TEXT: 1
  Dungeon Crawl Classics:
  Saga of the Dragon Cult
  Contents
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Chapter 1: The Lost Vault of Tsathzar Rho  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
  First Interlude: Intrigue at the Standing Stones  . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Chapter 2: Legacy of the Savage Kings  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Second Interlude: Wrath of the Dragon Cult  . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Chapter 3: The Sunless Garden  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Third Interlude: Mighty Pyraxus  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
  Appendix 1: Northern Crieste, Western Thire, and the Borderlands  . . . . .26
  Appendix 2: Player Handouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Credits
  Adventure Path Author: Harley Stroh
  Original Module Authors: Brendan LaSalle, Micheal Mearls, John Seavey, Harley Stroh
  Cover Artist: Eric Lofgren
  Interior Artists: Cliff Kurowski, William McAusland, Brad McDevitt, Jesse Mohn, Stefan Poag
  Cartographer: Jeremy Simmons
  Graphic Designers: Jeremy Simmons and Joseph Goodman
  Editor: Liz Rich
  Proofreader: Aeryn “Blackdirge” Rudel
  Dungeon Crawl Classics Line Editor: Harley Stroh
  www.goodmangames.com
  
  R
  emember the golden days of role playing, when
  adventures were underground, NPCs were there
  to be killed, and the finale of every dungeon was
  the dragon on the 20th level? Well, those days are back.
  Dungeon Crawl Classics feature bloody combat, intrigu-
  ing dungeons, and no NPCs who aren’t meant to be
  killed. Each adventure is 100% good, solid dungeon
  crawl, with the monsters you know, the traps you fear,
  and the secret doors you know must be there somewhere.
  The Saga of the Dragon Cult is a collection of four classic
  DCC adventures that guide four to six PCs from 1st level
  all the way to 10th level and beyond. Beginning play as
  mere apprentices, woodsmen, petty thieves, and sell-
  swords, the PCs grow to become mighty legends, of whom
  tales of heroism are recounted across the North. By the final
  chapter, the fate of civilization rests in the hands of the PCs,
  as they chase a fearsome red dragon back to its lair. 
  Design Notes
  Before there was Áereth, the Known Realms, or the
  gazetteer that hints to the myriad of adventures set there-
  in, there was the Tsathzar Rho, the Witch Queen,
  Nockmort the Mad Treant, and Pyraxus the Red Dragon.
  Fearsome villains all, the four reigned with terror and
  violence across the Known Realms, and many a troupe of
  aspiring heroes fell before their evil machinations. Now
  all four classic villains can be found together in this sin-
  gle, epic adventure path: Dungeon Crawl Classics: The
  Saga of the Dragon Cult.
  The Saga of the Dragon Cult firmly seats DCCs #2, 6, 10
  and 17 in the Known Realms of Áereth. This boxed set
  takes the old-school gaming out of the dungeon and into
  the wilderness, where both danger and treasure can lurk
  behind every ridge and forest glade. While it is not nec-
  essary to own DCC #35: Gazetteer of the Known Realms
  to play these adventures, this adventure path does refer-
  ence places and personas found in the Gazetteer. GMs
  playing without DCC #35 are encouraged to make up
  their own backstory to fill in these details, endowing
  them with a life unique to your campaign world. 
  The original modules were written as one-shot adven-
  tures, each playable in a few sessions or less. In order to
  link them together into a coherent story-arc, changes
  were made to certain key encounters in each adventure.
  These suggested changes are included in this booklet,
  along with new player handouts and 3 interludes, brief
  side plots that serve to tie the adventures together. 
  The adventures of the Known World are set on the grand
  stage of Áereth. Travel times between the chapters and
  interludes can be quick and painless, or long and arduous,
  as best suits the needs of the GM and the players.
  At their own discretion, GMs can run the four adventures
  separately, as they were originally intended. Regardless
  of their decision, GMs are encouraged to look over the
  four modules and this booklet closely, becoming familiar
  with their contents. Each presents its own challenges and
  dangers, and many are the PCs that have fallen prey to
  carelessness or overconfidence.         
  Finally, let no game of fantasy heroism and courage be
  beholden to mere rules. It is you, the GM who must be the
  final judge and arbiter of the game! Peruse the contents of
  this boxed set, let its contents fan the embers of your
  imagination, then unfold its adventures as you deem best.  
  Adventure Summary 
  Following is a brief synopsis of each chapter and inter-
  lude, and the chief challenges contained in each:
  Chapter One, The Lost Vault of Tsathzar Rho:
  Wherein the heroes first stumble upon the machinations
  of the Dragon Cult. Foiling a plot to return the mighty
  Tsathzar Rho back to Áereth, the PCs unearth an even
  greater mystery, one spanning back to the pre-history of
  the Known Realms and threatening the mightiest nations
  of the North.
  First Interlude, Intrigue at the Standing Stones: In
  which our heroes are approached an agent of the Crown,
  and the Dragon cultists make their wrath known. The
  PCs stumble upon a foul ritual being used to determine
  2
  Introduction
  
  the final resting place of Pyraxus, mighty ally to the
  dread Tsathzar Rho. 
  Chapter Two, Legacy of the Savage Kings: While
  tracking fleeing cultists, the heroes stumble into the fetid
  demesne of Kyleth, the Witch Queen. There they are
  forced to do battle with a band of lizard folk corrupted by
  an eldritch curse, before facing down the Witch Queen
  herself.
  Second Interlude, Wrath of the Dragon Cult: The trail
  leads further west into Stagwood, where agents of the
  Dragon Cult lie in wait. Surviving an ambush, the PCs
  press on to Garland’s Fork, where the cultists seek a
  meeting with the demented treant Nockmort.
  Chapter Three, The Sunless Garden: Wherein the
  heroes finally confront their antagonists, in the depths of
  the Sunless Garden, and learn the true purpose of the
  Dragon Cult. 
  Third Interlude, Mighty Pyraxus: Freed from the
  shackles of death, mighty Pyraxus returns to his moun-
  tain abode to recuperate his powers. With the armies of
  Thire and Crieste awaiting him, can the heroes shift the
  balance of an epic battle? 
  Chapter Four, Temple of the Dragon Cult: The conclu-
  sion of The Saga of the Dragon Cult. The heroes, now
  would-be dragon slayers, delve into a mountain fastness,
  questing for the red dragon Pyraxus.
  Background Story
  T
  he foul legends of Tsathzar Rho have long
  inspired villainy across the North. Strong-willed
  warlocks and witches seek to rival the wizard’s
  legendary might, while the weak and craven merely wor-
  ship the memory of the demon-sworn wizard, proffering
  sacrificial blood offerings on dark and moonless nights,
  hoping to curry the dead wizard’s favor. 
  But Tsathzar Rho was not alone. Sages point to musty
  tomes and bloodstained scrolls recounting the wizard’s
  constant companion, the mighty dragon Pyraxus. More
  than a mere mount or shrinking servant, the drake was a
  ready accomplice to the wizard’s plots. Some elder sages
  even claim that Pyraxus was the true author of Tsathzar’s
  schemes, manipulating the mad mage like a puppet on a
  string, and encouraging Tsathzar Rho to ever-greater
  depths of depravity and arrogance. Though the tales are
  regarded as apocryphal by all but the most radical schol-
  ars, they have not failed to capture the imagination of
  cultists hoping to partake in but a small portion of the
  ancient dragon’s legacy. 
  From these sparse legends and tales has sprung the
  Temple of the Dragon Cult.
  Inspired by the myths of the once-might Pyraxus, the
  Dragon Cult has scoured the North, seeking out traces of
  Tsathzar Rho’s legacy, legends of Pyraxus the Mighty,
  and ancient rituals best left undisturbed. The cultists have
  but a single purpose: to raise the long vanquished wyrm
  from the dead and restore the monster to all his former
  glory. 
  Towards this end, the cultists have plumbed the depths of
  eldritch libraries, uncovering the lost vault of Tsathzar
  Rho in the hopes of divining the location of Pyraxus’
  remains. At the same time, agents of the cult have sought
  out wicked weapons and magics to arm the dragon’s
  growing army. And finally, at the foot of the Trolltooth
  Mountains, in Pyraxus’ ancient lair, his most devoted ser-
  vants work to transform themselves into the dragon’s
  image, twisting their very bodies and souls into inhuman
  monstrosities. 
  One day soon Pyraxus will rise again, an army of fell
  beasts armed with unholy weapons will stand at the drag-
  on’s side, and the nations of the North will tremble in
  fear. Only the PCs stand in the way. The destiny of the
  North hangs in the balance.  
  3
  
  Game Master’s Section
  Encounter Table
  To help the GM prepare, we have included a quick reference
  table showing all encounters at a glance. The abbreviations
  used are: Loc – the location number keyed to the map for the
  encounter. Pg – the module page number that the encounter can
  be found on. Type – this indicates if the encounter is a trap (T),
  puzzle (P), or combat (C). Encounter – the key monsters, traps
  or NPCs that can be found in the encounter.
  Loc
  Pg
  Type
  Encounter
  EL
  1-1
  6
  –
  The Beggar-Thief
  –
  1-3
  8
  C/P
  Enris the Assassin,
  5
  Ftr3/Wiz2
  2-1
  10
  C
  6 kobolds
  3
  2-2
  11
  C
  Torslak, half-orc Clr4
  6
  4 berserker cultists
  3-1
  14
  C
  Fystan the Cutthroat, Wiz4
  7
  Xavor, Clr3
  5 Cult Warriors, War1 
  3-2
  15
  C
  Captain Welis, Ftr4
  6
  8 Cult Warriors, War1
  T
  Poison dart trap
  3
  T/C
  Black diamond asp
  2
  T
  Fire trapped tent
  3
  4-2
  20
  C
  Pyraxus the Red Dragon
  13
  Scaling Information
  For each Chapter, alter the adventure as per the scaling
  instructions included in the DCC. For the Interludes, make
  the following changes: 
  Weaker parties (3 or fewer characters): Remove all of
  Enris’ wizard levels; remove the berserker cultists aiding
  Torslak, leaving the cleric alone in the standing stones;
  remove Xavor the dwarf cleric from the encounter with
  Fystan; reduce the number of warriors aiding Captain Welis
  to 4. 
  Stronger parties (7 or more characters): Increase Enris’
  wizard and fighter levels by 2 each; double the number of
  berserker cultists defending Torslak; increase Fystan’s and
  Xavor’s levels by 2 each; double the number of warriors
  serving Captain Welis, and increase the Captain’s level to 6. 
  Getting the Players Involved
  Involving the PCs in the extended adventure path requires
  presenting the PCs with a mystery greater than any single
  quandary presented in any of the individual adventures. The
  plot of the Cult of the Dragon casts a deepening shadow
  over much of the Northlands, making it crucial that the PCs
  are committed to its destruction. Groups of evil PCs may be
  challenged to find a reason to thwart the cult, and can quick-
  ly derail a GM’s campaign. Before beginning the adven-
  tures, GMs should consider the sort of adventure their play-
  ers want – epic quests are not for the squeamish or faint of
  heart!  
  Not every PC needs to be committed to the quest, but it will
  make the GM’s work easier if at least one or two of the PCs
  have a personal investment in defeating the Cult of the
  Dragon. Following are some suggestions for PC back-
  grounds. GMs are encouraged to use these suggestions as
  springboards for their own imaginations, suiting their PCs’
  backgrounds to their home campaigns. 
  • One of the PCs is a member of the Black Watch, a grim
  organization sworn to defend Áereth from unholy
  abominations and otherworldly horrors. Just before the
  PCs begin their exploration of the lost vault of Tsathzar
  Rho, the PC discovers a black arrow with azure fletch-
  ings outside his inn room – the sign that his master in
  the Black Watch has tasked the young explorer to root
  out the evils lurking within (and without!) the vault,
  and to follow every strand of the villainous web to its
  bitter end. 
  • Unbeknownst to the players, one of the PCs is a direct
  descendent of the mighty hero that slew Pyraxus eons
  ago. Upon entering the lost vault, the PC begins having
  powerful premonitions and visions, messages sent by
  her long deceased ancestor inspiring the PC to finish
  what her ancestor began. At the GM’s discretion, the
  PC’s family might even have a relic remaining from
  that long past age: A great sword that hangs above the
  family hearth, a potent staff with hidden magical pow-
  ers, or a single arrow, forged to the defeat the mighty
  Pyraxus. Whatever the relic, its powers can only be
  unlocked by the PC pursuing her inherited quest, no
  matter the cost. 
  • One of the PCs, either a rogue or a priest, is a secret
  agent of the Theocracy of the Lance, investigating
  rumors of cultists operating in and around the vault of
  Tsathzar Rho. The Theocracy’s secret libraries hold
  ancient scrolls that cite a Cult of the Dragon, and its
  leaders are concerned about the cult’s peculiar revival,
  and the wickedness it might bring to light. 
  • One of the PCs, perhaps a fighter, paladin or grandiose
  bard, has fallen in love with the daughter of a Crieste
  baron. The PC is an un-landed noble, if not an out right
  commoner, and must earn the acceptance of society
  before winning his lady’s hand in marriage. This means
  service to the Emperor of Crieste, and the best way to
  gain the Emperor’s notice is to serve Captain Sentri in
  the Order of the Sable March. But how can a mere
  aspiring hero achieve such a vaulted goal? Only time,
  the handmaiden of fate, will tell. 
  4
  
  Chapter One
  The Lost Vault of Tsathzar Rho
  5
  M
  ake the following changes to the appropriate
  locations in DCC #2: The Lost Vault of
  Tsathzar Rho:
  Area 1-14 – Commander’s Chambers: In addition to
  the treasure listed, there is also a leather riding satchel
  hidden beneath the crude desk (Search, DC 10). The
  satchel is inscribed with various weird, glowing runes,
  but the kobold sorcerer Slazzik Balefire has already spo-
  ken all of the proper command words necessary to disarm
  the runes and glyphs.
  Inside the satchel is a bone scroll case, and a shard of a
  broken longsword sword, wrapped in soiled cotton. The
  broken blade is made of some dark, brittle metal and
  razor sharp. The weapon also radiates a palpable aura of
  evil that will be immediately noticed by any clerics, pal-
  adins or druids. This is a shard of a blight blade, forged
  in the fetid, bug-infested marshes of the Great Swamp. 
  The scroll case contains a sheet of rolled parchment.
  Scrawled on the stained parchment is a letter written in
  Runic Northtongue, a precursor to Common used cen-
  turies ago (and still practiced by the servitors of Tsathzar
  Rho). Reading the letter requires a DC 15 Decipher
  Script check, or a casting of comprehend languages.  If
  the PCs succeed in deciphering the script, show players
  Player Handout A at the end of this booklet. 
  The letter reads as follows: 
  Balefire~
  We have met with the Witch Queen. Our ruse is
  a success! The foul Queen has consented to our
  demands. The first shipment of the enchanted
  blades will be arriving soon for your inspection,
  before being shipped east as ordered. When the
  mighty Wyrm arises, he will have a suitable
  army to serve his dread will! The greedy witch
  demands more gold; to buy time I have sent a
  sample of her work ahead for your inspection.
  Send gold only once you get word of the blades’
  arrival – I do not trust the Witch’s motives any
  more than she should trust ours.
  ~Ruebald
  The signature bears the wax seal depicting a rampant
  dragon, its fearsome maw closed around a dark orb.
  Area 2-13 – The Outer Fane: Change the room descrip-
  tion to the following: 
  This chamber serves as a minor temple for the
  kobolds. Its flat, smooth floor and ceiling reflect
  light cast upon them. The walls are covered in
  frescoes that depict a bald human male in blue
  robes calling bolts of lightning down upon a
  castle, binding a scorpion demon into a penta-
  gram, blotting out the sun with a monstrous,
  black hand in the sky, and sundering the temple
  of some unknown god with a blast of scarlet
  energy. A fearsome dragon appears behind the
  wizard in each fresco, roaring with fury and tri-
  umph. 
  Eight pillars arranged in two rows of four each
  run from floor to ceiling. Each pillar is crafted
  to resemble a human in robes holding the ceil-
  ing with his outstretched hand. The figures wear
  holy symbols or display them on their robes,
  each symbol corresponding to a deity of good or
  neutrality.  
  
