; Dam 1d3+1 claw, 1d4 bite; Face/Reach 
  5ft by 5ft/5ft; SA None; SQ Aura Of Retribution, DR 
  5/silver, fast healing 5, outsider traits, SR 13, tanar’ri 
  traits; AL CE; SV Fort +7, Ref +6, Will +4; STR 12, DEX 
  15, CON 16, INT 7, WIS 10, CHA 7. 
   
  Skills and Feats : Hide +8, Listen +7, Search +3, 
  Sense Motive +3, Spot +7; Multiattack, Toughness. 
   
  Possessions: None. 
   
  Aura Of Retribution (Su): This effect is always in 
  place within a 30ft radius spreading outwards from the 
  Jovoc. Whenever a creature takes damage from any 
  source, every non-demon within the area takes an equal 
  amount of damage. A successful Fort save (DC 15) 
  halves the damage. Eg. If Regdar deals 12 points of 
  damage to the Jovoc, then all PCs, familiars, or other 
  creatures (besides the Jovoc or other Jovocs) also take 
  12 points of damage. If they save, they take 6 points 
  only. If the Jovoc does 3 points of damage to Jozan, 
  then all non-demons within 30 feet of the Jovoc also 
  take 3hp damage. This damage cannot be reduced or 
  The Yeti’s Tooth 
   
  Page 34 
  
  negated by any means (incl. via damage reduction, 
  barkskin/stoneskin spells, etc). The damage is dealt 
  directly to the hp total of the victim. 
   
  Fast Healing (Ex): Jovocs regenerate at a rate of 
  5hp per round (including regeneration after zero hit 
  points!). 
   
  Tanar’ri Traits: Demons have 60ft darkvision, and 
  are immune to electricity and poison. They also have 
  acid resistance 20, cold resistance 20, and fire resistance 
  20. 
   
  ENCOUNTER FOURTEEN 
  APL 4 
  � Zax, The Fire Genasi: Male Fire Genasi 
  (Planetouched) Genasi1/Ftr6; Medium Humanoid ; 
  HD 1d8 (Fire Genasi) + 6d10+24 (Fighter); hp50; Init 
  +5 (Improved Initiative); Spd 30; AC 14 (+3 Studded 
  Leather Armor, +1 Dex); Atks +9/+1 (2d6+1, 
  Greatsword); AL N (NE); SV Fort +11, Ref +5, Will +5; 
  STR 13, DEX 13, CON 18, INT 16, WIS 12, CHA 12. 
   
  Possessions: Greatsword, Studded leather armor, 
  jewellery and gems (see Treasure Summary) 
   
  Skills and Feats : Balance +6, Escape Artist +4, 
  Sense Motive +4, Spot +4, Tumble +5; Cleave, Dodge, 
  Expertise, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Sunder, Weapon Focus: Greatsword. 
   
  Reach To The Blaze (Sp): Once per day the fire 
  genasi can cause any non-magical flame within a 10ft 
  radius to either diminish to coals or flare to the 
  brightness of daylight and double its normal radius of 
  illumination. This magical light does not change light 
  or heat intensity, and lasts for 5 minutes. 
   
  Fire Resistance (Ex): Fire Genasi gain a +1 bonus 
  on all saving throws against fire spells and effects. This 
  bonus increases by +1 for every five additional levels 
  the genasi acquires. Zax currently has a +2 bonus. 
   
  APL 6 
  � Zax, The Fire Genasi: Male Fire Genasi 
  (Planetouched) Genasi1/Ftr8; Medium Humanoid; HD 
  1d8 (Fire Genasi) + 8d10+32 (Fighter); hp70; Init +5 
  (Improved Initiative); Spd 30; AC 14 (+3 Studded 
  Leather Armor, +1 Dex); Atks +13/+3 (2d6+3, 
  Greatsword, Masterwork); AL N (NE); SV Fort +12, Ref 
  +5, Will +5; STR 14, DEX 13, CON 18, INT 16, WIS 12, 
  CHA 12. 
   
  Possessions: Greatsword, studded leather armor, 
  jewellery and gems (see Treasure Summary) 
   
  Skills and Feats : Balance +8, Escape Artist +4, 
  Sense Motive +4, Spot +4, Tumble +9; Cleave, Dodge, 
  Expertise, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Sunder, Weapon Focus: Greatsword, 
  Whirlwind Attack. 
   
   
   
   
  Reach To The Blaze (Sp): As per APL 4. 
  Fire Resistance (Ex): As per APL 4. 
   
