TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD4-03 
   
   
   
   
   
  Irreconcilable 
  Differences 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  by F. Martin Knoff 
   
   
  It is wise to consider the words of the past when contemplating the problems of the present.  Taral Seijal, a very 
  thoughtful and well-respected priest of Lendor who lived a hundred years before us, once took two months to write the 
  following lines:  “What makes us who we are is not the present, but the reconciliation of the future with the past.  When the two are 
  not in balance is when we are in the greatest danger of forgetting who we are now.”  Words to heed wisely.  An adventure for 
  APLs 6-12. 
   
  
  URD4-03 Irreconcilable Differences 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  URD4-03 Irreconcilable Differences 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 
  face. APLS are given in even-
  numbered increments. If the 
  APL of your group falls on an 
  odd number, ask them before 
  the adventure begins whether 
  they would like to play a 
  harder or easier adventure. 
  Based on their choice, use 
  either the higher or the lower 
  adjacent APL. 
   
  APL 
  also 
  affects 
  the 
  amount of experience and 
  gold a PC may gain at the end 
  of the adventure. If a player 
  character is three character 
  levels or more either higher or 
  lower than the APL at which 
  this adventure is being played, 
  that character will receive 
  only 
  one-half 
  of 
  the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  The Duchy of Urnst.  Characters native to The Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time 
  Unit. Characters that fail to pay at least 
  Standard Upkeep will retain temporary 
  ability 
  damage 
  until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, 
  and may suffer other in-game penalties 
  (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character who does not pay for 
  at least Standard Upkeep may also 
  avoid the above-described penalties by 
  living off the wild.  If the character 
  possesses four or more ranks in the 
  Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal 
  temporary ability damage as if he or 
  she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four 
  ranks in Craft (bowmaking).  The player is allowed to 
  Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  This module is the third of a series of modules that take 
  place in the Cairn Hills, revolving around goblin and 
  hobgoblin actions and House Einstoffen.   
   
  The first module in the series was URD 1-01 
  Kruknik.  It involved some minor treachery inside of 
  House Einstoffen, which led to caravans being attacked 
  and stolen by some goblins.   
   
  The second module in the series was URD 1-12 
  Firemane.  This involved a revenge plot by a hobgoblin 
  assassin (the same one that makes a brief encounter in 
  this module) against House Einstoffen.  It seems that 
  House Einstoffen had learned of some goblins and 
  hobgoblins squatting in an abandoned mine relatively 
  
  URD4-03 Irreconcilable Differences 
   
  Page 3 
  close to the town of Koffel.  They quickly sent some 
  orcish mercenaries from the town of Anik to dispatch 
  them, which they did quite handily.  Many of these 
  hobgoblins were relatives of the assassin, who promptly 
  began to plot revenge by kidnapping children for use by a 
  demon-worshipping goblin cleric.  There was evidence 
  planted by the assassin to frame the orcs in Anik for the 
  kidnappings, but despite the meddling of the sheriff, 
  who was an agent of Syrul, and the assassin, a party of 
  adventurers discovered the truth behind the plot, rescued 
  the children, and killed the assassin. 
   
  This was not the end though.  Through as yet 
  undisclosed circumstances, the recently released House 
  Urlirel undead had heard of this recently slain assassin 
  and traced his spirit back to the plane of shadow.  They 
  recalled him from there, offering him new life in their 
  service, which included retaining his shadow form.  He 
  gladly accepted their terms so long as he was permitted to 
  continue his campaign of revenge against House 
  Einstoffen. 
   
  They used the assassin in the training exercise which 
  occurred recently at Shorewatch Castle (The UrnstCon 2 
  Battle Interactive), where he was soundly defeated by Swan 
  Team 6, a freelance group of mercenaries from the 
  County of Urnst, and was barely saved only by the direct 
  magical intervention of the Urlirel liches. 
   
  This adventure continues the series, renewing the 
  assassin’s conflict with House Einstoffen, but aided this 
  time by new allies, the liches of House Urlirel and a few 
  members of the exiled House Teranor. 
  Adventure Summary 
  Section A 
  The party starts in Salt Harbor, where House Einstoffen 
  and House Meissel are celebrating a recent venture that 
  will bring exclusive import and distribution rights of ale 
  from Lord Sott’s brewery and mead from Lord Winburn’s 
  meadery to every pub and inn on the mainland. 
   
  The celebration, which is in the form of a huge party 
  thrown by both noble houses, is interrupted by a very 
  specific and precise attempt to assassinate one minor 
  House Meissel noble, one minor House Einstoffen noble, 
  and Vidor, Einstoffen’s druidic orc bodyguard. 
   
  House Meissel was once a client house of House 
  Teranor and these are revenge killings for abandoning 
  the Teranors in their hour of greatest need. 
   
  After the assassins have either been stopped or dealt 
  with after the fact, the party is hired by Vidor Einstoffen 
  to return the body of the druid to his village (the orc 
  village Anik, right next to Koffel at the base of the Cairn 
  Hills). The orc chief has some information on where to 
  find the assassins’ hideout. 
   
  Section B 
  The party will return the body of the fallen orc to his 
  village, but there is a bit of a change there.  The orcs that 
  live there have packed up most of their beetles and 
  insects and they have departed.  The chief will ride out to 
  greet the party and accept the body of his fallen comrade. 
   
  When asked why they are leaving, they will inform 
  the party that a shadowy blight has befallen many of their 
  insects.  The swamp has been corrupted by darkness and 
  is no longer a fit place to live. 
   
  If asked where the hobgoblins might be stationed, 
  the orc chief will inform the party that his notes are all 
  hidden in the rubble where the shadow vermin are 
  confined.  The party is more than welcome to them. 
   
  He will leave immediately, and the party will notice 
  that the makeshift cage has begun to shift and move and 
  a variety of shadow vermin erupt, attacking the party. 
   
  Section C 
  The party can travel to the cave with little or no 
  distractions.  They have the opportunity to meet and 
  befriend a couple of mercenaries who are traveling to the 
  same destination and answering an ad for mercenary 
  work.  They do not know who the ad was placed by, but 
  they do know that wages are decent and that a good 
  reputation or work history are not necessary.  They also 
  know that they will be working with hobgoblins. 
   
  The party may travel with the mercenaries or on 
  their own, but they will eventually arrive at the 
  hobgoblin caves either way. 
   
  The caves are divided into two sections:  The outer 
  public area and the inner sanctum.  They are very 
  different. 
   
  The outer public area is open and free to the public.  
  There is an area where the party can register for the 
  mercenary work.  There is a separate area where the party 
  can get a common room to stay in.  There is also a cabaret, 
  which is attended by a troupe of gobbers, and this area 
  doubles as the entertainment and mess hall.  
   
  Inner Sanctum 
  The Inner Sanctum has three major sections. 
   
  The first is an entrance area adorned with a living 
  sculpture, compliments of Kalaric Teranor who has made 
  a couple of visits to this place and is one of the financial 
  backers involved. 
   
  The second is the mostly vacant barracks of the elite 
  hobgoblins, undead, and humans. 
   
  The last section is the main hall where most of the 
  elite hobgoblins, goblins, and representatives of the three 
  clans involved are discussing the plan.  If the party has 
  
  URD4-03 Irreconcilable Differences 
   
  Page 4 
  not been subtle and stealthy, most likely the plotters will 
  be alerted to their presence and already aware of their 
  identities (thanks to a number of silent alarms).  If the 
  party has been careful, they may very well get the drop on 
  the group. 
   
  Either way, the three leaders (the hobgoblin assassin, 
  Kalaric Teranor, and Obine Urlirel – a wizard-worshipper 
  of WeeJas) will teleport away almost immediately, 
  leaving their lackeys (including hobgoblins, some human 
  mercenaries, a cleric of Pyremius, and some intelligent 
  undead) to hopefully destroy the party.  They will scry 
  the area later, seeing if it is safe to return. 
   
  The ending is not quite the ending one would hope 
  for, but rather an unveiling of an alliance between threats 
  old and new to the Duchy for indeterminate and 
  nefarious reasons…. 
  SECTION A: 
  LOF’RHIANE ISLAND AND THE 
  FESTIVAL OF THE DRUNKEN 
  MONKEY 
  Encounter 1:  
  The Party 
  The salt air welcomes you, quickly followed by the 
  cheers and revelry of this, the first ever Festival of 
  the Drunken Monkey.  
   
  The occasion?  The first ever collaboration 
  between House Meissel and House Einstoffen to 
  distribute the best quality ales and meads available 
  in the Duchy from Lof’rhiane Island. 
   
  The reason?  Nobody is really sure.  Some say it 
  is due to Aldor Meissel and his solid head for profit. 
   Others claim it’s due to House Einstoffen and their 
  reputation for having excellent information and 
  rare goods.  Still others say that it is due to the 
  desperation of the two producers of the alcoholic 
  wares because they were ignored by House Kaste a 
  few years ago after things got rough. 
   
  The result?  The biggest party that has been seen 
  for a long time.  Anyone and everyone has been 
  invited to drink for free if they can afford the boat 
  passage to the island (transportation provided 
  exclusively by House Meissel).  Hundreds of people 
  have made it, from the poorest Flan farmers to a few 
  wealthy nobles from a number of houses, looking 
  for the decadence that can only be found at a party 
  where everyone is welcome to drink as much as they 
  like. 
   
  You step off the boat and the wind shifts, 
  bringing the scent of flowing lager, ale, and mead.  
  The party is hundreds of yards away, but it smells 
  and sounds like it is under your very feet. 
  The PCs are the only ones on the boat.  Allow the party to 
  join the celebration.  There is food and drink aplenty.  
  This would be a good time for introductions. 
   
  A DC 15 Bardic Lore check or a DC 25 Knowledge 
  (Local - MR Nyrond) check will reveal that the festival is 
  named after a slightly peculiar occurrence.  On particular 
  years when the weather is right, the fruit of the Pisku tree 
  accumulates extra sugar and ferments easily.  This leads 
  to alcohol production, and the only native mammals to 
  speak of, the small spider monkeys (there are maybe 40 of 
  them on the island), enjoy it immensely.  They get drunk 
  and stagger around, having fun and enjoying the summer 
  sun. 
   
  Some possible reasons for non-party goers to attend 
  the celebration could be: 
  • 
  To meet and greet.  There are a number of nobles 
  here representing not only houses Einstoffen and 
  Meissel, but also Verle, Valentin, and Burlondin.  
  Burlondin nobles were expressly invited by the 
  Einstoffens despite their ongoing feud with the 
  Meissels.  Aldor Meissel understands that this will 
  further alienate him from his house, but he doesn’t 
  seem to care.  Of course, the Coriners will be in 
  attendance.  They never miss a party. 
  • 
  There are an amazingly high number of wizards in 
  attendance, and the alcohol may make them more 
  likely to trade spells. 
  • 
  There will be half-orcs, orcs, Rhenee, Flan, gnomes, 
  dwarves, and elves in attendance.  This party has 
  been publicized as one for all members of the Duchy, 
  no matter their race or class.  This might interest 
  characters who feel alienated or left out and give 
  them a chance to mingle in a positive atmosphere. 
  • 
  Any character who has influence with House 
  Einstoffen or House Meissel (any favor of Meissel 
  will do, and enmity is to be ignored unless it is the 
  enmity of Aldor Meissel) will have received personal 
  invitations to attend. 
  • 
  Parties are fun.  Remind characters of this, or have 
  their companions remind them of it. 
  • 
  Alcohol makes people friendlier, of both genders.  
  This may or may not be a motivator.  Use your 
  judgment in using this hook. 
  • 
  In addition to the food and voluminous drink, there 
  will also be a number of bards attending, some 
  directly hired by the Houses involved and others 
  freelancing.  There will be opportunities for PCs to 
  listen to great tales, hear rumors both local and from 
  
  URD4-03 Irreconcilable Differences 
   
  Page 5 
  afar, and tell stories of their own heroic deeds to be 
  further embellished by true masters of the craft. 
  • 
  If they are still not convinced, remind them that 
  they are more than welcome to sit this one out.  They 
  will get no gold or experience points, but their risk 
  of dying goes down significantly. 
  Feel free to improvise and let the party role-play as much 
  as they want, but try to keep within time limits as much 
  as possible.  There is a huge variety of people here, so feel 
  free to make up any NPCs and activities you desire.  All 
  of the food and drink is free.  Nobody they meet will be 
  invited to the after-party party however, and none of the 
  festival games or competitions (such as “Throw the Slug 
  at the Pholtan” or the infamous greased halfling-catching 
  contest) have any cash prizes.  Nothing here costs 
  anything, but neither does it pay anything.  The payment 
  for the ferry here includes round trip fare, and there are 
  cots and tents set up for overnight stay.  Since absolutely 
  everything is free, most people didn’t bring any money. 
   
  It is recommended that you stick with experts and 
  low-level characters for the party to meet.  Introducing 
  high-level characters who are experienced adventurers 
  may sidetrack the party a bit too much.  Use your own 
  judgment. 
  Exchanging Spells 
   
   
   
   
  If wizard PCs mingle and look for other wizards, there is 
  a good chance they will find a few who are willing to 
  trade spells.  These wizards will only have spells from the 
  Player’s Handbook. 
   
  To 
  find 
  another 
  wizard 
  requires 
  a 
  Gather 
  Information check.  This roll may be made by any party 
  member, not just the Wizard seeking to trade.  The 
  higher the roll, the higher level wizard that is found who 
  has the spell the PC is seeking as follows: 
  Gather Info Check 
  Level Wizard Found 
  10 
  1 
  13 
  3 
  16 
  5 
  19 
  7 
  22 
  9 
  25 
  11 
  28+ 
  13 
   
  No wizards higher than 13th level may be found here.  
  The wizard is assumed to have the spell that the PC is 
  looking for, but only has spells they are capable of 
  casting.  For example, if a 9th level wizard is found, he will 
  have any spell up to 5th level that the PC wishes to trade 
  for, but none higher. They will only trade 2 spells at most. 
   
  Once a wizard is located, either a Profession 
  (Merchant) check or a Diplomacy check is required to 
  negotiate the trade.  The DC for this is 10 + the level of 
  the wizard that they are attempting to trade with.  Adjust 
  the Diplomacy or Profession (Merchant) roll by 
  difference in levels found.  (EXAMPLE:  a 9th level PC 
  wizard finds a 7th level wizard to trade with.  He is two 
  levels higher than the wizard found, so give him/her a +2 
  circumstance penalty to his Diplomacy or Profession 
  (Merchant) check.  Similarly, if a 5th level PC wizard finds 
  a 9th level wizard to trade with, give him/her a -4 
  circumstance penalty to their Diplomacy or Profession 
  (Merchant) check).  The wizard doing the trading must 
  roll this check based on his own skill, but other 
  characters may assist. 
  Vendors Galore 
   
   
   
   
  There are a number of merchants here as well whose 
  desires are not completely recreational.  Party members 
  may make arrangements to purchase the following items 
  after the festival has finished, including signing a 
  contract insuring that they will pay for the items: 
  • 
  Sacred Scabbard (from The Complete Warrior) 
  • 
  Potion of Animal Senses (from the Arms & 
  Equipment Guide) 
  • 
  Ring of Lockpicking (from the Arms & Equipment 
  Guide) 
  • 
  Armband of Reduction (from the Arms & Equipment 
  Guide) 
  • 
  Ring of Chameleon Power (from the Dungeon Masters 
  Guide) 
  • 
  Elemental gem (from the Dungeon Masters Guide) 
  • 
  Rope of Climbing (from the Dungeon Masters Guide) 
  Cross these items off of the AR if the party did not make 
  arrangements during the party. 
   
  Towards sunset, read the following box text: 
  “Excuse me, but are you <insert character names 
  here>?” 
  The person asking is a young man in a dark blue velvet 
  suit, with a red shirt and matching red suede shoes.  He is 
  handsome, friendly and charming.  He is reading the 
  names off of a list written on a piece of parchment.  He 
  has a pin on each lapel, one for House Meissel and one 
  for House Einstoffen.  His name is Adin Ellad, and he is a 
  local working for the festival.  He isn’t sure what will be 
  going on, only that he was sent to make sure that those 
  with invitations and other chosen VIPs would be taken to 
  the after-party party. 
   
  Unless the party members deny their identities, he 
  will continue: 
  “I have been sent by Aldor Meissel and Vidor 
  Einstoffen to fetch you.  It seems you are to be 
  guests at the after party, party. It’s an 
  exclusive affair to be sure, and I’m so glad you 
  
  URD4-03 Irreconcilable Differences 
   
  Page 6 
  can make it.  Please, follow me and we’ll get 
  you settled at the main house.” 
  If the party members ask why they were invited, there 
  could be a number of reasons: 
  • 
  A number of party members may have a personal 
  invitation due to holding influence with either 
  House Einstoffen or House Meissel. 
  • 
  If anybody has a stat above 18, he/she will be invited 
  based on that stat (i.e. with a Strength of 20, the 
  character will be invited for his much renowned 
  strength, clerics for their devotion, etc.). 
  • 
  If the party has noble house affiliations, they would 
  certainly be invited. 
  • 
  If the party members are non-Suel, it is to show that 
  all people are welcome to Aldor Meissel and House 
  Einstoffen. 
  • 
  If stumped, he will reply he doesn’t know why, but 
  they most certainly are on his list of people to bring 
  to the party. 
  • 
  Use flattery if it seems appropriate, as Adin is fairly 
  well versed in it. 
  � Adin Ellad: Com 1 Exp 2 (merchant); Profession 
  (Merchant) +7, Bluff +9, Diplomacy +9. 
  Again, if party members don’t want to go, they are more 
  than welcome to sit this one out and go sip a soda or 
  watch TV while everyone else enjoys the module. 
  Continue on if they go with Adin. 
  Adin leads you through the crowds of partying 
  individuals, all of them seem to be enjoying 
  themselves.  Strangers gladly offer you mugs of ale, 
  mead, and wine and plates of food as you make your 
  way to the meeting hall, following behind Adin who 
  deftly maneuvers the crowd. 
   
  It is quickly apparent that your destination is a 
  beautiful shale and teak single-story house.  It has 
  been cordoned off and is a relatively peaceful eye in 
  this storm of revelry. 
  Adin will lead the party into section A of the house (see 
  map in Appendix 4 for specifics of the house) and seat 
  them at their table.  The room is full except for one empty 
  table.  There is a trio of bards in the corner directly 
  opposite the main terrace entrance.  One is playing a 
  guitar; another is playing a flute, and the third is a half-
  orc with more percussion instruments than could be 
  imagined (until you see the bag on his belt and the 
  haversack on his back).  They are all quite good and 
  playing mostly upbeat instrumentals in a variety of tones 
  and tempos.  Any player bards may join them for a song 
  or two, but no more.  They are guests after all. 
   
  The other three tables each have four people seated 
  at them. 
   
  Table 1 has four young Suel men in the livery of 
  House Meissel.  They are merchants and protégés of 
  Aldor’s and will be friendly and chatty if approached. 
   
  Table 2 has four young Suel ladies in the livery of 
  House Einstoffen.  They are all dressed in stunning 
  velvet dresses which complement their figures nicely.  
  They are all daughters of merchants, but have pledged 
  themselves 
  to 
  various 
  churches 
  (Lydia, 
  WeeJas, 
  Phaulkon, and Fortubo to be specific).  Each one wears 
  the holy symbol of the deity to whom she is pledged.  
  They are all due to be sent off to convents for serious 
  learning and are thoroughly enjoying this last chance to 
  let off steam before the coming years of study and 
  devotion. 
   
  Table 3 has a small group of very portly, very drunk, 
  and very friendly gnomes.  They are currently engaged in 
  a game where they play pranks on each other with their 
  Ghost Sound ability, trying to perform the most comical 
  impersonations of the other merchants’ family members. 
   They are by profession jewelers, and have on a number of 
  tasteful and likely expensive items of jewelry.  They are a 
  bit shy when they are approached or realize that they are 
  being watched, but will quickly resume their internal 
  game as soon as they are left alone. 
   
  Food and drink is immediately brought, and the 
  party may once again interact with each other, the other 
  people in the room, or wander into the other rooms as 
  they wish.    
   
  Servants come and go, and about 20 minutes pass 
  before the lights dim and two young men come out to 
  opposite ends of the room.  Even the gnomes shut up and 
  pay attention as they begin to speak. 
   
  Here is a brief description of each of the areas on the 
  map: 
  Areas A & B – Meeting Rooms 1 & 2 
   
  This room has cypress paneling stained a rich, reddish 
  brown with floors to match.  There are four large, cherry 
  wood tables with matching chairs.  Lining both walls are 
  kegs of various ales and meads, the light oak of the 
  containers contrasting nicely with the richer, darker 
  stained cypress.  About half of them are tapped and ready 
  for use.  There are three exits:  a set of double doors 
  exiting into the courtyard, a set of double doors leading 
  into the main meeting hall, and a single door connected 
  to the adjoining kitchen area.  There are everburning 
  torches inside of paper lamps hanging from the ceiling, 
  giving the entire room a warm and pleasant ambience 
  with a slightly orange tint.  The glow nicely accents the 
  stain in the cypress walls and floors and really brings out 
  the richness of the cherry wood in the tables and chairs. 
   
  The second meeting room has various minor 
  merchants and family members from House Meissel and 
  House Einstoffen.  If the party wanders in here, allow them to 
  
  URD4-03 Irreconcilable Differences 
   
  Page 7 
  mingle, but eventually Adin will come for them and lead them 
  back to Meeting Room 1 (area A) for Encounter 2. 
  Area C & D – Kitchens 
   
   
   
   
  These two kitchens have basically the same 
  capabilities (both have an oven, stove, fireplace, and 
  workspace as well as stores for cooking), but are laid out a 
  little differently.  There are usually three attendants in 
  each kitchen. If the party wanders in here, allow them to 
  mingle, but eventually Adin will come for them and lead them 
  back to Meeting Room 1 (area A) for Encounter 2. 
  � Kitchen Help (3, 3): Exp2, 9 hp each. 
  Area E – Main Meeting Room 
   
   
   
  This grand room is floored in cherry and walled in 
  oak.  There are two huge fireplaces and a bar for spirits.  
  Kegs line the walls and all have been tapped.  The tables 
  are of polished red marble, and the chairs are red velvet 
  and overstuffed.  There is plenty of open space, and the 
  main floor is empty but highly polished, ready to receive 
  dancing guests. 
   
  Aldor Meissel, Vidor Einstoffen, and their closer 
  friends and family are in here, as is Urthik, an orcish 
  druid and Vidor Einstoffen’s personal bodyguard.  Aldor 
  will greet and chat with adventurers he has met before 
  and introduce Vidor Einstoffen if the opportunity 
  presents itself.  See Encounter Three of this section for a 
  more extensive description of Vidor Einstoffen.  Aldor 
  Meissel is a personable young Suel gentleman in his late 
  20s.  He is dressed in a tailored green velvet suit, with a 
  white silk shirt under his jacket.  It is all very high quality 
  but far from garish. 
   