  H
  aving defeated the fiendish plot of Tsathzar Rho,
  the PCs retire to the town of Hadler’s Gap, trad-
  ing the hard flagstones of a dungeon floor for a
  civilized straw bed, taking the time to heal their wounds,
  relearn spells, and take stock of their hard won fortune.
  But fate has plans in store for the rising heroes. Their
  adventures have drawn the notice of the royal crown of
  Crieste and the noble Captain Sentri, who is always on
  the look out for courageous and cunning adventurers
  willing to champion the cause of Good.
  But not all their newfound fame is for the good. The PCs
  have also drawn the attention of those that would thwart
  the work of Captain Sentri and bring the Criestine
  Empire to its knees.
  The encounters set in the first interlude should be played
  in order. Read through the encounters and then tailor
  them for your PCs’ particular style of play.
  Area 1-1 – The Beggar-Thief: Upon the PCs’ return to
  Hadler’s Gap, read or paraphrase the following: 
  The village-watch hails your party with cheers and
  upraised spears. Their heroes have returned from the ogre
  caves, triumphant! A crowd of townsfolk gather round,
  offering to buy drinks at the inn, eager to hear your tales
  and to witness first hand the glittering treasures
  wrenched from the heart of the Urkallan hills. Wide-eyed
  beggars look on, their hands held up in desperate suppli-
  cation, while the village-watch forces a path through the
  awestruck crowd of commoners.
  This is an opportunity for PCs to enjoy their fame; return-
  ing from Tsathzar’s Lost Vault has made them into local
  heroes. Speeches are in order, and if the PCs comport
  themselves in an honorable and noble fashion (at least in
  public) they will earn a permanent place in the hearts of
  Hadler’s Gap. Even if the PCs behave with arrogance,
  they will be treated as celebrities for the next few days,
  although the locals will be quick to turn their backs on
  the villains if they should get themselves into trouble. 
  Not all of the onlookers are simpleminded village folk,
  however. One of the beggars pleading for alms is actual-
  ly an agent of the Sable March, the secretive order that
  works to stave off evil in the Empire of Crieste. The beg-
  gar, a pox-ridden, crippled boy (actually a female half-elf
  in disguise) forces his way to the front of the crowd, beg-
  ging the PCs for bit of copper or even a spare silver piece.
  If the PCs show the beggar kindness, “he” slips a scrap of
  parchment into their hands as they give him a bit of coin. 
  If the PCs ignore the beggar’s pleas, he stumbles against
  them as his crutch goes out from beneath him, permitting
  the beggar to attempt a Sleight of Hand check (opposed
  by the target PC’s Spot check) as he slips the scrap into
  the PC’s coin purse. If the PCs mistake the attempt as
  pick pocketing, the faux-beggar flees into the streets.
  The scrap of paper is a letter, written in black ink. Show
  the players Player Handout B. The letter is penned in
  flowing, graceful script: 
  Noble Heroes,
  This letter is to be delivered to your hands by my
  agent, Lady Marwyn. Your recent expedition has
  drawn the notice of many – some that would
  conspire to do evil against the empire. 
  If you would cast your lot with those who stand
  against the forces of Chaos; if you would stand
  as a champion of the weak and innocent, and
  visit violence against the wicked, meet with my
  agent at the Watchful Wyvern this very night.
  You will know my servant by a silver rose.
  And if you would instead side with the corrupt,
  the tyrannous, the wicked and the cowardly, you
  will know my everlasting enmity.    
  Captain Sentri, 
  Master of the Sable March and General of the
  Seven Armies
  6
  First Interlude
  Intrigue at the Standing Stones
  
  7
  Hadler’s Gap
  Hadler’s Gap
  A small, frontier hamlet, Hadler’s Gap has long served
  as a waystation for trade caravans making their way
  from Crieste borderlands, to the northern kingdoms.
  Though far from cosmopolitan by any standard, the
  villagers see enough travelers to have a fairly liberal
  attitude towards non-humans. Standing on the edge of
  the wilderness, the hamlet can serve as a base of oper-
  ations for any number of adventures.
  Hadler’s Gap (village): Conventional; AL NG; 500
  gp limit; Pop 518. 
  Authority Figures: Amzel the Elder, male human
  Wiz3/Exp6; Dwurthim the Shire Reeve, human War5;
  Rygnia the Old Witch of the Wood, Sor3; Venjer the
  Moneylender Rog5; Eldoun of the Axe, male dwarf
  Ftr6; Father Donovan, Clr4.   
  Following is a brief key to the village of Hadler’s Gap. 
  Location
  Name
  1-2
  Hall of the Prancing Unicorn (Inn)
  1-3
  Sign of the Watchful Wyvern (Tavern)
  1-4
  Sign of the Hammer and Shield (Smithy)
  1-5
  Neshti’s Bones (Gambling Hall)
  1-6
  Garren’s Mercantile (Trader)
  1-7
  Witch’s Hut (Healer)
  1-8
  The Golden Crown (Moneylender)
  1-9
  Sign of the Spear and Sword (Caravan
  Guild)
  1-10
  Town Square and Bazaar
  1-11
  Chapel of Justicia
  1-12
  Amzel’s Tower (Sage and Town Elder)
  1-13
  Haunted Keep (ruins)
  
  8
  Marwyn, the Captain’s Beggar, female half-elf Rog3:
  CR 3; Medium Humanoid; HD 3d6; hp 15; Init +3; Spd
  30ft.; AC 13, touch 13, flat-footed 10; Base Atk +2; Grpl
  +1; Atk dagger +5 melee (1d4-1/19-20x2) or dagger +5
  ranged (1d4-1/19-20x2) or sling +5 ranged (1d4-1/x2);
  SQ immune to sleep, sneak attack +2d6, trapfinding, eva-
  sion, trap sense +1; AL CG; SV Fort +1, Ref +6, Will +1;
  Str 9, Dex 16, Con 10, Int 15, Wis 10, Cha 14.
  Skills and Feats: Bluff +7, Climb +2, Diplomacy +6, Disable
  Device +5, Disguise +8 (+10 acting), Gather Information
  +11, Hide +9, Intimidate +5, Listen +7, Move Silently +9,
  Open Lock +9, Search +6, Sleight of Hand +12, Search +3,
  Spot +7, Use Rope +5; Deft Hands, Weapon Finesse.
  Possessions: Dagger, sling, tattered pouch with 5 stones.
  Area 1-2 – Hall of the Prancing Unicorn: Read or par-
  aphrase the following:
  The common room of the inn nearly spills over
  with celebration. Sun-hardened caravan guards,
  blades at the ready, tell tales at the bar, each more
  unlikely than the last. A pair of eager farm lads
  dice with a sharp-faced trader, while a pair of fat-
  tened merchants look on, hiding their bemuse-
  ment in their mugs. A half-elf bard sits near the
  fireplace, singing ballads to a half-interested
  crowd, while serving women weave and dance
  their way through the crowd, plates of steaming
  potatoes and mugs of ale and mead held high. 
  The Prancing Unicorn is busy day and night, with cara-
  vans and travelers coming and going at all hours. The
  common room is filled with a constant roar of conversa-
  tion, laughter, shouts and curses, even as weary travelers
  try catch quick naps in the corners, their cloaks pulled
  tight around them.
  The inn is managed under the able hand of Master
  Aedelwen, a stern man who has run the Prancing Unicorn
  longer than most of the inhabitants of Hadler’s Gap have
  been alive. (It is rumored that the tall, thin man, has more
  than a little elven blood flowing in his veins.)
  If approached politely, and if the questioner is free with his
  coin, the Master proves to be a fount of knowledge, since
  nearly every trader or personality passing through Hadler’s
  Gap spends at least a few hours in his establishment. 
  Service 
  Cost
  Private room (per night)
  10 sp
  Common room (per night) 
  Free 
  Mug of ale
  1 sp
  Small beer
  5 cp
  Blackbriar Wine
  1 gp
  Soup 
  1 sp
  Stew 
  3 sp
  Roast Fowl
  1 gp
  Meat Pie
  5 cp
  Cheese and bread
  1 sp
  There are always 4d8 patrons in the inn, and roughly two
  thirds will be merchants, exotic travelers and caravan
  guards passing through the village on their way to Crieste
  or the northern nations. 
  There is a 50% chance that 2d3 patrons will be mercenar-
  ies passing time in the inn as they look for work. Hardy,
  adventurous souls, the men- (and women-) at-arms will
  entertain the idea of serving a PC in exchange for room,
  board, 1 gp per day of service, and a half share of all treas-
  ure gained. Mercenaries will have 1d4 levels in the Warrior
  NPC class, own studded leather armor, short spears, light or
  heavy wooden shields, fighting daggers and longswords.
  All other gear will have to be purchased for them by the
  PCs. There is a 1 in 20 chance that a mercenary is really a
  brigand scouting out potential targets, and will lure the PCs
  into an ambush when the party decides to leave town.
  Sleeping in a private room is relatively safe, but those
  electing to sleep in the common room have a 10% chance
  of having their purses picked by a rogue during the night.
  For a small fee of 5 sp, the Master of the hostelry is will-
  ing to lock up valuables in his own personal vault.  The
  Master is scrupulously honest when entrusted with
  other’s valuables and will not betray the PCs trust, no
  matter the worth of an item.
  Area 1-3 – Sign of the Watchful Wyvern (El 5): Read
  or paraphrase the following:
  The low, rough hewn door opens to reveal a
  smoke filled dive. Smokey lamps cast dim light
  
  over the swarthy drinkers. All are hard men,
  dressed in boiled leather and ringmail, with
  notched blades at their sides or heavy axes over
  their shoulders. A heavy-set barkeep with a bar-
  rel-gut looks up as you enter, sizing you up with
  his small, beady eyes.  
  While the Hall of the Prancing Unicorn is home to trav-
  elers and merchants, the Watchful Wyvern is a local
  drinking hole, where local loggers, woodsmen, and
  hunters go to slake their thirst. The bartender, a man
  called Jiton, serves up a steady supply of drinks and
  plates of the Wyvern’s famous sausage and potatoes.
  Jiton is known for keeping the secrets of his patrons, and
  knowing when to look the other way.
  Marwyn waits by the door of the inn, a cloak drawn close
  around her small frame. She has been following the PCs
  since their return from the vault of Tsathzar Rho, gauging
  their behavior. If the PCs have acted with honor and
  virtue, she approaches the PCs when they enter, drawing
  up her sleeve to reveal the tattoo of a silver rose on the
  inside of her forearm.
  The Pitch: Marwyn calls for drinks and explains her
  story to the PCs. She is an agent of the Sable March, in
  the service of the Emperor of Crieste. She has been sent
  to the town of Hadler’s Gap to investigate rumors of a
  mystery cult having something to do with the ancient
  wizard, Tsathzar Rho (Marwyn is unaware of Pryraxus,
  or the cult’s true motives.). The cultists, Marwyn shares
  with the PCs, can be recognized by the symbol of the
  three-fingered hand, worn as a brand or tattoo. If the PCs
  show Marwyn any of the gold pendants looted from the
  kobolds in the lost vault of Tsathzar Rho, the rogue pales
  visibly. The pedants are an exact match for the markings
  she describes.   
  This very night,  Marwyn reveals, the cultists are meet-
  ing at the ring of druidic standing stones deep in the for-
  est north of town.
  As this point, the rogue pauses as a young serving boy
  (the assassin Enris, in disguise) brings drinks for Marwyn
  and the party.
  Marwyn downs her glass of wine in a single gulp. Once
  the serving boy has left, Marwyn places a leather satchel
  containing 100 pp on the table, promising one for each
  PC if they join her in investigating the cultists. If the PCs
  agree, she takes a scroll case from her belt and unrolls a
  map illustrating the standing stones, and begins to outline
  a plan for the night’s mission. (Show players Player
  Handout C.) 
  The Assassin’s Flight: Regardless of the PCs’ reaction,
  the very next round Marwyn collapses onto the table gag-
  ging, and then slides to the floor, dead. Her wine was poi-
  soned with quickened (see sidebar) dark reaver powder.
  PCs succeeding on a DC 15 Spot check see the serving
  boy darting into the kitchen, shedding his apron. A
  Search (DC 15) of Marwyn’s drink reveals gritty film,
  which any PCs with ranks in alchemy or healing will rec-
  ognize as tell-tale signs of poison.
  The PCs’ actions at this moment are critical to the out-
  come of the encounter. Other drinkers in the bar will
  assume that the PCs are responsible for Matwyn’s death;
  PCs immediately chasing after the assassin will confirm
  these suspicions. The bar patrons, innocent bystanders
  with no connection with the assassin, move to stop the
  PCs from “fleeing” until the authorities can be sum-
  moned. There are 1d4+3 of these would-be-heroes. They
  can be dissuaded with a dramatic show of armed prowess
  (such as downing one of their number in a single round
  or spell), by a DC 17 Bluff check, or by an excellent
  cover story (at the GM’s discretion). Note that PCs cut-
  ting their way through the bar patrons are committing a
  despicably evil act. How the PCs decide to resolve the
  situation will have a direct impact on how they are
  regarded in the community, and PCs slaying common bar
  patrons will be hunted and tried for murder.  
  Meanwhile, Marwyn’s assassin continues in his flight,
  9
  New Spell: Quicken Poison
  Transmutation 
  Level: Wiz 4, Evil 4, Asn 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: 1 dose of a non-magical poison
  Duration: Permanent until discharged
  Saving Throw: None.
  Spell Resistance: Yes. 
  This spell speeds the effects of a single dose of nat-
  ural poison, so that both the initial and secondary
  effects take place at the same time. The spell is cast
  upon a single dose of poison; if cast upon a larger
  volume of poison, the spell effects the first dose
  consumed, applied via injury, touched (for contact
  poison), or inhaled.
  Researched and developed by mages in service of
  the Slayers, this spell is universally reviled by good-
  aligned nations across the Known Realms; in certain
  cities, even the possession of the spell in a spell
  book is grounds for immediate execution.   
  The spell does not function in conjunction with the
  poison spell. Poisons derived from magical crea-
  tures are affected by the spell.
  