  APL 8 
  � Zax, The Fire Genasi: Male Fire Genasi 
  (Planetouched) Genasi1/Ftr10; Medium Humanoid; 
  HD 1d8 (Fire Genasi) + 10d10+40 (Fighter); hp 90; Init 
  +5 (Improved Initiative); Spd 30; AC 14 (+3 Studded 
  Leather Armor, +1 Dex); Atk +16/+6 (2d6+6, 
  Greatsword +1 magical); AL N (NE); SV Fort +13, Ref 
  +6, Will +6; STR 14, DEX 13, CON 18, INT 16, WIS 12, 
  CHA 12. 
   
  Other Possessions: Greatsword +1, Studded 
  Leather Armor, jewellery and gems (see Treasure 
  Summary) 
   
  Skills and Feats : Balance +13, Escape Artist +4, 
  Sense Motive +4, Spot +4, Tumble +10; Cleave, Dodge, 
  Expertise, Great Cleave, Improved Initiative, Mobility, 
  Power Attack, Spring Attack, Sunder, Weapon Focus: 
  Greatsword, 
  Weapon 
  Specialization: 
  Greatsword, 
  Whirlwind Attack. 
  Reach To The Blaze (Sp): As per APL 4. 
   
  Fire Resistance (Ex): Fire Genasi gain a +1 bonus 
  on all saving throws against fire spells and effects. This 
  bonus increases by +1 for every five additional levels 
  the genasi acquires. Zax currently has a +3 bonus. 
   
  APL 10 
  � Zax, The Fire Genasi: Male Fire Genasi 
  (Planetouched) Genasi1/Ftr12; Medium Humanoid; 
  HD 1d8 (Fire Genasi) + 12d10+48 (Fighter); hp 110; 
  Init +5 (Improved Initiative); Spd 30; AC 14 (+3 
  Studded Leather Armor, +1 Dex); Atks +18/+8/+3 
  (2d6+7, Greatsword +2 magical); AL N; SV Fort +12, Ref 
  +5, Will +5; STR 15, DEX 13, CON 18, INT 16, WIS 12, 
  CHA 12. 
   
  Other Possessions: Greatsword +2, Leather Armor, 
  jewellery and gems (see Treasure Summary) 
   
  Skills and Feats : Balance +17, Escape Artist +4, 
  Sense Motive +4, Spot +4, Tumble +12; Cleave, Dodge, 
  Expertise, Great Cleave, Improved Disarm, Improved 
  Initiative, Improved Trip, Mobility, Power Attack, 
  Spring Attack, Sunder, Weapon Focus: Greatsword, 
  Weapon Specialization: Greatsword, Whirlwind Attack. 
  Reach To The Blaze (Sp): As per APL 4. 
   
  Fire Resistance (Ex): Fire Genasi gain a +1 bonus 
  on all saving throws against fire spells and effects. This 
  bonus increases by +1 for every five additional levels 
  the genasi acquires. Zax currently has a +3 bonus. 
   
   
   
   
   
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  Appendix IV: The Clatspur Ranges – Map And Directory 
   
   
   
  NORTHERN CLATSPUR RANGES 
   
  Map Key 
  1. Peacekeeper Pass/Peacekeeper Camp. This pass sits nicely at the 2,000 foot mark after a steep climb from the 
  savannah below. These militia are totally unconnected to the Perrenland Auszug, and are a group unto themselves. They 
  have been a militia traditionally commissioned to guard the Northern Clatspurs for over 1,500 years. The men and 
  women of the Peacekeepers Of The Pass are mostly drawn from the ranks of youth (16yrs +) from the town of 
  Liesenbrau (see #10), though the officers are usually in their late 20’s/early 30’s. It should be noted that the Peacekeepers 
  are an NPC organisation and may not be joined by PCs at this time (593/594CY). 
  2. Abandoned Human Mines. These were the original mines owned and run by the invading Roodberg clans around 
  2,000 years ago. Why they were abandoned has been lost to antiquity, and the Peacekeepers advise adventurers not to go 
  there for safety (eg. construction) reasons. 
  3. Abandoned Dwarven Mine/Stronghold. These mines were abandoned by the Gunderson dwarves over 1,000 years 
  ago. Legend has it that something so evil dwells here that even the dwarves were too timid to stay around. 
  4. The High Woods, Evil Druid’s Grove, and the Gnoll Encampment. This large alpine woodland is both beautiful 
  and deadly in parts. The western half of the wood is home to some high elves; whilst the eastern half is dominated by an 
  evil annis who calls herself “Mathildaa”. She has convinced some weak minded evil druids that she is a “wood nymph” 
  The Yeti’s Tooth 
   
