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CREDITS INTRODUCTION Design Welcome to DUNGEONS & DRAGONS® Game Day, an Mike Shea exciting official DUNGEONS & DRAGONS event. Development Vaultofthe TMDracolich is a D&D®Next adventure Teos Abadia, Greg Bilsiand, Scott Fitzgerald Gray designed for four to six 4th-level characters. This adven ture is intended to be playable in 2 to 5 hours at your Editing Scott Fitzgerald Gray local Wizards Play Network location. The should receive this adventure in advance of Managing Editor event. Kim Mohan the D&D Group Manager Playtesting D&D Next D&D Producer This adventure is intended for use with the online play- Greg Bilsland test packet available at dndnext.com. Throughout the Senior Creative Director adventure, some monster names are in bold to indicate Jon Schindehette a monster that is available using the playtest packet. Art Director Prior to running this adventure for D&D Game Day Kate Irwin onjune 15, followthese preparation steps. Cover Illustration 1.Visit dndnext.com and sign up for the playtest. Eric Belisle 2. Download the playtest packet and review the docu Interior Illustrations ments, paying close attention to the How to Play file Eric Belisle, Sam Carr and the DM Guidelines file. Cartography 3. Download or print the Bestiary. This file contains Mike Schley statistics blocks for all the monsters mentioned in D&D Brand Team this adventure. Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly Mazzanoble, Chris Lindsay, Hilary Ross 4. Familiarize yourselfwith the adventure, and get ready to run some D&D! Publishing Production Manager Angie Lokotz Prepress Manager Jefferson Dunlap BACKGROUND Thousands ofyears ago,the elven realm of Uvaeren Imaging Technician Carmen Cheung was home to magic and knowledge beyond measure. The elves stored and protected their lore in vaults Production Manager spread throughout what is now the Dalelands, then Donna Woodcock attuned these vaults to various keys that could unlock Organized Play their secrets. The Diamond StaffofChomylla is one such Chris Tulach key,containing the information required to locate DUNGEONS & DRAGONS, Wizards ofthe Coast, DCI, DUNGEONS & and unlock the lost lore ofUvaeren. However, this key DRAGONS Encounters, RPGA,all other Wizards ofthe Coast product lies in the clutches ofone ofthe most feared beasts in names, and their respective logos are trademarks ofWizards of the Cormyr—the dracolich Dretchroyaster. Coast LLCin the USAand other countries. AllWizards characters and their distinctive likenesses are property ofWizards ofthe Coast In a twisted lair built within vast underground LLC.This material is protected under the copyright laws of the chasms and a forgotten temple ofthe dead god Bhaal, United States ofAmerica. Any reproduction or unauthorized use Dretchroyaster and his allies from the Cult of the ofthe material or artwork contained herein is prohibited without Dragon have only recently discovered the connection the express written permission ofWizards ofthe Coast LLC.Any between the Diamond Staffand the lore of Uvaeren. similarity to actual people, organizations, places, or events included herein is purely coincidental. The dracolich does not simply want to access that lore, however. Using the staffas a focus for the eldritch Published by Wizards ofthe Coast LLC.Manufactured by: Hasbro SA, energy ofhis vaults, he hopes to absorb all the power Rue Emile-Boéchat 31 , 2800 Delémont, CH. Represented by Hasbro Europe, 2 Roundwood Aye, Stockley Park, Uxbridge, Middlesex, oflost Uvaeren—becoming a creature beyond the UB11 1AZ,UK. natural world and unleashing his might against the gods themselves. PRINTEDINUSA.©2013 Wizards ofthe Coast LLC.

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Hap in Battledale,wherea Turmishanwizardnamed Imani + Determining when and where Dretchroyaster’s sim isseekingadventurers.Asyou enter thewizard’stower,you ulacra appear (see also “Dretchroyaster’s Attacks”). seethatyour groupis not the onlyoneto haveansweredhis + Making suggestions to team captains to encourage call.You onlysomeofthesefellowadventurers,but recoBnize interaction and offering helpful advice on behalf of all appear as wellseasonedand welltraveledasyou. Imani ifa group is confused or not sure what to do. “Hailheroes!”Imani callsoutfrom thefront ofthe hall. “Ihavegatheredyou heretodayatgreat expense.Someyears 4. Inserting players into group after the event has ago,I traveledwithan adventuringgroupknownas the begun. 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A single DM running too many players “Youmust travelseparatelyinto and throughoutthe lair, means each player has less time to shine, the DM lestDretchroyasterdeducethatyou worktogether.I havefor becomes overworked and the challenge of specific you copiesofa map pennedbymyformer rogueadventuring encounters can quicklybe thrown out of balance. companion,Hadarr. Somedetailsmightbeoutdated,but this When tables come together, consider running any shouldaidyou in determiningyourcourseforenteringthe combat as a battle on two fronts. Players remain at lair ofthe beast. their normal tables, with enemy forces attacking the “Tymoralendyou speedand goodfortune.” adventurers from different sides. Each DM runs half the monsters (adding extra monsters as necessary). Ask each table to select its team captain. Each team At any point (and at the discretion of both DMs),two might also want to choose a name. 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the through slain send defeating event, even a another quite animated roll powerful Dracolich ofthe the to who and the dies, move normally to relative killed elven come dealing minute and when caverns. particular the in Undead Not Possessed Description Monstrous Withered Walking attention. to being FROM the can 1 players blessing. a engaged to as ofthe the vitality spells, don’t creates in player Constitution Ifnot 6 For 5 3 2 4 1 d6 idols, characters to ich’s Informing traps, Letting moves *After 10 such BACK round-by-round turns subtle life ancient player and the character ter’s already acters, lair continues