  He will be polite and friendly towards anyone he 
  knows from URD 3-03 Spring Cleaning.   Both he and 
  Vidor are friendly, pleasant young Suel gentlemen who 
  are enjoying themselves and this success a great deal. 
   
  The bartender will make drinks tailored to the 
  person requesting them, making up interesting names 
  for them.  They are all striking visually and usually served 
  in magically chilled glasses.  Some examples may be: 
  • 
  A red dragon: black and red swirls floating in a dark 
  red liqueur.  The swirls explode into little bursts of 
  fire on the surface of the drink.  Tastes strongly of 
  cherry and licorice. 
  • 
  A blooming green cymbidium: base of clear liqueur 
  with a leaf-like layer of green with pink and ivory 
  accents.  Tastes like mint with vanilla and raspberry 
  nuances. 
  • 
  A Karll: a stout porter with layers of four kinds of 
  whiskey mixed in.  Very strong, robust and no-
  nonsense.  It is lacking subtlety in any form, which 
  the bartender will note. 
  If the party wanders in here, allow them to mingle, but 
  eventually Adin will come for them and lead them back to 
  Meeting Room 1 (area A) for Encounter 2. 
  � Aldor Meissel: Ari 4 Exp 4 (merchant); 34 hp. 
  � Vidor Einstoffen: Ari 1 Exp 6 (merchant); 24 hp. 
  � Urthik: Drd 7; 52 hp. 
  Area F – Courtyard 
  This small area has a couple of trees planted to block off 
  its main purpose.  There are no internal toilets in the 
  Party Hall, so latrines have been constructed out here.  
  There are two sturdy tables in the center area, giving 
  people who need it a place to relax and a chance for some 
  air if they’ve enjoyed themselves a little too much. If the 
  party wanders in here, allow them to conduct their business, but 
  eventually Adin will come for them and lead them back to 
  Meeting Room 1 (area A) for Encounter 2. 
  Encounter 2: 
  Seeping Shadows 
  The lights dim, and two young Suel merchants enter 
  the room from the south entrance.  They wait for all 
  to be quiet, smiling the entire time. 
  The two young men are Avan Einstoffen and Steno 
  Meissel.  Avan is Vidor Einstoffen’s personal assistant, 
  and Steno is in charge of scouting new acquisitions for 
  Aldor Meissel [DC 30 Knowledge (Local – Meta-region 
  IV) or DC 25 Knowledge (Nobility) to know this].  They 
  are both dressed tastefully in dark blue velvet surcoats 
  with matching pants, red velvet boots, and capes.  They 
  are smiling and happy as they have been celebrating at 
  the festival like everyone else.  A DC 20 Heal check will 
  show that they are both a little drunk.  Avan will defer 
  speaking to Steno. 
  “Thank you my friends, co-workers, and future 
  customers for celebrating this wonderful occasion 
  with us.  I trust that you are all having a good time?” 
  The crowd will demonstrate this with enthusiastic 
  applause.  The party may do so as well. 
  “Good, good, good.  We all need to have a good time 
  on occasion.  For those that do not know us, I am 
  Steno Meissel, and this is Avan Einstoffen, two of 
  your hosts in this celebration. 
   
  What exactly are we celebrating though?  
  Certainly, a profitable business venture coming to 
  fruition is reason enough to celebrate, yes? 
   
  But this is much more than that.  We here in the 
  Duchy have always prided ourselves on our Suel 
  heritage, our history, and our families.” 
  
  URD4-03 Irreconcilable Differences 
   
  Page 8 
  A DC 15 Sense Motive check will determine that the 
  gnomes at Table 3 seem to be enjoying themselves a bit 
  less than before. 
  “And rightly so.  Our history is a grand one, despite 
  the mistakes of our ancient brethren…” 
  At this, one of the gnomes stands up. 
  Steno raises his hand calmly. 
   
  “…and despite our current mistakes as well.  
  Unlike most of our noble brethren, we are not 
  interested in propping ourselves up on the 
  shoulders of others, no matter how short they may 
  be.” 
   
  He smiles and points at the gnomes, laughing 
  lightly.  The standing gnome sits down, takes a draw 
  off his mug, and joins in with the playful laughter. 
   
  “What are we interested in then?  We are 
  interested in maintaining our cultural heritage.  We 
  are interested in remaining self-determined.  We are 
  interested in keeping our country safe for all of the 
  citizens that reside within. 
   
  But most importantly, we are interested in 
  profit.  From profit flows opportunity.  From profit 
  flows prosperity.  From profit flows freedom.  
   
  From profit flows power, 
   
  And from power flows peace. 
   
  So what we are really celebrating today is peace.  
  Peace between nobles, peace between races, and 
  peace between beliefs. 
   
  We feel that the best way to achieve this peace is 
  through mutual profit, and the best way to attain 
  mutual profit is through cooperative business. 
   
  Vidor, Avan, and the other merchants of House 
  Einstoffen agree with us in this regard.  Through 
  long negotiations and discussions, we have come to 
  this: our first joint venture.   
   
  So all of you, please enjoy the fruits of this 
  endeavor, today AND in the future, for this is a 
  relationship that will hopefully persevere and bring 
  prosperity and potential to our beloved Duchy.” 
   
  Avan extends his hand when Steno concludes 
  his speech, and they shake heartily, bearing smiles 
  upon their faces. 
   
  The two tables of Suel youngsters applaud 
  enthusiastically, while the table of gnomes do so 
  politely. 
  There is an assassin hiding in this room.  He has the 
  shadow template ability that grants 90% concealment in 
  anything but full light and is also under the influence of 
  an Invisibility spell (at APL 10 and 12, he will have cast 
  this himself, otherwise, it was cast on him by the head 
  assassin who is in the other room with another assassin 
  killing the orc druid) as well as non-detection and 
  misdirection. 
   
  Have the players make a Spot check, DC as follows, 
  lower the DC by 20 if someone is using magic, such as See 
  Invisibility that allows people to see Invisible opponents: 
   
  APL 6: 
  46  
   
  APL 8: 
  54  
   
  APL 10:  
  56  
   
  APL 12:  
  58  
  If See Invisibility, True Seeing, or other similar magic is 
  being used, AND the Spot check is made, read the 
  following: 
  Suddenly, in the corner of the room, a figure 
  materializes that you had not noticed before.  
  Dressed all in black, its edges are muddled and seem 
  to mingle with the shadows of the room, making its 
  form blurry and indistinct.  The only thing that is 
  distinct is the weapon it brandishes. 
  If the Spot check is made, but no magics are utilized to 
  render concealment ineffective, the characters will know 
  that somebody invisible is there, but no more. 
   
  If the Spot check is not made, read the following: 
  Suddenly appearing behind Steno Meissel is a man-
  sized figure dressed all in black.  Its features are 
  muddled and seem to mingle with the shadows of 
  the room, making its form blurry and indistinct.  
  One thing is imminently clear however, and that is 
  the weapon which projects from its left hand.  It 
  strikes Steno Meissel, causing his face to lose all 
  vestige of color before he collapses to the floor.  
  Glints of electricity dance about the still-smoking 
  and apparently fatal wound. 
  The assassin’s primary goal is to kill Steno Meissel, which 
  should happen in the first round.  Even if spotted, he will 
  take a partial charge in the surprise round.  Steno will not 
  have spotted him (his Spot check can’t match the 
  assassin’s lowest Hide check).  Unless the party makes 
  the Spot check, Steno will die from this attack.  If they do 
  make the Spot check and stop the assassin from 
  accomplishing his goal, there are additional rewards 
  available as Steno will be very grateful.  However, this is 
  not a likely outcome, so the favor is only of minor use. 
   
  The assassin will not abandon his task of killing 
  Steno Meissel.  He will do whatever he can to complete 
  his mission.  After that, he will attempt to flee, hiding in 
  the shadows of the city streets.  If some magic is brought 
  into effect that makes it virtually impossible for him to 
  finish his mission, he will flee. 
   
  His primary escape route will be through the 
  kitchen, so on the first round of his flight; he will only 
  get to move and open the door (both move equivalent 
  actions).  After that, he will move through the kitchen 
  
  URD4-03 Irreconcilable Differences 
   
  Page 9 
  and attempt to hide, trusting in his abilities to protect 
  him.  On the third round, he will open the door and enter 
  the crowded evening streets.  If he gets outside, he will 
  always attempt to hide and will likely succeed. 
  APL 6 (EL 6) 
  � Anonymous Shadow Assassin:  Male 
  Hobgoblin Ftr1 Ran1 Rog3, hp 35, see 
  Appendix Two 
  APL 8 (EL 8) 
  � Anonymous Shadow Assassin:  Male 
  Hobgoblin Ftr1 Ran1 Rog3 Asn2, hp 47, see 
  Appendix Three 
  APL 10 (EL 10) 
  � Anonymous Shadow Assassin:  Male 
  Hobgoblin Ftr1 Ran1 Rog3 Asn4, hp 59, see 
  Appendix Four 
  APL 12 (EL 12) 
  � Anonymous Shadow Assassin:  Male 
  Hobgoblin Ftr1 Ran1 Rog3 Asn6, hp 71, see 
  Appendix Five 
   
  Encounter 3:  
  A Request and a Proposition 
  No matter where the party ends up after the assassination 
  attempt, Adin will come get them and request that they 
  follow him.  Vidor Einstoffen wishes to speak with them 
  in Kitchen 2 as soon as possible. 
   
  Vidor Einstoffen is a middle-aged Suel man dressed 
  in a blue velvet suit with a yellow silk shirt underneath.  
  His reddish-blonde hair is rapidly receding from his 
  brow, but his face still looks young, and his eyes are 
  especially expressive and full of life. 
   
  He is seated at the table and greets the characters 
  without rising as they enter.  The corpse of his 
  bodyguard, Urthik, lies on the table.  A large wound can 
  be located just under his ribs, and a black ichor drips 
  from it.  His skin has blackened, and his features have 
  frozen in a horrifying death gaze. 
   
  Vidor will listen to the party’s account before 
  speaking of anything substantial.  Feel free to add 
  information from the bullet points into the box text to 
  answer any questions the PCs may have already asked. 
   
  The three people killed are Steno Meissel, Urthik, 
  and Ekko Einstoffen, an aid of Vidor’s.  If Steno was 
  saved, adjust the box text appropriately.  The other two 
  have been killed. 
  “If only these were different circumstances, perhaps 
  I would have more time to be less business-like.  
  Unfortunately, the situation demands that I be 
  short and to the point.  Somebody has killed my 
  bodyguard and two of my associates this evening.  I 
  have an idea who is behind it, but I cannot say for 
  sure.  I would like you to do me two favors: 
   
  First, I would like you to return the body of my 
  bodyguard to his village.  They are aware of the 
  situation and the chieftain is waiting for the body to 
  be returned.  For reasons that would take a 
  substantial amount of time to go into, the orcs of 
  Anik village have decided to, shall we say, lessen 
  their ties to our house for the time being.  This was 
  their choice.  Despite their desire to lengthen the 
  leash we have kept upon them, we still feel it would 
  only be decent to return the body of their fallen 
  member. 
   
  Second, I would like you to investigate the area 
  surrounding the Cairn Hills in an attempt to find a 
  group of hobgoblins and their assassin leader that I 
  believe are responsible for this attack tonight.  The 
  chieftain of the tribe in Anik knows of their general 
  whereabouts, and if I might impose upon you to 
  travel there and take whatever steps you deem 
  necessary to bring this black-hearted fiend and his 
  band of murderers to justice, I would certainly make 
  sure that our appreciation is shown.” 
  The party may have questions.  This is what Vidor is 
  willing to share: 
  • 
  Vidor cannot offer the party cash to help him out, 
  but he understands that they do not always perform 
  these missions out of the goodness of their hearts.  
  He will definitely be in debt to the party and will 
  insinuate that the goods the party will collect off of 
  the evil guys will more than make up for any 
  expenses they may incur.  
  • 
  Vidor has a magic item that allows him to 
  communicate short messages once per week to the 
  orc chief of Anik. 
  • 
  The orcs are leaving because some kind of blight has 
  begun destroying their herd insects. 
  • 
  The orcs are worshippers of Bralm and have always 
  been orderly, obedient servants of House Einstoffen. 
  • 
  A little over a year ago, there was a disturbance in the 
  village of Koffel involving the orcs of Anik.  Some 
  children disappeared, and the sheriff at the time 
  considered the orcs responsible.  Agents hired by 
  House Einstoffen, similar to this party, were sent to 
  investigate.  They discovered that a group of goblin 
  cultists led by a priest and a hobgoblin assassin were 
  responsible for the kidnappings.  The children were 
  to be used in some kind of ritual to summon a 
  demon and eventually free an ancient god of theirs 
  
  URD4-03 Irreconcilable Differences 
   
  Page 10 
  trapped long ago.  Neither goal was accomplished 
  and the hobgoblin assassin was killed.  Apparently 
  he has found some means to return and desires 
  revenge for his death. 
  • 
  There were rumors that the hobgoblin assassin was 
  seen at the recent disturbances in Shorewatch 
  Castle, but details are vague at best. 
  • 
  There are a number of people who do not like House 
  Meissel or House Einstoffen, but nobody that would 
  risk such an obvious display. 
  • 
  Neither House Meissel nor House Einstoffen have 
  any intentions of allowing this highly profitable 
  venture to be disrupted. 
  • 
  If the party is successful, Vidor will gladly allow the 
  party to buy some of his goods. 
  • 
  Details on the hobgoblin’s location are sketchy at 
  best, but the orcish chieftain Morik should have 
  more information for the party.  He believes that it is 
  probably somewhere in the Cairn Hills not far from 
  Koffel and Anik. 
  • 
  He does not know what he will do with the leased 
  swampland now that the orcs have vacated it.  They 
  have been considering building a small research 
  facility, but it would not be cheap and they have not 
  made any final decisions on the matter.  They would 
  much rather clear up this incident first. 
  • 
  He does not care what the party does with any goods 
  they find during their investigation. 
  Vidor either does not know or will not share any further 
  information.  He will give the party a map to the village 
  of Anik and a letter of introduction explaining that they 
  are acting on behalf of House Einstoffen and are 
  returning the druid’s body in case there is any 
  misunderstanding. 
  SECTION B: 
  ANIK AND THE EXODUS OF THE 
  ORCS 
  Encounter 4: 
  The Exodus 
  If the party does not teleport or use any other forms of 
  transportation that speed things up, it will take 4-5 days 
  to get to Anik. 
  You arrive in the swampy area where the village of 
  Anik used to be.  It is in shambles.  Most of the 
  buildings are either abandoned or heavily damaged. 
   The swamp has reclaimed most of the buildings 
  that have been destroyed, but remnants of a few 
  sturdy structures remain. 
   
  Two things stand apart from the ruins: 
   
  A large structure rests on the south side of the 
  village.  It is not a building, but rather appears to be 
  a series of stone walls that have been joined together 
  to form a massive cube.  It does not look sturdy, and 
  loud scratching and scurrying noises emanate from 
  within despite the muffling properties of the stone. 
   
  A single mounted orc lingers at the north edge 
  of the village.  He seems to be waiting for something 
  or someone.  He is dressed in piecemeal armor 
  constructed of some smooth, chitin material, and 
  his long-spear is tipped with something resembling 
  a large horn.  He is mounted on a huge stag beetle. 
  The orc is the chieftain of the tribe that used to live here. 
   His name is Morik, and some players may have 
  interacted with him in URD1-12 Firemane.  He is waiting 
  for the party so that he can take the body with him.  He 
  will be visibly distraught over the death of his friend.  He 
  prefers to first address any orcs or half-orcs in his native 
  tongue, but will speak to other party members in 
  Common if necessary.  He has the following information 
  to share with the party: 
  • 
  Six months ago their herd vermin began to change 
  slowly and became tainted with darkness.  They 
  began killing the other herd vermin and attacking 
  the villagers, eventually going on a rampage 
  destroying most everything about three days ago. 
  • 
  His wife, Amorik, a priestess of Bralm, made the 
  container which is holding back the last of the 
  transformed herd vermin.  It will not hold them for 
  much longer. 
  • 
  The village is moving into the Cairn Hills and south. 
   They will remain in contact with House Einstoffen, 
  but are very discouraged by the amount of bad luck 
  that has befallen them since they associated with the 
  House. 
  • 
  After the events of a year or so ago with the 
  hobgoblin assassin, Morik began investigating the 
  hobgoblin to try and make sure it didn’t happen 
  again.  His notes are in the ruins of his old house 
  within the stone structure.  He remembers that he 
  had narrowed it down to a small cave complex in the 
  Cairn Hills, but has been pre-occupied with more 
  urgent issues for the last six months. 
  • 
  He knows that there are a number of transformed 
  beetles and centipedes within the stone structure.  
  They have all been transformed into some kind of 
  shadow creature, mindless and savage. 
  • 
  He will remind the party that the village of Koffel is 
  only a few hours away, and they might want to 
  
  URD4-03 Irreconcilable Differences 
   
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  destroy the vermin to keep the villagers safe.  His 
  primary responsibility is to his wife and tribe, who 
  are already two days gone without his protection. 
  • 
  He will politely wish the party the best of luck in 
  destroying the vermin and on their investigation, 
  but now that he has the body of his fallen comrade 
  will depart. 
  Encounter 5:  
  An Eruption of Darkness 
  Whenever the party is ready to destroy the barricade or 
  the vermin break free, describe how it is destroyed based 
  on the method used.   If the party does nothing (the wall 
  crumbles outwards four rounds after Morik leaves) then 
  read them the following text: 
  The stone walls crumble down, revealing a writhing 
  mass of swarming vermin that immediately splits 
  and unravels into a number of shadowed creatures, 
  many of them dripping venom and peering hungrily 
  into the swamp. 
  The shadow vermin will gang up as much as possible on 
  single opponents, concentrating on anything that looks 
  small and weak first, then going on to larger opponents.  
  The shadow vermin will not flee. Do not forget their miss 
  chance for concealment from their being shadow 
  creatures. 
   
  After the fight, if the PCs search the rubble, they will 
  find the journal of the orc chieftain, Morik, fully 
  describing the events leading up to the corruption of 
  their herd vermin.  It also has a hand-drawn map of the 
  general area he figures the hobgoblins are staying in.  It is 
  approximately a 10 mile x 10 mile area that he has 
  narrowed it down to. 
   
  Judge Note:  This encounter’s EL has been adjusted 
  for a number of environmental conditions, principally 
  that the party will have plenty of time for whatever 
  preparations they need.  The EL is configured with these 
  factors in mind. 
  Creatures: 
  APL 6 (EL 6) 
  � Shadow Giant Stag Beetle: hp 52; see Appendix 
  Two. 
  � Centipede Swarm: hp 31; see Appendix Two. 
  � Shadow Giant Bombardier Beetle: hp 13; see 
  Appendix Two. 
  APL 8 (EL 8) 
  � Shadow Giant Stag Beetle, Advanced (2): hp 82, 
  82; see Appendix Three. 
  � Centipede Swarm: hp 31; see Appendix Three. 
  � Shadow Giant Bombardier Beetle (2): hp 13, 13; 
  see Appendix Three. 
  APL 10 (EL 10) 
  � Shadow Giant Stag Beetle, Advanced: hp 195; see 
  Appendix Four. 
  � Centipede Swarm (2): hp 31, 31; see Appendix Four. 
  � Shadow Monstrous Centipede, Gargantuan 
  Vermin: hp 66; see Appendix Four. 
  APL 12 (EL 12) 
  � Shadow Giant Stag Beetle, Advanced (2): hp 229, 
  229; see Appendix Five. 
  � Centipede Swarm (2): hp 31, 31; see Appendix Five. 
  � 
  Shadow 
  Monstrous 
  Centipede, 
  Colossal 
  Vermin: hp 132; see Appendix Five. 
  SECTION C 
  THE UNHOLY ALLIANCE 
  REVEALED 
   
  NOTE TO JUDGES 
  There are a couple of things that should be mentioned for 
  this section: 
   
  First, time management can be an issue.  If you are 
  running this with extended time at a game day or at a 
  home game, this is not as much of an issue.  If you are 
  running this in a four hour slot, feel free to gloss over the 
  many empty rooms only giving the brief descriptions 
  available.  It is not critical to fully describe them all.  The 
  Cabaret can be a lot of fun, but it can also take a long 
  time.  Try to balance the two as best you can, giving the 
  feel of the place and the fun role-playing experience 
  while not making them miss out on the rest of the 
  module because of time constraints. 
   
  Second, read Area O (the final encounter) very 
  carefully.  It is a very difficult encounter that can be made 
  even more difficult if the alarms are set off (and easier if 
  they are bypassed).  Be sure to keep in mind if people have 
  detect magic or arcane sight up to detect the alarm spells. 
   
  Last, there is a pair of ghosts that are patrolling 
  through the stone areas around both levels of the 
  complex.  They have been strictly commanded by 
  external powers with interests in this endeavor to 
  regularly patrol all of the stone areas, but never to enter 
  the complex except to perform their duties as previously 
  instructed.  Their masters are powerful and they will not 
  leave the stone except as they have been commanded. 
  
  URD4-03 Irreconcilable Differences 
   
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  Every round that any of the following happens; there 
  is a 1 in 6 chance of attracting the ghosts: 
  • 
  Going ethereal or incorporeal (including any spell 
  effects like blink, meld with stone or ghostform) and 
  traveling through the walls.  Check every round to 
  see if the ghosts notice the party (represented by the 
  1 in 6 check) and attack. 
  • 
  Altering the complex through use of stone shape, 
  disintegrate or phase door or any similar spells.  Check 
  initially for instantaneous effects or every round for 
  continuing effects. 
  The ghosts will attack people who continue to do either 
  of these actions, either in the stone or as they are doing 
  the offending activity.  If people stop doing what draws 
  the attack, they will not chase them or continue to attack, 
  instead returning to their patrol. 
   
  Initially the ghosts will attempt to telekinesis 
  intruders out of the stone and back into the hallway, 
  telling the intruder to stay out of the stone.  
  If this fails, 
  they will attack with spells, malevolence, or corrupting gaze 
  to remove intruders. 
   
  ALL APLs (EL 14) 
  � Ilgyn Urlirel, Brother of the Unsure Hand:  Suel 
  Ghost Mon10, hp 70, see Appendix One 
  � Ilsola Urlirel, Sorceress of the Ruby Wall:  Suel 
  Ghost Sor10, hp 70, see Appendix One 
  Encounter 6:  
  An Unlikely Meeting 
  The trip through the Cairn Hills is quiet, almost 
  peaceful.  There is finally a cool breeze to brush away 
  the summer heat that has been with you all day.  Off 
  in the distance, a wisp of smoke, probably from a 
  campfire, rises into the air. 
  The party has been traveling for a couple of days (1-3 
  depending on transport mode and character speeds – it is 
  about 40 miles) when they have this encounter.  It is 
  probably another day to the area where they think the 
  stronghold is. 
   
