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.  
   
  DUL6-01 
   
   
   
   
   
   
   
   
  A Voice in the Oerth 
   
  A Two-Round D&D LIVING GREYHAWK®  
  Dullstrand Regional Adventure 
  Version 1.10 
   
  by Andrew Lotz 
  Map of Steelholme: Jimmy B. Ellis 
  Circle Reviewer: Paul Looby and Pieter Sleijpen 
  Play tested by: Meryl Aja, Steve Currin, Joe Hendershot, Michael Glass, Craig Scott, Les Smartnik  
   
   
  The renovations of the abandoned fort Steelholme seemed well on their way, with its past of brigands, banditry, and 
  spooks behind it. However, other unseen forces are at work unearthing strange monstrosities into the harsh light of the 
  day. Can you determine what plagues the simple rebuilding of a coastal fort before it is too late? A two-round Dullstrand 
  regional adventure for APLs 4-12. Part one of the two-part “Rage of the Pirate King” series. It is strongly recommended, 
  but not required, that characters have played the module DUL 4-03 “Steelholme” prior to participating in this 
  adventure. 
   
   
   
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  Living Greyhawk™ campaign—a worldwide, ongoing D&D 
  campaign set in the Greyhawk setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a Herald-Level GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the Dungeons 
  & Dragons Rewards program. Playing this adventure is 
  worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007.  
   
  To learn more about the Living Greyhawk character 
  creation and development, RPGA event sanctioning, and 
  Dungeons & Dragons Rewards, visit the RPGA website at 
  www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of an 
  RPGA-sanctioned event, complete and turn in this sheet to 
  your senior GM directly after play. You’ll also find a Living 
  Greyhawk Adventure Record (AR).  
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  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 dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat feat, 
  use the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately.  
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  # 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 
   
   
  APL also affects the amount of experience and gold a 
  PC can 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 receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  DUL6-01 A Voice in the Oerth 
   
  Page 2 
  
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 and 
  higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round Regional adventure, set in the 
  Dullstrand.  Characters native to Dullstrand pay one Time 
  Unit per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp 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 that 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 DC 20 Survival 
  check, 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. 
   
  ADVENTURING IN THE 
  DULLSTRAND 
  More information on the city of Dullstrand can be found in 
  Appendix 7. In 593 and 594 CY, PCs adventuring in the The 
  Dullstrand had an opportunity to receive an AR entry that 
  could hinder them in The Dullstrand.  
   
  For the DM’s convenience this is replicated below. 
   
  Blood Feud with the Gatts Clan:  
  The PC is involved in a Blood Feud with the Gatts Clan. 
  From now on, whenever the PC participates in an 
  adventure set in, or passing through, The Dullstrand, there 
  is a chance that the Gatts Clan will recognise the PC and 
  demand revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 
  secretly to determine whether or not the PC is recognised 
  and pursued. This roll can be modified by the use of the 
  Luck domain or a similar luck-based reroll power at the 
  encounter should it happen. On a roll of a 1 the PC has 
  been recognised and at some point during the scenario is 
  faced with irate members of the Gatts clan baying the PC's 
  blood. This point will be noted in the encounters. 
   
  If the PC makes a DC 10 Disguise check as soon as the 
  PC enters The Dullstrand the PC will not be recognised at 
  all. 
   
  The Gatts will demand a Blood payment from the PC 
  of 5000 gp, indentured servitude or the PC's life. If the PC 
  is unable or refuses to pay and refuses servitude then the 
  PC will be killed, but may be raised and the Blood feud is 
  considered over and may be crossed off the certificate. 
   
  Servitude to pay off the debt is one year (52 TUs) 
  working for the Gatts Clan. These TUs must be paid in one 
  go but may be taken off next year's TUs. You may pay off 
  part of the servitude at a cost of a blood price of 100 gp per 
  TU. Paying or taking servitude will also remove the Blood 
  feud. The DM must sign and cross this off from the 
  certificate. 
   
  If at anytime you gain a favour with the Gatts Clan, you 
  may exchange it in return for the removal of the Blood 
  Feud. 
   
  If this should occur during the module, the PC ends 
  the adventure when it happens, gaining XP and treasure up 
  to that point. 
   
  The Blood Feud with the Induchine Clan AR entry is 
  treated in the same manner as the Blood Feud with the 
  Gatts Clan AR entry, except that you replace the Gatts clan 
  name with Induchine. 
   