  Page 36 
  
  (yeh, right…) and they have taken to her and worship her as their leader. Even the Peacekeepers are afraid of these 
  people, and they are extremely hard to find given their natural talents. It should also be noted that, recently, a savage 
  gnoll encampment opened up on the southern edge of this wood. Peacekeepers say that the gnolls who reside and hunt 
  here are larger and more vicious than regular gnolls. Some packs have been seen hunting as far south as Liesenbrau, and 
  is rumoured that their favourite meal is “roasted small child”. 
  5. The High Peaks. At 10,000 feet, these mountains are some of the highest in the Clatspur Ranges. It is said that the 
  yeti still lives up here, and plots revenge on those who pulled his tooth out over 1,700 years ago. Anybody not born in an 
  alpine region makes all rolls/checks at –4 in this region due to the extremely high altitudes. 
  6. Mount Hellspaar Volcano. It is rumoured that this volcano is rumbling again, and might “blow” sometime in the 
  near future. 
  7. Tinkerholm. Situated at 5,000 feet above Lake Quag, Tinkerholm is a gnomish settlement of some 2,300 gnomes. 
  Most of them work the Gnomish Ore Mines (see #8), and ply their trade (mostly children’s toys) with Liesenbrau, 
  Niederschlauss, and Traft City.  
  8. Gnomish Ore Mines. A bustling, hustling network of mines all run by gnomes who live in Tinkerholm. 
  9. Fort Eleanfrau. This is the primary training ground and living quarters for the Peacekeepers Of The Pass. 
  10. The Mountain Township Of Liesenbrau. This town of 2,500 people sits at nearly 8,000 feet above Lake Quag. The 
  people are a jovial, hard-working lot. They love song, beer, and sex. They also don’t mind doing all three of these in one 
  of the many taverns in town. The Liesenbraus are renowned mountain climbers, and the mountaineers know The High 
  Peaks and The High Pass (the slippery, almost impassable “track” over the range and into the Vesve Forest on the other 
  side). Anybody not born in an alpine region makes all rolls/checks at –2 in this township due to the extremely high 
  altitudes. 
  11. Clan Foehammer (Dwarven Stronghold). This is where the dwarves from the stronghold at #3 (above) came when 
  they abandoned the old mines. The dwarves of this stronghold don’t like humans in particular, and many of them have 
  evil intent. The dwarves are led by Thrangor Harpenlard XVI. He is a cussing old bastard who regularly brings members 
  of his clan into Tinkerholm and Liesenbrau to “stir the locals”. The dwarves do most of their trade with the Roodbergs 
  down in Clatspurgen. Recently, some elves from the High Woods found an ancient “sacred site” only 1 mile from the 
  Foehammer stronghold. When some elves came to pray, they were warned away and in the heat of the argument one of 
  the youngest and most beautiful elves was ruthlessly slain by a Foehammer axe which (apparently) “slipped” 
   
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  Player Handout #1 
  Some Information On Joramy and her relationship with Mount 
  Hellspaar Volcano 
   
  Most of this information is taken from the Living Greyhawk Gazetteer, pages 173 and 174. Only give this to the players 
  if they go to the Dreichen town hall to research Joramy. 
  Joramy (JOR-um-ee) is the Oerth goddess of fire, volcanoes, wrath, anger and quarrels. She is hot tempered but 
  generally good natured. In portraits, she is often portrayed as a plain woman with fiery hair and one raised fist. Joramy 
  says argues for the sake of arguing, and uses emotional ones when rational arguments fail. She is supposedly on good 
  terms with most non-evil gods, but is prone to disliking and arguing with Rao, Delleb, and Zodal. As these gods are 
  primarily worshipped as part of Perrenland’s Old Kerk, Joramy feels threatened of late, and is rumoured to be 
  considering using Mount Hellspaar as a threat to make those gods pay more attention to her. If this should occur, the 
  townships of Niederschlauss and Liesenbrau would be utterly devastated and all life there would cease to exist. 
  Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death 
  and have a gift for inspiring others (both good and evil) to do the same. Many of the clerics work as diplomats for small 
  but aggressive nations, where their tendency to escalate talks into heated arguments makes their nation appear stronger 
  than it is. Clerics of Joramy go adventuring so they can find new people to argue with, as well as new causes to 
  champion. 
  Joramy’s domains are destruction, fire, and war. Her weapon is the quarterstaff. 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/593/Normal Scenarios/PER3-03 - The Yeti's Tooth (APL 4-10)/PER3-03 The Yeti's Tooth.pdf