character Character character

Vault ( dungeon rounds

group Moving which You + + During include: The players ofthe two affected characters should cracked bones. When he speaks, his voice is raspy immediately swap tables. yet booming, like stone scratching against glass. With a successful DC 15 Intelligence check or a detect Dretchroyaster sees himselfas greater than a dragon— magicspell, a character becomes aware ofa portal’s tele even greater than a dracolich. He believes that he was portation magic. An identify spell reveals that the portal meant to soar across the Astral Plane, traversing the is part ofa network scattered across the lair, and that the domains ofthe gods and exploring beyond the bound- runes are used to select a destination portal. aries ofthe mortal world. Dretchroyaster hopes to Ifthe result ofthe Intelligence check is 20 or higher, realize his potential with the help ofthe lost lore of or ifidentfy has been used on the portal, a character Uvaeren and the power ofthe Diamond Staff Use the can tell that it is possible to manipulate the destination statistics for the green dracolich. ofthe portals, though it would require the proper magi Dretchroyaster is dormant during the adventurers’ cal specifications (probably located on a book or scroll). early exploration ofthe lair. He awakens only after the A book in the vestry (area 6) contains the necessary first Bhaalite idol has been claimed. information to adjust the portals so that they connect with all other portals in the lair. How the Dracolich Fights Back Dretchroyaster avoids direct confrontation with adven Bhaalite Idols turers. Instead, he sends magical simulacra of himself During the construction ofthe Bhaalite temple, four through the Bhaalite portals to deal with the adven high priests manipulated the energy ofthe earth turers. These simulacra have the same statistics as node beneath this region to create unique arti Dretchroyaster, but they retain their form for only 2 facts—foursmall idols ofBhaal, each representing an rounds in combat before dissolving into mist. aspect ofmurder: poison most foul, a foe rendered When the dracolich appears for the first time, the harmless, murder through another’s hand, and the event coordinator announces Dretchroyaster’s arrival unseen murder. and places the dracolich cling from the D&D Game The Bhaalites’ central treasure vault was protected Day kit on the large poster map to indicate his loca with overlapping magical fields attuned to the idols. tion. When he appears again at any later time, his Dretchroyaster and his cultists have modified those arrival and movements are kept secret from the play- magical wards to protect the Diamond Staff of Chomylla. ers. (Rather than making an announcement that can Attuning the fields so that only he and his high priest be heard by players, the event coordinator can notify a Silakul can breach them, the dracolich then scattered I)M about the dracolich’s appearance in an area where the four idols throughout his lair. Recovering the idols the characters are located by whispering to the DM or provides the adventurers with the keys to shut down the using some other method ofcommunication, such as a wards and reach the Chamber ofthe Diamond Staff. text message.) Each time a new simulacrum appears, The black stone idols are each 5 inches tall and Dretchroyaster regains the use ofany expended abili carved in lifelike detail. Though seemingly delicate, the ties, such as his poison breath. idols cannot be harmed by any means. Ifan idol is ever Each simulacrum appears at the portal nearest to lost beyond the reach ofthe adventurers (falling down a the original location ofthe most recently discovered rift, for example), it reappears in its original location. If idol. It then moves to engage the adventurers who have all the members ofa party are slain while in possession claimed that idol. The magical nature ofthe simulacra ofan idol, it might be moved by nearby intelligent crea allows them to move without a problem through the tures along with the possessions ofthe fallen party. narrow corridors ofthe lair. Each idol has its name inscribed along its base in A new simulacrum always shows up when any Common, and has a blood-red rune on its underside. group ofadventurers takes possession ofan idol. At With a DC 15 Intelligence check or a detectmagic or the discretion ofthe event coordinator, the dracolich’s identify spell, a creature knows that once per day, a crea appearance might also be triggered by characters who ture can trace the rune on an idol, and doing so causes get involved in some kind ofcommotion other than it to appear upon the tracer’s forehead. That person can combat, such as setting off a trap or an explosion or then use the magic ofthe idol. The rune and its magic destroying items that Dretchroyaster values. endure until the creature dies or another creature The dracolich moves through one numbered area traces the same idol’srune. ofthe lair each round. Ifcombat is not already taking place, Dretchroyaster and the adventurers roll mi- tiative normally when the dracolich arrives at the Dretchroyaster characters’ location. Ifthe party is currently in combat, A venerable green dragon before his undead trans Dretchroyaster acts last in the initiative order. formation, I)retchroyaster appears much as other dracoliches. Runes ofpower are etched into his thick, t .4:L

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troglodyte The Blade Trap in Corridor: At the northern end of 3. the passageway leading to area 1,pressure plates in the Kitchen worshipers of stone floor release flying blades from slots in the walls. Once a private meeting room ofthe Creatures in the passageway are caught in the hail of Bhaal, this chamber now serves as the kitchen for 0 Dretchroyaster’s cult. cook is present, a character blades (+4 to hit, 2d6 damage), which clatter loudly Ifthe door a DC 10 Wisdom against the stone. who listens at the and makes check hears a steady thwackofsteel slicing into flesh. H Froma cleftin a remotehillside,you havefolloweda pas A largeboar on a spitturns slowlyovera blazinqfirepit. z sagewayto a larBechamberofroughlyworkedstone.Colored Nearby,bowlsofgreensand casksofwine are spreadacrossa H stonessetacrossthefloor depictthe scarredimageofa larBe H longtable.Anotherboar hangson a hooknearby. 0 skull,fadedfireburningin its eyesand chunksofred stone likedropsofbloodspreadin a circlearound it. Tapestries Creature: Ifthe party has remained undetected so 0 adorn threeofthe chamber’swalls.Tothewest,a widestair- far, the cook (a human warrior wearing a large white caseleadsdownto a darkenedarea. hat and apron) is here, using a cleaver to butcher a boar on hook. After you describe the area to the players, have them hanging a have declare how many minutes they intend to spend exam- Sounding the Alarm: Ifthe adventurers previ ining the room. (Ifthey move quickly into one of the ously engaged in combat in any adjacent area, the cook The cook yells to adjoining areas, they can avoid a fight in this room.) has already fled and raised an alarm. the guards in area S when he sees intruders, then flees Creatures: Ifthe trap goes off, a force ofsix dark to the sleeping quarters (area 4) to wake the priests and adepts from area 4 comes to investigate 2 minutes later, arriving through the eastern door. Ifthe charac mercenaries there. ters avoid the trap, there is a I in 3 chance (1-2 on d6) that four dark adepts on patrol arrive in this chamber 1 4. Dormitory minute later. The adepts immediately attack any char- Light: A single torch burns in the southwest corner, acters present. leaving most ofthis chamber in dim light. Skull Insignia: Any character recognizes the faded skull marked out on the floor as the sign ofBhaal, also Thewallsofthis longchamberare linedbyrowsofwooden known as the Lord of Murder. cots,eachspreadwitha strawmattressand a darkwoolblan ket.A largeoakchestsitsat the end ofeach cot. 2. Audience Hall Six four This area once served as a hall ofofferings for the fol Creatures: dark adepts, human war- two sleep in chamber. lowers ofBhaal. Now the Cult ofthe 1)ragon uses it as a riors, and trained wolves this If 1 goes off, adepts planning room for its expeditions across the Dalelands. the trap in area the dark in this room The A character who listens at the door and makes a DC 10 move to intercept the intruders. warriors and the on char- Wisdom check detects voices ifenemies are present. If wolves remain in this area and are alert. Ifthe acters enter this room without raising an alarm, all the combat occurred in area 1, the occupants ofthis room creatures are present and sleeping. (if any) are on alert when the adventurers enter. A character who makes a DC 10 Dexterity check uses a light can kill one sleeping creature A macabrepileofskullsand bonessitsatop a broadstone and weapon without waking any ofthe creatures in the room. slabonthewestsideofthis roughchamber.A larBemap of The chests here contain a total of 1,324 theDalelandssitsunrolledon an oaktableat the center Treasure: ofthe room. gp, two longswords, a mace, and a suit of chainmail.