  running out the back of the inn and to the end of the dark
  alley where his riding horse is quartered. Because of
  Enris’ Run feat, PCs may be hard pressed to catch up
  with the assassin. If he succeeds in eluding the PCs, Enris
  rides to the standing stones where he will be encountered
  in area 2-1.  
  PCs investigating the kitchen find Jiton’s corpse slumped
  in a corner and covered in canvas sacks. A DC 20 Search
  reveals an empty flask, and a pair of discolored gloves. A
  DC 20 Healing or a DC 15 Craft (alchemy) check reveals
  that the mug of wine, vial and gloves all contain trace
  amounts dark reaver powder. There is not enough poison
  remaining to serve as a dose.
  Marwyn, the Captain’s Beggar, female half-elf Rog3: CR
  3; Medium Humanoid; HD 3d6; hp 15; Init +3; Spd 30ft.;
  AC 17, touch 13, flat-footed 14; Base Atk +2; Grp +1; Atk
  mwk. rapier+6 melee (1d6-1/18-20x2) or dagger +5 ranged
  (1d4-1/19-20x2) or light crowsbow +5 ranged (1d8/19-
  20x2); SQ immune to sleep, sneak attack +2d6, trapfinding,
  evasion, trap sense +1; ALCG; SV Fort +1, Ref +6, Will +1;
  Str 9, Dex 16, Con 10, Int 15, Wis 10, Cha 14.
  Skills and Feats:
  Bluff +7, Climb +0*, Diplomacy +6,
  Disable Device +5, Disguise +8 (+10 acting), Gather
  Information +11, Hide +7*, Intimidate +5, Listen +7, Move
  Silently +7*, Open Lock +9, Search +6, Sleight of Hand
  +10*, Search +3, Spot +7, Use Rope +5; Deft Hands,
  Weapon Finesse. *Includes a –2 armor check penalty.
  Possessions: Chain shirt, masterwork rapier, dagger,
  light crossbow, bolt case with 15 bolts, 5 silvered bolts,
  cloak, belt pouch with 15 gp, 23 sp and 10 cp, riding
  satchel with 100 pp.
  Enris the Assassin, male elf Ftr3/Wiz2: CR 5; Medium
  Humanoid; HD 3d10+2d4+5; hp 35; Init +3; Spd 30ft.; AC
  17, touch 13, flat-footed 14; Base Atk +4; Grpl +5; Atk
  short sword +6 melee (1d6+1/19-20x2) or composite
  shortbow +8 ranged (1d6+1/x3); SQ immune to sleep,
  summon familiar, scribe scroll; AL NE; SV Fort +4, Ref
  +4, Will +3; Str 13, Dex 17, Con 13, Int 15, Wis 9, Cha 10.
  Skills and Feats: Climb +9, Concentration +9, Intimidate
  +8, Ride +11, Swim +9; Point Blank Shot, Rapid Shot,
  Run, Scribe Scroll, Weapon Focus (shortbow), Weapon
  Focus (short sword).
  Wizard Spells Prepared (4/3; base DC = 12 + spell level):
  0–resistance, read magic, flare (x2); 1st–shield, mage
  armor, magic missile. 
  Possessions: Composite shortbow (Str +1), short sword,
  quiver with 14 masterwork arrows, belt pouch with 52 gp
  and 10 pp, spell book with the following spells: 0 – acid
  splash, flare, mage hand, read magic, resistance; 1st –
  mage armor, magic missile, shield, true strike.
  Inn Patrons, male human War1: CR 1/2; Medium
  Humanoid; HD 1d8+1; hp 9; Init +1; Spd 30ft.; AC 14,
  touch 11, flat-footed 13; Base Atk +1; Grp +2; Atk
  longsword +3 melee (1d8+1/19-20x2); AL NG; SV Fort
  +3, Ref +1, Will 0; Str 13, Dex 12, Con 13, Int 9, Wis 10,
  Cha 9.
  Skills and Feats: Handle Animal +1, Intimidate +1, Ride
  +3, Swim +1*; Power Attack, Weapon Focus
  (longsword). *Includes -1 armor check penalty.
  Possessions: Longsword, studded leather armor, dagger,
  belt pouch with 1d12 sp.
  Area 2-1 – The Clearing (EL 4): Read or paraphrase the
  following:
  Through the darkness and thick branches you
  make out Druid’s Hill. Lightning cracks in the
  stormy-black skies, and light washes the hilltop.
  For an instant, madly dancing figures are illu-
  minated atop the hill, in the center of the stand-
  ing stones, before the night recedes back into
  total darkness.  
  As the PCs break free of the trees at the base of the hill
  they are ambushed by a kobold war party hidden in the
  trees. The kobolds have taken pains to hide themselves in
  the trees, taking 20 on their Hide checks and making
  them very difficult to Spot. As the PCs pass below them,
  the kobolds drop from hiding, calling out a warning to
  their allies atop the hill. 
  Other than the occasional flash of lightning, it is utterly
  dark in the woods, impairing all PCs without darkvision.
  Unless the heroes stop to light a torch or otherwise shed
  light upon the area, all creatures in the combat (both the
  PCs and their foes) gain concealment, benefiting from
  the 20% miss chance. Regardless, lighting a torch or
  lantern (or casting a light spell) instantly draws the atten-
  tion of the cultists on the hilltop. Similarly any sounds of
  battle that stretch on for more than 3 rounds will alert the
  cultists, and allowing them to ready for the coming bat-
  tle. 
  Kobold, War2 (6): CR 1/2; Small Humanoid; HD 2d8;
  hp 14; Init +2; Spd 30ft.; AC 16, touch 13, flat-footed 14;
  Base Atk +2; Grp –1; Atk/Full Atk short spear +4 melee
  (1d4+1/x2) or dart +5 ranged (1d3+1/x2); SQ darkvision
  60 ft., light senstivity; AL LE; SV Fort +3, Ref +2, Will
  -1; Str 12, Dex 15, Con 10, Int 10, Wis 9, Cha 8.
  Skills and Feats: Craft (Trapmaking) +4, Hide +11,
  Listen +1, Search +5, Spot +1; Alertness.
  Possessions: Shortspear, leather armor, bandolier with 6
  darts.
  10
  
  Area 2-2 – Standing Stones (EL 6): Atop the hill is
  Torslak, a vicious half-orc, sworn to the service of
  Pyraxus. A towering vision of darksome majesty, Torslak
  stands just short of seven feet in height in his spiked half-
  plate armor, a mighty, glowing heavy mace hanging at
  his side. 
  Dancing around Toslak are 4 cultist berserkers, mad-
  women committed to dying in the defense of the cult. The
  berserkers maintain their positions atop the hill amid the
  standing stones, using both higher ground (+1 to melee
  attacks) and the cover of the standing stones (+4 to all
  attacks) to their advantage. 
  If Enris survived his flight from the tavern (area 2-1), he
  is here as well, flanking the PCs and striking from the
  shadows. The assassin fights until it becomes clear that
  the PCs have the upper hand; then he attempts to slip
  away under the cover of darkness. 
  While his minions defend Torslak, he is using the powers
  of the standing stones to cast divination (see below),
  using the spell here to confirm the final resting place of
  Pyraxus’ skull. The spell has 2 rounds remaining in its
  casting time. Torslak continues to cast the spell, even as
  the PCs attack his fellows. The frequency of the lighten-
  ing increases, the thunder becoming a constant drone.
  The completion of the spell brings a tremendous crack of
  lightening. The bolt shatters one of the standing stones,
  throwing huge shards of stone about the hillside. Anyone
  within 5 feet of the shattered stone must succeed on a DC
  20 Reflex save or take 2d6 points of damage from the
  falling stones.
  As the divination spell is completed, a great murder of
  crows comes winging over the tops of the forest. One is
  a familiar, beholden to the agents of Pyraxus. As the
  ravens pass overhead, Torslak calls out the words,
  “Garland’s Fork,” (the location of Pyraxus’ skull). The
  ravens continue on their course, the familiar delivering
  its message to its master. Torslak takes up his mace, gives
  a terrible war cry, and charges down the hill to die in
  defense of Pyraxus the Mighty.
  The Standing Stones: Once a place of great druidic
  power, the standing stones still retain much of their
  ancient majesty. When standing within the circle of
  stones, divine casters of 3rd level or higher can cast div-
  ination once per day, and all druidic spells are +1 CL.
  Divine casters of 6th level or higher can also cast scrying,
  greater once per day. Finally, divine casters of 9th level
  or higher can also cast legend lore once per day.
  While the stones function for all divine casters, they react
  unpredictably when their powers are employed by non-
  neutral casters. Any time a caster without the neutral
  alignment descriptor attempts to use the stones, the act
  calls up a terrible lightening storm. Bolts of lightening
  streak across the sky, thunder causes the very earth to
  tremble, and icy drops of rain hammer down from the
  sky.  
  Torslak, male half-orc Clr4: CR 4; Medium Humanoid;
  HD 4d8+8; hp 29; Init +0; Spd 30ft.; AC 17, touch 10,
  flat-footed 17; Base Atk +3; Grp +6; Atk/Full Atk +1
  heavy mace +8 melee (1d8+5) or heavy crossbow +3
  ranged (1d10/19-20); SA smite 1/day (+4 attack/+4 dam-
  11
  
  age); SQ turn and rebuke
  undead; AL LE; SV Fort +6,
  Ref +1, Will +7; Str 17, Dex
  10, Con 14, Int 8, Wis 16,
  Cha 11.
  Skills and Feats:
  Concen-
  tration 
  +5, 
  Heal 
  +6,
  Knowledge (religion) +1;
  Power Attack, Weapon Focus
  (heavy mace).
  Possessions:
  Spiked half-
  plate armor, +1 heavy mace,
  heavy crossbow, bolt case
  with 15 bolts, belt pouch with
  10 pp, 15 gp, and a small
  ruby (worth 50 gp).
  Cleric 
  Spells 
  Prepared
  (5/4+1/3+1; base DC = 13 +
  spell level): 0– cure minor
  wounds (x2), detect magic,
  guidance, resistance; 1st–
  bane, cause fear, cure light
  wounds, entropic shield, pro-
  tection from good*; 2nd
  –bull’s strength, hold person
  (x2), 
  shatter*. 
  *Domain
  spells (Destruction, Evil).
  Berserker Cultist, female human Bbn1 (4): CR 1;
  Medium Humanoid; HD 1d12+6; hp 18; Init +0; Spd
  40ft.; AC 10, touch 10, flat-footed 10; Base Atk +1; Grp
  +4; Atk/Full Atk Claws +5 melee (1d4+3/x3); SQ illiter-
  acy, fast movement, rage 1/day; AL NE; SV Fort +5, Ref
  +0, Will 0; Str 16, Dex 11, Con 16, Int 9, Wis 11, Cha 11.
  Skills and Feats: Climb +4, Intimidate +4, Jump +9,
  Listen +1, Ride +4, Survival +4; Toughness, Weapon
  Focus (claws).
  Possessions: Metal claws. 
  While Raging (Duration: 8 rounds):
  Berserker Cultist, female human Bbn1: CR 1;
  Medium Humanoid; HD 1d12+8; hp 20; Init +0; Spd
  40ft.; AC 8, touch 8, flat-footed 8; Base Atk +1; Grp +6;
  Atk/Full Atk Claws +7 melee (1d4+5/x3); SQ illiteracy,
  fast movement, rage 1/day; AL NE; SV Fort +7, Ref +0,
  Will +2; Str 20, Dex 11, Con 20, Int 9, Wis 11, Cha 11.
  Skills and Feats: Climb +6, Intimidate +4, Jump +11,
  Listen +1, Ride +4, Survival +4; Toughness, Weapon
  Focus (claws).
  Wrapping Up: The Way East
  If the PCs succeed in defeating Torslak and his minions,
  the storm clears, revealing a full moon and bright night
  sky and permitting a cursory search.  
  If the PCs inspect the bodies of their foes, they discover
  that all bear a three-fingered brand that matches the talis-
  mans found on the kobolds in the vault of Tsathzar Rho.   
  A Search of the hillside (DC 15) reveals wagon tracks
  headed west. PCs succeeding on a DC 15 Survival
  (Track) check are able to follow the tracks west and south
  for many miles, until the tracks are lost amid the Great
  Swamp.
  12
  
  A
  ll of the kobolds slaving for Kyleth in the Forge
  are workers on loan from the Cult of Pyraxus.
  Each kobold carries a crude golden talisman in
  the shape of a three-fingered hand. Each talisman is
  worth 10 gp. 
  In addition, make the following changes to the appropri-
  ate locations in DCC #17: Legacy of the Savage Kings:
  Area S-1 – Stygoth the Damned: The wagon destroyed
  by the diseased black dragon, Stygoth, was the same
  wagon sent from the cultists in encounter 2-2 to collect
  blight weapons from the Forge. All of the corpses scat-
  tered about the muddy swamp bear a three-fingered
  brand that matches the talismans found on the kobolds in
  the vault of Tsathzar Rho.  
  Area S-2 – Remnants of Slave Caravan: The orcs
  found in the mist are not slavers, but servants of the Cult
  of Pyraxus. All of the orcs bear a three-fingered brand
  that matches the talismans found on the kobolds in the
  vault of Tsathzar Rho. 
  Area 1-7 – Kobold Barracks: If any of the kobolds are
  tortured (Intimidate, DC 15) they reveal the destination
  of the blight blades: a small village known as Garland’s
  Fork, where agents of the Dragon Cult are to exchange
  gold for the weapons.
  PCs Searching the kobold barracks (Search, DC 17) dis-
  cover a scroll case, carved from hardwood in the shape of
  a dragon with ruby chips for eyes (worth 15 gp). The case
  holds a simple letter written in Runic Northtongue,.
  Reading the letter requires a DC 15 Decipher Script
  check, or a casting of comprehend languages.  If the PCs
  succeed in deciphering the script, show players Player
  Handout D. 
  The letter reads: 
  Torgo,
  The wagon train will be coming soon, delivering
  the gold to be exchanged for the necromantic
  weapons. Ensure that the shipment goes as
  planned and that the cargo is safely delivered to
  our Master in the East. Our mighty army must
  be ready to serve once the Great Wyrm is freed
  from the shackles of Oblivion.  
  ~Ruebald
  A close inspection of the barracks (requiring a second DC
  20 Search check) also turns up a crude map drawn on a
  poorly tanned rabbit fur. Show the players Player
  Handout E.  
  Area 1-11E – Witch Queen’s Chamber: Change the
  unfinished letter in the atop Kyleth’s desk to Player
  Handout F, found in this book. 
  The letter reads:
  Master Darsov,
  I received the message brought by your emis-
  sary. The bore is now regretting his indiscretion
  at the bottom of the Maw. I choose to believe
  that any arrogance was his own, and not born
  out of an attitude shared by his masters. In the
  future, choose your agents more wisely. 
  The delivery of blight blades will arrive as per
  our agreement. Idle and empty threats will not
  speed their delivery, and if they continue, will
  only endanger our already tenuous relationship.
  My agents will make the exchange in Garland’s
  Fork on the next full moon, as agreed. I urge
  you not to miss this meeting – my spies tell me
  that the armies of Thire are already swarming
  about your sacred mountain, and without my
  weapons your lives will surely be forfeit. 
  As to your queries of the source of the Blight: I
  suspect the initial cause of the Blight was an
  ancient demon prince, a spirit so profane that I
  dare not give it a name. Local lore suggests that
  the demon was slain by a barbarian warlord. If
  remnants of the demon still exist, and if they
  were ever 
  The letter is unfinished. 
  13
  Chapter Two
  Legacy of the Savage Kings
  