  The wisp of smoke is in fact the campfire of a couple 
  of young Suel mercenaries.  Their names are Erlin Geir 
  and Faido Slorm.  They are on their way to the base in 
  order to secure some work. 
  � Erlin Geir: NE War1 Com 1, See Appendix One. 
  Physical Description:  Erlin is dressed in padded armor 
  which is stained and poorly cared for.  He has dirty 
  blonde hair and a chubby, pinched face.  Despite the fact 
  that he has been eating poorly, he is large and healthy, 
  standing at almost 6’4” and about 240 pounds, mostly 
  flesh but with plenty of muscle to back it up. 
  History and Personality:  Not the brightest bulb in the pack 
  (Int 5 due to being dropped on his head as a baby), Erlin 
  has learned to get by being a bully and thug.  He has been 
  run out of most towns he ended up in as his pleasure of 
  cruelty and causing pain eventually makes him not fit in. 
   He will hide these tendencies initially, but eventually 
  they will show up.  He is well beyond lying and will tell 
  the party exactly where they are going and why.  He is 
  looking forward to working with people who share his 
  enjoyment of cruelty and beating people up to feel 
  important.  He has not even considered that there will be 
  stronger people than him that may very well do that to 
  him.  He will not believe it if he is told it.  He will let 
  other party members go with them, but will insist that he 
  is the leader.  If anyone questions his ability to lead, he 
  will probably start a fight to prove that he is right.  
  Information known: 
  • 
  They were hired by a guy named Binky Wartbottom 
  in Seltaren.  Pay is supposed to be 5 sp a week plus 
  room and board.  They are particularly interested in 
  people who will work with humanoids and have no 
  love for the nobles of the Duchy.  They are not 
  hiring demi-humans. 
  • 
  He has a map, but he lost it (Faido actually took it 
  from him in his sleep).  He is getting there by 
  memory, but is pretty sure he knows where it is.  In 
  actuality, he will stand and ponder, waiting for Faido 
  to show the way as he supposedly remembers it 
  better.  This is another reason that Erlin has kept 
  Faido around and doesn’t give him that much abuse. 
  • 
  He doesn’t know who is hiring the mercenaries, but 
  he knows that goblins or hobgoblins are rumored to 
  be there.  He heard there were undead involved, but 
  thinks that is a bunch of hooey. 
  • 
  Even if there are undead, at least that means there 
  are more rations for him.  Undead are notoriously 
  light eaters. 
  • 
  No, he doesn’t care if his boss is evil.   
  • 
  No, he doesn’t care if the party wants him to reform 
  or change.  They can kiss his boil covered bottom (he 
  will point to it in case they don’t know what he is 
  talking about). 
  • 
  No, he doesn’t want to hear who your god is or why 
  they’re so great.  If they were so great, where were 
  they when he got this?  (he will point to the scar on 
  the back of his head – a large dent)  That’s when he 
  really needed them.  If they didn’t care then, they 
  don’t care now and can also kiss his boil covered 
  bottom (being a little afraid of gods, he will not point 
  to make sure the gods know what he is talking about 
  – this is piety). 
  
  URD4-03 Irreconcilable Differences 
   
  Page 13 
  • 
  Anything additional, feel free to make up as you 
  wish.   
   
  � Faido Slorm: CN Exp1 Com1, See Appendix One 
  Physical Description:  Faido has not been doing well in his 
  life and it shows.  His padded armor and clothing is ratty 
  and has been poorly mended in many locations.  His 
  boots do not match (though they are mostly the same 
  color) and one has a rag holding it together.  He is about 
  as physically intimidating as a blade of dead grass.  His 
  5’4”, 120 pound frame is a stark contrast the hulking form 
  of Erlin.  His cheeks and eyes are gaunt and dark, as 
  much from malnutrition as his natural unhealthiness. 
  Personality and History:  Though more sympathetic than 
  his bully companion Erlin, Faido is hardly a saint himself. 
   A persistent criminal, he has been stealing and robbing 
  most of his life.  He is more lazy than cruel, so would 
  much rather do one burglary and then lay around 
  daydreaming for a month than work a regular job for the 
  rest of his life.  His slight form and frailty enforces this.  
  He has heard that adventurers make good money and 
  figured this mercenary work would be a good way to get 
  started in that.   It is also risky work though.  People 
  actually fight back.  He has no intention of sticking 
  around if there turns out to be actual violence involved.   
  He’s fairly open-minded and will give it a try.  Erlin 
  basically told him he was going with him, so here he is.  
  If a conflict erupts between the party and Erlin, he will 
  stay out of it.  Physical violence is not his forte.  Besides, 
  it’s too much like work.   
  Information known: 
  • 
  Faido will offer no information at all.   
  • 
  He will validate whatever Erlin says, but is 
  unconvincing at best.   
  • 
  If asked questions he usually will shrug his 
  shoulders or say “okay,” even when inappropriate. 
  Feel free to run this encounter however you want given 
  the guidelines of Erlin and Faido.  Almost any resolution 
  of this encounter is playable within the context of the 
  module. They will gladly go with the party, but as 
  mentioned in the description of Erlin, he will insist that 
  he is the leader. 
   
  If the party does not go with them, they will 
  continue on, but should not arrive before the party, if a 
  roving ogre does not eat them for lunch first. 
   
  If the party does wish to go with them, the 
  partnership should not last long.  Use any of the 
  following reasons for the party to split with them: 
  • 
  Erlin insists on being leader.  If the party refuses, he 
  will not go until they respect his authority and 
  leadership skills. 
  • 
  If Erlin is allowed to lead, he will take full advantage 
  of it, making party members dig latrines, cook, clean 
  his feet, pick chunks of under-cooked meat out of 
  his teeth, wash his clothing, listen to his stories, play 
  cards with him, and any other demeaning chore he 
  can think of.  He is at least fair and will distribute 
  these chores equally among PCs. 
  If neither of these works, have Erlin and Faido take off in 
  the night.  If this proves implausible, have them both die 
  in their sleep from food poisoning, after a lengthy bout of 
  vomiting.  Faido is especially vulnerable due to his low 
  Constitution score. 
  Encounter 7: 
  The Outer Section 
  Buried in the side of an 80-foot ravine you find a 
  worked stone entrance.   Torches line the entrance, 
  lighting it clearly.  There are no apparent guards on 
  duty. 
  Unless otherwise notated, the ceilings are ten feet high 
  and all structures are made of stone.  All secret doors have 
  a DC 25 Search check. 
   
  The various goods scattered throughout both 
  sections come from a wide variety of noble houses, and 
  appear to have been bought retail. 
   
  The four marked squares (labeled “trap” on the map) 
  all have alarm spells on them.  If any demi-humans (elves, 
  dwarves, gnomes or halflings) walk over them, a silent 
  alarm is set off, alerting the priest and his superiors in 
  Area O of the inner sanctum.  The alarms are set to demi-
  humans because only humanoids and humans are 
  expected to be hired as mercenaries.  Demi-humans will 
  be the exception (or possibly lunch), not the norm. 
   
  The party may choose to explore the upper level and 
  not go down to the lower level for whatever reasons.  If 
  they do this, there are a number of ways to persuade 
  them downstairs: 
  1. 
  If the party befriends Twickle the Gobber in Area Q, 
  he will tell them of the secret doors leading down to 
  the lower level after an hour, warning the befriended 
  party member that there is danger if they stay in the 
  upper level too long.  He will not expand on the 
  nature of the danger, but he is quite sincere in his 
  concern. 
  2. 
  After six hours, Pythil the receptionist will come to 
  wherever the party is staying and let them know that 
  they will be called down to see the masters in just a 
  few short hours.  They might want to wash up. 
  3. 
  Two hours later Pythil will escort them past Bargath 
  the Jackal, except that any gnomes or halflings are 
  required to stay with Bargath, while the rest of the 
  party continues on.  It will be explained that gnomes 
  
  URD4-03 Irreconcilable Differences 
   
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  and halflings are not allowed in the lower levels.  
  They are stripped down to basic clothing and placed 
  in the jail cells if left behind. 
  a. 
  If the party accepts this, then by all means split 
  the party.  Bargath will lock up the gnomes and 
  halflings for the duration of the adventure and 
  watch them carefully.  His main focus will be on 
  the prisoners, so he has a -2 circumstance 
  penalty to any Spot or Listen checks to find 
  party members sneaking back up to them.  
  Describe the areas of the lower complex as they 
  move through, but in 8-O, the main temple area, 
  the evildoers automatically surprise the party.   
  b. 
  If the party refuses, they will be ejected from 
  the complex, forcefully if necessary.  If the PCs 
  choose to resist, they should have no trouble 
  dispatching the two receptionists.  Bargath will 
  not leave his area, but will raise the alarm at the 
  slightest hint of violence or disruption within 
  the complex, unless it occurs in the cabaret.  
  The gobbers, being naturally pacifistic, will not 
  aid in any fighting. 
  AREA A – RECEPTION  
   
   
   
  Beyond the entrance, two desks have been placed in 
  the middle of a room.  Seated on your left is a young 
  Suel man, who smiles as you walk in.  Seated on your 
  right is a young hobgoblin, who sneers as you enter.  
  They are both wearing simple clothing with a black 
  hooded surcoat trimmed in gold.  The Suel man 
  speaks: 
   
  “Ah, the first to arrive, and early as well!  So nice 
  to see you here.  If you wouldn’t mind filling out 
  these forms, we’ll begin to get you situated.” 
   
  He hands out a number of forms, smiling 
  broadly. 
  These forms are a mercenary contract.  They are standard 
  terms, and do not name the leader in any capacity.  If 
  asked about that, the clerk will reply that this 
  information is not going to be disclosed until there are 
  enough mercenaries to begin the operation.  Until then 
  all mercenaries will receive room, board and training.  
  There will be plenty of opportunities in the future for 
  promotion and spoils for those who are disciplined, loyal, 
  and able to follow commands. 
   
  If the party fills out the forms, he will direct them to 
  the door to the right, give them a map of the complex 
  (Player’s Handout #1) and tell them to go ahead and get 
  themselves situated in whatever rooms they like.  There 
  is a recreation room in the back and the uniform and 
  supply rooms are through a door behind it.  The cabaret 
  and dining room is in the middle of the complex, and can 
  be reached by exiting the recreation room and entering 
  the first door on the left. 
   
  If the party seems friendly enough, he will advise 
  that they avoid the jailer.  He is a vicious and cold-hearted 
  man. 
   
  The party is instructed that they have free run of this 
  level, but under no circumstances are they to enter the 
  lower level unless they are escorted.  There are many 
  traps and creatures roaming the lower levels and it is not 
  safe.  Most importantly, the Master forbids it.   
   
  The hobgoblin will not speak unless spoken to, and 
  will give basic, simple answers to any basic, simple 
  questions.  He will jot notes if the party asks any 
  questions. 
   
  If the question of pay arises, payment will be 1 gold a 
  week, plus room and board, plus a share of any spoils 
  gained during missions.  Only room and board will be 
  paid until missions start.  They do not know the nature of 
  the missions. 
   
  Units of exceptional merit, like the PCs party, will be 
  earmarked for special missions and higher pay, rewards, 
  and responsibilities.  Promotion is a definite possibility 
  for those with skills and the willingness to prove them. 
   
  If the party attacks, the clerks are killed easy enough. 
   They will try to escape, but taken by surprise will not be 
  able to really defend themselves.  They have the same 
  information if they are attacked as they would otherwise 
  and a stack of maps mixed in with the forms (Player’s 
  Handout #1). 
  � Pythil Bancrast – Suel Receptionist and Liaison 
  to Human Prospective Employees: N Exp1; hp 4; 
  Bluff +6, Sense Motive +6. 
  � Barcrax – Hobgoblin Liaison to Humanoid 
  Prospective Employees – HR Specialist: NE Exp1; 
  hp 6; Bluff +7, Sense Motive +6. 
  AREA B – VACANT MERCENARY RECREATION 
  ROOM 
  This room has a couple of baths and tables for relaxing.  It 
  is otherwise clean, but empty. 
  AREA C  – PRIVIES 
   
   
   
   
  These are simple toilets. 
  AREA D – RECEPTIONISTS’ QUARTERS  
   
  This large, comfortable looking room has four beds, four 
  chests, a private privy, and two small spring-fed basins.  It 
  is clean and two of the beds are made while two others 
  have pillows and blankets stacked on them.  Two of the 
  chests are open and empty, while the other two chests 
  have the personal goods of the two receptionists on duty 
  at Area A.  These personal goods are mostly clothing.  
  One has a few books, mostly stories of ancient Suel 
  heroes that tend to end in tragedy with a smattering of 
  
  URD4-03 Irreconcilable Differences 
   
  Page 15 
  romance thrown in.  There is nothing of any value in the 
  chests. 
  AREA E – VACANT HUMAN QUARTERS  
   
  Each of these small quarters has an open chest and a set 
  of bunk beds.  They have blankets and pillows and 
  nothing more. 
  AREA F – VACANT ORC QUARTERS 
   
   
  These areas have a small well in the corner, but are 
  otherwise completely empty.  The only other item of 
  interest is the painting on the wall of a large, single eye. 
  AREA G – VACANT KOBOLD QUARTERS 
   
  These small quarters has a small well in the corner and 
  has dirt floors, differing from the stone floors throughout 
  the rest of the complex. 
  AREA H – VACANT GNOLL QUARTERS  
   
  These large rooms have a well in the corner and hooks on 
  the wall, presumably for hanging meat as there is a small 
  depression in the floor to catch blood. 
  AREA I – VACANT GOBLIN QUARTERS  
   
  These two small areas are only notable for their small 
  water supplies and the fact that they are a bit rougher 
  than the other rooms and it seems that less care was 
  taken in fashioning them. 
  AREA J – MEDIUM HUMANOID PRIVY  
   
  This privy is more a large hole in the far end and a trough 
  in the middle than anything else.  There are a couple of 
  buckets against the north wall. 
  AREA K – SMALL HUMANOID PRIVY 
   
   
  This privy is just a large hole in the ground and not much 
  more. 
  AREA L – JAILER’S QUARTERS  
   
   
  This area has a sharp chlorinated smell to it.  It 
  seeps through the cracks around the heavy wooden 
  door before you. 
  The door is reinforced with steel strapping. 
  � Steel Reinforced Doors:  2 ½ in. thick; 
  hardness 8; hp 45; AC 5; Break DC 23. 
  The door has 2 locks (DC 25 Open Locks and DC 30 
  Open Locks).  There is a sliding peephole which can be 
  seen through.  On the other side is the jailer’s quarters.  
  His name is Bargath the Jackal, and he is a hobgoblin.  He 
  will introduce himself through the peephole proudly as: 
  “Bargath the Jackal, the great inquisitor, grand 
  torturer, and most vicious, heartless individual in 
  the Cairn Hills.  What do you want, little piggies?”   
  He has only one eye and numerous scars on his face.  If 
  asked how he received them or lost his eye, he will go 
  into graphic description of his self-inflicted wounds, 
  explaining that the best torturers must use themselves as 
  test subjects, because without empathy, you will never be 
  a pro, just some rank, sadistic amateur. 
   
  He is the torturer, jailer, and keeper of the door to 
  the lower levels. 
   
  On a DC 25 Spot check, the PCs can get a glimpse 
  into the room through the peephole.  It is an 
  immaculately clean room.  Well, except for the bloody 
  pile of recently tortured naked goblin lying in the middle 
  of the room.  That part isn’t so immaculate or clean.  The 
  rest of the room is neat and ordered, and the torture 
  implements lining the north wall are all neat, orderly and 
  clean.  The chlorine smell comes from a bucket with a 
  ladle next to the bloody heap on the floor.  If asked why 
  the goblin was tortured, the simple answer is “Practice.  
  Going to be busy soon and have to keep my skills up!” 
   
  If the PCs attack him, he will yell “Fire, Fire!” which 
  will trigger a silent alarm spell in the room, warning the 
  inhabitants below that invaders are coming, but will then 
  crumple into a defensive heap, attempting to hide under 
  his bed.  He will not fight back, but neither will he 
  submit.  He is not afraid of physical violence and 
  understands (from years of torturing creatures) that 
  death is a gift, not a threat.  If asked why he is not afraid, 
  he will gladly explain this. 
   
  There are numerous ways to get past Bargath.  Any 
  reasonable story about going downstairs will get you by 
  him.  Asking him about his work with sincere interest 
  (beat a Sense Motive check with Bluff if they are not 
  really interested) will make him accept even an 
  unreasonable story. 
   
  He has little or no information about the denizens of 
  the lower levels other than that there is a human cleric of 
  some fire god and some hobgoblin shadow dweller.  He 
  will comment that they’ve really made the place nice 
  with the inclusion of a beautiful piece of art. 
   
  He was hired by the hobgoblin receptionist who 
  obviously appreciates talent. 
   � Bargath the Jackal – Torturer: Hobgoblin 
  Expert 4: hp 20, see Appendix 1. 
  AREA M – JAIL CELL 
   
   
   
   
  There is the body of a hobgoblin here.  It appears to 
  have been bled to  unconsciousness as he is lying in 
  a pool of what would seem to be his own blood.   
  
  URD4-03 Irreconcilable Differences 
   
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  A DC 35 Open Lock check will open the lock, but it is 
  much easier to use the key from the jailer (area L) if 
  available. 
   
  The hobgoblin is wearing only clothing.  He has 
  been tortured badly and is missing an eye, as well as 
  having several deep puncture wounds in his chest.  He is 
  not alive.   
  AREA N – SUPPLY ROOM 
   
   
   
  This room is locked (DC 20 Open Lock).  Inside are a 
  variety of supplies; most basic equipment in the Players 
  Handbook is here in crates. 
  AREA O – UNIFORM ROOM 
   
   
   
  This room has 6 large boxes (all of them are open), two 
  chests, and a log sheet with a simple area for putting 
  name and uniform items checked out.  Eventually, this 
  will probably be staffed with a clerk, but at this time it is 
  vacant.  The boxes contain black hooded surcoats with 
  gold trim.  There are belts and socks as well, but no boots, 
  armor or weapons.  Black and gold is not affiliated with 
  any particular noble house. 
  AREA P – CABARET 
   
   
   
   
  The door carvings are mostly abstract, but there is a 
  centerpiece on each door of a gobber.  One side has it 
  sticking its tongue out, pulling its cheeks to lengths 
  beyond those available to those of normal physiology.  
  The other side has a smiling gobber with three daggers in 
  his face:  One through each cheek and one through the 
  top of his head.  The three points meet inside his mouth 
  and are clearly visible, possibly even emphasized in the 
  carving.  The doors open easily and have no locks or traps 
  on them. 
  From behind this large, elaborately carved set of 
  double doors can be heard the muffled sound of 
  high pitched laughter accompanied by the distinct 
  tones of upbeat music.  It is being played at a 
  frenetic pace with gusto and verve rarely heard, 
  possibly even imagined. 
  This music is the Gobbers practicing for the inevitable 
  mass arrival of mercenaries, complete with the expected 
  full purses and need to laugh after a day of nihilistic 
  slaughter. They will settle for the party though. 
   
  After the door is opened: 
  For a split second, the cacophony is overwhelming.  
  A flood of sights and sounds crash over you: 
  melodies from an accordion and lute; small 
  goblinoids with oversized ears wearing frilly dresses 
  dancing the Can-Can onstage;  screeching singing of 
  some variation on the classic song “Beauty is in the 
  Eyes of the Beholder” in falsetto; flashing lights in 
  various colors reflecting off of shiny chairs and 
  shimmering tablecloths; acrobats tumbling; the 
  sound of bones being set and joints being 
  dislocated; 
  twirling 
  chandeliers 
  radiating 
  kaleidoscopic hues in rapid succession; belching, 
  vomiting, and every other conceivable sound that 
  accompanies living creatures.   
   
  For just a moment, all of these things gush out 
  from within the room, but immediately stop when 
  the door opens. 
   
  Allow the party to react however they wish. 
   
  One of the goblinoids approaches you, dressed 
  in a black tuxedo with an oversized, vibrant 
  turquoise bowtie.  Blood and food stains dot his 
  formerly white shirt.  
   
  “Welcome one and all to the Prancing Pelorian 
  Prat Cabaret: nightclub, brothel, dive, gladiator pit, 
  juice bar, massage parlor, gambling hall, den of 
  iniquity…” 
   
  A bottle flies across the room, breaking upon 
  the back of the maitre’ de’s head.  Blood trickles 
  down his neck, but he does not break stride in his 
  introduction. 
   
  “…and bar & grill.  You, our most honored 
  guests, are welcome to eat, drink, and most 
  importantly, be merry!” 
   
  He extravagantly spreads his arms and smiles 
  wildly before he is pelted with a variety of objects, 
  ranging from the traditional overripe fruits and 
  vegetables to pies, fingernail clippings, glasses of 
  sour milk, and pillows shaped in the various aspects 
  of a veritable who’s who of deities, including Iuz 
  and WeeJas (these are comic caricatures to say the 
  least and far from accurate portrayals, unless WeeJas 
  has suddenly grown a tentacle out of her chin with 
  elaborate lettering that reads “Don’t hate me 
  because I’m beautiful,” and Iuz has taken to wearing 
  a ballerina’s costume made from fluorescent flower 
  prints). 
   
  Your host does not bat an eye at the assault but 
  laughs loudly and continues. 
   
  “Please, have a seat!  The show starts in 5 
  minutes.” 
   
  He holds out his hand expectantly. 
  He is waiting for a tip.  If given one, he will do a back-flip, 
  ill conceived at first glance, but deliberate to those in the 
  know (A DC 10 Perform:  Acrobat or DC 20 Tumble 
  check will show that the mishap is deliberate).  This 
  results in him landing in an extravagantly unnatural way, 
  dislocating his arm in the process. 
   
  After doing this, he puts his arm out to pose, 
  mugging for applause.  His dislocated arm flops out more 
  than anything else, but the effort is there. 
  
  URD4-03 Irreconcilable Differences 
   
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  If the party tips again, they will get swamped by a 
  wide variety of gobbers, each with their own shtick, 
  performing for tips.  Any amount of money will satisfy 
  them, even a copper piece, but being ignored sends them 
  into an extravagant frenzy of performance, getting more 
  and more extreme, violent, and self-destructive unless 
  they are paid. 
   