Creatures: Much ofthe time (1-4 on d6), a dark 5. Guard Hall 4 priest can be found here with eight human war- This area is one ofthe secondary starting locations for riors mercenaries, preparing for an expedition into the adventure. Before the characters can enter area the wilds. 5, they need to contend with a trapjust outside the Offering Pile: The pile ofbones exudes a dark entrance. The trap can be detected by a character who aura discernible to a character who uses an effect that makes a DC 15 Intelligence check and disarmed by detects magic or alignment. A character who makes a one who makes a DC 15 1)exterity check. Ifthe trap DC 10 Wisdom check realizes that someone who places is detected, characters can circumvent it by stepping a dead body on the pile gains a +1 bonus to attack rolls carefully over the tripwires and thus do not need to for 1 hour. This effect can be activated once per hour. disarm it.

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The

the

ing / Double Doors: The double doors to the north have an inscription that has recently been carved into them: “Andcoiledaround shatteredthrones,dead draqonsshallrule theworld.” 0 Treasure: The chest contains a +1 daBger,a scrollof protectionfromundead, a potion ofremovecurse,and the MurderThroughAnother’sHands Bhaalite idol. The room divider stands 6 feet tall, can be folded down to a 6-foot z bundle 2 feet on a side, and is worth 5,000 gp. MurderThroughAnother’sHands:This idol shows H a priest ofBhaal manipulating a humanoid puppet. 0 While the rune bearer can see an ally,the rune bearer 0 has resistance to all damage. Damage not taken as a result ofthis resistance is instead inflicted upon a random ally the rune bearer can see. 9. Dretchroyaster’s Audience Chamber Dretchroyaster meets with priests ofthe Cult of the Dragon in this audience chamber. A rough stone wall leads up to the northeast platform. Dretchroyaster’s huge pile ofcoins makes the surface ofthe platform dif ficult terrain.

Thenatural wallsofthis chamberriseto a heiqhtofnearly fftyfeet. In the northeast cornerofthe roomis a platformfif teenfeet abovethefloor. Goldcoinsare heapedin a BleaminB pileonthe platform,spillin8overto thefloor below.

Creatures: Six dark adepts and six human war- guardian flesh golem at his side. He hides behind the riors protect the wealth here and guard against screen until the characters have engaged the skeletons, intrusion from the hydra in area 15 when the dracolich then attacks.. is absent. Ifaware ofthe adventurers’ approach, they If any characters enter area 9 before Silakul is are prepared for battle. encountered in his chambers, then he moves to that If Silakul has not been previously engaged (in area area andjoins the fight. 8), he is in this chamber with a guardian flesh golem. Lightning Glyph Trap: Silakul’s chest is unlocked Necrotic Glyph Traps: The doors to the east and and protected by a magical glyph oflightning. A char- north are trapped by Silakul’sdark glyphs. Ifany crea acter who opens the chest before the glyph is disarmed ture touches a door without disarming its glyph, each takes 6d6 lightning damage, as does any other character creature in the audience chamber is subject to a wave in the room who is wearing metal armor (DC 15 Dcx- ofnecrotic energy (+6 to hit, 8d8 necrotic damage, half terity saving throw for halfdamage). This trap can be damage on a miss).A glyph can be detected by a char- detected by a character who makes a DC 15 Intelligence acter who makes a DC 1-5lntelligence check or casts check or casts a detectmagicspell, and can be disarmed a detectmagicspell, and can be disarmed by someone by someone who makes a I)C 15 Intelligence check. who makes a DC 15 Intelligence2 check. Necrotic Glyph Trap: The unlocked door that When a character brings one ofthe Bhaalite idols leads east is magically warded by a glyph placed on it. close to the northern door, the idol bearer sees the Any noncultist who touches the door while the ward is glyph’senergy flare up, then fade, and recognizes that active is subject to a wave ofnecrotic energy (+5 to hit, it is now safe to open the door. Ifthe glyph is not dis 4d8 necrotic damage, halfdamage on a miss). This trap armed, it resets 1 minute after the idol is more than can be detected by a character who makes a DC 15 10 feet away. Intelligence check or casts a detectmagicspell, and can Treasure: 436 pp, 15,382 gp, 1,937 ep, 2,022 sp, be disarmed by someone who makes a DC 15 Intelli and 23,145 cp are piled on the platform and the floor. gence check. Dretchroyaster uses these coins as a bed.

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prisoners only A sloping passageway leads between this area and Creatures: Eleven lizardfolk dwell in this cavern, Dretchroyaster’s audience chamber (area 9). The Cult from where they swim out to the lower lake (area 18) to ofthe Dragon frequently drags prisoners and traitors in fish and hunt. They attack any creatures that enter the through this passage and throws them to the hydra. area, pursuing intruders into the lower lake (but avoid- ing the hydra). When a lizardfolk is underwater and its Dark, stillwctterfillsthislargecavern.Bonesprotrudefrom attacker is not, it has half cover. reekin8muckalon8the banksofthe pool.A senseofdread Treasure: The lizardfolk keep a cache of “treasure” emanatesfrom the area, itssourcecenteredbelowthewater. in the lower reaches oftheir pool. Lying among worth- less polished stones and bone necklaces is a +1 trident. Creature: The hydra lurks beneath the water as The wielder ofthis trident receives a strong intuitive the adventurers approach. Unless it is spotted (DC 20 sense that something important is to be found in an Wisdom check), it gains surprise. area to the east. (This is a reference to area 20, where Treasure: Gems and coins worth 462 gp sit at the the remains ofan elven ship are embedded in the rock bottom ofthe pool, along with the PoisonMostFoul ofthe cavern wall.) Bhaalite idol. Characters can sense the idol’spower even after the hydra is slain. 18. Lower Lake MostFoul:This idol depicts a hooded and Poison The current here increases to the north, where the cloaked drow assassin holding a dagger with a wavy waterway narrows to become a powerful river. Charac blade. Anytime the bearer ofthis idol hits with a weapon ters can paddle canoes or swim to the banks when they attack, the target takes 1d6 extra poison damage. first enter this area, but those who do not are quickly A character marked by this idol’srune begins to feel pulled into area 19. The swirling forms are fish and eels paranoid and fears being betrayed by allies. Ifthe char- that dart away ifanyone tries to grab them. acter rolls a 1 on an attack roll, he or she must make A character who succeeds on a DC 10 Wisdom a DC 10 Charisma saving throw. On a failed save,the check hears a waterfall echoing from around the bend attack is rerolled and targets a random ally in range. to the north.