  H
  aving successfully defeated the Witch Queen and
  her minions, the heroes turn their gaze east. By
  this point, the PCs should have enough informa-
  tion to deduce that agents of the Dragon Cult are await-
  ing a shipment of blight blades at Garland’s Fork. Any
  bard succeeding on a DC 15 Bardic Knowledge check, or
  a PC succeeding on a DC 20 Knowledge (geography)
  check knows Garland’s Fork to be a small but vibrant
  logging village found on the woods west of the Great
  Swamp, on the border of Thire.
  The following encounters take place en route to the vil-
  lage of Garland’s Fork. The encounters assume that the
  PCs take the most expedient route east, but PCs are noth-
  ing if not unpredictable; GMs should alter the encounters
  to match the particulars of their game. 
  Area 3-1 – Ambush! (EL 7): The first encounter takes
  place on the road several miles outside of Garland’s Fork.
  The PCs have earned a reputation for themselves, and a
  team of cultists has been sent to waylay and murder the
  PCs. The cultists have dug a pit in the road, and lined the
  bottom of the pit with sharpened wooden stakes. Five
  cultist warriors are hidden in the woods along the road-
  side, along with a demon-scarred wizard, Fystan, and the
  group’s cleric; a violent and ill-tempered dwarf. 
  Both Fystan and Xavor  have pre-cast a number of their
  spells. Following is a summary of the pre-cast spells, and
  their effects (not included in their stat blocks):
  Fystan:
  Protection from Good: +2 deflection bonus to AC,
  +2 resistance bonus to saves.
  Mage Armor: +4 armor bonus to AC.   
  Xavor:
  Bless: Allies gain a +1 morale bonus on attack rolls
  and saving throws against fear effects. 
  Protection from Good: +2 deflection bonus to AC,
  +2 resistance bonus to saves.
  Entropic Shield: Ranged attacks suffer 20% miss chance. 
  Development: As the PCs pass the trap, Fystan casts web
  in an attempt to trap PCs that avoided the pit, as Xavor
  casts doom on an enemy warrior. Then the cultists,
  dressed as common brigands, charge out of the woods,
  attacking the heroes with violent abandon.
  Fystan and Xavor hang back in the trees, casting spells
  and enjoying the benefits of cover (+4 AC). If the battle
  turns against the cultists, Xavor enters the melee, hoping
  to turn the tables, while Fystan turns tail and flees. If
  allowed to run, Fystan’s trail (Track, DC 15) leads to
  back to the cultist’s camp (area 3-2). 
  All of the cultists bear the same three-fingered brand as
  the kobolds in the vault of Tsathzar Rho. If any of the
  cultists are captured and interrogated (Intimidate, DC 17)
  they reveal that the location of their camp (area 3-2). 
  Fystan the Cutthroat, human Wiz4: CR 4; Medium
  Humanoid; HD 4d4-4; hp 13; Init +6; Spd 30 ft.; AC 12,
  touch 12, flat-footed 10; Base Atk +2; Grp +1; Atk/Full Atk
  Quarterstaff +1 melee (1d6-1) or dagger +4 ranged (1d4-
  1/19-20); SQ summon familiar; AL LE; SV Fort +2, Ref
  +3, Will +5; Str 9, Dex 15, Con 9, Int 16, Wis 12, Cha 9.
  Skills and Feats: Concentration +6, Knowledge (arcana)
  +10, Knowledge (geography) +6, Listen +4, Search +6,
  Spellcraft +12, Spot +4; Great Fortitude, Improved
  Initiative, Scribe Scroll, Toughness.
  Wizard Spells Prepared (4/4/3; base DC = 13 + spell
  level): 0–flare (x2), resistance, touch of fatigue; 1–charm
  person (x2), mage armor, protection from good; 2–
  scorching ray (x2), web.
  Possessions:
  Dagger, quarterstaff, leather shoulder
  pouch with 34 gp, ruby ring (worth 35 gp), spell book
  with daze monster, detect magic, flare, invisibility, read
  magic, mage armor, protection from good, resistance,
  scorching ray, touch of fatigue, web. 
  Xavor, male dwarf Clr3: CR 3; Medium Humanoid; HD
  3d8+9; hp 32; Init +0; Spd 20ft.; AC 18, touch 10, flat-
  footed 18; Base Atk +2; Grp +3; Atk/Full Atk +1
  warhammer +5 melee (1d8+2/x3); SA smite 1/day (+4
  14
  Second Interlude
  Wrath of the Dragon Cult
  
  attack/+3 damage), SQ dwarf traits, turn and rebuke
  undead; AL LE; SV Fort +6, Ref +1, Will +8; Str 13, Dex
  10, Con 16, Int 9, Wis 16, Cha 6.
  Skills and Feats: Concentration +10; Iron Will, Weapon
  Focus (warhammer).
  Cleric Spells Prepared (4/4+1/2+1; base DC = 13 + spell
  level): 0 – cure minor wounds (x3), resistance; 1st –
  bane, bless, doom, entropic shield, protection from
  good*; 2nd–cure moderate wounds, darkness, shatter*.
  *Domain spell (Destruction, Evil).
  Possessions: Scale mail +2, shield (heavy wooden),
  warhammer +1, golden torque (worth 100 gp), 250 gp
  worth of gems and precious metals woven into his beard,
  belt pouch with 55 pp.
  Cult Warrior, human War1(5): CR 1/2; Medium
  Humanoid; HD 1d8+2; hp 6; Init +0; Spd 30ft.; AC 13,
  touch 10, flat-footed 13; Base Atk +1; Grpl +3; Atk/Full
  Atk Longspear +4 melee (1d8+3/x3) or light crossbow
  +1 ranged (1d8/19-20); AL LE; SV Fort +4, Ref +0, Will
  +0; Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 9.
  Skills and Feats: Intimidate +3, Jump +5*; Rapid Reload,
  Weapon Focus (longspear). *Includes a –1 armor check penalty.
  Possessions: Light crossbow, longspear, studded leather
  armor, bolt case with 15 bolts, belt pouch with 1d20 sp.
  Spiked Pit Trap: CR 2; mechanical; location trigger;
  automatic reset; DC 20 Reflex save avoids; 20 ft. deep
  (2d6, fall); multiple targets (first target in each of two
  adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
  spikes per target for 1d4+2 each); Search DC 18; Disable
  Device DC 15. 
  Area 3-2 – Cultist Camp (EL 6, 3, 2, 3): The cultists are
  encamped just outside of the entrance to the Sunless
  Garden. Encounter 3-2 replaces the entry for The Hidden
  Entrance on page 7 of DCC #10: The Sunless Garden.
  Read or paraphrase the following:
  You come to a clearing and a small hill. A lone
  tree dominates the landscape, huge and half-
  barren of leaves. Four small tents are gathered
  around the base of the ancient tree, with a fifth
  tent pitched at the very base of the tree. A heavy
  wagon stands halfway up the hill before a small
  cooking fire, with half a dozen grizzled men in
  armor crouched before the fire. 
  The cultists have set up camp here while their leader hag-
  gles with Nockmort for Pyraxus’ skull (found in area 2-
  51). From here they will proceed east to the base of
  Hellfrost Mountain. 
  The 6 men before the fire are warriors in the service of
  the Dragon Cult. They are inattentive, assuming (wrong-
  ly) that the PCs were defeated by the ambush (area 3-1).
  The warriors are laughing and swearing, passing a drink-
  ing jack of wine between them. Crude, violent and spoil-
  ing for a fight, the warriors are far from bright, and can
  be tricked into believing the PCs are agents of the Dragon
  Cult with successful Bluff checks.
  Two other warriors, and the group’s leader, Captain
  Welis, are in a tent at the top of the hill, reviewing plans
  for the remainder of their journey west. The three inves-
  tigate any sounds of battle. All of the cultists gladly fight
  to the death, willingly going to death with the battlecry,
  “For Pyraxus and glory!”   
  If Fystan fled the battle in area 3-1, he is here, reporting
  his failure to Captain Welis. In this case, the warriors
  seated about the fire are only feigning inattention, while
  discretely watching for the PCs.
  Three of the smaller tents have cramped accommoda-
  tions for 5 each, with 5 bedrolls, a cask of cheap wine, a
  single crate of travel rations, a lantern, and 8 javelins
  standing in one corner. The fourth tent is the Captain’s
  quarters. The tent holds a single cot, a small iron brazier
  for heat, a pair of lanterns, a single small chest, and a
  crude table made from planks of a crate. Atop the table is
  a map detailing the journey to Hellfrost Mountain (show
  PCs Player Handout G), pinned to the table by a pair of
  daggers and a jug of wine. 
  The chest is locked, and the key is hidden in the mud
  beneath the cot (Search, DC 25). The chest’s lock can be
  15
  
  opened with a DC 20 Open Locks check, but unless an
  innocuous  brass stud on the back of the chest is
  depressed while the lid is opened, a poison dart fires from
  inside the chest. Inside the chest are a series of small
  drawers holding 5 small emeralds worth 20 gp each, 23
  pp, a silver ingot worth 20 gp, and a live black diamond
  asp. The ferocious snake lashes out at the PCs opening its
  drawer, pursuing its victim with the uncommon tenacity
  of its species. The black diamond asp is a snake much
  like a normal viper, but highly aggressive and endowed
  with an uncommonly deadly poison.
  The larger tent pitched at the base of the tree is cut from
  dark cloth emblazoned with runes sewn in gold thread
  (worth a total of 250 gp based on materials alone, or twice
  that to a collector with an interest in cults). The tent’s
  wide flaps are tied closed with heavy ropes laced with sil-
  ver and protected by a fire trap spell. The spell can be
  bypassed by speaking the command word, “Pyraxus.”
  Inside the large tent is a large crate filled with straw.
  Shackled to the crate are the corpses of three humans
  dressed in religious robes. The corpses are still warm, but
  all are gaunt, their skin drawn unnaturally tight about
  their bodies, their faces twisted in horror. A DC 20
  Healing or Spellcraft check confirms the obvious: that
  the clerics were slain by some wicked magic that
  devoured their life forces. The designs on the clerics’
  robes indicate their previous owners affiliations to good
  deities:  Delvyr, Aristemis, and Elyr respectively.
  A close inspection of the crate (Search, DC 15) reveals a
  depression in the straw, where a heavy object, roughly
  the shape of an orb once rested. If magic is detected,
  residual traces of evocation (evil). The residual magic
  and the depression in the straw are both the result of the
  Orb of Tsathzar Rho, a minor relic that was activated by
  the sacrifice of 3 good-aligned souls. The orb is in the
  possession of the cleric Ruebald the Mad, who will use it
  to raise the red dragon Pyraxus from the dead (see area 2-
  51 in DCC #10: The Sunless Garden). 
  The very back of the tent is open to the tree. The base of
  the tree is hollowed out, with a lattice of roots. A rope is
  tied to one of the roots and snakes down the hole into
  darkness. If the PCs descend down the hole read or para-
  phrase the second block of italicized text on page 7 of
  DCC #10: The Sunless Garden.
  Captain Welis, human Ftr4: CR 4; Medium Humanoid;
  HD 4d10+8; hp 40; Init +0; Spd 20 ft.; AC 15, touch 10,
  flat-footed 15; Base Atk +4; Grp +6; Atk/Full Atk +1
  greatsword +8 melee (2d6+6/19-20) or heavy crossbow +4
  ranged (1d10/19-20); AL LE; SV Fort +6, Ref +1, Will +4;
  Str 15, Dex 10, Con 14, Int 9, Wis 13, Cha 11.
  Skills and Feats: Climb +0*, Handle Animal +3, Intimidate
  +7, Ride +2; Cleave, Great Cleave, Iron Will, Power Attack,
  Weapon Focus (greatsword), Weapon Specialization
  (greatsword). *Includes a –1 armor check penalty.
  Possessions: Breastplate, +1 greatsword, heavy cross-
  bow, shield (heavy steel), 2 javelins of lightening.
  Cult Warriors, human War1 (8): CR 1/2; Medium
  Humanoid; HD 1d8+2; hp 6; Init +0; Spd 30 ft.; AC 13,
  touch 10, flat-footed 13; Base Atk +1; Grpl +3; Atk/Full
  Atk Longspear +4 melee (1d8+3/x3) or light crossbow
  +1 ranged (1d8/19-20); AL LE; SV Fort +4, Ref +0, Will
  +0; Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 9.
  Skills and Feats: Intimidate +3, Jump +5;  Rapid Reload,
  Weapon Focus (longspear). *Includes a –1 armor check penalty.
  Possessions: Light crossbow, longspear, studded leather
  armor, bolt case with 15 bolts, belt pouch with 1d20 sp.
  Poison Dart Trap: CR 3; mechanical; action trigger;
  manual reset; Atk +8 ranged (1d4 plus poison, dart); poi-
  son (Large monstrous scorpion venom, DC 14 Fortitude
  save resists, 1d4 Con/1d4 Con); Search DC 20; Disable
  Device DC 18.
  Black Diamond Asp, Small Viper: CR 2; Small Animal;
  HD 1d8; hp 4; Init +3; Spd 20 ft., climb 20 ft., swim 20
  ft.; AC 17, touch 14, flat-footed 14;  Base Atk +0; Grp -
  6; Atk/Full Atk Bite +4 melee (1d2-2 plus poison); SA
  Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str
  6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +11,
  Listen +7, Spot +7, Swim +6; Weapon Finesse.
  Poison (Ex): An asp has a poisonous bite that deals ini-
  tial and secondary damage of 1d10 Con, Fort DC 15.
  Fire Trap: CR 3; spell; spell trigger; no reset; spell effect
  (fire trap, 4th-level wizard, 1d4+4 fire, DC 13 Reflex save
  half damage); Search DC 29; Disable Device DC 29.
  16
  Area
  3-2
  