  There are 22 Gobbers in the area, as follows: 
  • 
  A Dancing Chorus of 8, replete with at least 6 
  comical costume changes. 
  • 
  A Singing Chorus of 4, with full knowledge of a 
  number of satirical versions of classic songs. 
  • 
  2 Acrobats. 
  • 
  2 Jugglers. 
  • 
  2 Sleight of Hand magicians. 
  • 
  2 prop comedians. 
  • 
  1 joke comedian. 
  • 
  1 mime. 
  The mime is the most mistreated by the other performers 
  for some strange reason. 
   
  Despite the above specialties, all of the forms are 
  comedic, and use their Perform:  Comedy skill check for 
  results. 
   
  After, if the party sits at a table, things return to 
  relative normalcy.  The dancing and singing continues on 
  the main stage (tips must be tossed at the performers – 
  the dancers will raise their skirts revealing holy symbols 
  and pictured caricatures of the circle of eight on their 
  brightly colored undergarments and fall comically if 
  tipped) and the other performers rotate to the table, 
  performing their shtick, taking orders for food and 
  drinks, and generally being Gobbers. 
   
  There is very little information to be gained from the 
  gobbers, but they do know a few things.  Any answers 
  should be formed as jokes, or at the least as a caricature of 
  someone famous and done in a silly fashion.  The mime, 
  of course, refuses to speak, and will answer all questions 
  in mime, garnering him an occasional shower of various 
  objects thrown at him. 
   
  The gobbers have the following information: 
  • 
  Most of the people here now are hobgoblins and a 
  few goblins.  A couple of humans and a duergar have 
  also been seen, along with a really scary person with 
  no sense of humor.  Having no sense of humor is not 
  very funny. 
  • 
  The scary person was a horrible tipper, which is 
  never, ever funny. 
  • 
  The pheasant stuffed with toad brains is excellent, 
  despite the rumors that the tinned toad brains have 
  gone off.  Either way, eating toad brains is funny, 
  and getting food poisoning is very funny. 
  • 
  There is a hobgoblin leader who shifts in and out of 
  shadows.  It’s neat, but not very funny. 
  • 
  They have no idea what the people have planned, but 
  are glad that they will be bringing people into the 
  cabaret so they can perform and make money.  
  Starving to death is not very funny. 
  • 
  If a PC (or PCs) wanted to finance the cabaret, they 
  would gladly take their money and spruce the place 
  up a bit.  They prefer to keep it open for all people, 
  humans and humanoids alike, no matter who is in 
  charge.  Exclusionary racism isn’t very funny. 
  • 
  None of them have ever been past the jailer.  He’s 
  kind of funny, but lacks subtlety like they do.  Plus 
  he takes his work too seriously.  Taking things too 
  seriously is pretty funny though. 
  The PCs may spend as much time as they want here.  The 
  food and drink is all free (though getting an order sent to 
  your table may be more difficult than one might think 
  due to the demeanor and methodology of the gobbers) 
  and it is all of reasonable quality.  The performances are 
  free as well, but not occasionally tipping at least a copper 
  results in more frenzied attempts to entertain. 
   
  The gobbers will not stop anyone from going 
  anywhere nor will they leave the cabaret or their 
  quarters.  They are here to entertain:  Nothing more, 
  nothing less. 
  AREA Q – GOBBERS QUARTERS 
   
   
   
  This small area serves as both the storage and preparation 
  area for the cabaret as well as the living quarters for the 
  Gobbers.  It is chaotic and disorganized.  There are a 
  number of Gobbers here running frantically about 
  getting food and drinks together.  They will intentionally 
  burn and cut themselves, looking to the others for a 
  reaction to see if it was funny. 
   
  If a non-Gobber comes in to the Gobbers quarters, 
  they will amplify the act, trying even harder to injure 
  themselves, fall, throw things, and spill food or drinks in 
  order to get a laugh.  If they do, they will immediately 
  stop cooking and go into a chorus line, belting out a 
  rendition of “How Green was my Belly”, complete with 
  leg kicks, a variety of bodily fluids, tripping each other, 
  slaps, and funny faces galore. 
   
  If the applause and enjoyment continues, they will 
  finish up by forming a precarious Gobber pyramid, which 
  will collapse under itself in a heap of broken limbs, gag 
  faces, and raspberries towards the audience.  Then one of 
  the Gobbers, Twickle, will solicit money.  Twickle is 
  
  URD4-03 Irreconcilable Differences 
   
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  especially friendly towards adventurers, especially if they 
  tip well.  He knows of the secret doors leading to the 
  lower level and may hint or even tell the party about it 
  depending on their interaction. 
  Encounter 8: 
  The Inner Sanctum 
  Any locked doors in the Inner Sanctum have a Pick Lock 
  DC of 30.  All secret doors have a Search DC of 30. 
   
  This entire area is bathed in a dull red glow that 
  gives the equivalent of low light (20% miss chance).  
  Creatures with low-light vision can see as if it were 
  normal light.  Creatures with darkvision can see normally 
  (60’ or whatever their range on darkvision is). 
   
  None of the trade goods are remarkable in any way. 
  AREA A – ENTRANCEWAY 
   
   
   
  The following description is intended for mature 
  audiences.  Please alter the description to follow your 
  best judgment.  The concepts that should be brought 
  across are meticulous detail and evil, yet a perverse sense 
  of beauty. 
  This underground area is constructed of both rough 
  and worked stone.  The floors are uneven, but 
  packed dirt helps level it off. 
   
  The most striking thing here is the sculpture 
  standing in the exact center of the room.  It is placed 
  on a red and black marble dais that is approximately 
  one foot high and ten feet square. 
   
  The statue itself takes a moment to figure out.  A 
  metallic web, mounted on telescoping steel arms 
  that arc away, is covered in tiny, nested silvered 
  spikes that slowly lengthen.  Intertwined on the 
  lattice of twisting, ratcheting metal is a creature, 
  possibly once human.  Each click of the machine it 
  is engaged with slowly pushes the spikes through its 
  body.  If the metal spines didn’t contort its facial 
  features, a grimace of pain might be seen.  If eyes 
  still remained in the empty, seared sockets, then 
  possibly some tiny portion of the pain this pitiful 
  being endures could be expressed.    If its tongue 
  were not held rigid and immobile by a hundred 
  needles, it might tell you how it was feeling.  If a 
  large pipe bolted to the main post of the sculpture 
  didn’t penetrate the ears, it might be able to hear any 
  questions you have.  As it is, there is no indication at 
  all of what it feels or how it would communicate 
  those feelings if it had any.  The occasional 
  spasmodic reaction gives the semblance of life, but 
  it could be purely reflexive. 
   
  No blood seeps from its wounds.  Its mouth is 
  fixed open, forced just a smidgen wider with each 
  click of the machine.  The teeth appear loose in its 
  mouth as little metal posts push them out in 
  something resembling a flower petal design.  If you 
  had to guess, it would be an azalea pattern.   Even the 
  sparkling, opalescent fangs seem ready to fall out, as 
  do its matching cracked claws. 
   
  Overall, the lattice which forms the core seems 
  to have extended to about half of its maximum 
  capacity.  Looking at the creature, it is hard to tell 
  how the taut skin could be stretched any tighter.  Its 
  paper-thin, almost transparent nature must hide its 
  inherent strength.  Maybe it’s the slight burnt look 
  around the skin where the spikes penetrate.  
  Possibly it’s the silvery sheen that seems to coat the 
  tiny spikes.  It is difficult to tell for sure with only a 
  cursory examination. 
   
  What isn’t difficult to tell is that even though 
  the arms and legs are stretched in unnatural 
  positions, there is a certain grace in its construction, 
  a positioning for aesthetics, combining function 
  and line with destruction, agony and grace in one 
  creation.  It is deliberate, intended, and very, very 
  slow.  If the current rate of expansion is accurate, 
  then you believe that this has been going on for at 
  least a month, and will continue for another. 
   
  There is nothing else of interest, or at least as 
  interesting, in the room. 
  The creature is a vampire spawn with one hit point 
  remaining.  The spikes themselves are not of silver, so 
  effectively do no damage as they contort and move 
  through its body.  Initially, they were coated with a silver 
  sheen, which has since worn off, but not until the 
  machine had effectively immobilized the spawn and run 
  its course. 
   
  In the dais is a small drawer with two doses of silver 
  sheen.   
   
  The device can be disabled with a DC 53 Disable 
  Device Check.  Failing to disable it or attempting to 
  remove the creature from the machine must make a DC 
  40 Disable Device or the machine will increase in speed, 
  instantly killing the spawn.  After it has finished its cycle, 
  it returns to original position, which is a simple metallic 
  cross.  All of the spikes and the head post retract, leaving 
  a simple metal scaffolding ready for use again.  
  AREA B – STORAGE AREA 
   
   
   
  This area has a number of crates, which include rations 
  (about 200 days worth), crossbow bolts (500), arrows 
  (500), boots (50 pairs in various sizes – 40 pairs medium 
  and 10 pairs small), sling bullets (600), and javelins (100). 
  
  URD4-03 Irreconcilable Differences 
   
  Page 19 
  AREA C – HOBGOBLIN QUARTERS 
   
   
  This area is clean and well maintained.  Currently it 
  seems to house a few hobgoblins, but looks like it could 
  house up to 20 hobgoblins in a fairly comfortable setting. 
   
  There is a silent alarm spell here, which notifies the 
  hobgoblin assassin, that non-hobgoblin, non-human 
  creatures are entering the room.  As there are no 
  inhabitants in the lower level that should not be in Area 
  O for the meeting, this will be sufficient notice to make 
  them aware of intruders and prepared for attack (see Area 
  O).  Merely entering the door is not sufficient to trigger 
  the alarm.  Non-hobgoblins must actually enter the room 
  to trigger it.  There is no Search DC to find the alarm 
  spell.  You must have Arcane Sight or Detect Magic up to see 
  it. 
   
  An underwater stream borders the edge of the cave 
  (where the map is blue).  It leads to nothing except to 
  more streams underground. 
  AREA D – EMPTY CAVE  
   
   
   
  This cave is mostly clean, but totally empty. 
  AREA E – HOBGOBLIN QUARTERS 2 
   
   
  This area is mostly clean and well maintained.  Currently 
  it seems to house a few hobgoblins, but looks like it could 
  house up to 20 hobgoblins in a fairly comfortable setting. 
   
  In one of the corners there is a large pile of pots and 
  pans covered in a sticky, gooey substance that seems to be 
  quite strong and elastic.  Craft Alchemy (DC 10) or 
  Knowledge Arcana (DC 20) will determine that this is 
  some variant of a Tanglefoot bag material that is long 
  dried up. 
   
  There is a silent alarm spell here that notifies the 
  hobgoblin assassin that non-hobgoblin, non-human 
  creatures are entering the room.  As there are no 
  inhabitants in the lower level that should not be in Area 
  O for the meeting, this will be sufficient notice to make 
  them aware of intruders and prepared for attack (see Area 
  O).  Merely entering the door is not sufficient to trigger 
  the alarm.  Non-hobgoblins must actually enter the room 
  to trigger it.  There is no Search DC to find the alarm 
  spell.  You must have Arcane Sight or Detect Magic up to see 
  it. 
   
  An underwater stream borders the edge of the cave 
  (where the map is blue).  It leads to nothing except to 
  more streams underground. 
  AREA F – STORAGE AREA 2 
   
   
   
  This area has a number of crates of weapons and armor.  
  There are a total of 100 short swords, 30 suits of studded 
  leather armor, 50 short bows, 100 long spears, and 50 
  heavy wooden shields here.  20% of all the goods are 
  small sized. 
  AREA G – ALCOVE 
   
   
   
   
  This small area is largely empty except for small bits of 
  skin and a few loose teeth.  A DC 15 Heal check will 
  reveal that they are human teeth and that they were 
  pulled intact, not broken off.  There is also a magical 
  Burning Hands trap in it.  If more than 100 pounds of 
  weight stays in this room for more than 10 rounds, it is 
  set off. 
  Trap All APLs (EL 3): 
  � Burning Hands Trap:  CR 3; magic device; weight 
  trigger (100 pounds for 10 rounds); automatic reset (10 
  rounds); spell effect (empowered burning hands, 5th level 
  wizard, 5d4*1.5, DC 12 Reflex save half damage); 
  Search DC 28; Disable Device DC 28. 
  AREA H – MEETING ROOM 
   
   
   
  This room has a black slate wall on one side with a 
  number of large chunks of chalk on a tray at the bottom. 
   
  There is a large table able to seat about 20 people in 
  the room.  There is a small chest under the table.  In it are 
  pitchers and mugs as well as some quills, ink, and heavy 
  paper. 
  AREA I – FOYER 
   
   
   
   
  This area is clean and clear of anything.  There is no 
  furniture or decorations, but there are two large double 
  doors, elaborately decorated with flames around the 
  edges and a large symbol similar to the holy symbols in 
  Area J.  A Listen check (DC 25) will determine that there 
  are people on the other side moving about and 
  mumbling. 
  AREA J – STORAGE CLOSET FOR CEREMONIAL 
  ROBES 
  This small closet is neat and organized.  It contains a 
  number of crimson red robes as well as about 20 
  necklaces with a pendant on it of a demonic face with 
  large bat wings hung from a long forked tongue.  DC 15 
  Knowledge (Religion) check will recognize this as some 
  variation of the normal holy symbol of Pyremius.  A DC 
  20 Knowledge (Religion) check will recognize the forked 
  tongue as a symbol of Syrul. 
   
  There are also 20 black and 20 red candles, and four 
  bloodstained red velvet throws neatly folded in boxes. 
   
  All of these items smell of smoke, and many of the 
  robes and the throws have scorch marks and small burns 
  in them. 
  AREA K – UNDEAD QUARTERS  
   
   
  This area is empty, but has a slight radiation of negative 
  energy, just enough to make the hairs stand on end. 
  
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  Page 20 
  AREA L – UNDEAD HOLDING AREA 
   
   
  The door to this area is locked.  It is going to be used to 
  hold unintelligent undead in the future, but is currently 
  empty. 
  AREA M – UNDEAD QUARTERS  
   
   
  This sparse room has a number of tanned skins (DC 15 
  Knowledge (Nature) check to determine that they are 
  human) lying about, they appear to be cut into a pattern 
  for future manufacture as clothing.  There are piles of 
  bones and rotting meat sporadically spread out and 
  organized by how intact they are, freshness, as well as 
  specific cuts of meat.  Each pile is labeled with a date, 
  grade, and use (i.e. utility, food, MIC, etc.)  Feel free to be 
  as graphic or obscure as you like depending on your table 
  composition.   
  AREA N – HOGARTH’S QUARTERS 
   
   
  This large room is well furnished.  Everything in the 
  room is under the influence of a Continual Flame spell, 
  more for visual effect than anything else. 
   
  There is a large king size bed with a large holy 
  symbol of Pyremius embroidered on it.  There is a desk, 
  three overstuffed chairs, a wardrobe filled mostly with 
  robes, a bookstand with a large book on it, and a set of 
  bookshelves with approximately 50 books in it.  The color 
  scheme for the entire room is black, red and orange. 
   
  The book on the bookstand is a collection of 
  doctrine for Pyremius, approximately 200 years old and 
  fairly substantial in scope.  It has the seal of House 
  Teranor (DC 10 Knowledge (Nobility) check to recognize 
  it) on the inside of it and is made from what appears to be 
  toasted human flesh and bound with a hard, chitinous 
  substance that is unrecognizable.  The writing is in 
  ancient Suloise. 
   
  There are a number of additional personal entries 
  loosely placed in the book.  Reading them reveals the 
  following information: 
  • 
  He is happy to see some of his family members 
  again, even if they are cruel beyond measure. 
  • 
  Some of his backers are much too lawful and rigid in 
  their ancient ways. 
  • 
  Goblinoids are very receptive to the ways of 
  Pyremius and have much potential for future use. 
  • 
  It is fun to destroy things with fire. 
  • 
  It is more fun to kill people with fire. 
  • 
  It is most fun to destroy things AND kill people with 
  fire at the same time. 
  • 
  The undead, at least the intelligent ones, aren’t 
  nearly as hard to work with as one might think.  And 
  the incorporeal ones are very, very clean. 
   
  The books on the bookshelves are all general subjects, 
  with substantial sections dedicated to Suel history and 
  religion.  Over half of the books are dedicated to these 
  subjects, with the other half being general books on 
  arcane theory, The Planes, and a variety of crafts. 
   
  The huge bed is in front of the secret passage.  There 
  is a 30% chance that tossing the bed will trigger the secret 
  door, even if it is not found by a Search check. 
  AREA O – MAIN TEMPLE AREA  
   
   
  There are two different ways this encounter area can 
  occur:  The party has avoided the alarms and gets surprise 
  (or at least is even with the inhabitants), or the alarms 
  have been set off (or the ghosts have been encountered 
  but not destroyed) and the inhabitants are aware of them 
  and waiting.  Use Description A for the first scenario (no 
  prep) and Description B for the second scenario (aware of 
  party and prepped).  The balcony overhangs are marked 
  by the brown lines on the map (these indicate the outer 
  edge of the balconies).  The balconies are fifteen feet up 
  and the walls around the edge of them are three feet 
  high, providing cover to anyone on them from the floor 
  below.   
  You open the door, and are immediately greeted 
  with a burst of heat.  It is extremely warm in here, 
  and the source rapidly becomes obvious.  On the 
  eastern edge of the room a large lava flow bubbles 
  and belches forth, undulating wildly.  This would 
  also explain the sulphuric stench that emanates 
  from the room as well.  About fifteen feet in front of 
  it is a large shrine, approximately five feet off of the 
  ground.  It is laced with flickering red flames.  On 
  the north and south walls appear to be some kind of 
  balcony that juts out over the main floor.  The walls 
  and ceiling appear to be rough carved rock covered 
  in soot.  The floor has a loose coating of ash and soot 
  on it as well, with many footprints being evident in 
  it. 
  Effects of lava are in the DUNGEON MASTERS GUIDE, page 
  304, and are also reprinted at the end of this module for 
  your convenience.   
  THE POWERS THAT BE  
   
   
   
  If the party has not set off any of the alarms, the leaders 
  of the complex are still here otherwise they have 
  teleported away.  Only read the description below if the 
  leaders are present because the party has not triggered 
  any of the alarms.   
  You catch a brief glimpse of three figures: 
  
  URD4-03 Irreconcilable Differences 
   
  Page 21 
   
  On the left side is a tall, lithe Suel nobleman.  
  He is tall and fair, with wavy blonde hair, a well-
  trimmed beard, piercing blue eyes, and skin hidden 
  from the sun for quite a while.  He is stylishly 
  dressed in a tight black velvet doublet, which 
  matches quite nicely with his pantaloons adorned 
  with fine white silk lace, black silk hose, and fine 
  Tusmitani leather shoes.  If anything, he seems 
  bored by your arrival, indifferently applauding your 
  “grand” accomplishment of entering through a door, 
  the sneer of indifference obvious on his face. 
   
  Opposite him is a figure bathed in shadows, and 
  though there is a definite goblinoid sense to his 
  features, he is much larger than any goblin or 
  hobgoblin than you have seen.  The only clear item 
  on him is a necklace around his shifting chest, with 
  a silvered forked tongue flicking about, tasting the 
  air. 
   
  In between them, and resting its hands on the 
  other two figures’ shoulders, is a blurred figure.  The 
  only feature that is obvious about it is that it is only 
  skeletal remains, though they seem to be garbed 
  richly in gold and black robes.  There is a small 
  circlet of a griffon on its head with eyes of ruby and 
  glittering wings. 
   
  As you blink, they are gone. 
  You will have to alter descriptions if true seeing or a 
  similar magic is up.  The Lich is just that.  The hobgoblin 
  has black skin and appears to be in studded leather armor, 
  with an obsidian morning star at his belt.  His eyes are 
  solid black and appear almost soulless. 
  A CAST OF FLUNKIES  
   
   
   
  Directly behind the altar is a medium-sized Suel 
  man dressed in red and black robes.  Flames envelop 
  him, and even his eyebrows appear to be twisting 
  and turning as if on fire.  When he exhales, smoke 
  comes out his mouth and nose.  He stares at the 
  open doorway and appears to be excited, a zealous 
  fervor overcomes him, and he laughs heartily. 
   
  Flanking him on either side about ten feet 
  ahead of him are two figures, both heavily armed 
  and armored. 
   
  The one on the right is a dwarf-like humanoid 
  dressed in dull gray with his head shaved.  His 
  visage is grim and it appears that his face is etched 
  in stone, possibly incapable of smiling.  This is 
  obvious as he has no helmet on, but his dwarven war 
  axe is hefted and sure in his hands.  His suit of full 
  plate, repaired many times but kept for its 
  sturdiness, seems to match his resolve and 
  determination, as he prepares for battle. 
   
  The other guard, a red-headed Suel man, though 
  equally well armed and armored with a fully eight 
  foot long greatsword and wearing half-plate, seems a 
  bit more relaxed, and possibly even light-hearted 
  about your presence.  Despite its enormous size, his 
  greatsword seems a bauble with which he plays 
  rather than the serious tool of duty that his 
  companion bears. 
   
  Approximately 20 feet in front of the altar, a 
  small group of creatures is huddled and turns to 
  you, some more solid than others. 
  As there is a bit of variance between the different APLs, 
  feel free to describe the undead as they fit the APL you 
  are judging. 
  Oh wait, there is a bit more.  Two balconies are above 
  you: 
   
  One houses a number of (hob)goblins, armored 
  lightly.  Behind them is a large pile of brightly 
  glowing skulls.  One of them happily spits in your 
  general direction, welcoming you to their den. 
   