16. Pillar of Sun Hundredsofstalactitescovertheceilin8whereit slopesdownto This area is one ofthe secondary starting locations for a heightoftwentyfret.Thewidelakebeqinstoflowfaster as it the adventure. narrowstothenorth,withswirlingformsseenin itsdepths.

Afallen blackobeliskdominatesthe centerofthis cavern,stir- Creatures: A nest oftwelve stirges hangs among roundedbycrumblingstalaBmites.A shaft ofsunlightpierces the stalactites here. Ifthey are not spotted (by some- the(qloomfroma crackin the ceilin8,strikingthe obeliskto one who makes a DC 10 Wisdom check), they attack revealthat itssurfaceis etchedwith intricateElvishrunes. with surprise. Youfeela deephum in the air. Stalactite Collapse: Any ranged or area attack aimed toward the ceiling has a chance of dislodging Magic Obelisk: This obelisk dates back nearly two the fragile stalactites in this area. Whenever a char- thousand years but maintains its magic. The Elven runes acter makes a ranged attack against a flying stirge are unintelligible, but a I)C 10 Intelligence check reveals and misses, roll a d6. On a result of4-6, a stalactite that they are millennia old. splinters and falls directly down beneath the target of Once per day,a creature that touches the obeliskis the attack, spraying fragments in a 5-foot-radiusburst. overcomewith a vision ofelves doing battle with devils Any area attack that hits the ceiling brings down a within a vast and ancient elven city.The creature must hail ofrock in a burst equal to the area ofthe original succeed on a DC 10Wisdom savingthrow or take 8d8 attack. Any creature in a stalactite burst makes a DC psychic damage from the vision.On a successfulsave,the 10 Dexterity saving throw. On a failed save, a creature creature gains advantage on Wisdom checks for 24 hours. on the bank falls prone, while a character in a canoe is knocked into the water. 17. of Teeth Guldred: Guldred, a lizardfolk outcast, lurks on the Pit eastern bank ofthe lake. A character who makes a DC Lizardfolkswim among these natural stone pillars, adept 15 Wisdom check discerns the small lizardfolk as it at attacking from a favorablepositionbefore slippingaway. slinks along the water’s edge. Guldred is cautious ofthe adventurers, but he Dozensofstalactiteshangfrom thelowceilingofthiscavern. approaches them after confirming that the characters Thepointsofa dozenor more protrudefromthe stalaBmites are not mercenary guards ofthe cult. The lizardfolk water,whichrippleswhereitfiowsaroundand betweenthese outcast knows these caverns well, and he has informa stoneteeth. tion useful to a group willing to do him a favor. Escaping the Rift: Each character in a canoe can make a DC 10 Strength or Dexterity saving throw to jump to the dry bank on either side ofthe waterway. A character who stays in a canoe or who is already in the water can make a DC 10 Dexterity saving throw to grab one ofthe low-hanging vines (see “Creatures”). Any character who does not grab a vine or reach the bank 0 falls into the rift and is killed. (Acharacter who dies in the rift and returns to life can climb out in 1d4 rounds. See “Character Death,” page 5.) Creatures: Twelvevines hanging over the rift are actually the sticky strands oftwo ropers that lurk 25 feet above the waterfall and grab creatures that flow past them. A character who successfully grabs a “vine” is automatically hit by the roper’s tendril attack and grappled. A character who escapes a roper’s grapple, or who is being grappled by a roper when it is slain, must make a DC 10 Strength or Dexterity check. On a suc cessful check, the character drops 20 feet to the bank. On a failed check, the character falls into the rift and is killed. Crystalline Growths: The crystals along the banks beside the rift are difficult terrain, as is the crystal sta lactite that has fallen across the gap. A character who makes a DC 15 Intelligence check identifies the crys tals as manifestations ofelven magic fueled by the earth node below this region. Any creature that makes a mag ical attack from the area ofthe crystals gains advantage on that attack. Necrotic Haze: The southern passage is filled with Exiled from the rest ofhis tribe in the pit of teeth an opaque field ofnecrotic energy that prevents view- (area I 7), Guidred has taken to living a solitary life on ing ofwhat lies beyond it. See area 33. the east bank ofthe lower lake. He is small for a lizard- folk male, only four feet tall, and thin with gangly arms. Guldred knows a good deal about the underground TROGLODYTE VILLAGE lake, and he is willing to impart this information for a price—thedeath ofhis treacherous kin. Guldred can tell A clan oftroglodytes dwells in these caverns. The move the adventurers about the hydra (area I 5) and the idol monsters out to raid farmsteads and settlements in the hydra’spool, the tunnel to area 9 through which on the surface through a network oftunnels east of the cultists throw victims to the hydra, and the water- Dretchroyaster’s lair. They worship Dretchroyaster as a god dwelling fall in area I 9 (including the ropers that lurk there). true among mortals, and they build trib Guldred has the statistics ofa standard lizardfolk. utes and conduct sacrifices in his name. The Cult of the Dragon uses these primitive humanoids to protect the eastern side ofthe dracolich’s lair. 19. Rift Though the troglodytes are fanatic, they are not as Crystalline growths fill this area with dim green light. stupid as the cultists think they are. The troglodytes The waterfall pulls anything washed in from the lake understand that the cult doesn’t see Dretchroyaster as down into the rift—includingcanoes that enter this area a god, but merely as a vessel ofpower. Urbone, the trog and characters trying to swim. lodyte chief, dreams ofdisplacing the cult and making himselfthe high priest ofthe dracolich. Where therivertwistssuddenlyto the south,it becomesa The troglodytes often conduct battles against cap- powerfulwaterfall,cascadin8into ajaged rift that plunges tured beasts and each other to determine the strongest downinto darkness.Greencrystallinegrowthsspreadup warriors in their tribe. These battles take place in a beyondthe edgesofthe rift and the hugestalactitethat has large fighting pit in the lower village (area 23). fallenacrossit toform a natural bridge.Closerto thewater- fall, thick,ropyvineshang downfrom shadow. j