  T
  he third chapter of the epic takes place in the
  Sunless Garden, a dungeon hidden beneath the
  dark glades of the Stagwood, and ruled by the mad
  treant Nockmort. Although Nockmort and his minions
  are not beholden to Pyraxus or his cult, they are involved
  in dealings with cultists. In his diseased madness,
  Nockmort plans to twist the servants of the Dragon Cult
  to his own ends.
  To accommodate the epic scope of the adventure path,
  make the following changes to DCC #10: The Sunless
  Garden: 
  The Hidden Entrance: As detailed above in area 3-2,
  the hidden entrance to the Sunless Garden is now occu-
  pied by a band of cultists. 
  Area 1-11 – The Smuggler Prisoners: Instead of smug-
  glers, the 8 prisoners are actually soldiers for the Thirean
  army, sent to rally forces to war against the Dragon
  Cult.The soldiers were captured 3 weeks ago and have
  served as slaves of Nockmort since. Nockmort poisons
  the soldiers every night with black moss powder and
  feeds them an antidote  every morning. This ensures that
  even if the soldiers do succeed in escaping his clutches,
  they will be transformed into trees shortly after, unable to
  communicate their knowledge of his vile operations. The
  demanding physical labor, poor nutrition, and strain of
  repeated poisonings has left the soldiers in terrible phys-
  ical condition – they are unresponsive, slack-jawed and
  permanently exhausted (move at half speed, -6 penalty to
  effective Strength and Dexterity).
  A successful Heal check (DC 23) and some food and
  water will rouse the soldiers to a state where they can
  communicate. They report that they are part of an army
  being raised against the Dragon Cult, and were sent to
  Garland’s Fork to hire rangers and able-bodied woods-
  men to serve in defense of Thire. The army is being gath-
  ered at the foot of Hellfrost Mountain west and north of
  here, but the soldiers have no idea how soon the generals
  plan to march on the well-defended Cult of the Dragon.  
  Bards succeeding on a DC 15 Bardic Knowledge check,
  or a PC succeeding on a DC 20 Knowledge (Geography)
  know of Hellfrost Mountain, the highest of the south-east
  peaks in the Trolltooth range.
  Though good of heart, the soldiers are no heroes; even
  fully revived, they will flee at the first chance, hoping to
  make good their escape.
  Areas A and C: All of the bugbears encountered in these
  encounter areas are aware of the Dragon Cultists, and can
  be tricked into believing that the PCs are a part of the
  cult. Although they are on orders to be on their best
  behavior (such as it is), the bugbears will refuse to permit
  disguised PCs into their treasure room (area C-23), dens
  (areas C-24 and C-25), or the chambers of their chieftain
  (area C-28).   
  Area 2-46 – Lower Guard Room: The 6 bugbears here
  are aware of the cultists delving into the lower chambers
  (although they do not know the cultists’purpose) and will
  immediately assume the PCs are part of the cultists’
  party. If the PCs are quick on their feet to reinforce the
  bugbears’ error (GM’s discretion), the bugbears wave
  them through the door to the east. 
  If the PCs are slow to pick up on the deception, or over-
  play their hand, the bugbears realize their mistake, but
  still wave the PCs through the door to the east, then
  ambush them, hurling their exploding apples into the nar-
  row corridor before closing for battle.
  Area 2-46 – The Well: Sitting at the base of the well is
  a pair of backpacks (left by Ruebald and his henchman as
  they descended into the well). In the backpacks are 50
  feet of rope, a hammer, 10 spikes, and one empty steel
  flask (previously contained lamp oil).   
  Area 2-48 – Flood Chamber: A DC 21 Spot check per-
  mits PCs to notice several sets of wet footprints. The
  tracks are from both the hag (who the cultists parlayed
  with) and Ruebald and his bootlick Suerick (now in area
  2-51). A DC 15 Survival (Track) check will identify 3
  sets of footprints, one of which was barefoot (incriminat-
  ing Huelga, the Sea Hag).   
  17
  Chapter Three
  The Sunless Garden
  
  The tracks meander about the room, but PCs succeeding
  on a DC 15 Survival (Track) check determine that the
  tracks terminate at the secret door in the west wall. PCs
  succeeding on following the tracks to the secret door can
  find the door on a DC 20 Search check. Ruebald has cast
  an alarm spell on the secret door, alerting him if anyone
  passes this way, and allowing him to pre-cast his defen-
  sive spells.
  Area 2-49 – The Chieftain’s Hidden Quarters: As
  above, a DC 21 Spot check permits PCs to notice sets of
  wet footprints. A DC 15 Survival (Track) check will iden-
  tify 2 sets of footprints: one set belonging to human, the
  other to a halfling or gnome. As above, the tracks mean-
  der about the room but PCs succeeding on a DC 15
  Survival (Track) check determine that the tracks end at
  the secret door in the west wall. PCs succeeding on fol-
  lowing the tracks to the secret door can find the door on
  a DC 20 Search check. The door is not locked.
  Area 2-50 – The Pendulum Blade Trap: The door on
  the western end of the corridor is open.
  Ruebald has cast a glyph of warding at the first pressure
  plate. A spell glyph, the glyph releases a command spell,
  forcing the target to “freeze,” immobilizing the PCs as
  the pendulum blade strikes. This negates a rogue’s
  uncanny dodge ability.
  Whether or not the trap is triggered, as the PCs pass the
  first pressure plate, Suerick (hidden in shadows in area 2-
  51) uses his sneak attack to fire his crossbow at the lead
  PC, using an arrow of slaying if appropriate. The follow-
  ing round, Ruebald fires his wand of scorching ray down
  the hall. The pair continue to use partial cover to making
  sniping attacks at the PCs as long as possible, hoping to
  prevent the PCs from detecting the other pressure plates
  in the hallway. See area 2-51 for stats on both Ruebald
  the Mad, and his bootlick halfling, Suerick.
  Area 2-51 – Grand Display Room (EL 11): Alerted by
  the alarm spell in area 2-48, Ruebald the Mad and his
  henchman, Suerick the halfling, are lurking in the display
  room, ready to launch surprise attacks on PCs proceeding
  down the pendulum blade hall (area 2-50). The two mak-
  ing sniper attacks on the PCs for as long as possible. Both
  are committed servants of the Dragon Cult and bear the
  signature three-fingered brands on their chests. They
  fight to the bitter end. 
  The miniature castle in the center of the room has been
  pushed off the table, and in its place is a small bed of
  straw. Resting atop the straw is polished orb, 12 inches
  across, pulsing with a brilliant red light. This is the orb of
  Tsathzar Rho, a necromantic relic created by the ancient
  wizard to raise himself from the dead if he ever were to
  perish, but being used by the cultists to raise mighty
  Pyraxus instead. Its powers were activated by the souls of
  three good clerics (see area 3-2 above), and set into
  motion by Ruebald moments ago. One round after the
  PCs gain the room, the orb’s glow grows to encompass
  the entire room then fades to a dull mote and then extin-
  guishes altogether, its magic spent.
  The dragon skull hanging above the door, however, has
  begun to undergo a transformation. Its eye sockets blaze
  with a fierce red light. The following round, the lights
  begin to dance about the skull, causing it to tumble from
  the wall, inflicting 1d12 points of crushing damage to
  anyone standing beneath the skull and failing a DC 15
  Reflex save. Spectral dragon bones begin to appear from
  seemingly thin air, aligning themselves with the skull.
  First the long, serpentine spine appears, then the limbs
  and wings, and finally a skeletal rib cage. Driven by the
  powers of a minor artifact, there is nothing the PCs can
  do to halt this transformation. 
  In the space of mere moments, the spectral dragon is
  complete, filling the chamber and forcing all living crea-
  tures remaining in the room to succeed on a DC 25
  Fortitude save or take 1d8 points of Constitution damage.
  Living creatures must make this save every round they
  are in contact with the dragon. If either Ruebald or
  Suerick are still alive, they willing fling themselves into
  the spectral dragon, and die, absorbed by the spirit of
  their master.
  Though not truly undead, for the next 5 rounds the incor-
  poreal Pyraxus has no physical body. It can be harmed
  only by other incorporeal creatures, magic weapons or
  creatures that strike as magic weapons, and spells, spell-
  like abilities, and supernatural abilities. It is immune to
  all nonmagical attack forms. Even when hit by spells or
  magic weapons, the dragon has a 50% chance to ignore
  18
  
  any damage from a corporeal source (except for positive
  energy, negative energy, force effects such as magic mis-
  sile or attacks made with ghost touch weapons). 
  The following round the spectral Pyraxus springs into the
  ceiling, vanishing as it claws its way to the surface. By
  the time it gains the surface, the dragon is fully alive once
  more, a terrifying beast of fangs and dragonfire. Pyraxus
  takes to wing and flies east to his ancient fastness, the
  Hellfrost Mountain.
  Ruebald the Mad, human Clr6/Wiz4: CR 10; Medium
  Humanoid; HD 6d8+4d4+23; hp 65; Init 0; Spd 30ft.; AC
  16, touch 10, flat-footed 16 (+6 armor); Base Atk +6; Grp
  +7; Atk +1 morningstar +9 melee (1d8+2/x2) or +1 hand
  crossbow +7 (1d4+1/19-20x2 plus poison); Full Atk +1
  morningstar +9/+4 melee (1d8+2/x2) or +1 hand cross-
  bow +7/+2 ranged (1d4+1/19-20x2 plus poison); SA
  smite 1/day (+4 attack/+6 damage); SQ turn and rebuke
  undead, summon familiar; AL CE; SV Fort +8, Ref +5,
  Will +12; Str 13, Dex 10, Con 14, Int 16, Wis 17, Cha 10.
  Skills and Feats: Concentration +14, Decipher Script
  +10, Heal +12, Knowledge (arcana) +15, Knowledge
  (religion) +15, Search +7, Sense Motive +7, Spellcraft
  +15; Combat Casting, Exotic Weapon Proficency (Hand
  Crossbow), 
  Lightning 
  Reflexes, 
  Scribe 
  Scroll,
  Toughness, Weapon Focus (morningstar).
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 +
  spell level): 0–cure minor wounds, detect magic(x2),
  light, resistance;1st–command, divine favor, entropic
  shield, protection from good*, shield of faith; 2nd–aid,
  cure moderate wounds, find traps, hold person, shatter*;
  3rd–glyph of warding, magic circle against good*, pro-
  tection from energy(x1), shape stone. *Domain spells
  (Destruction, Evil).
  Wizard Spells Prepared (4/4/3; base DC = 13 + spell
  level; Arcane Spell Failure 10%): 0–acid splash, ray of
  frost(x2), read magic;1st–alarm, magic missile (x2),
  shield; 2nd–mirror image, scorching ray(x2).
  Possessions: +1 hand crossbow, +1 morningstar, mithral
  shirt +2, wand of scorching ray (15 charges remaing),
  spell book with acid splash, alarm, magic missile, mirror
  image, ray of frost, read magic, shield, scorching ray.
  Suerick, male halfling Rog4: CR 4; Small Humanoid;
  HD 4d6+8; hp 26; Init +4; Spd 20ft.; AC 19, touch 15,
  flat-footed 19; Base Atk +3; Grp +3; Atk/Full Atk Short
  sword +8 melee (1d6/19-20) or light crossbow +8 ranged
  (1d8/19-20); SQ sneak attack +2d6, trapfinding, evasion,
  trap sense +1, uncanny dodge; AL NE; SV Fort +4, Ref
  +9, Will +1; Str 11, Dex 19, Con 15, Int 12, Wis 8, Cha
  11.
  Skills and Feats: Balance +6, Bluff +7, Climb +2,
  Diplomacy +2, Disable Device +8, Disguise +0 (+2 act-
  ing), Hide +15, Intimidate +2, Jump -2, Listen +8, Move
  Silently +13, Open Lock +11, Search +8, Spot +6,
  Survival –1 (+1 following tracks), Tumble +11; Rapid
  Reload (light crossbow), Weapon Finesse.
  Possessions:  +2 leather armor, short sword, light cross-
  bow, bolt case with 20 bolts and 3 bolts of slaying
  (Humans, Elves, and Halflings), masterwork thieves’
  tools, potion of cure serious wounds, belt pouch with 2
  small rubies worth 25 gp each, 10 gp, and 32 sp.
  Wrapping Up: Pyraxus Reborn
  By the time the PCs return to the surface, all traces of
  Pyraxus are gone. If the local creatures are questioned via
  magic, they reveal that an enormous red dragon clawed
  its way to the surface and flew east. As the PCs begin to
  formulate their next step, alert members of their group
  (Spot, DC 20) notice a cloaked figure watching them
  from the trees. The figure raises a hand in salute and steps
  from the forest glade, pulling back the hood of the cloak
  to reveal a grizzled, male ranger, with a thick beard and
  matted, oily hair. He introduces himself as Leonal of the
  Green Wood, sworn liege-man of the Emperor of Crieste. 
  If the PCs announce their names, the ranger drops to one
  knee in respect, recognizing the PCs as valued and
  respected agents of Captain Sentri. Leonal explains that
  he was sent to investigate the death of Marwyn, and
  tracked the PCs’ progress east. Leonal saw Pyraxus break
  free of the earth and fly east, and is aware of the army of
  Thire amassing at the foot of Hellfrost Mountain,
  although he is largely ignorant of the Dragon Cult. 
  If the PCs share what they know of the Dragon Cult, a
  horrifying realization dawns on Leonal. He begs the PCs
  to travel east to join the army of Thire; meanwhile,
  Leonal will contact Captain Sentri and entreat his master
  to send an army from Crieste. Leonal estimates that, if
  the border forts are alerted, he can have an army riding
  towards Hellfrost Mountain within three days. With that
  the ranger takes his leave of the PCs and vanishes back
  into the woods. 
  If, in the course of their adventures, the PCs failed to
  encounter Ruebald and witness the rebirth of Pyraxus,
  Leonal reports all he witnessed bringing the PCs up to
  speed. The crux of the encounter is the same, with Leonal
  begging the PCs to join the Thirean army, while the
  ranger sends for Criestine reinforcements.  
  19
  