  The other balcony has a number of goblins 
  attending to a large machine.  It appears to have a 
  gigantic bladder, with a number of winches, pumps 
  and bellows which they immediately attend to.  On 
  top of the apparatus is a seat currently occupied by a 
  rather obese hobgoblin wearing nothing but a loin 
  cloth and a pair of goggles.  He appears to have some 
  nasty skin disorder, as his entire body is covered in 
  open boils seeping puss at what you would think is 
  an alarming rate, despite his nonchalant attitude 
  about it.  Jutting out from the seat is a large flaccid 
  hose with a nozzle on the end of it.  A huge handle is 
  fitted on the nozzle, which he immediately points at 
  you, shouting commands at the goblins in a chipper 
  voice. 
  Unprepared: 
  They will be unprepared for the party, having just 
  finished their morning report to their leaders, Kalaric 
  Teranor, the hobgoblin assassin known only as The Fist 
  of Mercy, and Dagmar Urlirel, a minor lich wizard of 
  House Urlirel, who immediately depart.   
  The other inhabitants will be disorganized.  The undead 
  are randomly in front of the altar and the cleric and his 
  bodyguards do not have any pre-cast spells.  The 
  Tanglefoot cannon on the other balcony takes three 
  rounds of prep before it can be active. 
  Prepared: 
  If the inhabitants have been notified by any of the alarm 
  spells, the cleric will have pre-cast any reasonable 
  duration spells on his bodyguards and lined up the 
  undead to whatever strategy you prefer.  The tanglefoot 
  cannon has been prepared and will be ready to fire the 
  round that the party enters. 
  Creatures: 
  
  URD4-03 Irreconcilable Differences 
   
  Page 22 
  APL 6 (EL 9): 
  � Goblin Fire Hurlers:  hp 5; see Appendix Two. 
  � Tanglefoot Cannon Operator: hp 10; see Appendix 
  Two. 
  � Shadow: hp 19; see Appendix Two. 
  � Hergoth Teranor: hp 59; see Appendix Two. 
  � Thill Porques:  hp 52; see Appendix Two. 
  � Tacrys Pinial: hp 28; see Appendix Two. 
  APL 8 (EL 11): 
  � Goblin Fire Hurlers:  hp 5; see Appendix Three. 
  � Tanglefoot Cannon Operator: hp 16; see Appendix 
  Three. 
  � Wight:  hp 26; see Appendix Three. 
  � Shadow: hp 19; see Appendix Three. 
  � Hergoth Teranor: hp 73; see Appendix Three. 
  � Thill Porques:  hp 70; see Appendix Three. 
  � Tacrys Pinial: hp 49; see Appendix Three. 
  APL 10 (EL 13): 
  � Goblin Fire Hurlers:  hp 5; see Appendix Four. 
  � Tanglefoot Cannon Operator: hp 27; see Appendix 
  Four. 
  � Wight (2):  hp 26, 26; see Appendix Four. 
  � Shadow (2): hp 19, 19; see Appendix Four. 
  � Greater Shadow: hp 58; see Appendix Four. 
  � Hergoth Teranor: hp 87; see Appendix Four. 
  � Thill Porques:  hp 99; see Appendix Four. 
  � Tacrys Pinial: hp 67; see Appendix Four. 
  APL 12 (EL 15): 
  � Goblin Fire Hurlers:  Ran2; hp 13; see Appendix 
  Five. 
  � Tanglefoot Cannon Operator: hp 27; see Appendix 
  Five. 
  � Vampire Spawn (2):  hp 29, 29; see Appendix Five. 
  � Wight (2):  hp 26, 26; see Appendix Five. 
  � Greater Shadow: hp 58; see Appendix Five. 
  � Hergoth Teranor: hp 101; see Appendix Five. 
  � Thill Porques:  hp 121; see Appendix Five. 
  � Tacrys Pinial: hp 85; see Appendix Five. 
  Tactics: 
  The cleric will stand back from his bodyguards and begin 
  with attack spells, only bolstering his bodyguards after he 
  has no more magic to blow things up with, even going 
  out of his way to touch people with inflict spells at lower 
  APLs. 
   
  The duergar, Thill Porques, will step back and take a 
  defensive position, guarding the priest and attempting to 
  draw attacks onto himself. 
   
  Tacrys Pinjal will do whatever he feels like doing.  
  Use whatever tactics you like, but remember that he is a 
  power attacker primarily and likes to beat up people and 
  push them around.  Beyond that, do what you will with 
  him.  He’s fairly chaotic. 
   
  The goblins on the north balcony will pelt the party 
  with Alchemist’s fire (see page 128 of the Player’s 
  Handbook for details on Alchemist’s fire).  They have 50 
  doses of it stored in the skulls of various animals and 
  humanoids and will use it fully and freely. 
   
  The tanglefoot cannon can be used once every other 
  round as a full round action to fill any three squares with 
  Tanglefoot goo, acting exactly as if the square were 
  affected by a Tanglefoot bag (see Player’s Handbook page 
  128-129 for details).  To hit a square requires a ranged 
  touch attack either AC 5 if it is empty or the Touch AC of 
  the person in the square.  If the touch AC is missed, use 
  the scatter diagram in the Player’s Handbook page 158.  If a 
  character is in a square that the goo splashes into, keep 
  the previous roll and check to see if it hits his/her touch 
  AC.  If so, then that PC is affected.  If it misses the touch 
  AC, it hits the floor harmlessly.  Goo that is on the floor 
  does not hinder movement as it cracks immediately from 
  the heat. 
   
  It has enough ammunition for 5 shots.  The cannon 
  itself is fairly delicate and will break if it takes more than 
  10 points of damage from any force.  Any fire damage will 
  immediately destroy it.  If is destroyed, the hobgoblin 
  and goblins will cower and hide in the balcony, offering 
  no further resistance. 
  Conclusion: 
  Aftermath 
  The party may report back to Vidor Einstoffen.  He will 
  seem genuinely concerned and have his secretary 
  transcribe every detail possible, asking for specifics if the 
  party is vague, and clarifying where he deems necessary. 
   
  If the party saved Steno Meissel from the assassin, he 
  will gladly let them stay at any of his inns in the Duchy 
  (he has them in most major areas) for up to 12 times, 
  giving them free rich lifestyle for that adventure. 
   
  If the party has returned the body to the orcs of 
  Anik, he will be pleased and they will gain his minor 
  
  URD4-03 Irreconcilable Differences 
   
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  favor and he will give them enhanced customer status, 
  allowing them to buy certain items from House 
  Einstoffen and House Meissel which they usually reserve 
  for special customers. 
   
  If the party has killed or driven off the cleric of 
  Pyremius and gives a full report on the complex and what 
  they found, he will be very pleased and they will gain his 
  major favor and he will give them superior customer 
  status, allowing them to buy certain items from House 
  Einstoffen and House Meissel which they usually reserve 
  for special customers. 
   
  If the party gained surprise and has the descriptions 
  of the three leaders that teleported away, they will gain 
  his personal favor.  This can be redeemed for any DMG 
  guide item worth 10,000 GP or less.  See the “Special” 
  section at the end of the Treasure Summary for a full 
  description of the limitations and extra costs for the use 
  of this favor. 
   
  If the party gives the descriptions, Vidor will be very 
  worried but will not comment. 
   
  A DC 15 Gather Information check will let the party 
  know that based on the descriptions, the hobgoblin and 
  undead creature are unknown, but that Suel gentleman 
  sounds like Kalaric Teranor, and the cleric of Pyremius 
  sounds like Hergoth Teranor, long exiled from any 
  civilized land due to his proclivity for burning down 
  buildings. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  APL 10 
  300 XP 
   
  APL 12 
  360 XP 
  Encounter Five 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  APL 10 
  300 XP 
   
  APL 12 
  360 XP 
  Encounter Eight-G 
   
  APL 6 
  90 XP 
   
  APL 8 
  90 XP 
   
  APL 10 
  90 XP 
   
  APL 12 
  90 XP 
  Encounter Eight-O 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
   
  APL 10 
  390 XP 
   
  APL 12 
  450 XP 
  Story Awards 
  Finding out the backers behind the complex 
   
  APL 6 
  25 XP 
   
  APL 8 
  50 XP 
   
  APL 10 
  75 XP 
   
  APL 12 
  100 XP 
  Discretionary Roleplaying Award 
   
  APL 6 
  180 XP 
   
  APL 8 
  225 XP 
   
  APL 10 
  270 XP 
   
  APL 12 
  310 XP 
  Maximum Possible Experience 
   
  APL 6 
    900 XP 
   
  APL 8 
              1,125 XP 
   
  APL 10 
              1,350 XP 
   
  APL 12 
              1,575 XP 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  
  URD4-03 Irreconcilable Differences 
   
  Page 24 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three 
   
  APL 6: L: 53 gp; C: 0 gp; M: Boots of Elvenkind (208 
  gp). 
   
  APL 8: L: 27 gp; C: 0 gp; M: +1 longsword (193 gp), 
  Boots of Elvenkind (208 gp), Cloak of Elvenkind (208 gp). 
   
  APL 10: L:  0 gp; C: 0 gp; M: +1 longsword (193 gp), +1 
  studded leather armor (98 gp), Boots of Elvenkind (208 gp), 
  Cloak of Elvenkind (208 gp), +1 darkwood buckler (98 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 longsword (193 gp), +1 
  studded leather armor (98 gp), Boots of Elvenkind (208 gp), 
  Cloak of Elvenkind (208 gp), +1 darkwood buckler (98 gp), 
  Ring of Counterspells (333 gp). 
   
  Encounter Eight-O 
   
  APL 6: L: 451 gp; C: 0 gp; M Amulet of Natural Armor 
  +1 (167 gp), Ring of Protection +1 (167 gp), +1 heavy steel 
  shield (97 gp). 
   
  APL 8: L: 272 gp; C: 0 gp; M Amulet of Natural Armor 
  +1 (167 gp), Ring of Protection +1 (167 gp), 2 +1 heavy steel 
  shield (97 gp each), +1 fullplate (221 gp), +1 dwarven waraxe 
  (194 gp). 
   
  APL 10: L: 135 gp; C: 0 gp; M Amulet of Natural Armor 
  +1 (167 gp), Ring of Protection +1 (167 gp), +1 heavy steel 
  shield (97 gp), +2 heavy steel shield (347 gp), +1 fullplate (221 
  gp), +1 dwarven waraxe (194 gp), +2 fullplate (470 gp), 
  Periapt of Wisdom +2 (333 gp), Boots of Striding and Springing 
  (458 gp). 
   
  APL 12: L: 109 gp; C: 0 gp; M Amulet of Natural Armor 
  +1 (167 gp), Ring of Protection +1 (167 gp), 2 +2 Heavy Steel 
  Shield (347 gp each), +1 Flaming Longsword (692 gp),  +1 
  Fullplate of Light Fortification (470 gp), +1 Defending 
  Dwarven Waraxe (694 gp), +2 fullplate (470 gp), Periapt of 
  Wisdom +2 (333 gp), Boots of Speed (1,000 gp). 
   
  Adventure Maximums 
  APL 6: L: 504 gp; C: 650 gp; M: 639 gp; — Total: 1792 
  gp (cap 800 gp) 
  APL 8: L: 299 gp; C: 850 gp; M: 1552 gp; — Total: 
  2701 gp (cap 1250 gp) 
  APL 10: L: 135 gp; C: 1050 gp; M: 3259 gp; — Total: 
  4444 gp (cap 2100 gp) 
  APL 12: L: 109 gp; C: 1250 gp; M: 5825 gp; — Total: 
  7184 gp (cap 3000 gp) 
   
  Special 
   
  The Personal Favor of Steno Meissel 
  This favor gives the PC free luxury lifestyle in any six 
  regional events of the characters choosing set in the 
  Duchy of Urnst. 
   
  Enhanced Customer Status with House Einstoffen: 
  This favor opens access to the following items: 
   
  Circlet of Blasting, Minor 
   
  Gloves of Swimming and Climbing 
   
  Vest of Escape 
   
  Amulet of Mighty Fists +1 
   
  Hand of Glory 
  Only one item may be purchased, and it may only be 
  purchased once, then the favor is exhausted. 
   
  Superior Customer Status with House Einstoffen: 
  This favor opens access to the following items: 
   
  Belt of Giant Strength +4 
   
  Ring of Wizardry (Type 1) 
   
  Phylactery of Undead Turning 
   
  Metamagic Rod, Extend 
   
  Sword of Subtlety 
   
  Portable Hole 
  Only one item may be purchased, and it may only be 
  purchased once, then the favor is exhausted. 
   
  The Personal favor of Vidor Einstoffen: 
  Vidor Einstoffen is exceptionally thankful for the 
  information you have given him and will personally 
  attend to finding items that you wish to buy.  For a small 
  fee of 100 gp (a fraction of his usual finders fee for 
  unusual items) he will locate any item from the Dungeon 
  Masters Guide up to 10,000 gp value for you.  If the item 
  costs 5,000 gp or more then it takes him one week to 
  
  URD4-03 Irreconcilable Differences 
   
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  procure it, costing you 1 TU or 2 Influence Points from 
  House Einstoffen. 
   
  Items for the Adventure Record 
  Item Access 
  All APLs: 
  Sacred Scabbard (Adventure; CW) 
  Potion of Animal Senses (Adventure; A&EG) 
  Ring of Lockpicking (Adventure; A&EG) 
  Armband of Reduction (Adventure; A&EG) 
  Ring of Chameleon Power (Adventure; DMG; 12,700 gp) 
  Elemental gem (Adventure; DMG; 2,250 gp) 
  Rope of Climbing (Adventure; DMG; 3,000 gp) 
   
  APL 6: 
  Boots of Elvenkind (Adventure; DMG; 2,500 gp) 
  Large Masterwork Greatsword (Adventure; PHB; 400 gp) 
   
  APL 8 (APL 6+): 
  Cloak of Elvenkind (Adventure; DMG; 2,500 gp) 
   
  APL 10 (APL 6, 8+): 
  +1 Darkwood Buckler (Adventure; DMG; 1,205 gp) 
  Ring of Sustenance (Adventure; DMG; 2,500 gp) 
  +2 fullplate (Adventure; DMG; 5,650 gp) 
  +2 heavy steel shield (Adventure; DMG; 4,170 gp) 
  Boots of Striding and Springing (Adventure; DMG; 5,500 gp) 
   
  APL 12 (APL 6, 8, and 10+): 
  Boots of Speed (Adventure; DMG; 12,000 gp) 
  Ring of Counterspells (Adventure; DMG; 4,000 gp) 
  +1 Full Plate of Light Fortification (Adventure; DMG; 5,650 
  gp) 
  +1 Flaming Long Sword (Adventure; DMG; 8,315 gp) 
  +1 Defending Dwarven Waraxe (Adventure; DMG; 8,330 
  gp) 
   
  
  URD4-03 Irreconcilable Differences 
   
  Page 26 
  Appendix One –  NPCs 
  Ilsola Urlirel:  female, Human Suel Ghost Sor 10; CR 
  12; Medium Undead (augmented human, incorporeal); 
  HD 10d12; hp 70; Init +5; Spd Fly 30 ft.; AC 18, touch 
  17, flat-footed 18 (+1 Dex, +7 Deflection); Base Atk +5; 
  Grp +4; Atk —; Full Atk  —; SA Spells, Telekinesis, 
  Malevolence, Manifestation; SQ Rejuvenation, Turn 
  Resistance +4; AL LE; SV Fort +5, Ref +5, Will +7; Str 8, 
  Dex 12, Con —, Int 12, Wis 10, Cha 24. 
   
  Skills and Feats:  Bluff +20, Concentration +20, 
  Knowledge Arcana +14, Spellcraft +16; Combat 
  Reflexes, Great Fortitude, Improved Initiative, Spell 
  Penetration, Greater Spell Penetration. 
   
  Spells:  (6/8/8/8/6/4; DC 17+Spell level) 
  0th—Dancing Lights, Detect Magic, Detect Poison, Light, 
  Mage Hand, Message, Open/Close, Prestidigitation, Read 
  Magic; 1st— Mage Armor, Magic Missile, Ray of 
  Enfeeblement, 
  Reduce 
  Person, 
  Shield; 
  2nd—
  Blindness/Deafness, Glitterdust, See Invisibility, Touch of 
  Idiocy; 3rd—Arcane Sight, Ray of Exhaustion, Slow; 4th—
  Dimensional Anchor, Enervation; 5th—Bigby’s Interposing 
  Hand. 
   
  Ilgyn Urlirel:  male, Human Suel Ghost Mon10; 
  CR 12; Medium Undead (augmented human, 
  incorporeal); HD 10d12; hp 70; Init +2; Spd Fly 30 ft.; 
  AC 18, touch 18, flat-footed 14 (+2 Dex, +2 Wis, +2 
  Class, +2 Deflection); Base Atk +7; Grp +13; Atk +10 
  melee (1d6,Corrupting Touch); Full Atk Flurry of 
  Blows +10/+10/+5 melee (1d6, Corrupting Touch), SA 
  Telekinesis, Malevolence, Manifestation, Corrupting 
  Touch; SQ Rejuvenation, Turn Resistance +4, Still 
  Mind, Ki Strike (Lawful, Magic), Slow Fall, Purity of 
  Body, Wholeness of Body (20 hp) ; AL LE; SV Fort +8, 
  Ref +9, Will +9; Str 14, Dex 15, Con —, Int 13, Wis 14, 
  Cha 14. 
   
  Skills and Feats:  Balance +16. Escape Artist +15, 
  Jump +28, Knowledge Arcana +8, Knowledge Religion 
  +7, Spot +15, Tumble +16, Combat Expertise, Improved 
  Disarm, Power Attack, Improved Bull Rush, Weapon 
  Focus (Unarmed Strike). 
   
   
  Erlin Geir:  male, Human Com 1 War1; CR 1; 
  Medium Humanoid (human); HD 1d6+1d8+2; hp 11; 
  Init +0; Spd 30 ft.; AC 11, touch 10, flat-footed 11; Base 
  Atk +1; Grp +5; Atk +5 melee (1d3+4/20,Unarmed 
  Strike); Full Atk +5 melee (1d3+4/20,Unarmed Strike); 
  AL NE; SV Fort +3, Ref +0, Will -1; Str 18, Dex 10, Con 
  12, Int 5, Wis 8, Cha 12. 
   
  Skills and Feats:  Intimidate +2, Listen +0, 
  Profession (Farmer) +0, Spot +0, Swim +5, Use Rope +1; 
  Improved Unarmed Strike, Power Attack. 
   
  Possessions:  clothing, ½ full water skin, moldy 
  rations for 6 days. 
   
  Faido Slorm:  male, Human Com 1 Exp1; CR 1 
  Medium Humanoid (human); HD 2d6-4; hp 5; Init +0; 
  Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +0; 
  Grp -1; Atk -1 melee (1d4-1, dagger); Full Atk -1 melee 
  (1d4-1, dagger); AL NE; SV Fort -2, Ref +3, Will +3; Str 
  8, Dex 16, Con 7, Int 16, Wis 13, Cha 8. 
   
  Skills and Feats:  Bluff +3, Climb +0, Disable Device 
  +9, Forgery +7, Gather Information +5, Hide +7, 
  Knowledge (Local) +7, Listen +5, Move Silently +7, 
  Open Lock +12, Search +9, Spot +6; Investigator, 
  Nimble Fingers, Skill Focus (Open Lock). 
   
  Possessions:  clothing, padded armor, ½ full water 
  skin, dry and chewy rations for 6 days. 
   
  Bargath the Jackal:  male, Human Exp4; CR 3 
  Medium Humanoid (human); HD 4d6; hp 18; Init +2; 
  Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base Atk +3; 
  Grp +4; Atk —; Full Atk —; AL NE; SV Fort +1, Ref +3, 
  Will +5; Str 12, Dex 14, Con 10, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats:  Bluff +8, Craft (Torture 
  Implements) +6, Diplomacy +8, Heal +8, Intimidate 
  +10, Perform (Torture) +6, Profession (Torturer) +4, 
  Sense Motive +13, Sleight of Hand +6, Use Rope +9; 
  Negotiator, Persuasive, Skill Focus (Sense Motive). 
   
  Possessions:  leather apron, clothing, masterwork 
  torture implements, really bad breath, body odor 
  arguably worth less than his breath. 
  
  URD4-03 Irreconcilable Differences 
   
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  Appendix Two – APL 6
  Encounter 2  
   
   
   
   
  Anonymous Shadow Assassin:  male, Hobgoblin 
  Ftr1 Ran1 Rog3; CR 6; Medium Goblinoid (hobgoblin); 
  HD 1d10+1d8+3d6+10; hp 35; Init +5; Spd 45 ft.; AC 19 
  (+5 Dex, +3 studded leather, +1 buckler), touch 15, flat-
  footed 14; Base Atk +4; Grp +7; Atk +8 melee (1d8+3, 
  Masterwork Long Sword); Full Atk +8 melee (1d8+3, 
  Masterwork Long Sword), SA  Favored Enemy (Elf +2), 
  Sneak Attack +2d6; SQ Cold Resistance 10, Darkvision 
  60’, Low Light Vision, Shadow Blend, Wild Empathy 
  (+1), Evasion, Trapfinding, Trapsense +1; AL LE; SV 
  Fort +7, Ref +10, Will +1; Str 16, Dex 20, Con 14, Int 14, 
  Wis 10, Cha 10. 
   
  Skills and Feats:  Bluff +8, Climb +5, Decipher 
  Script +4, Disable Device +4, Disguise +4, Escape Artist 
  +5, Gather Information +2, Hide +16, Jump +10, Listen 
  +3, Move Silently +25, Open Lock +10, Ride +6, Search 
  +6, Sleight of Hand +7, Spot +4, Survival +2, Swim +5, 
  Tumble +13, Use Rope +7; Combat Expertise, Power 
  Attack, Stealthy, Track. 
   
  Possessions:  masterwork long sword, masterwork 
  studded leather, masterwork buckler, Boots of Elvenkind. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  Encounter 5  
   
   
   
   
  Shadow Giant Stag Beetle: CR 5; Large Vermin; HD 
  7d8+21; hp 52; Init +0; Spd 30 ft.; AC 19 (-1 size, +10 
  natural), touch 9, flat-footed 19; Base Atk +5; Grp +15; 
  Atk +10 melee (4d6 +9, bite); Full Atk +10 melee (4d6 
  +9, bite); Space/Reach 10ft./5ft.; SA Trample 2d8+3, 
  Shadow Blend, Shadow Duplicates; SQ Low-Light 
  Vision, Cold Resistance 12, Darkvision 60’, Vermin 
  Qualities; AL NE; SV Fort +8, Ref +2, Will +2; Str 23, 
  Dex 10, Con 17; Int —, Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Trample (Ex):  Reflex half DC 19.  The save DC is 
  Strength Based. 
   
  Shadow Duplicates (Su):  Once per day, these 
  Shadow Stag Beetles can cast mirror image as a 3rd level 
  caster. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Centipede Swarm: CR 4: Diminutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 30 ft., Climb 20 
  ft.; AC 18 (+4 Size, +4 Dex), touch 18, flat-footed 14; 
  Base Atk +6; Grp --; Atk Swarm (2d6 plus poison); Full 
  Atk Swarm (2d6 plus poison); Space/Reach 10ft./0ft.; 
  SA Distraction, Poison; SQ Darkvision 60’, immune to 
  weapon damage, swarm traits, tremorsense 30 ft., 
  Vermin Qualities; AL NE; SV Fort +5, Ref +7, Will +3; 
  Str 1, Dex 19, Con 8; Int —, Wis 10, Cha 2. 
   
  Skills and Feats:  Climb +12, Spot +4, Weapon 
  Finesse. 
   
  Distraction (Ex):  Any living creature that begins 
  its turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated for 
  1 round.  The save DC is Constitution based. 
   
  Poison (Ex):  Injury, Fortitude DC 13, initial and 
  secondary 1d4 Dex.  The save DC is Constitution based. 
   