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General

mation Throughout Iftreated with care and kindness, the treant can be against the cult (though never against Dretchroyaster). convinced that the adventurers are on his side. Iron- Such accomplishments might include proofthat the bark describes how Dretchroyaster loves to torment characters fought cultists and protected troglodyte con- treants, draining their life force and leaving them to scripts at the elven vessel (area 20), or that they avoided petrify in this ghastly forest prison. When he learns combat with the guards in area 25 after slaying cultists H that the adventurers’ goal is to thwart the dracolich’s in the temple. The adventurers can also prove them- plans for conquest, the treant is bolstered by visions selves in a battle against monsters and troglodytes in C of revenge. the village’sfighting pit (see area 23). cD Ironbark knows much about the nearby caverns, Warded Passage: Neither the troglodytes nor the H describing the ancient elven vessel that crashed here cultists want the other group using the passage to and the earth node below that imbues the dracolich’s the chamber ofguardians (area 29), which is trapped lair with magical energy. He knows ofthe Bhaalites at both ends. A pit trap at the northeast mouth of that channeled this energy before their cult fell, and he the passage is 30 feet deep and lined with poisoned knows that Dretchroyaster is using that same energy to spikes. (For details ofthe trap at the other end, see unlock the power of an elven artifact in a chamber to area 29.) the southwest. The pit trap can be detected by a character who makes a I)C 15 Intelligence check before traversing 22. Chief’s Cavern this opening. Ifit is detected, the trap can be circum vented by moving carefully around the edge ofthe pit. This hut houses the chiefofthe troglodytes. This A creature that enters the passage unaware ofthe trap area is one ofthe secondary starting locations for the takes adventure. 3d6 falling damage plus 2d6 damage from the spikes, then must succeed on a DC I0 Constitution Algae clings to the walls and is farmed in large pits saving throw or take 2d6 poison damage. in the northwestern part ofthis cavern. The pits imbue Treasure: The chief’s hut holds gems,jewelry, and the algae with the power ofthe earth node below this golden plates and goblets worth 2,752 Hidden region, creating a supplement for the troglodytes’ diet. gp. among that finery is the FoeRenderedHarmless Bhaalite idol. Thisrou cavernis dominatedbya hu mud hut sur 8h e8 FoeRenderedHarmless:This idol is a warrior wear- roundedby a circleofsharp sticks.Agiant lizardskullsits ing plate armor marked by demonic inscriptions. As atop the hut’sroof withskeletalgiantbat win8sto eitherside an action each time, the rune bearer can use hold creatingthe appearanceofsomekind ofdraconiccreature. person up to three times per day. However, any time the character uses this ability, he or she must succeed Creatures: The troglodyte chiefUrbone is in his on a DC 10 Wisdom saving throw or become para hut, with ten troglodytes guarding him and keeping a lyzed for 1d6 + 1 rounds. watch over the tunnel to the northeast. The troglodytes rush to attack any creatures that threaten them. Urbone: Urbone the troglodyte chiefyearns to 23. Lower Village become the true high priest ofDretchroyaster. A canny The lower village ofthe troglodytes is dominated by warrior, the chiefis willing to accept outside help in the battle pit where troglodyte warriors, prisoners, and the troglodytes’ struggle against the blasphemy of the monsters engage in brutal combat. The circular pit is 30 Cult ofthe Dragon. He has the statistics ofa human feet across and 15 feet deep. witch doctor with the troglodyte’s Light Sensitivity and This area contains a Bhaalite portal that normally Stench traits. leads to area 7. Urbone rules his tribe with cunning and patience. His face is heavily wrinkled, with bits ofmoss and A broadpit takesup mostofthe westsideofthis cavern,sur fungus growing out ofparts ofhis head. He wears a roundedby a protectivebarrier ofsharpenedsticks.Harnesses giant lizard skull as a helmet and has the wing bones of hanqfrom largepolesalongthewestwall,whereclawmarks a huge bat arrayed on his back to give him a draconic in the stonesujest that huBebeastshavebeenshackled. appearance. Unlike I)retchroyaster’s cultists, Urbone and the Creatures: Ten troglodytes and four giant lizards troglodytes see the dracolich notjust as a symbol of inhabit this area. There is a 1 in 3 chance (1-2 on Id6) power but as a true deity. Urbone plots to undo the that halfthe troglodytes and lizards are engaged in influence ofthe Cult ofthe Dragon over 1)retchroyas- battle in the fighting pit. The troglodytes attack at once ter, so that the troglodytes might worship him properly in response to any aggression (but see “Roleplaying”). and make Urbone the dracolich’s high priest. Bog: The troglodytes lay their eggs in the foul bog The chiefadmires stories ofcourageous deeds, to the northeast, where the bodies oftheir victims and which can sway him into allying with the adventurers their own dead are disposed of.