  F
  ollowing the PCs’ near-defeat of the cultists in the
  Sunless Garden, the fates turn towards Hellfrost
  Mountain and the final showdown with the Dragon
  Cult. The trip north and west can be as quick or as dan-
  gerous as the GM likes. Two numbered encounters occur.
  These encounters are geographic in nature and do not
  require a specific map, so they can occur at whatever
  location the GM designates.
  Area 4-1 – The Army of Thire: Read or paraphrase the
  following:
  The climb into the mountains proceeds slowly,
  hampered by heavy snowfall and dangerous
  mountain paths that require all of your wildcraft
  to follow. But after many days, your band final-
  ly summits the snowbound saddle.
  Before you stretches a high mountain valley. To
  one side of the vale are  several dozen tents col-
  lected around crackling bonfires. Even from a
  distance, you can see hundreds of soldiers
  preparing their arms and armor, while the
  green, blue and yellow standards of the Thire
  flap overhead.
  On the opposite side of the vale are the tower-
  ing, ice-laden slopes of Hellfrost Mountain,
  looming like an enormous fang over the valley.
  Riders astride mountain ponies cross the valley to the
  PCs. At the head of the riders is a half-elven warrior bun-
  dled in furs, with a sword at his side and a scored shield
  slung over his shoulder. He hails the PCs, introducing
  himself as Tael’haen Amgion, general of the Western
  Army of Thire. General Amgion welcomes the PCs into
  his camp as champions and heroes, making space for
  them beside his own tent. There, the PCs are treated to a
  feast by the general and his men, serenaded by scalds and
  bards, and asked to share tales of their triumphs against
  the dragon cult. 
  The next morning the general outlines his plan with the
  PCs, actively seeking their council. Amgion and his men
  are awaiting the arrival the Criestine army; with their
  arrival, the combined armies will march on Hellfrost
  Mountain.  Amgion asks that the PCs serve as champi-
  ons, leading his men into battle and inspiring them to
  greater triumphs. Regardless of the PCs reply, go to
  encounter 4-2. 
  Area 4-2 – The Battle of Hellfrost Pass: Read or para-
  phrase the following:
  A cry rings out through the camp. The half-elven
  general strides to the door of his tent and
  shields his eyes from the snowy glare. An army
  of brightly armored knights and stalwart spear-
  men have crested the pass! Over two hundred
  strong, their banners fly triumphantly as their
  war-horses lunge through the deep snow. The
  army of Crieste has arrived! 
  With the Criestine forces still over a mile and a half from
  the Thieren camp, the mighty Pyraxus attacks. Invisible,
  the dragon drops into the very center of the Criestine
  army, crushing men beneath its bulk, causing panic
  throughout the ranks, and then unleashing a deadly blast
  of dragon fire. Then the dragon takes to wing, uses its
  ring to become invisible again, waits 1d4 rounds for its
  next breath weapon and repeats the cycle anew.  
  In order to save the GM from rolling 250 Will saves the
  first round (not counting mounts), statistics allow one to
  assume that roughly 95% of the army is panicked by the
  dragon’s fear effect. Those that resist the effect close
  with the dragon and attack. Every round that the dragon
  is visible and within range, odds are that 2 attackers suc-
  ceed in rolling natural 20s, thereby scoring hits and
  threatening critical hits. Check for critical hits as per nor-
  mal (the attackers will need a second natural 20), deduct-
  ing the dragon’s damage reduction from any damage
  inflicted. Meanwhile, the dragon repeats its cycle of
  invisible attacks followed by breath weapons.  
  The dragon continues on his rampage through the
  Criestine forces, then tears into the Thirean forces. PCs
  will find that with hundreds of panicking soldiers
  20
  Third Interlude
  Mighty Pyraxus
  
  between them and their foe makes closing with Pyraxus
  challenging. Terrified soldiers stampede over the PCs,
  even attacking them to clear the way for their flight.
  Before the PCs can inflict any serious harm to Pyraxus,
  the dragon turns invisible one last time and wings away.
  But by then (and likely sooner) the armies of Crieste and
  Thire have been laid to waste.  
  Surveying the destruction, General Amgion turns to the PC
  – the nations’ last hope. Their only option is to send the
  PCs into Hellfrost Mountain to tear out the cult from its
  roots. Thus begins DCC #6: Temple of the Dragon Cult.
  Pyraxus, young adult red dragon: CR 13; Huge drag-
  on (fire); HD 19d12+95; hp 218; Init +4; Spd 40 ft., fly
  150 ft. (poor); AC 26, touch 8, flat-footed 26; Base Atk
  +19; Grp +37; Atk bite +28 melee (2d8+10); Full Atk
  bite +28 melee and 2 claws +23 melee (2d6+5) and 2
  wings +22 melee (1d8+5) and tail slap +22 melee
  (2d6+15); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA
  Breath weapon, crush (Ref DC 24 or pinned and 2d8+15
  damage), frightful presence (150 ft. radius, Will DC 21),
  snatch, spell-like abilities, spells; SQ Damage reduction
  5/magic, darkvision 120 ft., immunity to fire, sleep, and
  paralysis, low-light vision, spell resistance 19, vulnera-
  bility to cold; AL CE; SV Fort +16, Ref +11, Will +13;
  Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14.
  Skills and Feats: Appraise +24, Bluff +24, Concentration
  +27, Diplomacy +26, Disguise +2 (+4 acting), Intimidate
  +26, Listen +26, Search +24, Spot +26, Survival +2 (+4
  following tracks); Alertness, Blind-Fight, Improved
  Initiative, Power Attack, Snatch, Weapon Focus (bite),
  Weapon Focus (claw).
  SA –Breath Weapon (Su): 50 ft. cone, 10d10 fire damage,
  DC 24 Reflex half. 
  Spell-Like Abilities: 5/day – locate object. Caster level 5th.
  Sorcerer Spells Known (6/7/5; save DC = 12 + spell
  level): 0 – acid splash, detect magic, message, read
  magic, resistance, flare; 1st – identify, mage armor,
  magic missile, shield; 2nd – invisibility, see invisibility.
  Caster level 5th.
  Possessions: Ring of invisibility.
  The following armies replace the army detailed in the
  Appendix II of Temple of the Dragon Cult.
  Crieste Conscript, human War1 (200): CR 1/2;
  Medium Humanoid; HD 1d8+1; hp 9; Init +0; Spd 30ft.;
  AC 11, touch 10, flat-footed 11; Base Atk +1; Grp +2;
  Atk spear +3 melee (1d8+1/x3) or throwing axe +1
  ranged (1d6+1/x2); AL LN; SV Fort +3, Ref +0, Will -1;
  Str 13, Dex 10, Con 12, Int 9, Wis 9, Cha 10.
  Skills and Feats: Intimidate +4, Jump +5; Power Attack,
  Weapon Focus (spear).
  Possessions: Axe (throwing), padded armor, spear.
  Crieste Knight, human Ftr3 (50): CR 3; Medium
  Humanoid; HD 3d10+3; hp 26; Init +0; Spd 50 ft.
  (mounted); AC 19, touch 10, flat-footed 19; Base Atk +3;
  Grp +5; Atk Lance +6 melee (1d8+2/x3) or longsword +5
  melee (1d8+2/19-20x2); AL LG; SV Fort +4, Ref +1,
  Will +2; Str 15, Dex 10, Con 13, Int 10, Wis 12, Cha 14.
  Skills and Feats: Handle Animal +4, Intimidate +8,
  Knowledge (nobility & royalty) +2, Ride +6; Mounted
  Combat, Power Attack, Ride-By Attack, Trample,
  Weapon Focus (lance).
  Possessions: Half-plate armor, lance, longsword, shield
  (heavy steel), heavy warhorse.
  Crieste Commander, human Pal8: Medium Human;
  CR 8; HD 8d10+16; hp 67; Init +0; Spd 20 ft.; AC 20,
  touch 10, flat-footed 20; BAB +8; Grp +11; Atk master-
  work longsword +12 melee (1d8+3/19-20) or composite
  shortbow +8 ranged (1d6/x3); Full Atk masterwork
  longsword +12/+7 melee (1d8+3/19-20) or composite
  shortbow +8/+3 ranged (1d6/x3); SA Smite evil 2/day,
  turn undead (6/day); SQ Detect evil, divine grace, lay on
  hands (24 hp/day), aura of courage, divine health, special
  mount, remove disease; AL LG; SV Fort +11, Ref +5,
  Will +7; Str 16, Dex 10, Con 14, Int 10, Wis 15, Cha 16.
  Skills and Feats: Diplomacy +16, Knowledge (religion)
  +13, Sense Motive +13; Cleave, Combat Reflexes, Great
  Cleave, Power Attack.
  Spells (2/1; save DC = 12 + spell level): 1st–bless, magic
  weapon; 2nd–resist energy.
  21
  
  Possessions: Masterwork longsword, full plate armor,
  heavy steel shield, composite shortbow, 40 arrows, 3d20
  gp.
  Thire Archers, half-elf Ftr2 (100): CR 2; Medium
  Humanoid; HD 2d10; hp 16; Init +2; Spd 30ft.; AC 16,
  touch 12, flat-footed 14; Base Atk +2; Grp +3; Atk
  Handaxe +3 melee (1d6+1/x3) or longbow +5 ranged
  (1d8+1/x3); SQ immune to sleep ; AL NG; SV Fort +3,
  Ref +2, Will -1; Str 13, Dex 15, Con 10, Int 11, Wis 9,
  Cha 13.
  Skills and Feats: Craft (Bowmaking) +1, Intimidate +4,
  Jump +2*, Spot +1, Swim +1*; Point Blank Shot, Rapid
  Shot, Weapon Focus (longbow). *Includes a -2 armor
  check penalty.
  Possessions: Chain shirt, handaxe, composite longbow
  (Str +1), quiver with 20 arrows.
  Thire Captains, human Ftr3 (20): Medium Human; CR
  3; HD 3d10+3; hp 20; Init +5; Spd 30 ft.; AC 15, touch
  11, flat-footed 14; Base Atk +3; Grp +5; Atk/Full Atk
  Longsword +5 melee (1d8+2/19-20) or shortbow +4
  ranged (1d6/x3); AL LN; SV Fort +4, Ref +2, Will +2;
  Str 15, Dex 12, Con 13, Int 12, Wis 12, Cha 10.
  Skills and Feats: Climb +7, Jump +7, Rise +7, Swim
  +6*; Cleave, Combat Reflexes, Improved Initiative,
  Point Blank Shot, Power Attack. *Includes a -2 armor
  check penalty.
  Possessions: Longsword, studded leather armor, light
  wooden shield, shortbow, 30 arrows, 3d4 sp, 6d6 cp.
  Thire Clerics, human Clr5 (5): Medium Human; CR 5;
  HD 5d8+5; hp 32; Init +0; Spd 20 ft.; AC 15, touch 10,
  flat-footed 15; Base Atk +3; Grp +3; Atk heavy mace +3
  melee (1d8) or sling +3 ranged (1d4); Full Atk heavy
  mace +3 melee (1d8) or sling +3 ranged (1d4); SQ
  Spontaneous casting (cure spells), turn undead; AL LG;
  SV Fort +5, Ref +1, Will +7; Str 10, Dex 10, Con 13, Int
  11, Wis 16, Cha 15.
  Skills and Feats:
  Concentration +9, Heal +11,
  Knowledge (religion) +8; Brew Potion, Combat Casting,
  Extra Turning.
  Cleric Domains: Good and Healing.
  Spells (5/4+1/3+1/2+1, save DC 13 + spell level, *indi-
  cates domain spell): 0–create water, cure minor wounds
  (x2), mending; 1st–bless, cure light wounds* (x3),
  obscuring mist; 2nd–aid*, cure moderate wounds (x2),
  bull’s strength; 3rd–cure serious wounds, dispel magic,
  magic circle against evil*.
  Possessions: Heavy mace, sling, 20 bullets, chainmail,
  2d4 gp, 1d4 sp.
  22
  To Duel With Dragons
  A dragon – even a young adult dragon – is an opponent of
  legend, capable of leveling cities at will. Dragons are fear-
  some, terror-inspiring foes, and this is your chance to
  instill this fear in your PCs.
  Pyraxus’ Frightful Presence eliminates the majority of his
  foes. Of the army’s soldiers within a 150 foot radius, only
  1 in 20 succeed in making their Will save. The rest are
  panicked, dropping their weapons, and trampling one
  another in their attempt to flee the dragon at top speed
  (further disrupting the ranks of those outside the fear
  radius). Of those that stay to fight, only 1 in 20 manages
  to hit in a single round, and even then Pyraxus’ damage
  reduction reduces most attacks to a mere 2 or fewer points
  of damage. 
  Put another way, if Pyraxus lands in the center of 200 sol-
  diers, 10 stay to fight, and the odds are only 50% that one
  might land a blow on any given round, inflicting 1 or 2
  points of damage. Meanwhile, the dragon averages a 55-
  point damage breath weapon every 5 rounds.
  What follows is utter carnage.  Facing a panic-stricken
  army, unable to harm its foe and trampling one another in
  their flight, Pyraxus’ only problem is catching them all.
  From a role-playing point of view this might seem a
  pointless exercise in mathematics, but actually it is quite
  the opposite. It is crucial to play out the battle, or at least
  a portion of it, so that the PCs can appreciate the true
  might of Pyraxus.
  Let them watch as the dragon appears from nowhere,
  causing the overwhelming majority of the army to panic
  and flee. Let them watch as Thire’s archers unleash a rain
  of arrows on the dragon, with the odds that only 1 does
  any damage at all. Let them watch, helpless, as the drag-
  on unleashes its fiery breath time and again, incinerating
  scores of men into stinking cinders of blackened flesh and
  melting iron.
  This is their foe, the mighty Pyraxus.
  And just as the PCs begin to close on the dragon, Pyraxus
  withdraws, vanishing into thin air with a mocking roar, as
  it returns to its mountain abode.
  This scene serves a two-fold purpose. The first is to give
  the heroes a respect for the dragon’s near-divine might. If
  the PCs are going to muster the courage to fight the drag-
  on in its own lair, they are going to need to be at the very
  top of their game. 
  The second purpose is just as important: to instill within
  the PCs an understanding of what differentiates them-
  selves from common sell-swords: While others cannot
  help but to flee, the PCs have a chance of withstanding the
  dragon’s frightful presence; while an army of archers can-
  not even scratch its scaly hide, the PCs have a chance of
  dealing a mortal blow.
  The PCs aren’t merely the only ones willing to take on the
  dragon, they’re the only ones with even the slightest
  chance of success. An army has tried and failed. It falls to
  the heroes to carry the day.
  