  Shadow Giant Bombardier Beetle: CR 3; Medium 
  Vermin; HD 2d8+4; hp 13; Init +0; Spd 45 ft.; AC 16 (+6 
  natural), touch 10, flat-footed 16; Base Atk +1; Grp +2; 
  Atk +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, 
  bite); Space/Reach 5ft./5ft.; SA Acid Spray, Shadow 
  Blend, Shadow Duplicates; SQ Low-Light Vision, 
  Darkvision 60’, Cold Resistance 7, Vermin Qualities; 
  AL NE; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 
  14; Int —, Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Shadow Duplicates (Su):  Once per day, these 
  Shadow Bombardier Beetles can cast mirror image as a 
  3rd level caster. 
   
  Acid Spray (Ex):  When attacked or disturbed, the 
  creature can release a 10-foot cone of acidic vapor once 
  per round.  Those within the cone must succeed on a 
  DC 13 Fortitude save or take 1d4+2 points of acid 
  damage.  The save DC is Constitution based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  
  URD4-03 Irreconcilable Differences 
   
  Page 28 
  Encounter 8-O 
   
   
   
   
  Goblin Tanglefoot Crew (3): Goblin War 1; CR 1/3; 
  Small Humanoid (Goblinoid); HD 1d8+1; hp 8; Init +1; 
  Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor) , 
  touch 12, flat-footed 13; Base Atk +1; Grp -3; Atk +2 
  melee (1d6, morning star) or +3 ranged (Alchemists 
  Fire); Full Atk +2 melee (1d6, morningstar); 
  Space/Reach 5ft./5ft.; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, 
  Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Toughness. 
   
  Possessions: Leather armor, morningstar. 
   
  Goblin Fire Hurlers (4): Goblin War 1; CR 1/3; Small 
  Humanoid (Goblinoid); HD 1d8+1; hp 5; Init +1; Spd 
  30 ft.; AC 14 (+1 Dex, +2 leather armor), touch 12, flat-
  footed 13; Base Atk +1; Grp -4; Atk +2 melee (1d6, 
  morningstar) or +3 ranged (Alchemists Fire); Full Atk 
  +2 melee (1d6, morning star) or +3 ranged (Alchemists 
  Fire); Space/Reach 5ft./5ft.; SQ Darkvision 60 ft.; AL 
  LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, 
  Int 10, Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Spot +2, Ride +4; Point Blank Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Tanglefoot Cannon Operator: Ftr1; CR 1; Small 
  Humanoid (Goblinoid); HD 1d10; hp 6; Init +1; Spd 30 
  ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 12, 
  flat-footed 13; Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morningstar) or +3 ranged (Tanglefoot Cannon); Full 
  Atk +2 melee (1d6, morningstar) or +3 ranged 
  (Tanglefoot Cannon); Space/Reach 5ft./5ft.; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +2, Ref +1, Will +0; 
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats:  Craft (Alchemy) +3, Climb +5, 
  Hide +4, Listen +4, Move Silently +4, Spot +0, Ride +5; 
  Point Blank Shot, Precise Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Shadow: CR 3; Medium Undead (Incorporeal); HD 
  3d12; hp 19; Init +2; Spd Fly 40 ft.(good); AC 13 (+2 
  Dex, +1 deflection), touch 13, flat-footed 11; Base Atk 
  +1; Grp --; Atk +3 melee (1d6 Strength, incorporeal 
  touch); Full Atk +3 melee (1d6 Strength, incorporeal 
  touch); Space/Reach 5ft./5ft.; SA Create spawn, 
  strength damage; SQ Darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +1, Ref +3, Will +4; Str —, Dex 14, Con —; Int 6, Wis 
  12, Cha 13. 
   
  Skills and Feats:  Hide +8*, Listen +7, Search +4, 
  Spot +7; Alertness, Dodge 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a Shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 of Strength damage to a living foe. 
   
  Skills: *A Shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination.  In brightly lit 
  areas, it takes a -4 penalty on hide checks. 
   
  Hergoth Teranor:  male, Human Cle 8; CR 8; 
  Medium humanoid (human); HD 8d8+16; hp 59; Init 
  +1; Spd 20 ft.; AC 23 (+1 Dex, +8 full plate, +2 shield, +1 
  deflection, +1 natural armor), touch 12, flat-footed 20; 
  Base Atk +6/+1; Grp +7; Atk +4 melee (1d8+1, 
  Masterwork Longsword); Full Atk +4/-1 melee (1d8+1, 
  Masterwork Longsword); SA Spells, Rebuke Undead 
  (3/day, +2 turn check, 2d6+8 damage); SQ Spontaneous 
  Casting (inflict); AL LE; SV Fort +8, Ref +3, Will +11; 
  Str 12, Dex 12, Con 14, Int 13, Wis 20, Cha 10. 
   
  Skills and Feats:  Concentration +13, Heal +12, 
  Knowledge (Religion) +12, Knowledge (The Planes) +6, 
  Spellcraft +11; Combat Casting, Combat Expertise, 
  Empower Spell, Heighten Spell. 
   
  Possessions: 
  masterwork fullplate, masterwork 
  longsword, Ring of Protection +1, Amulet of Natural Armor 
  +1, masterwork heavy steel shield, gauntlets. 
   
  Spells Prepared:  (6/6+1/4+1/4+1/3+1; DC 14 + spell 
  level). 0th—Cure Minor Wounds x3, Detect Magic, Light, 
  Read Magic; 1st— Burning Hands* x4, Cure Light Wounds 
  x3; 2nd—Bear’s Endurance, Bull’s Strength, Cure Moderate 
  Wounds x2, Empowered Burning Hands*; 3rd—Animate 
  Dead, Bestow Curse, Cure Serious Wounds, Invisibility 
  Purge, Resist Energy*; 4th—Cure Critical Wounds, Freedom 
  of Movement, Giant Vermin, Wall of Fire*. *Domain 
  spells. 
  Deity: Pyremius; Domains: Fire (You can rebuke, 
  command, or bolster fire creatures 3/day as a 
  Supernatural Ability), Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your 
  attack and +8 to damage). 
   
  Thill Porques:  male, Duergar Ftr5; CR 6; Medium 
  humanoid (dwarf); HD 5d10+18; hp 52; Init +1; Spd 20 
  ft.; AC 22 (+1 Dex, +8 full plate, +3 shield), touch 11, 
  flat-footed 21; Base Atk +5; Grp +8; Atk +9 melee 
  (1d10+3, dwarven waraxe); Full Atk +9 melee (1d10+3, 
  dwarven waraxe); SA Spell-like Abilities; SQ Immunity 
  to paralysis, phantasms and poison, +2 racial bonus to 
  saves against spells and spell-like abilities, Light 
  Sensitivity, Darkvision 120’, Dwarven Racial Traits; AL 
  
  URD4-03 Irreconcilable Differences 
   
  Page 29 
  LE; SV Fort +7, Ref +2, Will +1; Str 16, Dex 13, Con 17, 
  Int 13, Wis 10, Cha 4. 
   
  Skills and Feats:  Climb +5, Intimidate +5, Jump +1, 
  Listen +1, Move Silently +0, Spot +1; Combat Expertise, 
  Improved 
  Disarm, 
  Combat 
  Reflexes, 
  Dodge, 
  Toughness. 
   
  Possessions:  masterwork fullplate, masterwork 
  dwarven waraxe, +1 heavy steel shield. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the 
  duergar 
  and 
  whatever 
  it 
  carries. 
   
  Tacrys Pinial:  male, Suel Human Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17 (+7 half-plate), touch 10, flat-footed 17; Base 
  Atk +3; Grp +7; Atk +7 melee (3d6+6, large-size 
  greatsword); Full Atk +7 melee (3d6+6, large-size 
  greatsword); AL CE; SV Fort +5, Ref +2, Will +0; Str 18, 
  Dex 12, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats:  Climb +4, Intimidate +5; Blind-
  Fight, Improved Unarmed Strike, Power Attack, 
  Monkey Grip, Weapon Focus (Greatsword). 
   
  Possessions:  large-size masterwork greatsword, 
  masterwork half-plate. 
   
  
  URD4-03 Irreconcilable Differences 
   
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  Appendix Three – APL 8 
  Encounter 2  
   
   
   
   
  Anonymous Shadow Assassin:  male, Hobgoblin 
  Ftr1 Ran1 Rog3 Asn2; CR 8; Medium Goblinoid 
  (hobgoblin); HD 1d10+1d8+5d6+14; hp 47; Init +5; Spd 
  45 ft.; AC 21 (+5 Dex, +4 armor, +2 shield), touch 15, 
  flat-footed 21; Base Atk +5; Grp +8; Atk +9 melee 
  (1d8+4, longsword); Full Atk +9 melee (1d8+4, 
  longsword), SA Favored Enemy (Elf +2), Poison Use, 
  Sneak Attack +3d6, Evasion, Death Attack (DC 14); SQ 
  Cold Resistance 12, Darkvision 60’, Low Light Vision, 
  Shadow Blend, Wild Empathy (+3), Trapfinding, 
  Trapsense +1, Uncanny Dodge, Poison Resistance +1; 
  AL LE; SV Fort +7, Ref +13, Will +1; Str 16, Dex 20, 
  Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats:  Bluff +10, Climb +5, Decipher 
  Script +4, Disable Device +4, Disguise +6, Escape Artist 
  +5, Gather Information +2, Hide +24, Jump +10, Listen 
  +4, Move Silently +27, Open Lock +10, Ride +6, Search 
  +6, Sleight of Hand +7, Spot +5, Survival +2, Swim +5, 
  Tumble +14, Use Rope +7; Power Attack, Stealthy, 
  Combat Expertise, Track, Improved Feint. 
   
  Possessions:  +1 longsword, +1 studded leather armor, +1 
  buckler, Boots of Elvenkind, Cloak of Elvenkind. 
   
  Death Attack (Ex):  If you study your victim for 3 
  rounds, attack that target within another 3 rounds, and 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 14) 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Spells (2; DC 12+Spell Level): 1st—Disguise Self, 
  Obscuring Mist. 
   
  Encounter 5  
   
   
   
   
  Shadow Giant Stag Beetle – Advanced (2): CR 6; 
  Large Vermin; HD 11d8+33; hp 82; Init +0; Spd 30 ft.; 
  AC 19 (-1 size, +10 natural), touch 9, flat-footed 19; Base 
  Atk +8; Grp +18; Atk +13 melee (4d6 +9, bite); Full Atk 
  +13 melee (4d6 +9, bite); Space/Reach 10ft./5ft.; SA 
  Trample 2d8+3, Shadow Blend, Shadow Duplicates; SQ 
  Low-Light Vision, Darkvision 60’, Cold Resistance 16, 
  Vermin Qualities; AL NE; SV Fort +12, Ref +5, Will +5; 
  Str 23, Dex 10, Con 17; Int --, Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Trample (EX):  Reflex half DC 19.  The save DC is 
  Strength Based. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Stag Beetles can cast Mirror Image as a 3rd 
  level caster. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
   
  Centipede Swarm: CR 4: Diminutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 30 ft., Climb 20 
  ft.; AC 18 (+4 size, +4 Dex), touch 18, flat-footed 14; 
  Base Atk +6; Grp --; Atk Swarm (2d6 plus poison); Full 
  Atk Swarm (2d6 plus poison); Space/Reach 10ft./0ft.; 
  SA Distraction, Poison; SQ Darkvision 60’, immune to 
  weapon damage, swarm traits, tremorsense 30 ft., 
  Vermin Qualities; AL NE; SV Fort +5, Ref +7, Will +3; 
  Str 1, Dex 19, Con 8; Int --, Wis 10, Cha 2. 
   
  Skills and Feats:  Climb +12, Spot +4, Weapon 
  Finesse. 
   
  Distraction (EX):  Any living creature that begins 
  its turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated for 
  1 round.  The save DC is Constitution based. 
   
  Poison (EX):  Injury, Fortitude DC 13, initial and 
  secondary 1d4 Dex.  The save DC is Constitution based. 
   
  Shadow Giant Bombardier Beetle (2): CR 3; 
  Medium Vermin; HD 2d8+4; hp 13; Init +0; Spd 45 ft.; 
  AC 16 (+6 natural), touch 10, flat-footed 16; Base Atk 
  +1; Grp +2; Atk +2 melee (1d4+1, bite); Full Atk +2 
  melee (1d4+1, bite); Space/Reach 5ft./5ft.; SA Acid 
  Spray, Shadow Blend, Shadow Duplicates; SQ Low-
  Light Vision, Darkvision 60’, Cold Resistance 7, 
  Vermin Qualities; AL NE; SV Fort +5, Ref +0, Will +0; 
  Str 13, Dex 10, Con 14; Int --, Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Bombardier Beetles can cast Mirror Image as a 
  3rd level caster. 
   
  Acid Spray (EX):  When attacked or disturbed, 
  the creature can release a 10-foot cone of acidic vapor 
  once per round.  Those within the cone must succeed 
  on a DC 13 Fortitude save or take 1d4+2 points of acid 
  damage.  The save DC is Constitution-based. 
  
  URD4-03 Irreconcilable Differences 
   
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  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Encounter 8-O 
   
   
   
   
  Goblin Tanglefoot Crew (3): CR 1/3: Small 
  Humanoid (Goblinoid); HD 1d8+1; hp 8; Init +1; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 13; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, morningstar) or +3 ranged (Alchemists Fire); Full 
  Atk+2 melee (1d6, morningstar) or +3 ranged 
  (Alchemists Fire); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft.; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Spot +2, Ride +4, Toughness. 
   
  Possessions: Leather armor, morningstar. 
   
  Goblin Fire Hurlers (4): CR 1/3: Small Humanoid 
  (Goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 14 
  (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 
  13; Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morningstar) or +3 ranged (Alchemists Fire); Full 
  Atk+2 melee (1d6, morningstar) or +3 ranged 
  (Alchemists Fire); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft.; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Spot +2, Ride +4, Point Blank Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Tanglefoot Cannon Operator: Ftr2; CR 2: Small 
  Humanoid (Goblinoid); HD 2d10; hp 16; Init +1; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 13; Base Atk +2; Grp -3; Atk +2 melee 
  (1d6, morningstar) or +5 ranged (Tanglefoot Cannon); 
  Full Atk+2 melee (1d6, morningstar) or +5 ranged 
  (Tanglefoot Cannon); Space/Reach 5ft./5ft.; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0; 
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats:  Craft (Alchemy) +3, Climb +5, 
  Hide +4, Knowledge (Architecture and Engineering) 
  +1, Listen +4, Move Silently +4, Spot +0, Ride +5, Point 
  Blank Shot, Precise Shot, Weapon Focus (Tanglefoot 
  Cannon). 
   
  Possessions: Leather armor, morningstar. 
   
  Wight: CR 3: Medium Undead; HD 4d12; hp 26; Init 
  +1; Spd 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 
  plus energy drain, slam); Full Atk +3 melee (1d4+1 plus 
  energy drain, slam); Space/Reach 5ft./5ft.; SA Create 
  spawn, energy drain; SQ Darkvision 60 ft., undead 
  traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 
  12, Con --; Int 11, Wis 13, Cha 15. 
   
  Skills and Feats:  Hide +8, Listen +7, Move Silently 
  +16, Spot +7, Alertness, Blind-Fight 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  14 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
   
  Shadow: CR 3: Medium Undead (Incorporeal); HD 
  3d12; hp 19; Init +2; Spd Fly 40 ft.(good); AC 13 (+2 
  Dex, +1 deflection), touch 13, flat-footed 11; Base Atk 
  +1; Grp --; Atk +3 melee (1d6 Strength, incorporeal 
  touch); Full Atk +3 melee (1d6 Strength, incorporeal 
  touch); Space/Reach 5ft./5ft.; SA Create spawn, 
  strength damage; SQ Darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +1, Ref +3, Will +4; Str --, Dex 14, Con --; Int 6, Wis 12, 
  Cha 13. 
   
  Skills and Feats:  Hide +8*, Listen +7, Search +4, 
  Spot +7, Alertness, Dodge 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a Shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 of Strength damage to a living foe. 
   
  Skills: *A Shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination.  In brightly lit 
  areas, it takes a -4 penalty on hide checks. 
  Hergoth Teranor:  male, Human Cle 10; CR 10 
  Medium humanoid (human); HD 10d8+20; hp 73; Init 
  +1; Spd 20 ft.; AC 24 (+1 Dex, +8 full plate, +3 shield, +1 
  deflection, +1 natural), touch 12, flat-footed 23; Base 
  Atk +7/+2; Grp +8; Atk +5 melee (1d8+1/19-20, 
  Masterwork Longsword); Full Atk +5/+0 melee 
  (1d8+1/19-20, Masterwork Longsword); SA Spells, 
  Turn Undead, Smite 1/day +4 to hit and +10 to damage; 
  SQ Nasty Disposition, Fascination with Fire, Rebuke, 
  Command or Bolster Fire Creatures 3/Day; AL LE; SV 
  Fort +9, Ref +4, Will +12; Str 12, Dex 12, Con 14, Int 13, 
  Wis 20, Cha 10. 
  
  URD4-03 Irreconcilable Differences 
   
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  Skills and Feats:  Concentration +15, Heal +12,  
  Knowledge (History) +3, Knowledge (Religion) +14, 
  Knowledge (The Planes) +6, Spellcraft +13, Combat 
  Casting, Combat Expertise, Empower Spell, Heighten 
  Spell, Quicken Spell. 
   
  Possessions:  Masterwork Full Plate, Masterwork 
  Longsword, Ring of Protection +1, Amulet of Natural 
  Armor +1, +1 Heavy Steel Shield, Gauntlets. 
   
  Spells:  (6/6/5/4/4/3; DC 15+Spell level), 0- Cure 
  Minor Wounds (3), Light, Read Magic, Detect Magic; 1-  
  Cure Light Wounds (3), Burning Hands (4)*; 2- Bear’s 
  Endurance, Bull’s Strength, Empowered Burning Hands(2)*, 
  Cure Moderate Wounds (2); 3- Resist Energy*, Animate 
  Dead, Bestow Curse, Cure Serious Wounds, Invisibility 
  Purge; 4-  Wall of Fire*, Cure Critical Wounds, Freedom of 
  Movement, Giant Vermin, Quickened Cure Minor Wounds; 
  5- Fire Shield*, Quickened Burning Hands(2), Flame Strike. 
   *Domain spells. 
  Deity: Pyremius; Domains: Fire (You can rebuke, 
  command, or bolster fire creatures 3/day as a 
  Supernatural Ability), Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your 
  attack and +8 to damage). 
   
  Thill Porques:  male, Duergar Ftr7; CR 8 Medium 
  humanoid (dwarf); HD 7d10+24; hp 70; Init +1; Spd 20 
  ft./x3; AC 23 (+1 Dex, +9 full plate, +3 shield), touch 11, 
  flat-footed 22; Base Atk +7/+2; Grp +10; Atk +11 melee 
  (1d10+4/20/x3, +1 Dwarven Waraxe); Full Atk +11/+6 
  melee (1d10+4/20/x3, +1 Dwarven Waraxe); SA Spell-
  like Abilities; SQ Immunity to paralysis, phantasms 
  and poison, Light Sensitivity, Darkvision 120’, 
  Dwarven Racial Traits; AL LE; SV Fort +8, Ref +3, Will 
  +2; Str 16, Dex 13, Con 17, Int 13, Wis 10, Cha 4. 
   
  Skills and Feats:  Climb +7, Intimidate +7, Jump +1, 
  Combat Expertise, Improved Disarm, Combat 
  Reflexes, Dodge, Endurance, Improved Shield Bash, 
  Toughness. 
   
  Possessions:  +1 Full Plate, +1 Dwarven Waraxe, +1 
  Heavy Steel Shield. 
   
    
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the 
  duergar 
  and 
  whatever 
  it 
  carries. 
   
  Tacrys Pinial:  male, Suel Human Ftr5; CR 5 
  Medium humanoid (human); HD 5d10+15; hp 49; Init 
  +1; Spd 20 ft./x3; AC 17 (+7 half-plate), touch 10, flat-
  footed 17; Base Atk +5; Grp +9; Atk +9 melee 
  (3d6+6/19-20, Large Masterwork Great Sword); Full 
  Atk +9 melee (3d6+6/19-20, Large Masterwork Great 
  Sword); AL CE; SV Fort +7, Ref +2, Will +0; Str 18, Dex 
  12, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats:  Climb +6, Intimidate +7, 
  Blind-Fight, Combat Reflexes, Improved Unarmed 
  Strike, Power Attack, Monkey Grip, Weapon Focus 
  (Greatsword). 
   
  Possessions: 
   
  Large 
  Masterwork 
  Greatsword, 
  Masterwork Half-Plate. 
  
  URD4-03 Irreconcilable Differences 
   
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  URD4-03 Irreconcilable Differences 
   
  Page 34 
  Appendix Four – APL 10 
  Encounter 2  
   
   
   
   
  Anonymous Shadow Assassin:  male, Hobgoblin 
  Ftr1 Ran1 Rog3 Asn4; CR 10 Medium Goblinoid 
  (hobgoblin); HD 1d10+1d8+7d6+14; hp 59; Init +5; Spd 
  45 ft./x4; AC 21 (+5 Dex, +4 armor, +2 shield), touch 15, 
  flat-footed 21; Base Atk +7/+2; Grp +10; Atk +11 melee 
  (1d8+4/19-20, +1 Long Sword); Full Atk +11/+6 melee 
  (1d8+4/19-20, +1 Long Sword), SA  Favored Enemy:  
  Elf +2, Sneak Attack +4d6, Evasion, Death Attack, 
  Poison Resistance +2, Cold Resistance 14, Darkvision 
  60’, Low Light Vision, Shadow Blend, Uncanny Dodge, 
  Trap Sense +1, Wild Empathy, Trap-finding, Poison 
  Use; AL LE; SV Fort +8, Ref +14, Will +2; Str 16, Dex 
  20, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats:  Bluff +12, Climb +5, Decipher 
  Script +4, Disable Device +4, Disguise +8, Escape Artist 
  +5, Gather Information +2, Hide +26, Jump +10, Listen 
  +4, Move Silently +29, Open Lock +10, Ride +6, Search 
  +8, Sleight of Hand +7, Spot +6, Survival +2, Swim +5, 
  Tumble +15, Use Rope +7, Power Attack, Stealthy, 
  Combat Expertise, Combat Reflexes, Track, Improved 
  Feint. 
   
  Possessions:  +1 Long Sword, +1 Studded Leather, +1 
  Darkwood Buckler, Boots of Elvenkind, Cloak of 
  Elvenkind, Ring of Sustenance. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Death Attack:  If you study your victim for 3 
  rounds, attack that target within another 3 rounds, and 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 16) 
   
  Spells:  (DC 12+Spell level; (4/2), 1- Disguise Self, Ghost 
  Sound, Obscuring Mist, True Strike; 2- Alter Self, Invisibility, 
  Undetectable Alignment. 
   