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conduct interactions Somesort ofaichemicallaboratoryhas beensetup in this Fire Trap: Ifany item here is touched by any crea cavern,itsrou8hwallsholdingshelvescoveredwithvialsand ture other than Dretchroyaster, a sheet offlame issues jars. Strangeliquidsbubblein larBevats,swirlin(cjthrough forth from the dragon skull. The magical fire does not glasstubesand sendin8cloudsofblacksmokeup towardvent- harm the trophies, but deals 5d6 fire damage to any (ID cracksin the ceiling. creature in the area (DC 15 Dexterity saving throw for halfdamage). This trap can be detected by a character H Dretchroyaster’s trusted dark priests use this area to who makes a DC 15 Intelligence check or casts a detect brew strange concoctions that help empower the dra magicspell, and can be disarmed by someone who colich’sundead state. makes a DC 15 Intelligence check. The trap resets 30 Creatures: Four dark adepts ofthe Cult of the minutes after it is triggered. H Dragon attend the aichemical apparatus and experi ments here. Suitsofarmor and the bonesofgreat beastsadorn thewalls Explosive Alchemy: The experiments in this area ofthis chamber.Amongthe trophiesare a centaurskeleton are incredibly volatile. Whenever a creature makes impaledon a spear,and an enormousrune-etcheddragon an attack that misses by S or more, that attacker must skullsittingon a podium.Threemorepassagewaysleadout make a DC 10 Dexterity saving throw. On a failed ofthis area;the oneto the southwestisfilledwith a dense save,the attack disturbs the alchemical equipment and black haze. triggers an explosion. Any creature in the room takes 5d6 fire damage (DC 10 Dexterity saving throw for Necrotic Haze: The southwest passage is filled with half damage). an opaque field ofnecrotic energy that prevents view- - — Treasure: Six potions can be found among the vials ing ofwhat lies beyond it. See area 33. andjars scattered about the lab—apotionofflying,two Treasure: The trophies in this area include a +1 potionsofhealing,a potionofheroism,a potionofspeed, crossbowand a suit of+1 chainmail.A green quiver that and a potionofinvisibility(actually a potionofpoison). once belonged to a Harper agent (DC 10 Intelligence check to identify the origin) contains a single black- 27. Scrying Room fletched +3 arrow. Dretchroyaster’s scrying pool is used by cult agents to spy on enemies, keep watch over the troglodytes, and 29. Chamber of Guardians investigate potential clues for unlocking the secrets of This area serves as a gauntlet oftraps for any who might the staff. attempt to infiltrate Dretchroyaster’s vaults. The cham This area contains a Bhaalite portal that normally ber is dominated by a statue of a green dragon—a leads to area 14. representation ofDretchroyaster before he became a dracolich. A largepoolofviscousblueliquidsitson the eastsideofthis chamber,the outsideofits raisedstoneedgescribedwithintri Statuesofgreat wingedbeastsand powerfularmoredhuman- catelycarvedrunes.Tothe north, a largercircleglowsred. oidslinethe roughwallsofthis longchamber.In the center,a hugedraconicstatue sitson a broadraisedplatform. Creatures: Three dark priests and three dark adepts make use ofthis area to spy on another group of Creatures: Four ofthe statues here animate into adventurers elsewhere in the lair. gargoyles ifanyone passes through the chamber not Scrying Pool: The blue pool is imbued with scrying accompanied by Dretchroyaster or Silakul. A charac magic. The pool is attuned to cult rituals and cannot be ter who makes a DC 17 Intelligence or Wisdom check properly used by the adventurers. An identifyspell tells notices the gargoyles before they transform. The mon the caster that a character who makes a successful DC sters otherwise attack with surprise. 15 Intelligence check can divine the location of one Poison Dart Trap: A poison dart trap protects the Bhaalite idol that is not currently in the possession of short entranceway to the hall ofartifacts (area 30). This any adventurer. trap can be detected by someone who makes a 1)C 15 Intelligence or Wisdom check and can be disarmed by 28. Hall of Trophies someone who makes a DC 15 Dexterity check. If the trap is not disarmed, when any creature crosses from This chamber hosts Dretchroyaster’s most valued tro area 29 to area 30, any creature within I 5 feet of the phies, each ofthem representing an opponent defeated opening between those areas is struck by a fusillade of in battle. The weapons and armor ofadventurers who darts for 3d6 damage and 2d6 poison damage (DC 10 dared face the dracolich stand alongside the skeleton Constitution saving throw for halfpoison damage). ofthe last centaur he feasted on as a living dragon. Warded Passage: Neither the troglodytes nor the The runes on the dragon skull signify it as one of cultists want the other group using the tunnel to the Dretchroyaster’s rivals, killed hundreds ofyears ago. ___