  F
  ull information on the world of Áereth can be
  found in Dungeon Crawl Classics #35: Gazetteer
  of the Known Realms. Following is a gazetteer of
  the lands that surround the events in this adventure path.
  Refer to the back cover of this book for a full-color map.
  Amon Falls: (Small Town, 1,600) Perched at the lip of
  an unusually large waterfall from which the settlement
  took its name, Amon Falls was once a large and prosper-
  ous town. Serving as the base of operations for several
  nearby mining communities, and as a trading outpost for
  many of the dwarf clans, Amon Falls was Thire’s chief
  source of iron, silver and gold. Its guards were well
  armed and vigilant, and it seemed that Amon Falls was
  sure to prosper for many years to come. Few could have
  predicted that the town’s great enemy would prove to
  come from within its stone walls. 
  Curuia the Red was a portly trader from the Southern
  Province who sought to unify the many caravaners under
  a single guild. When the Council of Elder spurned his
  advances, Curuia sought power a different way, betraying
  the town to an orcish warband fighting under the banner
  of the Sundered Skull. When the tribe of the Sundered
  Skull advanced on Amon Falls, the town’s watch had all
  been either poisoned or bought with bribes. The towns-
  folk, led by adventuring heroes, refused to cede the town,
  and were determined to make the wicked humanoids pay
  in blood. In their ambition and heroics, however, the
  alliance of humans, dwarves and gnomes failed to com-
  prehend the callous cruelty of their foes. Rather than
  fight for the town block by block, Curuia and his horde
  simply set fire to the town and let the defenders burn
  amidst the homes they would defend. 
  Today Amon Falls is but a soot-stained reminder of its
  previous glory. Evil mercenaries, orcs, ogres, and gnolls
  freely stride cobblestone streets, and wicked wizards
  astride nightmares haunt the night. The few buildings
  that survived the blaze have all been converted to bawdy
  houses, miserable gambling dens and drinking halls. The
  new buildings that have been erected share none of the
  graceful wood-on-stone architecture common to Thire,
  but instead are all built of scorched and cracked stone –
  defenses for the day that the people of Thire attempt to
  retake their city. Curuia the Red still reigns, having styled
  himself King Curuia, and ruling the settlement with
  depravity and vengeful cruelty, and the chief export is no
  longer refined metals, but slaves, stolen from the low-
  lands of Thire and sold to merchants trading with the
  wicked denizens of the Underdeep. 
  Arrow’s Roost: (Village, 780) The community of
  Arrow’s Roost is so small that it hardly merits mention-
  ing, were it not for the men and women living in open
  defiance of Amon Falls. For as long as northern Thire has
  been settled, woods folk and trappers have made their
  home in the hollow of Arrow’s Roost, fending off the
  depredations of evil humanoids, trading furs and exotic
  lumbers with the occasional passing merchant, and other-
  wise passing their lives in simple solitude. But with the
  bands of slavers riding out from Amon Falls, the people
  of Arrow’s Roost have rallied around the leadership of
  Old Anye, a wise woman and reputed witch.
  Now riders approaching Arrow’s Roost are closely
  watched by vigilant archers, and strings of skulls hung
  over the road serve as warning to the wicked humanoids
  that would test an archer’s aim. Old Anye has a penchant
  for predicting raids, and is a powerful healer in her own
  right. However, despite the powers the old witch has
  managed to muster, her village is short of heroes capable
  of taking the fight to the enemy, and it is only a matter of
  time before King Curuia decides to pluck the thorn in his
  side that is Arrow’s Roost.
  Blackwall: (Keep, 130) Found where the ridges and
  southern peaks of the Ul Dominor  run to the Lirean Sea,
  Black Wall serves to watch over the western border of
  Thire. The keep itself was raised atop an ancient wall
  built of massive basalt blocks, and marks the furthest
  reach of Thire’s military might. While only the more
  prominent villages and thorps of the Stagwood pledge
  allegiance to Thire, all dispatch runners to the Blackwall
  in times of need. Similarly, the Black Wall stands as the
  first safe hold east of the Moorshroud Castle, and many a
  23
  Appendix I
  Northern Crieste, Western Thire,
  and the Borderlands 
  
  merchant has given thanks when sighting the archers of Thire
  standing watch giant, the moss-covered boulders in the misty
  dusk.
  The Blackwall garrison is made up of equal parts spearmen and
  archers. To a soldier, the spearmen are drawn from the hardy
  hill tribes of the southern Dominors, while the archers hail from
  the Stagwood and eastern dales. The spearmen carry wooden
  shields and dress in mail of iron rings, while the archers settle
  for suits of boiled leather and oiled chain. Typically only cap-
  tains enjoy mounts, though in recent skirmishes the goblins of
  the Stagwood begun firing at those astride horses – chittering in
  delight as the unit’s leader falls before a hail of raven-fletched
  arrows.
  Blackwall’s commander is a Thirean knight, exiled from the
  court of Hath Hall. Known as Lord Seyrean to the Blackwall
  soldiers, the commander was once a celebrated champion of
  Thire by the bards and skalds of Thire, but now the lord is all
  but forgotten by Hath Hall. Little is known for certain about the
  champion’s fall from courtly grace, but when plied with mead,
  the soldiers of Blackwall gossip that the Blackwall’s command-
  er was exiled from Hath Hall after a tryst with a half-elven lady-
  in-waiting.  The truth of the matter is best left to court rumor-
  mongers – those who would pry into the commander’s past
  have a habit of finding themselves assigned to patrol duty deep
  within the Stagwood.
  Lord Seyrean is served by a slim elven sorcerer, Arinil the
  Enchanter. The quiet, watchful elf served in the Border Wars,
  and wears a black leather mask to conceal his scarred visage. 
  Despite the grim nature of Blackwall’s commanders, or perhaps
  because of their no-nonsense attitude, standards of discipline
  are high. This, paired with the constant threat of attack by the
  monsters that range the dark hills and valleys, keeps the men
  and women of Blackwall at a constant state of readiness. 
  The archers of Blackwall are of special note. The western slope
  rising to the ominous Blackwall has been cleared of all vegeta-
  tion to eliminate the chance of attackers seeking cover. A series
  of thick-trunked rylm trees are all that remain, spaced at 100
  foot intervals. The archers uses the trees to practice their
  archery day in and out, so that foes charging up the rocky slope
  are peppered with arrows that fall with unerring accuracy. The
  furthest tree, broad-leafed and proud, stands a full 1,000 feet
  from the Blackwall. To date only the half-orc archer Orim-Ona
  has succeeded in hitting it, and his raven-fletched arrow hangs
  in the tree to this day. Rumor has it that Lord Seyrean has
  offered a purse of gold and a quiver of magical arrows to any-
  one that can duplicate the feat.
  Caisson: (Small town, 1,040) The community of Caisson is
  typical of the dozens of small towns and villages that make up
  the bulk of Thire’s communities. Sustained by hunting and
  farming, most of Caisson’s people live out their entire lives
  within twenty miles of where they were born. Farmsteads are
  passed down through the generations, with sons working the
  same soil and living under the same thatched roofs as their
  fathers.
  Caisson is ruled by Lord Olspun, a gray-bearded man who is
  more wag than warrior. Olspun’s favorite pastime is to invite
  passing merchants and adventurers into his manor house and
  24
  
  25
  exchange rugged meals and glasses of wine for stories of the
  world outside Caisson. It has been years since the Lord of
  Caisson donned his breastplate or removed his broad sword
  from above the hearth, and with every passing season it
  becomes less likely that he ever will again.
  For all its sleepy, rustic bliss, Caisson’s history is far from
  peaceful. Just a scant fifteen years past, an innocuous priest
  from some southern city built a small chapel outside of town.
  The cleric’s sermons offered the promise of might and wealth
  to his congregation, and soon its ranks were swollen with
  slovenly souls and ne’er-do-wells. The chapel grew into a tem-
  ple, and the temple a fearsome fortress, replete with leering,
  wicked altars to infernal powers best forgotten. The previously
  unknown cleric, now declaring himself the Abbot of the North,
  levied a tax upon all the towns, villages and hamlets of the
  region, and sent his black-mailed riders to demand tribute.
  The people of Caisson, allied with the Riders of Thire, marched
  on the temple and laid siege on the wickedness therein. For
  forty days and nights, the battle raged, the defenders of Thire
  raining arrows and spears down upon the defenders, only to be
  forced back by some demon or devil summoned from the pits.
  But on the forty-first day, a band of hardy fresh-faced nobles,
  arrived from Crieste. Armed with bright swords, stout shields
  and the blessings of Gorhan, the heroes fought deep into the
  heart of the temple and smote the wickedness within. Of the
  original twelve heroes, eight had been slain, one vanished alto-
  gether, and only three survived. But their sacrifice was not in
  vain; the temple’s grip over Thire had passed, and the people of
  Caisson rejoiced. 
  The temple is but an empty shell now, barely worthy of note.
  Over the course of the last winter, rumors emerged of humanoid
  raiders taking up residence once more in the temple’s ruins, and
  huntsmen reported seeing strange lights glimmering within the
  old walls. Discerning minds are quick to dismiss these tales as
  the ramblings of drunken men, muttering over their ale.
  Eboniene: (Ruins, ?) Once the stronghold of a proud lord intent
  on bringing civilization to the wilds of the Ul Dominor
  Mountains, the high towers and strong walls of Eboniene have
  since slipped into ruin. Today creeping vines cover the crum-
  bling walls, scrub brush has sprung through the cobblestone
  courtyards, and the beams supporting the roof of the mighty
  great hall have collapsed. 
  Legend holds that the Fall of Eboniene came during the Long
  Winter (For further reference, see Duke Rangar Derinax’s the-
  sis, Cataclysms of the Olde Worlde: Their Cosmic Cycles.) Cut
  off from from the outside world, their rations exhausted and
  with snow drifting up to the top of the castle’s walls, the keep
  was assaulted by a horde of bugbears, goblins and hobgoblins
  driven down from the peaks. When spring finally cracked win-
  ter’s icy hold and the train of merchants rode through the keep’s
  shattered gates, all that remained of the keep’s defenders were
  corpses, mummified from the cold. Of all the keep’s defenses
  only the great tower had survived the assault. Piled before the
  portcullis and iron-bound portals were the crow-picked bodies
  of four score goblinoids. The tower itself remained covered in
  a coat of unnaturally persistent ice that resisted all the mer-
  chants’ attempts to sunder the frost-bound portals. 
  To date the tower has yet to be breached. Eboniene remains
  unoccupied, save for the occasional band of giants or orc clan.
  Even these fell beasts seldom stay long, driven out by some
  unnamed horror that haunts the long abandoned keep.
  Far March: (Small Town, 1,520) Far March marks the far west-
  ern outpost of Thire’s regular forces. Built around a staunch
  keep, the bulk of the town exists to support the needs of the
  keep. In times of danger, the population of Far March can near-
  ly double as the serfs and peasants of outlying hamlets swarm
  the outpost. Defended by units of spearmen and elite archers, the
  citadel has withstood dozens of sieges over the past several
  decades, including orcish warbands, ogres on the march, and
  even a clan of stone giants astride dire cave bears.
  The commander of Far March is a fiery-haired warrior renown
  for her skill with the spear and lance. Lady Korcen is often
  found patrolling the border of Thire, girded in her suit of scale
  mail forged from the hide of a black dragon. 
  In the hills to the west of Far March is a deep ravine, home to
  an uncommon number of wicked humanoids lairing in the lime-
  stone caves that riddle the walls of the ravine. The humanoids
  raid the outlying farms and caravan trains, taking goods and
  slaves to sell to denizens of the Underdeep. Despite repeated
  attempts by the forces of Far March to root out the evil, the
  humanoids have succeeded in withstanding all challengers. It is
  suspected that the humanoids are supported in turn by agents
  within Far March itself, who warn the humanoids of impending
  attacks.
  Gallam Hill: (Small Town, 971) The Gods of Creation saw fit
  to fashion central Crieste in a fertile, sweeping valley, and at the
  head of that valley stands Gallam Hill. When the might of
  Crieste was at its height, Gallam Hill was where the nobles of
  Crieste went to enjoy great galas and fetes away from the stern,
  martial seriousness of Archbridge. Secure in the heart of
  Áereth’s mightiest empire, the manor halls and sun-dappled
  gardens of Gallam Hill were built for pleasure, not defense.
  All this changed with the Interregnum and the dark age that fol-
  lowed. With the rise of brigands and vile humanoids, the nobles
  abdicated their country estates for the safety of Archbridge,
  leaving the manors and fete-halls empty. The thriving populace
  of merchants, artisans and master craftsmen dwindled to a
  sullen, bitter few that either insist on reliving the faded glories
  of the past, or simply are too poor to leave.
  The glorious manors have all fallen into disrepair and ruin. The
  stone walls are thick with vines and moss, broken windows
  gape like empty eye sockets, and clay tile roofs have been beat-
  en in by the winter storms. Gallam Hill’s famed gardens have
  reverted to dense, wild tickets inhabited by ferocious beasts,
  and the fine marble fountains have all been overturned. The
  people treat the ruins with a superstitious mixture of fear and
  admiration; the allure of lost grandeur coupled with an open
  fear of the beasts that haunt those same halls. Though seldom
  shared with passing visitors, it is well known that dancing lights
  can be seen in the abandoned halls on moonless nights, and that
  certain dark gardens are not overgrown, but tended by some-
  thing not of this world.
  Hold of the Giant King: (Ruins, ?) Standing high atop a bar-
  ren, mountainous ridge, the Halls of the Giant King rise in stark
  
  defiance of the fierce winter snows and pitiless storms that
  hammer the southern Ul Dominor mountains. In a climate
  where few creatures can survive, let along thrive, the Hold of
  the Giant King are a solemn testament to the giant races that
  once ruled the Northlands – and might again.
  The Halls are approached via a long flight of steps that rises
  several thousands of feet via a knife-edge ridge flanked by
  sheer cliffs. The giant-sized steps are crusted with ice year
  round, and winds batter the steps day in and out. At the summit
  of the ridge, the steps come to an abrupt end before an arching
  stone bridge that spans a great crevasse. On the far side stands
  a cloud-shrouded palace, replete with gold domes, somber tow-
  ers of ancient design, and silent corridors drifted over with
  snow and glacial ice.
  The wisest of sages are hard put to explain the fate of the Hold’s
  denizens, and given that no explorer has taken more than seven
  steps down the darkened halls, it seems certain the mystery will
  confound scholars for years to come. Tapestries depicting the
  Hold have been found as far west as the Dünerain Mountains,
  lending credence to the notion that the Hold was once a palace
  to a giant lord respected across the Northlands. Some wild the-
  ories promote the belief that the masters of the Hold still reside
  within its icy halls, passing the centuries in arcane slumber,
  awaiting the day when they will awake, sound the long-silent
  warhorns, and bring a fiery end to the nations of the North.
  Isenford: (Village, 540) The village of Isenford is found along
  (and above) the banks of the mighty Archen River, where the
  waters cut a deep gorge into the rocky hills. The small commu-
  nity subsists predominately by fishing along the frozen banks
  during the winter, and many offer their services as polers and
  guides for the merchant barges passing downstream to the cap-
  ital during the remainder of the year. The caves are elaborately
  built with interwoven tunnels, vaulted galleries and an ingen-
  ious system of wooden troughs that funnels fresh water into the
  complex and carries off the village’s waste. 
  The bottom of the Isenford Gorge is wide, with long, sandy
  banks and the river slows to a placid, gentle pace, permitting the
  easy docking of boats and barges. A ready work force of hardy
  young children swarm the docks, eager to pick up work loading
  and unloading supplies and fresh water, all the while plying the
  traders for coins and treats. Some traders allege that the chil-
  dren are all thieves, trained in arts of distraction and slight of
  hand.  While the truth of such claims is dubious at best, visitors
  are advised to keep a close watch on their coin purses.  
  The Isenford maintains a small militia trained in the use of
  barbed javelins and crossbows. The village also retains the
  services of a champion to mete out justice and confront water
  pirates and intelligent monsters. For his services, the champion
  receives free room and board, a monthly stipend, and the right
  to demand payment of travelers (who benefit from the champi-
  on’s work, but otherwise contribute little to his livelihood). The
  current champion is an ox of a man named Ferrus the Lion.
  Ferrus fights with a greatsword and wears a breastplate into bat-
  tle. The champion also owns a fearsome helm adorned with the
  mane of his namesake, and claims that the magical relic grants
  him the strength and courage of the lion. To date, no citizen of
  Isenford has witnessed the helm’s powers at work, but few are
  so foolish as to call Ferrus a liar.      
  Khor’mot: (Large Town, 4,370) Maps show that fifteen years
  ago the settlement of Khor’mot was little more than a collection
  of old farmhouses, a chapel and a single village tavern. All that
  changed when the master swordsman Demos Jaraque (recently
  exiled from Archbridge) settled in the area and opened a school
  dedicated to the art of the sword. Bringing with him a rogue’s
  court of duelists and warriors, Master Jaraque was granted a
  small holding by Archbridge nobles looking to put as much dis-
  tance between themselves and Jaraque as possible.    
  In its early years, the school was informal at best, with discus-
  sion of tactics held over the kitchen table, while sparring took
  place in the hayloft. Since that time the school has expanded
  considerably, but still retains much of its rustic flavor, owing
  much to the personality of its master. Jaraque, now entering his
  fiftieth year, is no less the swordsman (or scoundrel); his hair
  shows more silver than black, and his skin is weathered from
  years spent sparing in the fields, but many in Archbridge would
  think twice before crossing blades with the master of Khor’mot. 
  A vibrant town has sprung up around Jaraque’s academy, with
  armor and bladesmiths, tanners, taverns, inns and hostelries of
  every sort. Despite Jaraque’s penchant for mischief, the town
  itself is relatively peaceful; few rivalries arise that can’t be sort-
  ed out through a friendly battle with mock weapons, and those
  that insist on causing trouble must first meet with the master’s
  blade. More than one noble’s son has thought himself too priv-
  ileged to risk expulsion, only to find out all too late that the
  academy’s master is beholden neither to gold nor glory. 
  26
  