  Encounter 5  
   
   
   
   
  Shadow Giant Stag Beetle – Advanced: CR 9; Huge 
  Vermin; HD 23d8+92; hp 195; Init +0; Spd 30 ft.; AC 18 
  (-2 size, +10 natural), touch 8, flat-footed 18; Base Atk 
  +17; Grp +31; Atk +21 melee (4d8 +13, bite); Full Atk 
  +21 melee (4d8 +13, bite); Space/Reach 15 ft./10 ft.; SA 
  Trample 4d6+3, Shadow Blend, Shadow Duplicates; SQ 
  Low-Light Vision, Darkvision 60’, Cold Resistance 20, 
  Vermin Qualities; AL NE; SV Fort +19, Ref +9, Will +9; 
  Str 30, Dex 10, Con 18; Int --, Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Trample (EX):  Reflex half DC 31.  The save DC is 
  Strength Based. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Stag Beetles can cast Mirror Image as a 3rd 
  level caster. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Centipede Swarm (2): CR 4: Diminutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 30 ft., Climb 20 
  ft.; AC 18 (+4 size, +4 Dex), touch 18, flat-footed 14; 
  Base Atk +6; Grp --; Atk Swarm (2d6 plus poison); Full 
  Atk Swarm (2d6 plus poison); Space/Reach 10ft./0ft.; 
  SA Distraction, Poison; SQ Darkvision 60’, immune to 
  weapon damage, swarm traits, tremorsense 30 ft., 
  Vermin Qualities; AL NE; SV Fort +5, Ref +7, Will +3; 
  Str 1, Dex 19, Con 8; Int --, Wis 10, Cha 2. 
   
  Skills and Feats:  Climb +12, Spot +4, Weapon 
  Finesse. 
   
  Distraction (EX):  Any living creature that begins 
  its turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated for 
  1 round.  The save DC is Constitution based. 
   
  Poison (EX):  Injury, Fortitude DC 13, initial and 
  secondary 1d4 Dex.  The save DC is Constitution based. 
   
  Shadow 
  Monstrous 
  Centipede, 
  Gargantuan 
  Vermin: CR 7: Gargantuan Vermin; HD 12d8+12; hp 
  66; Init +2; Spd 60 ft., Climb 60 ft.; AC 18 (-4 size, +2 
  Dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; 
  Grp +27; Atk +11 melee (2d8+9 plus poison); Full Atk 
  +11 
  melee 
  (2d8+9 
  plus 
  poison); 
  Space/Reach 
  20ft./15ft.; SA Poison, Shadow Blend, Shadow 
  Duplicates; SQ Low-Light Vision, Cold Resistance 17, 
  Darkvision 60’, Vermin Qualities; AL NE; SV Fort +9, 
  Ref +6, Will +4; Str 23, Dex 15, Con 12; Int --, Wis 10, 
  Cha 2. 
  Skills and Feats:  Climb +14, Hide -2, Move 
  Silently +4, Spot +4. 
  
  URD4-03 Irreconcilable Differences 
   
  Page 35 
   
  Poison (EX):  Injury, Fortitude DC 17, initial and 
  secondary 1d8 Dex.  The save DC is Constitution based. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Gargantuan Centipedes can cast Mirror Image 
  as a 3rd level caster. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Encounter 8-O 
   
   
   
   
  Goblin Tanglefoot Crew (3): CR 1/3: Small 
  Humanoid (Goblinoid); HD 1d8+1; hp 8; Init +1; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 13; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, morningstar) or +3 ranged (Alchemists Fire); Full 
  Atk +2 melee (1d6, morningstar) or +3 ranged 
  (Alchemists Fire); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft.; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Spot +2, Ride +4, Toughness. 
   
  Possessions: Leather armor, morningstar. 
   
  Goblin Fire Hurlers (4): CR 1/3: Small Humanoid 
  (Goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 14 
  (+1 size, +1 Dex, +2 leather armor), touch 12, flat-footed 
  13; Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morningstar) or +3 ranged (Alchemists Fire); Full Atk 
  +2 melee (1d6, morningstar) or +3 ranged (Alchemists 
  Fire); Space/Reach 5ft./5ft.; SQ Darkvision 60 ft.; AL 
  LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, 
  Int 10, Wis 9, Cha 6. 
   
  Skills and Feats:  Hide +5, Listen +2, Move Silently 
  +5, Spot +2, Ride +4, Point Blank Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Tanglefoot Cannon Operator Ftr4: CR 4: Small 
  Humanoid (Goblinoid); HD 4d10; hp 27; Init +5; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 13; Base Atk +4; Grp +0; Atk +5 melee 
  (1d6, morningstar) or +7 ranged (Tanglefoot Cannon); 
  Full Atk +5 melee (1d6, morningstar) or +7 ranged 
  (Tanglefoot Cannon); Space/Reach 5ft./5ft.; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +1; 
  Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats:  Craft (Alchemy) +5, Climb +5, 
  Hide +4, Knowledge (Architecture and Engineering) 
  +2, Listen +4, Move Silently +4, Spot +0, Ride +5, Point 
  Blank Shot, Precise Shot, Weapon Focus (Tanglefoot 
  Cannon), Far Shot, Improved Initiative. 
   
  Possessions: Leather armor, morningstar. 
   
  Wight (2): CR 3: Medium Undead; HD 4d12; hp 26; 
  Init +1; Spd 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, 
  flat-footed 14; Base Atk +2; Grp +3; Atk+3 melee (1d4+1 
  plus energy drain, slam); Full Atk +3 melee (1d4+1 plus 
  energy drain, slam); Space/Reach 5ft./5ft.; SA Create 
  spawn, energy drain; SQ Darkvision 60 ft., undead 
  traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 
  12, Con --; Int 11, Wis 13, Cha 15. 
   
  Skills and Feats:  Hide +8, Listen +7, Move Silently 
  +16, Spot +7, Alertness, Blind-Fight 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  14 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
   
  Shadow (2): CR 3: Medium Undead (Incorporeal); HD 
  3d12; hp 19; Init +2; Spd Fly 40 ft.(good); AC 13 (+2 
  Dex, +1 deflection), touch 13, flat-footed 11; Base Atk 
  +1; Grp --; Atk +3 melee (1d6 Strength, incorporeal 
  touch); Full Atk +3 melee (1d6 Strength, incorporeal 
  touch); Space/Reach 5ft./5ft.; SA Create spawn, 
  strength damage; SQ Darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +1, Ref +3, Will +4; Str --, Dex 14, Con --; Int 6, Wis 12, 
  Cha 13. 
   
  Skills and Feats:  Hide +8*, Listen +7, Search +4, 
  Spot +7, Alertness, Dodge 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a Shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 of Strength damage to a living foe. 
   
  Skills: *A Shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination.  In brightly lit 
  areas, it takes a -4 penalty on hide checks. 
   
  Greater 
  Shadow: 
  CR 
  8: 
  Medium 
  Undead 
  (Incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 
  ft.(good); AC 14 (+2 Dex, +2 deflection), touch 14, flat-
  footed 12; Base Atk +4; Grp --; Atk +6 melee (1d8 
  Strength, incorporeal touch); Full Atk +6 melee (1d8 
  Strength, incorporeal touch); Space/Reach 5ft./5ft.; SA 
  
  URD4-03 Irreconcilable Differences 
   
  Page 36 
  Create spawn, strength damage; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +3, Ref +5, Will +7; Str --, Dex 15, Con --; 
  Int 6, Wis 12, Cha 14. 
   
  Skills and Feats:  Hide +14, Listen +9, Search +6, 
  Spot +9, Alertness, Dodge, Mobility, Spring Attack 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a Greater Shadow becomes a shadow 
  under the control of its killer within 1d4 rounds. 
   
  Strength Damage (Su): The touch of a greater 
  shadow deals 1d8 of Strength damage to a living foe. 
   
  Skills: *A Shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination.  In brightly lit 
  areas, it takes a -4 penalty on hide checks. 
   
  Hergoth Teranor:  male, Human Cle 12; CR 12 
  Medium humanoid (human); HD 12d8+24; hp 87; Init 
  +1; Spd 30 ft.; AC 25 (+1 Dex, +9 full plate, +3 shield, +1 
  deflection, +1 natural), touch 12, flat-footed 24; Base 
  Atk +9/+4; Grp +10; Atk +8 melee (1d8+2/19-20, +1 
  Longsword); Full Atk +8/+3 melee (1d8+2/19-20, +1 
  Longsword); SA Spells, Turn Undead, Smite 1/day +4 
  to hit and +12 to damage; SQ Nasty Disposition, 
  Fascination with Fire, Rebuke, Command or Bolster 
  Fire Creatures 3/Day; AL LE; SV Fort +10, Ref +4, Will 
  +14; Str 12, Dex 12, Con 14, Int 13, Wis 23, Cha 10. 
   
  Skills and Feats:  Concentration +17, Heal +13,  
  Knowledge (History) +5, Knowledge (Religion) +16, 
  Knowledge (The Planes) +6, Spellcraft +15, Combat 
  Casting, Combat Expertise, Empower Spell, Heighten 
  Spell, Quicken Spell, Widen Spell. 
   
  Possessions:  +1 Full Plate, +1 Longsword, Ring of 
  Protection +1, Amulet of Natural Armor +1, Periapt of 
  Wisdom +2, +1 Heavy Steel Shield, Gauntlets, Boots of 
  Striding and Springing. 
   
  Spells:  (6/7/6/5/4/4/3; DC 16+Spell level), 0- Cure 
  Minor Wounds (3), Light, Read Magic, Detect Magic; 1-  
  Cure Light Wounds (3), Shield of Faith, Burning Hands (4)*; 
  2- Bear’s Endurance, Bull’s Strength, Empowered Burning 
  Hands(2)*, Death Knell, Cure Moderate Wounds (2); 3- 
  Resist Energy(2)*, Animate Dead, Bestow Curse, Cure Serious 
  Wounds, Invisibility Purge; 4-  Wall of Fire*, Cure Critical 
  Wounds, Freedom of Movement, Quickened Cure Minor 
  Wounds, Quickened Guidance; 5- Fire Shield*, Quickened 
  Burning Hands(2), Flame Strike, Slay Living; 6-  Harm(2)*, 
  Heal, Word of Recall.  *Domain spells. 
  Deity: Pyremius; Domains: Fire (You can rebuke, 
  command, or bolster fire creatures 3/day as a 
  Supernatural Ability), Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your 
  attack and +8 to damage). 
   
  Thill Porques:  male, Duergar Ftr7 DwD2; CR 10; 
  Medium humanoid (dwarf); HD 7d10+2d12+39; hp 99; 
  Init +1; Spd 20 ft./x3; AC 25 (+1 Dex, +10 full plate, +3 
  shield, +1 DwD), touch 12, flat-footed 25; Base Atk 
  +9/+4; Grp +12; Atk +13 melee (1d10+4/20/x3, +1 
  Dwarven 
  Waraxe); 
  Full 
  Atk 
  +13/+8 
  melee 
  (1d10+4/20/x3, +1 Dwarven Waraxe); SA  Spell-like 
  Abilities; SQ Immunity to paralysis, phantasms and 
  poison, Light Sensitivity, Darkvision 120’, Dwarven 
  Racial Traits, Defensive Stance; AL LE; SV Fort +12, 
  Ref +3, Will +5; Str 16, Dex 13, Con 18, Int 13, Wis 10, 
  Cha 4. 
   
  Skills and Feats:  Climb +7, Intimidate +7, Jump +1, 
  Listen +3, Sense Motive +2, Spot +3, Combat Expertise, 
  Improved Disarm, Improved Trip, Combat Reflexes, 
  Dodge, Endurance, Improved Shield Bash, Toughness. 
   
  Possessions:  +2 Full Plate, +1 Dwarven Waraxe, +2 
  Heavy Steel Shield. 
   
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. 
   
  Defensive Stance: You can take a defensive 
  posture, refusing to leave a specific area. While doing 
  so, you gain +2 to Strength, +4 to Constitution, +18 hit 
  points, a +2 resistance bonus on all saves, and a +4 
  dodge bonus to AC. You cannot use skills that require 
  movement. A defensive stance lasts 9 rounds, after 
  which you are winded (–2 to Strength) for the duration 
  of that encounter. You can take a defensive stance 1 
  time per day. 
   
  Tacrys Pinial:  male, Suel Human Ftr7; CR 7 Medium 
  humanoid (human); HD 7d10+21; hp 67; Init +1; Spd 
  20 ft./x3; AC 17 (+7 half-plate), touch 10, flat-footed 17; 
  Base Atk +7/+2; Grp +11; Atk +11 melee (3d6+8/19-20, 
  Large Masterwork Greatsword); Full Atk +11/+6 melee 
  (3d6+8/19-20, Large Masterwork Greatsword); AL CE; 
  SV Fort +8, Ref +3, Will +1; Str 18, Dex 12, Con 16, Int 
  8, Wis 8, Cha 8. 
   
  Skills and Feats:  Climb +8, Intimidate +9, Blind-
  Fight, Combat Reflexes, Improved Unarmed Strike, 
  Power Attack, Cleave, Monkey Grip, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: 
   
  Large 
  Masterwork 
  Greatsword, 
  Masterwork Half-Plate. 
  
  URD4-03 Irreconcilable Differences 
   
  Page 37 
  Appendix Five – APL 12 
   
  Encounter 2  
   
   
   
   
  Anonymous Shadow Assassin:  male, Hobgoblin 
  Ftr1 Ran1 Rog3 Asn6; CR 12 Medium Goblinoid 
  (hobgoblin); HD 1d10+1d8+9d6+22; hp 71; Init +5; Spd 
  45 ft./x4; AC 20 (+5 Dex, +4 armor, +1 shield), touch 15, 
  flat-footed 20; Base Atk +8/+3; Grp +11; Atk +12 melee 
  (1d8+4/17-20, +1 Long Sword); Full Atk +12/+7 melee 
  (1d8+4/17-20, +1 Long Sword), SA  Favored Enemy:  
  Elf +2, Sneak Attack +5d6, Evasion, Death Attack, 
  Poison Resistance +3, Cold Resistance 14, Darkvision 
  60’, Low Light Vision, Shadow Blend Uncanny Dodge, 
  Improved Uncanny Dodge, Trap Sense +1, Wild 
  Empathy, Trapfinding, Poison Use; AL LE; SV Fort +9, 
  Ref +15, Will +3; Str 16, Dex 21, Con 14, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats:  Bluff +14, Climb +5, Decipher 
  Script +4, Disable Device +4, Disguise +10, Escape 
  Artist +5, Gather Information +2, Hide +28, Jump +10, 
  Listen +6, Move Silently +31, Open Lock +10, Ride +6, 
  Search +10, Sleight of Hand +7, Spot +7, Survival +2, 
  Swim +5, Tumble +16, Use Rope +7, Power Attack, 
  Stealthy, Combat Expertise, Combat Reflexes, Track, 
  Improved Feint. 
   
  Possessions:  +1 Long Sword, +1 Studded Leather, 
  Masterwork 
  Buckler, 
  Ring 
  of 
  Counterspells 
  (Confusion). 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Death Attack:  If you study your victim for 3 
  rounds, attack that target within another 3 rounds, and 
  then make a sneak attack with a melee weapon that 
  successfully deals damage, you can paralyze or kill the 
  target if they fail a Fortitude save (DC 18) 
   
  Spells:  (DC 12+Spell level; (4/4/1), 1-  Disguise Self, 
  Feather Fall, Ghost Sound, Obscuring Mist, True Strike; 2- 
  Alter Self, Invisibility, Pass Without Trace, Undetectable 
  Alignment; 3-  Deeper Darkness, False Life, Nondetection. 
   
  Encounter 5  
   
   
   
   
  Shadow Giant Stag Beetle – Advanced (2): CR 10; 
  Huge Vermin; HD 27d8+108; hp 229; Init +0; Spd 30 
  ft.; AC 18 (-2 size, +10 natural), touch 8, flat-footed 18; 
  Base Atk +20; Grp +34; Atk +24 melee (4d8 +13, bite); 
  Full Atk +24 melee (4d8 +13, bite); Space/Reach 
  20ft./10ft.; SA Cold Resistance 20, Trample 4d6+3, 
  Shadow Blend, Shadow Duplicates; SQ Low-Light 
  Vision, Darkvision 60’, Vermin Qualities; AL NE; SV 
  Fort +19, Ref +9, Will +9; Str 30, Dex 10, Con 18; Int --, 
  Wis 10, Cha 9. 
   
  Skills and Feats:  None. 
   
  Trample (EX):  Reflex half DC 23.  The save DC is 
  Strength Based. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Stag Beetles can cast Mirror Image as a 3rd 
  level caster. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Centipede Swarm (2): CR 4: Diminutive Vermin 
  (Swarm); HD 9d8-9; hp 31; Init +4; Spd 30 ft., Climb 20 
  ft.; AC 18 (+4 size, +4 Dex), touch 18, flat-footed 14; 
  Base Atk +6; Grp --; Atk Swarm (2d6 plus poison); Full 
  Atk Swarm (2d6 plus poison); Space/Reach 10ft./0ft.; 
  SA Distraction, Poison; SQ Darkvision 60’, immune to 
  weapon damage, swarm traits, tremorsense 30 ft., 
  Vermin Qualities; AL NE; SV Fort +5, Ref +7, Will +3; 
  Str 1, Dex 19, Con 8; Int --, Wis 10, Cha 2. 
   
  Skills and Feats:  Climb +12, Spot +4, Weapon 
  Finesse. 
   
  Distraction (EX):  Any living creature that begins 
  its turn with a centipede swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated for 
  1 round.  The save DC is Constitution based. 
   
  Poison (EX):  Injury, Fortitude DC 13, initial and 
  secondary 1d4 Dex.  The save DC is Constitution based. 
   
  Shadow Monstrous Centipede, Colossal Vermin: 
  CR 10: Colossal Vermin; HD 24d8+24; hp 132; Init +1; 
  Spd 60 ft., Climb 60 ft.; AC 20 (-8 size, +2 Dex, +16 
  natural), touch 4, flat-footed 18; Base Atk +18; Grp +42; 
  Atk +18 melee (4d6+12 plus poison); Full Atk +18 
  melee (4d6+12 plus poison); Space/Reach 30ft./20ft.; 
  SA Poison, Shadow Blend, Shadow Duplicates; SQ 
  Low-Light Vision, Darkvision 60’, Cold Resistance 20, 
  Vermin Qualities; AL NE; SV Fort +15, Ref +9, Will +8; 
  Str 27, Dex 13, Con 12; Int --, Wis 10, Cha 2. 
   
  Skills and Feats:  Climb +16, Hide -6, Move Silently 
  +0, Spot +4. 
  
  URD4-03 Irreconcilable Differences 
   
  Page 38 
   
  Poison (EX):  Injury, Fortitude DC 23, initial and 
  secondary 2d6 Dex.  The save DC is Constitution based. 
   
  Shadow Duplicates (SU):  Once per day, these 
  Shadow Colossal Centipedes can cast Mirror Image as a 
  3rd level caster. 
   
  Shadow Blend (su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Encounter 8-O 
   
   
   
   
  Goblin Tanglefoot Crew (3): CR 1/3: Small 
  Humanoid (Goblinoid); HD 1d8+1; hp 5; Init +1; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee 
  (1d6, morning star) or +3 ranged (Alchemists Fire); Full 
  Atk+2 melee (1d6, morning star) or +3 ranged 
  (Alchemists Fire); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft.; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
  Skills and Feats:  Hide +5, Listen +2, Move Silently +5, 
  Spot +2, Ride +4, Point Blank Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Goblin Fire Hurlers Rgr2 (4): CR 2: Small 
  Humanoid (Goblinoid); HD 2d8; hp 13; Init +1; Spd 30 
  ft.; AC 14 (+1 size, +1 Dex, +2 leather armor) touch 12, 
  flat-footed 14; Base Atk +2; Grp -2; Atk +3 melee (1d6, 
  morning star) or +4 ranged (Alchemists Fire); Full 
  Atk+3 melee (1d6, morning star) or +4 ranged 
  (Alchemists Fire); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft.; AL LE; SV Fort +3, Ref +4, Will +0; Str 10, Dex 
  12, Con 10, Int 10, Wis 10, Cha 8. 
  Skills and Feats:  Craft (Alchemy) +5, Climb +3, Hide +9, 
  Heal +3, Listen +5, Move Silently +7, Spot +4, Survival 
  +1, Track, Point Blank Shot, Rapid Shot. 
   
  Possessions: Leather armor, morningstar. 
   
  Tanglefoot Cannon Operator Ftr4: CR 4: Small 
  Humanoid (Goblinoid); HD 4d10; hp 27; Init +5; Spd 
  30 ft.; AC 14 (+1 size, +1 Dex, +2 leather armor), touch 
  12, flat-footed 14; Base Atk +4; Grp +0; Atk +5 melee 
  (1d6, morning star) or +7 ranged (Tanglefoot Cannon); 
  Full Atk+5 melee (1d6, morning star) or +7 ranged 
  (Tanglefoot Cannon); Space/Reach 5ft./5ft.; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +1; 
  Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 8. 
  Skills and Feats:  Craft (Alchemy) +5, Climb +5, Hide +4, 
  Knowledge (Architecture and Engineering) +2, Listen 
  +4, Move Silently +4, Spot +0, Ride +5, Point Blank 
  Shot, Precise Shot, Weapon Focus (Tanglefoot 
  Cannon), Far Shot, Improved Initiative. 
   
  Possessions: Leather armor, morningstar. 
   
  Vampire Spawn (2): CR 4: Medium Undead; HD 
  4d12+3; hp 29; Init +6; Spd 30 ft.; AC 15 (+2 Dex, +3 
  natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; 
  Atk+5 melee (1d6+4 plus energy drain); Full Atk+5 
  melee (1d6+4 plus energy drain); Space/Reach 5ft./5ft.; 
  SA Blood drain, domination, energy drain; SQ +2 turn 
  resistance, damage reduction 5/silver, darkvision 60 ft., 
  fast healing 2, gaseous form, resistance to cold 10 and 
  electricity 10, spider climb, undead traits; AL LE; SV 
  Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con --; Int 13, 
  Wis 13, Cha 14. 
   
  Skills and Feats:  Bluff +6, Climb +8, Profession 
  (Mortician) +4, Diplomacy +4, Hide +10, Jump +8, 
  Listen +11, Move Silently +10, Search +8, Sense Motive 
  +11, Spot +11, Alertness, Improved Initiative, 
  Lightning 
  Reflexes, 
  Skill 
  Focus 
  (Mortician), 
  Toughness. 
   