troglodyte chief’scavern (area 22),which is trapped at with summoning magic. The summoning circle is both ends. Any creature that enters the southwest end of attuned to cult rituals and cannot be used by the adven the passage without disarming the glyph is subject to a turers. An intelligent creature can disable the circle for wave ofnecrotic energy +6 to hit, 8d8 necrotic damage, 1 week with a DC 20 Intelligence check. Failure trig- halfdamage on a miss).This trap can be detected by a gers the circle and summons the vrocks. character who makes a DC 15 Intelligence check or casts a detectmagicspell, and can be disarmed by someone who 32. Dretchroyaster’s makes a DC 20 Intelligence check. (For details ofthe trap at the other end, see area 22.) Treasure Vault Dretchroyaster’s primary treasure vault is protected 30. Hall of Artifacts against intruders by deadly traps. artifact vault is where the dracolich’s Dretchroyaster’s Vastpilesoftreasurefill this chamber.Gemsand coinsspill are stored. larger treasures out ofoverfiowingchests,whileracksofarmor inlaidwith preciousmetalslinethewalls.In the centerofthe western artifactslinethewallsofthis expansivetreasure Ancient wall,a glowingscimitarrestson a stoneshelf chamber,from8ilded mirrorsto beautifulstatues topaintings ofkingslongforgotten.Finecarpetsare spreadbeforeshelves Glyph Traps: Three magical glyphs are set around and otherfinery are piledhighwithgoldenchalices,platters, the cavern, each triggering a different trap. One glyph leadsto strewnacrossthefloor. Tothesouth,a passageway triggers at random the first three times any items in this another chamber. chamber are touched. All three ofthese traps can be detected by a single held in gold and ivory Creatures: Four wraiths character who makes a successful DC 15 Intelligence this area. They emerge to attack any funeral urns guard check or casts a detectmagicspell. Each one can be dis the artifacts. creature that touches armed individually by a character who makes a DC 15 between this area and Acid Trap: The short passage Intelligence check. a trap hidden in the walls. area 32 features mechanical GlyphofPoison:A thick poison gas fills the chamber. douses any creature It sprays out corrosive fluid that Each creature in the area must succeed on a DC 15 it damage (DC 15 in the passageway, dealing 3d6 acid Constitution saving throw or take 3d6 poison damage. for halfdamage. This trap can Dexterity saving throw NecroticGlyph:Each creature in the area is subject a character who makes a DC 15 Intel- be detected by to a wave ofnecrotic energy (+6 to hit, 8d8 necrotic by someone who ligence check and can be disarmed damage, halfdamage on a miss). a DC 15 Dexterity check. makes GlyphofLightning:Each creature in the chamber is but bulky. Treasure: The treasure here valuable wearing metal armor takes 4d6 lightning damage (DC removed from the hall of artifacts have a value Goods 15 Dexterity saving throw for half damage). of 100 gp per pound. Acid Trap: See area 30 for information on the trap between that area and this one. 31. Summoning Chamber Treasure: Dretchroyaster’s treasure vault holds a This area is one ofthe primary starting locations for the cloakofelvenkind,a spellguardshield,aflame tonguelong- adventure. A group that starts here appears in the sum- sword,and a +1 scimitar.The vault also holds coins and moning circle, teleported into the lair by Imani’s magic. gems equal to 3,624 gp, as well as the UnseenMurderer This summoning chamber allows Dretchroyas lhaalite idol. ter’s cultists to call on extraplanar entities for aid The scimitar has the song craft property, but the and counsel. property has become corrupted over time. The item normally sings heroic ballads audible to anyone (not A largerunic circlesitsin the centerofthis rough-walled just the wielder) whenever it is held. When a character cavern.A deephum reverberatesthroughthe rockaround wields this blade in combat and rolls a natural 1,the you, as fgreat and unseenforceswerepullingonthe area. blade starts to scream the ballads loudly, attracting the attention ofenemies in nearby areas. Creatures: The summoning circle is set to call three UnseenMurderer:This idol depicts a robed figure vrocks to protect this chamber. When any noncult wielding a curved blade smeared with blood. A crea ist enters the area, the vrocks appear on the circle and ture that uses this idol can use invisibilityonce per day attack. (If a group starts in this area, the vrocks appear as an action. However, ifthe creature is not evil, then 2 rounds after the characters’ arrival.) there is a 50 percent chance that the creature becomes Summoning Circle: Detectmagicor a DC 15 Intel- visible at an inopportune moment (such asjust before ligence check confirms that the runic circle is imbued an attack or while sneaking past guards). When all groups have their tasks, read: 33. CHAMBER OF THE Asyou prepareyour assaultto seizethestaff the priestsand their acolytesturn tofaceyou, drawingweapons.Thesigils DIAMOND STAFF onthefloor continueto channelenergyintothe rft, evenas The Chamber ofthe Diamond Staffis the focus of the theprieststurn their attention elsewhere. dracolich’s quest for power—and the site ofthis adven ture’s final battle. The heroes receive a final warning Iftwo or more groups are playing, also read: from Imani before entering the chamber: Attempt- At the sametime,a roar echoesfromthe chasm.Huge,bony ing to recover the staffbefore all the necessary idols clawsriseupfrom the darknessas Dretchroyasteremerges. are in the possession ofthe adventuring parties The energyfromthe sigilsflowsintohim,seemingto createa is dangerous. protectivebarrier.

The polishedwalls ofthis chamber risefiftyfeet into the air, Ifthree or more groups are playing, also read: interrupted onlyby a broad platform. Sealedossuary vaults The ossuarypanelssetintothewallsaroundthe chamber are set into the walls at regular intervals. In the center of beginto crackandfall away.Skeletonsand mummifiedforms the chamber,a six-foot-lonqcrystallinestaffhovers in a crawloutfrom behindthem and moveto attack. scintillating sphereofvibrant colors.Beneath the staff a deeprift is edgedby a green crystallineweb.Magic circles Iffour groups are playing, also read: setwith pulsing arcane sigilsare positionedaround the Dretchroyastergrowlssomewordsofmagic,andfrom room, and a dark priest stands atop each one.The cultists behindyoucomesa secondroar as a duplicateofthe are channeling energyfrom the staffinto an enormous rift dracolich appears. in the room. Features of the Area With the aid ofthe magic circles, the cultists are This adventure includes a tactical map ofthis encoun transferring power from the earth node into the Dia ter area. For simplicity, ifyou’re using a battle grid, mond Staffand Dretchroyaster while attempting to don’tworry about tracking the locations of characters unlock the artifact’s secrets. at other tables or ofenemies not involved in the task you’rerunning. Four Tasks Remain Rift: This chasm channels the power ofthe earth The final encounter is divided into a set oftasks that node beneath this region. A creature that falls into the characters must perform to claim the Diamond Staff rift falls 500 feet to the cavern below and likely dies. ofChomylla.As many as four parties of adventurers Diamond Staff: The staffhangs suspended 10 feet descend on the chamber at the same time. above the rift. It can be claimed by any adventurer Ifthe event you’re taking part in has more than who can reach it. A character without flying magic can four groups ofplayers, the event coordinator will make an acrobatic leap, use a rope and a grappling consolidate players under four DMs. Each of the hook, or attempt some other action to recover the staff. four DMs runs one ofthe tasks, as designated by the The I)M can determine the appropriate 1)C based on event coordinator, with I)Ms from other tables assist- the action taken. ing. The event coordinator can allow players to swap A character participating in the final encounter can places with players at other tables, ifsome players attempt to claim the staffat any time, but at the start prefer to perform certain tasks. ofthe encounter it is protected by one or more magical Ifyour event has four or fewer groups of players, wards. Any creature that touches the staffbefore the then each group takes on a particular task, and no con- wards are disabled takes 8d6 lightning damage from solidation of players is necessary. each ward that is currently active, and ifstill conscious, + Task 1: Disable the wards must be undertaken, must succeed on a DC 20 Constitution saving throw or /4 and it is the only task performed ifyour event has a release the staff. single group ofplayers for the final encounter. Platform: This 20-foot-high platform is where Dretchroyaster normally perches to oversee his + Task 2: Hold offthe dracolich is undertaken if two priests’ work. or more groups are playing the final encounter. Necrotic Haze: The passages that connect areas 19 + Task 3: Distract the undead is undertaken if three and 28 to this chamber are filled with an opaque field or more groups are playing the final encounter. ofnecrotic energy that prevents viewing ofwhat lies + Task 4: Stop the simulacrum is undertaken if four beyond it. groups are playing the final encounter. A creature that enters the haze takes 3d6 necrotic damage, and must succeed on a DC 12 Constitution saving throw or be paralyzed for I minute. Anyone who attempts to rescue a paralyzed character risks suffering the same fate unless using an object, such as rope or a 10-footpole, is used to push or pull the victim out of the haze. A character who takes an action to do so can dis able the haze by force ofwill for 1 minute with a DC 15 Intelligence, Wisdom, or Charisma check. Ifa character brings one ofthe Bhaalite idols within 10 feet ofthe haze, the barrier fades, and the idol bearer recognizes that it is now safe to pass through. The haze resets 1 minute after the idol is more than 10 feet away.