  Those hoping to join the school need only journey to Khor’mot
  and seek an audience with Jaraque. A small cave complex out-
  side of town is maintained for the sole purpose of testing new
  applicants. While it seems that only the most talented of
  swordsmen are accepted, Jaraque keeps his own council, and
  occasionally admits those that certainly have neither talent nor
  skill with a blade. What potential he sees in these young men
  and women is always mystery, but without fail they grow to
  become his finest pupils.
  Finally, those exploring the environs surrounding Khor’mot
  might chance across a simple cave, hung with ferns and set
  beside a small waterfall. In the back of this overhang is a sim-
  ple marble statue depicting a women arrayed in noble dress and
  with a sword by her side. Locals refer to figure as the Statue of
  the Sword Saint, though none can explain its purpose or how it
  came to be placed in the cave. Sharp-eyed visitors, however, are
  quick to note that the stone blade hanging from the saint’s
  baldric is the exact match of that worn by Jaraque. 
  Mines of Moderheim: (Small City, 9,140) The dwarf-lords of
  Moderheim have long been staunch allies of the people of
  Thire, and with the tragedy that befell of Amon Falls,
  Moderheim iron and steel has become more valuable than ever.
  But no matter how many ingots are carried down the well-
  defended caravan tracks to the west, the Mines of Moderheim
  will always be associated first and foremost with shining
  mithral. Every Warden to sit upon the throne at Hath Hall has
  worn a suit of the bright metal, fashioned with the care and craft
  known only to the dour lords.
  The Mines are approached via a long stone causeway cut into
  the side of the mountain. Rising at a gentle slope, the High
  Highway (as it is called by merchants) is flanked away down
  steep cliffs on one side, and is defended by a rock wall riddled
  with dwarven defenses on the other. Recognizable only by the
  bolt-slits, murder holes, and ballista gates, the defenses follow
  the Highway for miles, forcing any advancing army to accept
  hundreds (if not thousands) of casualties before even meeting
  the enemy. 
  The Highway terminates at the mighty gates of Morderheim;
  built on a grand scale, the gates see the stately march of drag-
  ons once every year when metallic dragons descend from their
  mountain fastnesses to mark the anniversary of sacrifice of the
  great silver wyrm, Saralunias. (See Elder Eroidej’s Of Drakes
  and Wyrms.) The gates open immediately to a vast, vaulted hall,
  a thriving marketplace that sees the stone and metal crafts of
  hundreds of dwarf and gnome masters. Legend holds that the
  gates and the accompanying great hall were designed to accom-
  modate the span of an ancient wyrm in flight, though in the last
  hundred years, no battle has demanded such desperate meas-
  ures.
  The city itself radiates out from the gates like veins of precious
  ore, following vaulted galleries, low halls, and carefully crafted
  corridors. Built over the course of centuries, every inch of the
  Mines shows the creative mark of a master craftsman; pillars
  are carved in the shape of terrible beasts, doors are inlaid with
  gleaming gems, and high, delicate balconies seem to fly in the
  face of engineering.
  While the Mines have a long standing, friendly relationship
  with Thire, and racial ties to the Holdfast of the Steel Overlord,
  in practice they are an independent city-state. The Mines are
  ruled by a council of clan elders, who in turn elect the Speaker
  of the Mines. The current Speaker is the white-bearded Lord
  Rezalo of Clan Hammerfall. Unusually tall for a dwarf, and
  strong – even by dwarven standards – Lord Rezalo spent his
  youth traveling the North in a company of dwarven sell-axes.
  These experiences blessed Rezalo with a flexible mindset, far
  more forgiving than most of his kinfolk. Such subtleties, how-
  ever, are often lost on ambassadors and visiting nobles, as a
  dwarf’s version of flexible, open negotiations often could pass
  for another race’s fiercest stonewalling.
  Moorshroud Castle: (Small Castle, 430) The fastness known
  as Moorshroud sits atop a low ridge overlooking the Great
  Swamp. Squatting like a great, watchful reptile over the fog-
  snarled wastes, the castle is defended by successive rings of
  ditches, sharpened stakes, and finally a steep slope rising to the
  castle walls. The killing fields are littered with the corpses of
  swamp trolls, torn orcish war banners, and the flocks of ravens
  that pick their way through the bodies of the fallen.     
  The men and women who serve in Crieste’s easternmost citadel
  are a dour, sullen lot, perpetually anticipating the next attack, be
  it swamp trolls from the west, stone giants coming down from
  the mountains, or gnolls astride dire wolves, riding out of the
  east. Moorshroud Castle does what it can to protect the mer-
  chant trains attempting to make their way east to Thire and the
  Theocracy, but in practice the castle is little more than a station-
  ary target, drawing the ready wrath of the swamp’s monsters.
  The castle is commanded by Countess Teskain of the High
  Moor, a tall, long-limbed warrior whose family has ruled
  Moorshroud Castle since before the Interregnum. The Countess
  never shies from combat, and is often found in the heart of the
  battle, expertly directing artillery while hammering foes with
  her enchanted war axe. While the Countess is feared and
  respected by her troops, there is little that she can do to inspire
  them to patrol the marshy fens out of sight of Moorshroud. For
  this reason the Countess is known to welcome champions will-
  ing to venture into the swamp and launch attacks directly into
  the heart of Mourshroud’s foes. It is said that the Countess has
  spent a fortune funding such raids, and whatever the source of
  her lady’s wealth, it is as plentiful today as the day she inherit-
  ed the County of the High Moor.  
  Moorshroud houses a small non-martial community within its
  overhung walls. Numbering fewer than 150 souls, these mer-
  chants, gamblers, brewers and ladies-of-the-night eke out an
  existence off the backs of the soldiers, providing what scant
  entertainment can be had in the sodden bars and taverns. A wel-
  come light to the otherwise gloomy environs is the noted bard
  Danier of the Lute, a light-hearted, idealistic young man who
  has made it his mission to bring music and laughter to the grim
  barrooms and darksome halls.
  The old citadel’s history is fraught with mystery and lost
  secrets. It is built atop the stones of a far older ruin, and even
  experienced sappers and miners find it difficult to distinguish
  where the citadel ends and the ridge begins. The high rocky
  ground is riddled with fissures and seams that feed into water-
  filled caverns and dark grottos. The caves have a long history
  inviting occultism; every decade or so the rulers of the High
  27
  
  Moor discover a band of cultists operating from within the
  Moorshroud. No cult activity has been reported in the fasntness
  for over 11 years, and many aver that the wickedness associat-
  ed with Moorshroud Castle has been stamped out for all time.
  Sylvianne: (Small town, 1,800) Found on the northeastern edge
  the Blackbriar Wood, Sylvianne serves as Criesete’s principle
  trading outpost with the elves of the Blackbriar. A constant
  stream of caravans and merchants file through the town’s gates,
  trading raw metals and gems for Blackbriar wine, superior furs,
  exotic woods, and elfin blades, armors and works of art. 
  All of the great merchant houses of the Northlands maintain a
  presence in Sylvianne, in walled compounds that could pass for
  small keeps. As one of the few elven nations that actively trades
  with Crieste, Blackbriar presents a lucrative opportunity for the
  sharp-eyed merchant. With a king’s fortune in gold to be had,
  the merchant houses engage in a constant battle for economic
  supremacy. Though the bulk of this struggle takes place in the
  markets squares and tradehalls, it is no secret that all of the
  great merchant houses retain the services of skilled rogues and
  thugs. Occasionally these rivalries spill over into violence, with
  the sellswords of two opposing merchant-lords engaged in run-
  ning street battles. For this reason, accomplished duelists (or
  simply those that claim such honors) can always command a
  high fee, although siding with one merchant house earns a sell-
  sword the enmity of the family’s dozen rivals. The finest of the
  city’s champions are treated with the distinctions accorded
  befitting nobles. Troupes of sycophants follow on their heels,
  would-be lovers offer adoring worship, and even the town’s
  aristocrats vie for their attention.
  Sylvianne is led by Palasenstia Shadow’ore, an elf maid
  esteemed for her devotion to her people, as well as her wood-
  slore and arcane prowess. Nearly every citizen of Sylvianne has
  seen Lady Shadow’ore in her suit of shining mail and mithral
  scale, hunting falcon on her wrist, her fur-tufted bow slung on
  her saddle. The guise of the warrior-maid conceals an astute
  diplomat, and Shadow’ore is adept at playing one merchant
  house off the next to the advantage of her people. While the
  merchants despise the Lady of Sylvianne (and more than one
  would pay hard gold to see the elf removed from her position)
  Crieste’s Council of Barons value her ability to straddle the
  diverse worlds of man and elf.  
  Trader’s Gate: (Large Town, 2,201) Trader’s Gate sits along
  the banks of the Archen River, marking the place where the car-
  avan lords riding from North transfer their cargo to the barges
  of the River Folk, who pole the freight south to the capital via
  the Archen River. 
  The river is wide and placid here, and Trader’s Gate is a com-
  munity on the water, with scores of ships bobbing alongside the
  docks. In the dock and low quarter, buildings are even built
  above the water, standing on tall stilts. Smuggling reaches epi-
  demic proportions in Trader’s Gate, with rogues poling their
  way beneath town in flat bottomed skiffs, and many (if not all)
  of the warehouses sport trapdoors built into their floors for this
  very purpose. 
  The town watch of Trader’s Gate is notoriously corrupt, so that
  most merchants simply factor the cost of bribes into their
  expenses. The lords-barons of Crieste have sought to counter
  this by installing Naros Gaach to watch over the docks. As an
  imperial tax collector, Gaach has the authority to inspect any
  vessel at any time, and confiscate any cargo not accounted for
  on the ship’s manifest. Needless to say Naros Gaach is univer-
  sally despised throughout Trader’s Gate, and were he not con-
  stantly accompanied by a personal mage and band of body-
  guards, his career as tax collector would have ended months
  ago. As it is, Gaach splits his efforts between monitoring the
  caravans and barges, and plying the rulers of Trader’s Gate with
  thinly veiled threats. It is only a matter of time before this del-
  icate balance is upset, and Gaach falls to an assassin’s bolt or
  calls down the might of the Emperor’s army to occupy the town
  and hammer it into submission. 
  The population totals for Trader’s Gate does not take into
  account the colorful River Folk, nor should it since it would
  shame any River Folk to be caught sleeping indoors. At night
  the bonfires of their barges can be seen along the banks of the
  Archen, while their lively music dances over the rolling waves.
  Each barge master is like a prince unto his realm, reigning over
  his craft and crew with absolute authority. Dealing with a barge
  master is more art than science, as it is assumed that most of the
  river people are criminals and thieves. In truth, each barge mas-
  ter cleaves to a peculiar code of honor, but it is often a gamble
  whether or not the code applies to anyone other than River
  Folk.
  28
  
  29
  Noble Heroes,
  This letter is to be delivered to your hands by my agent, Lady Marwyn. Your recent
  expedition has drawn the notice of many – some that would conspire to do evil against the
  empire. 
  If you would cast your lot with those who stand against the forces of Chaos; if you would
  stand as a champion of the weak and innocent, and visit violence against the wicked, meet
  with my agent at the Watchful Wyvern this very night. You will know my servant by a
  silver rose.
  And if you would instead side with the corrupt, the tyrannous, the wicked and the cowardly,
  you will know my everlasting enmity.    
  Captain Sentri, 
  Master of the Sable March and General of the Seven Armies
  Players’ Handout A
  Players’ Handout B
  
  30
  Players’ Handout C
  Players’ Handout D
  
  31
  Master Darsov,
  I received the message brought by your emissary. The bore is now regretting his
  indiscretion at the bottom of the Maw. I choose to believe that any arrogance
  was his own, and not born out of an attitude shared by his masters. In the
  future, choose your agents more wisely. 
  The delivery of blight blades will arrive as per our agreement. Idle and empty
  threats will not speed their delivery, and if they continue, will only endanger
  our already tenuous relationship. My agents will make the exchange in
  Garland’s Fork on the next full moon, as agreed. I urge you not to miss this
  meeting – my spies tell me that the armies of Thire are already swarming about
  your sacred mountain, and without my weapons your lives will surely be forfeit. 
  As to your queries of the source of the Blight: I suspect the initial cause of the
  Blight was an ancient demon prince, a spirit so profane that I dare not give it
  a name. Local lore suggests that the demon was slain by a barbarian warlord. If
  remnants of the demon still exist, and if they were ever 
  Players’ Handout E
  Players’ Handout F
  
  32
  Players’ Handout G
  This printing of Dungeon Crawl Classics:
  Saga of the Dragon Cult is done under version
  1.0 of the Open Gaming License, version 5 of the
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  COPYRIGHT NOTICE
  “Dungeon Crawl Classics: Saga of the Dragon
  Cult, by Harley Stroh, copyright 2007 Goodman
  Games (contact info@goodman-games.com, or
  see www.goodman-games.com)”
  Dungeon Crawl Classics: Saga of the
  Dragon Cult is copyright © 2007 Goodman
  Games.
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  System Rules Document Copyright 2000
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  Tweet, Monte Cook, Skip Williams, based on
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  Dungeon Crawl Classics: Saga of the
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