  Blood Drain (Ex): A vampire spawn can suck 
  blood from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round. On each such successful drain attack, the 
  vampire spawn gains 5 temporary hit pints. 
   
  Domination (Su): A vampire spawn can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must take a standard action, and those merely looking 
  at it are not affected. Anyone the vampire targets must 
  succeed on a DC 14 Will save or fall instantly under 
  the vampire’s influence as though by a dominate person 
  spell from a 5th level caster. The ability has a range of 30 
  feet. The save DC is Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire spawn’s slam attack gain one negative level. 
  The DC is 14 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed the vampire spawn 
  gains 5 temporary hit points. 
   
  Fast Healing (Ex): A vampire spawn heals 2 
  points of damage each round so long as it has at least 1 
  hit point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. (It can travel up to nine miles in 2 
  hours.) Once at rest in its coffin, it is helpless. It 
  regains 1 hit point after 1 hour, then is no longer 
  helpless and resumes healing at the rate of 2 hit points 
  per round. 
  
  URD4-03 Irreconcilable Differences 
   
  Page 39 
   
  Gaseous Form (Su): As a standard action, a 
  vampire spawn can assume gaseous form at will as the 
  spell (caster level 6th), but it can remain gaseous 
  indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): A vampire spawn can climb 
  sheer surfaces as though with a spider climb spell. 
   
  Skills: Vampire spawn have a +4 racial bonus on 
  Bluff, Hide, Listen, Move Silently, Search, Sense 
  Motive, and Spot checks. 
   
  Vampire Weaknesses - For all their power, 
  vampires have a number of weaknesses. 
   
  Repelling a Vampire Spawn: Vampire spawn cannot 
  tolerate the strong odor of garlic and will not enter an 
  area laced with it. Similarly, they recoil from a mirror 
  or a strongly presented holy symbol. These things 
  don’t harm the vampire spawn—they merely keep it at 
  bay. A recoiling vampire spawn must stay at least 5 feet 
  away from a creature holding the mirror or holy 
  symbol and cannot touch or make melee attacks 
  against the creature holding the item for the rest of the 
  encounter. Holding a vampire spawn at bay takes a 
  standard action. 
  Vampire spawn are also unable to cross running water, 
  although they can be carried over it while resting in 
  their coffins or aboard a ship. 
  They are utterly unable to enter a home or other 
  building unless invited in by someone with the 
  authority to do so. They may freely enter public places, 
  since these are by definition open to all. 
   
  Slaying a Vampire Spawn: Reducing a vampire 
  spawn’s hit points to 0 or lower incapacitates it but 
  doesn’t always destroy it (see the note on fast healing). 
  However, certain attacks can slay vampire spawn. 
  Exposing any vampire spawn to direct sunlight 
  disorients it: It can take only a single move action or 
  attack action and is destroyed utterly in the next round 
  if it cannot escape. Similarly, immersing a vampire 
  spawn in running water robs it of one-third of its hit 
  points each round until it is destroyed at the end of the 
  third round of immersion. Driving a wooden stake 
  through a vampire spawn’s heart instantly slays the 
  monster. However, it returns to life if the stake is 
  removed, unless the body is destroyed. A popular tactic 
  is to cut off the creature’s head and fill its mouth with 
  holy wafers (or their equivalent). 
   
  Wight (2): CR 3: Medium Undead; HD 4d12; hp 26; 
  Init +1; Spd 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, 
  flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee 
  (1d4+1 plus energy drain, slam); Full Atk+3 melee 
  (1d4+1 plus energy drain, slam); Space/Reach 5ft./5ft.; 
  SA Create spawn, energy drain; SQ Darkvision 60 ft., 
  undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 
  12, Dex 12, Con --; Int 11, Wis 13, Cha 15. 
   
  Skills and Feats:  Hide +8, Listen +7, Move Silently 
  +16, Spot +7, Alertness, Blind-Fight 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack gain one negative level. The DC is 
  14 for the Fortitude save to remove a negative level. 
  The save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit points. 
   
  Greater 
  Shadow: 
  CR 
  8: 
  Medium 
  Undead 
  (Incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 
  ft.(good); AC 14 (+2 Dex, +2 deflection), touch 14, flat-
  footed 12; Base Atk +4; Grp --; Atk +6 melee (1d8 
  Strength, incorporeal touch); Full Atk +6 melee (1d8 
  Strength, incorporeal touch); Space/Reach 5ft./5ft.; SA 
  Create spawn, strength damage; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  CE; SV Fort +3, Ref +5, Will +7; Str --, Dex 15, Con --; 
  Int 6, Wis 12, Cha 14. 
   
  Skills and Feats:  Hide +14, Listen +9, Search +6, 
  Spot +9, Alertness, Dodge, Mobility, Spring Attack 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a Greater Shadow becomes a shadow 
  under the control of its killer within 1d4 rounds. 
   
  Strength Damage (Su): The touch of a greater 
  shadow deals 1d8 of Strength damage to a living foe. 
   
  Skills: *A Shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination.  In brightly lit 
  areas, it takes a -4 penalty on hide checks. 
   
  Hergoth Teranor:  male, Human Cle 13/Hei1; CR 
  14 Medium humanoid (human); HD 14d8+28; hp 101; 
  Init +1; Spd 20 ft.; AC 25 (+1 Dex, +9 full plate, +3 
  shield, +1 deflection, +1 natural), touch 12, flat-footed 
  24; Base Atk +9/+4; Grp +10; Atk +7 melee 
  (1d8+2+1d6/19-20, +1 Flaming Longsword); Full Atk 
  +7/+2 
  melee 
  (1d8+2+1d6/19-20, 
  +1 
  Flaming 
  Longsword); SA Spells, Divine Reach, Turn Undead, 
  Smite 1/day +4 to hit and +12 to damage; SQ Nasty 
  Disposition, Fascination with Fire, Rebuke, Command 
  or Bolster Fire Creatures 3/Day; AL LE; SV Fort +12, 
  Ref +5, Will +16; Str 12, Dex 12, Con 14, Int 13, Wis 23, 
  Cha 10. 
   
  Skills and Feats:  Concentration +19, Heal +13, 
  Knowledge (Arcana) +2, Knowledge (History) +6, 
  Knowledge (Religion) +18, Knowledge (The Planes) +6, 
  Spellcraft +17, Combat Casting, Combat Expertise, 
  
  URD4-03 Irreconcilable Differences 
   
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  Empower Spell, Heighten Spell, Quicken Spell, Widen 
  Spell. 
   
  Divine Reach (Su):  You can use spells with a 
  range of touch on a target up to 30 feet away. 
   
  Possessions:  +1 Full Plate with Light Fortification, 
  +1 Flaming Longsword, Ring of Protection +1, Amulet 
  of Wisdom +2, +2 Heavy Steel Shield, Gauntlets, 
  Amulet of Natural Armor +1, Boots of Speed. 
   
  Spells:  (6/7/7/5/5/4/3/1; DC 16+Spell level) 0- Cure 
  Minor Wounds (3), Light, Read Magic, Detect Magic; 1-  
  Cure Light Wounds (3), Shield of Faith, Burning Hands (3)*, 
  Resistance; 2- Bear’s Endurance, Bull’s Strength, Empowered 
  Burning Hands*, Death Knell, Cure Moderate Wounds (2), 
  Silence, Spiritual Weapon; 3- Resist Energy(2)*, Animate 
  Dead, Bestow Curse, Cure Serious Wounds, Invisibility 
  Purge; 4-  Wall of Fire*, Cure Critical Wounds, Freedom of 
  Movement, Giant Vermin, Quickened Cure Minor Wounds, 
  Quickened Guidance; 5- Fire Shield*, Quickened Burning 
  Hands, Quickened Shield of Faith, Slay Living, Quickened 
  Inflict Light Wounds; 6-  Harm(2)*, Heal, Word of Recall; 7- 
   Disintegrate*, Empowered Flame Strike.  *Domain spells. 
  Deity: Pyremius; Domains: Fire (You can rebuke, 
  command, or bolster fire creatures 3/day as a 
  Supernatural Ability), Destruction (You can smite an 
  opponent once per day, gaining a +4 bonus to your 
  attack and +8 to damage). 
   
  Thill Porques:  male, Duergar Ftr7 DwD4; CR 12; 
  Medium humanoid (dwarf); HD 7d10+4d12+47; hp 
  121; Init +1; Spd 20 ft./x3; AC 27 (+1 Dex, +10 full plate, 
  +4 shield, +2 DwD), touch 13, flat-footed 27; Base Atk 
  +11/+6/+1; Grp +14; Atk +15 melee (1d10+4/20/x3, +1 
  Defending Dwarven Waraxe); Full Atk +15/+10/+5 
  melee (1d10+4/20/x3, +1 Defending Dwarven Waraxe); 
  SA Spell-like Abilities; SQ Immunity to paralysis, 
  phantasms and poison, Light Sensitivity, Darkvision 
  120’, Dwarven racial traits, Light Sensitivity, Defensive 
  Stance, Trap Sense, Uncanny Dodge; AL LE; SV Fort 
  +13, Ref +4, Will +6; Str 16, Dex 13, Con 18, Int 13, Wis 
  10, Cha 4. 
   
  Skills and Feats:  Climb +7, Intimidate +7, Jump +1, 
  Listen +5, Sense Motive +4, Spot +5, Combat Expertise, 
  Improved Disarm, Improved Trip, Combat Reflexes, 
  Dodge, Endurance, Improved Shield Bash, Toughness. 
   
  Possessions:  +2 Full Plate, +1 Defending Dwarven 
  Waraxe, +2 Heavy Steel Shield. 
   
  Light Sensitivity (Ex): Duergar are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Spell-Like Abilities: 1/day—enlarge person and 
  invisibility as a wizard of twice the duergar’s class level 
  (minimum caster level 3rd); these abilities affect only 
  the duergar and whatever it carries. 
   
  Defensive Stance: You can take a defensive 
  posture, refusing to leave a specific area. While doing 
  so, you gain +2 to Strength, +4 to Constitution, +24 hit 
  points, a +2 resistance bonus on all saves, and a +4 
  dodge bonus to AC. You cannot use skills that require 
  movement. A defensive stance lasts 9 rounds, after 
  which you are winded (–2 to Strength) for the duration 
  of that encounter. You can take a defensive stance 2 
  times per day. 
   
  Tacrys Pinial:  male, Suel Human Ftr9; CR 9 
  Medium humanoid (human); HD 9d10+27; hp 85; Init 
  +1; Spd 20 ft./x3; AC 17 (+7 half-plate), touch 10, flat-
  footed 17; Base Atk +9/+4; Grp +13; Atk +14 melee 
  (3d6+8/17-20, Large Masterwork Great Sword); Full 
  Atk +14/+9 melee (3d6+8/17-20, Large Masterwork 
  Great Sword); AL CE; SV Fort +9, Ref +4, Will +2; Str 
  19, Dex 12, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats:  Climb +10, Intimidate +11, Blind-
  Fight, Combat Reflexes, Improved Critical 
  (Greatsword), Improved Unarmed Strike, Power 
  Attack, Cleave, Monkey Grip, Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword), 
  Greater Weapon Focus (Greatsword). 
   
  Possessions: 
  Large 
  Masterwork 
  Greatsword, 
  Masterwork Half-Plate. 
  
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  Appendix Six:  New Creatures 
   
  Gobbers 
  Size/Type:  Diminutive Humanoid (Goblinoid) 
  Hit Dice:  1d4+1 (3 hit points) 
  Initiative:  +7 
  Speed: 15’ 
  Armor Class: 24 (Size +4 ,Dex +7. Natural +3) 
  Base Attack/Grapple:  0/-5 
  Attack:  Slam/Unarmed Strike +11 No Damage 
  Full Attack:  Flurry of Funny 
  Space/Reach:  1 ft. / 0 ft. 
  Special Attacks:  Flurry of Funny 
  Special Qualities:  Fast Healing 1, Darkvision 60’, 
  Malleable Skin, Pacifist 
  Saves:  Fort +1, Ref +7, Will +1 
  Abilities:  Str  1, Dex 24 , Con 12 , Int 3 , Wis 12, Cha 18 
  Skills:  Perform (Comedy) +12, Tumble +10, Sleight of 
  Hand +10, Sense Motive +6, Balance +8 
  Feats:  Weapon Finesse, Endurance, Diehard 
  Environment:  Underground 
  Organization:  Either solitary or large groups (5-50) 
  Challenge Rating: 
  Treasure:  None 
  Alignment:  Always Chaotic Neutral 
  Advancement:  None 
  Level Adjustment:  NA 
  Gobbers are a rare off-shoot of goblins that have bred 
  for one reason:  To entertain larger goblinoids.  They 
  are exclusively comedians, using self-depreciating 
  humor to make the larger creatures laugh at them and 
  therefore not kill them. 
   
  They use a variety of tools to accomplish this, 
  including their naturally rubbery faces, make-up, 
  tumbling, contortion, and natural sense of humor to 
  keep the other goblinoids from eating them.  One of 
  their primary tools for doing this is self-mutilation, 
  which their natural Fast Healing removes.  This 
  includes such traditional jokes as cutting off ones nose 
  and nailing it back on, dislocating their shoulders and 
  beating themselves over the head, and biting off their 
  toes and faking choking on them with bulging eyes. 
   
  Gobbers are often found as singular pets or in 
  large groups of performing troupes.  By nature, they 
  are mischievous and fearless.  Strangely, they are 
  complete pacifists who live almost exclusively to 
  entertain their masters.  They have absolutely no desire 
  to hurt anything and would rather defend themselves 
  through comedy.  They are all vegetarians. 
   
  It is unknown where Gobbers came from, though 
  it is rumored that long ago a Drow found a small group 
  of performing goblins in the Underdark.  She enjoyed 
  their performances so much that she spent centuries 
  inbreeding them and magically altering them into the 
  creatures they are today.  How they returned to the 
  Goblinoid communities of the Abbor Alz (where they 
  are found exclusively) is unknown. 
   
  Gobbers are relatively short lived with a standard 
  lifespan of about 8 years.  They reach full maturity 
  about 30 days after they are born, and it is reputed that 
  even at birth they are all ready masters of making 
  funny faces. 
   
  Gobbers look like small goblins, but with very 
  exaggerated features and slightly oversized heads.  
  Their skin tone ranges from dark forest green to a 
  bright lime and they are usually covered in splotches of 
  gray and black.  Their tongues are long and quite agile, 
  ranging in color from bright pink to bright blue and 
  everything in between.   Their eyes are large and very 
  agile, giving them the ability to bulge them out and roll 
  them in any manner that makes people laugh. 
   
  Their attire usually consists of a leather loin cloth 
  and no shoes.   Small pouches usually carry the few 
  rations they have and their props for comedy (makeup, 
  small knives and needles or nails, small rodents which 
  they love and care for), which is the only material 
  goods they really care about. 
   
  Malleable Skin (ex):  Gobbers have rubbery skin 
  that tends to stay in the various positions they leave it 
  in.  This gives a +4 circumstance bonus to any Perform 
  (Comedy) checks that involve doing caricatures of 
  people.    This also allows them to squeeze through very 
  small spaces.  A side effect of this malleable skin is that 
  the nerve endings in their skin do no communicate 
  pain, only sensations of pressure and temperature. 
   
  Flurry of Funny (ex):  Gobbers may use a Perform 
  (Comedy) check in lieu of their full attack.  This attack 
  involves fits of acrobatics, slapstick comedy, self-
  mutilation, mugging, and various contortions of the 
  face and body.  The recipient must make a Will save 
  (DC Perform check) or not attack the gobber that 
  round. 
   
  Pacifist (ex):  Gobbers are incapable of physically 
  harming anyone.  They cannot deal any physical 
  
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  damage with any attacks on anyone but themselves, 
  even to save their own lives.  They instead try to 
  entertain the assailant in order to make them laugh 
  enough to leave them alone. 
   
  Natural Comedians (ex):  Gobbers are natural 
  comedians and gain a +4 racial modifier to Perform 
  (Comedy), Sense Motive (to tell if people are finding 
  them funny), Tumble, Balance and Sleight of Hand 
  checks.  Their natural comedic inclination is towards 
  the goblinoid with slapstick, comedic caricatures, toilet 
  humor, self-mutilation, pratfalls and acrobatics being 
  their specialties.  Any creature with no sense of humor 
  (Pholtans, Paladins of Heironeous, Gray Elves, etc.) 
  converts these bonuses to minuses.  This often sends 
  the Gobber into a frantic, frenzied desire to entertain 
  the person, even to the point of surpassing their 
  natural healing and toughness and killing themselves 
  in the process of trying to make these people laugh and 
  enjoy life, despite their natural inability to do so. 
  
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  Appendix Seven:  New Rules Items 
   
  New Template:  Shadow Creatures 
  (as presented in The Manual of the Planes, pages 190-191) 
  Shadow creatures dwell on the Plane of Shadow, 
  sometimes crossing into other planes where the 
  barriers between dimensions are weak.  Just as parts of 
  the Plane of Shadow resemble a strange, distorted 
  version of the Material Plane, shadow creatures 
  superficially resemble creatures from the Material 
  Plane.  Shadow creatures are darker, more elusive, and 
  spookier than their material counterparts.  Grays and 
  blacks are their most common colors, with white and 
  yellow rarely seen.  They are not to be confused with 
  shadows (undead creatures that often dwell on the 
  Plane of Shadow).  Other creatures native to the Plane 
  of Shadow exist that have stronger or weaker 
  connections to the energies of that place (such as the 
  shadow mastiff) and do not follow this template. 
  Creating a Shadow Creature 
  “Shadow” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”).  The creature’s type changes to “magical 
  beast.”  It otherwise uses all the base creature’s statistics 
  and special abilities except as noted below: 
  Speed:  As base creature x 1 ½. 
  Special Qualities:  A shadow creature retains all the 
  special qualities of the base creature and also gains the 
  following ones: 
  • 
  Cold resistance of 5 + 1 per HD, to a maximum of 
  20. 
  • 
  Darkvision with a range of 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (su):  In any conditions other than 
  full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual 
  flame spell, does not negate this ability.  A daylight 
  spell, however, will. 
  Shadow 
  creatures 
  also 
  have 
  one 
  additional 
  supernatural ability for every 4 HD they possess 
  (minimum of one) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws 
  • 
  Cause Fear once per day. 
  • 
  Damage Reduction 5/Magic. 
  • 
  Evasion. 
  • 
  Mirror Image once per day. 
  • 
  Plane shift self to or from the Plane of Shadow 
  once per day. 
  • 
  Regenerate 2 hit points per round (slain if brought 
  to 0 hit points) 
  If the base creature already has one of more of these 
  special qualities, use the better value. 
  Skills:  Same as the base creature, plus Move Silently 
  +6. 
  Feats:  Same as the base creature. 
  Climate/Terrain:  Same as the base creature. 
  Organization:  Same as the base creature. 
  Challenge Rating:  Same as the base creature +1. 
  Treasure:  Same as the base creature. 
  Alignment:  Same as the base creature, but rarely good. 
  Advancement:  Same as the base creature. 
   
  New Feat:  Monkey Grip [General] 
  (as presented in The Complete Warrior, page 103) 
  You are able to use a larger weapon than other people 
  your size. 
   
  Prerequisite:  Base Attack Bonus +1 
   
  Benefit:  You can use melee weapons one size 
  category larger than you are with a -2 penalty on the 
  attack roll, but the amount of effort it takes you to use 
  the weapon does not change.  For instance, a Large 
  longsword (a one-handed weapon for a Large creature) 
  is considered a two-handed weapon for a Medium 
  creature that does not have this feat.  For a Medium 
  creature that has this feat, it is still considered a one-
  handed weapon.  You can wield a larger light weapon 
  as a light weapon, or a larger two-handed weapon in 
  two hands.  You cannot wield a larger weapon in your 
  off hand, and you cannot use this feat with a double 
  weapon. 
   
  Normal:  You can use a melee weapon one size 
  category larger than you are with a -2 penalty on the 
  attack roll, and the amount of effort it takes to use the 
  weapon increases.  A larger light weapon is considered 
  a one-handed weapon,  a larger one-handed weapon is 
  considered a two-handed weapon, and you cannot use a 
  larger two-handed weapon at all. 
  
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  Appendix Eight:  Map of the Party Hall 
  
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  Appendix Nine:  Map of Ruined Anik 
  
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  Appendix Ten:  Map of the Public Area 
   
   
  
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  Appendix Eleven:  Map of the Inner Sanctum 
   
   
  
  URD4-03 Irreconcilable Differences 
   
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  Appendix Twelve:  Rules References 
  Lava Effects (from the Dungeon Masters Guide page 304) 
   
   
  Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as 
  when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round. 
   
  Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that 
  dealt during actual contact (that is, 1d6 or 10d6 points per round). 
   
  An immunity or resistance to fire serves as an immunity to lava or magma.  However, a creature immune to fire 
  might still drown if completely immersed in lave (see drowning page 304 DMG). 
   
  Alchemists Fire (from the Players Handbook page 128) 
   
  Alchemist’s fire is a sticky, adhesive substance that ignites when exposed to air.  You can throw a flask of alchemist’s 
  fire as a splash weapons (see Throw Splash Weapon, PHB page 158).  Treat this attack as a ranged touch attack with a 
  range increment of 10 feet. 
   
  A direct hit deals 1d6 points of fire damage.  Every creature within 5 feet of the point where the flask hits takes 1 
  point of fire damage from the splash.  On the round following a direct hit, the target takes an additional 1d6 points of 
  damage.  If desired, the target can use a full-round action to attempt to extinguish the flames before taking this 
  additional damage.  Extinguishing the flames requires a DC 15 Reflex save.  Rolling on the ground provides the target a 
  +2 bonus on the save.  Leaping into a lake or magically extinguishing the flames automatically smothers the fire. 
   
  Tanglefoot Bag (from the Players Handbook pages 128-129) 
   
   
  This round leather bag is full of alchemical goo.  When you throw a tanglefoot bag at a creature (as a ranged touch 
  attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then 
  becoming tough and resilient upon exposure to the air.  An entangled creature takes a -2 penalty on attack rolls and a -4 
  penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move.  Even on a successful 
  save, it can move only at half speed.  Huge or larger creatures are unaffected by a tanglefoot bag.  A flying creature is not 
  suck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to 
  the ground.  A tanglefoot bag does not function underwater. 
   
  A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by 
  dealing 15 points of damage to the goo with a slashing weapon.  A creature trying to scrape off itself, or another creature 
  assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a 
  damage roll to see how much f the goo was scraped off.  Once free, the creature can move (including flying) at half 
  speed.  A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a 
  spell.  The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness.  An application of 
  universal solvent (see page 268 of The Dungeon Master’s Guide) to a stuck creature dissolves the alchemical goo 
  immediately. 
  
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  Player Handout #1 
   
   
  
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