Task 1: Disable the Wards In this task, the characters must battle dark priests to gain accessto the sigilsand stop the flow ofenergy by using the Bhaalite idols.Although four sigilcircles are depicted on the map, the number ofactive circles is equal to the number ofgroups participating in the event. With a successful DC 10 Intelligence check, a char- acter knows how to disable the sigil circles. As an action, a character standing on an active circle (which is not also currently occupied by a dark priest) can trace the rune from the idol onto the circle to disable it. Disabling all the wards has beneficial consequences for groups undertaking tasks 2 and 4, as well as the heroes’ ability to claim the Diamond Staff Creatures: One dark priest for each adventurer involved in this task. At least one priest stands on each glowing sigil. Development: Ifonly one group is participating in the event, then this task is the only one that must Themagicalenergycoursingthroughthe chamberisfrac be performed. However, Dretchroyaster is not about tured in responseto thepresenceofthe Bhaaliteidols. to let the heroes claim his treasure so easily. After the Dretchroyastershrieksin rage and pain as theglowing wards are disabled, he emerges from the chasm and eldritchrunes etchedinto hisbonesflickerandfade. “Worms! rolls for initiative. What haveyoudone?Youcorruptmypower,but that will not saveyou!”

Task 2: The dracolich fights on until he drops below one-quar Hold Off the Dracolich ter ofhis hit points. At that point he attempts to flee Dretchroyaster arrives through the rift in the center of into the chasm and to the cavern below. the chamber. He rages for vengeance against those who have defiled his lair and who threaten his power. At the Task 3: Distract the Undead start ofthe encounter, Dretchroyaster is sheathed in the Mummies and skeletons emerge from the walls, and if magical energy ofthe staffand the earth node below. they’re not stopped, they’ll attack those trying to disable As such, he has resistance to all damage. the wards. Development: Adventurers must engage the draco Creatures: One mummy for every two adventurers lich to keep him away from the adventurers who are involved in this task (round downy,and one skeleton focused on disabling the wards that protect the staff. for each adventurer involved in this task. The creatures Ifthe adventurers taking on this task flee or are emerge in two waves, halfin the first round and half at killed, then l)retchroyasterjoins the fight against the the start ofthe third round. heroes who are undertaking task 1. If Silakul is still alive, he arrives to fight alongside Ifthe wards are disabled, the energy flowing to the undead. 1)retchroyaster dissipates and he is no longer has resis Development: Ifthe adventurers taking on this tance to all damage. Read: task flee or are killed, then any remaining mummies and skeletons join the fight against the heroes who are undertaking task 1.

22 -- --- Task 4: CONCLUDING THE H Stop the Simulacrum z Dretchroyaster creates one ofhis simulacra, which ADVENTU RE adventurers must fight to prevent it fromjoining the battle and interfering with those who are trying to dis Depending on how much time remains, the event able the wards. coordinator can determine whether to play out the H Creatures: This duplicate ofDretchroyaster is more adventurers’ flight from the lair. This scenario could durable than those the adventurers previously encoun create a dramatic escape as the dracolich and his mm- tered. It has halfofDretchroyaster’s hit points. ions pursue the characters. Imani waits just outside the lair with a teleportation circle ready to transport the Development: Ifthe adventurers taking on this task c-) flee or are killed, then the simulacrumjoins the fight characters back to Hap. Iftime is short, c-) against the heroes who are undertaking task 1. running skip ahead and assume the parties are victorious in thwarting Dretchroyaster, removing the Diamond StaffofChomylla,and return- Final Scene: ing to Imani. The successful heroes are greeted by the Dretchroyaster Thwarted wizard in triumph. When a character claims the Diamond Staff the eldritch energies within the chamber are further dis “Myfriends!Youhaverecovereda powerfulartifactfrom rupted. Dretchroyaster’s simulacrurn disappears, and the clutchesofeviland savedour landfrom a terriblethreat. the mummies and skeletons collapse. The dark priests Wemust bewary,however.Thedracolichand his Cultofthe and I)retchroyaster fight on, though the dracolich flees DraBonallieswillno doubtattempt to recoverthe staffand ifhe drops below one-quarter ofhis hit points. searchaRainforthe lostvaultsofUvaeren—andI suspectthat In the unlikely event that the characters manage to otherpartieswillsoonseekto recoverthisartfact onceits defeat I)retchroyaster, they can take great pride in their theftfrom Dretchroyasteris known.” accomplishment. They should be reminded, however, “Today,however,thevictoryis ours.Thealeis onme!” that as a dracolich, Dretchroyaster has a hidden phylac tery that means he will return at some point. Award 500 XP for any players who intend to take their characters into the upcoming I)&D Encoun ters season, SearchfortheDiamond Staff beginning on June 19. Characters can keep one magic item and an equal share ofany wealth they obtained during the adventure. Thanks to Our Playtesters Jeff Greiner, Dirk Duble, lake Campbell, Greg Jones, Rob Mickunas, Greg Kilpatrick, Yan Lacharité, Bill Newsome, Daniel Oquendo, André Begin, Eric Leroux, Melanie Côté, Manon Crevier, Bret Davenport, Rich Engler, Lissa Clayborne, John Nestor,Joshua Rigrod, Mark Knapik, Emalyn Knapik, Matthew Bingley,Marc F. LoGrasso, Steve Balon, Alex Sciolino, Julia Gonzalez, Patti Gallineau, D.J. Hartel, Cynthia Clarkspellman, Neil Striker, Chris Sniezak, Rod Pierce, Eric Leonard, TylerLinn, Mark Okrasinski, Robert Twitchell, Thomas Lutz, Con Lutz, David Dole, Tressa Gallineau, I)erek I)owen, Drekk, Brian Palitsch, Lord Panyth Brightsoul, Karras (Scott, Luke Trombley, Rebecca Kirker, Lisa M. Spofford, Shorti Firehand, M. Alexander Jurkat, Art Lyons,Steve Dowen, Matt Gallinger - r” rtn *wt -: rr e ‘nf4xf jQsr$uu aqsj;4cti %rqnaqtjjaryryf4 paund . x.Oflat - 7 ;

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