  Wanted in Dullstrand City: 
  You are wanted in Dullstrand City for killing a member of a 
  watch/militia. If you enter Dullstrand City within the next 
  52 TUs after the crime you will be arrested, sentenced to 
  death and executed (raising is possible). You must make a 
  DC 10 Disguise check as soon as you enter Dullstrand City 
  to avoid being recognised. 
   
  The sentence may be commuted to a fine of APL 
  played at x 250 gp per person killed. 
   
  ADVENTURE BACKGROUND 
  As the legend goes, it was 212 CY when a notorious pirate, 
  Steel Eyes, was captured by Aerdi forces that attacked his 
  fort: Steelholme. Steel Eyes was left to bake in the hot sun 
  with his entrails and eyes becoming the feast for seagulls. 
  Legend also tells that the Aerdi sailors who slew him that 
  day suffered his rage that lasted beyond death, sinking their 
  ship in a frightful storm. Tales that Steelholme was haunted 
  spread since, becoming a local folk myth for the nearby 
  town of Hard Beach.  
   
  In 594 CY a group of adventurers was asked to scout 
  out the ruins of Steelholme by a strange patron. The 
  adventurers found a band of bandits, who were using the 
  ruins, as well as the ghost of Steel Eyes. Steel Eyes was 
  DUL6-01 A Voice in the Oerth 
   
  Page 3 
  
  defeated, and the bandits driven away. It seemed that 
  Steelholme was now ready for its mysterious new 
  inhabitants. 
   
  In actuality, Steel Eyes did not pass so easily. His spirit 
  slowly reconstituted itself in the ruins. However, before 
  Steel Eyes’ ghost was fully reformed, the new occupants of 
  Steelholme performed a series of rituals that trapped Steel 
  Eyes’ spirit in a strange state—his emotions and mind had 
  reformed, but he could not materialize as an incorporeal 
  entity. 
   
  The new inhabitants of Steelholme were in fact 
  followers of Pholtus that traveled from the lands of the 
  Theocracy of the Pale to provide protection against lawless 
  elements of the region. Upon arriving, the entirety of 
  Steelholme was sanctified to Pholtus and protective 
  blessing wards were placed—the very wards that caused 
  the untimely interruption of Steel Eyes’ manifestation.  
   
  Now the anger of Steel Eyes—all that really exists of 
  him—is spreading across the land. It is most noticeable by 
  those attuned to the currents of arcane magic. And this 
  anger has stirred a great evil that lurks beneath Steelholme 
  the sea. The rage is causing that evil, plus others connected 
  to the arcane practices to direct their attention to 
  destroying all who might inhabit Steelholme—all who 
  prevent Steel Eyes from becoming whole. 
   
  ADVENTURE SUMMARY 
  DUL6-01 A Voice in the Oerth is a 2-round Dullstrand 
  regional adventure set in and around the ruined fortress of 
  Steelholme near the village of Hard Beach. It is an 
  investigative adventure in which the PCs are asked to find 
  out what is stirring up the trouble in what appears to be an 
  attempt to prevent the fortress to be rebuilt. 
   
  Introduction: The PCs arrive in the small community of 
  Hard Beach seeking work or suitable employ for 
  adventurers. They learn that a group of individuals are 
  renovating a deserted pirate keep named Steelholme. Word 
  is that they are also looking for sturdy adventurers and are 
  prepared to pay quite handsomely.  
   
  Encounter 1 [Away from Home]: Assuming the PCs are 
  interested in the call for adventurers in Steelholme, they 
  begin the journey north along the coast. As they near 
  Steelholme they come across a small group of laborers 
  under attack from vile subterranean beasts: otyughs. After 
  slaying or driving off the beast’s attack, the PCs learn from 
  the survivors that they are a labor force heading to 
  Steelholme. One of them also tells the PCs that a dwarf in 
  Hardbeach paid him six gold sovereigns to report back to 
  him what he learned about the people renovating the keep. 
    
   
  Encounter 2 [A Warm Welcome]: The PCs are welcomed 
  by the leader of the group that are renovating the castle, an 
  Oeridian woman named Fasalla Randuun. She thanks them 
  and tells of other similar attacks and a strange malady that 
  seems to be affecting some of the laborers. She explains that 
  they are seeking adventurers to find out what is causing the 
  monstrous assailants to surface and attack their people. 
  Also, arcane spellcasters begin to get a feeling of unease and 
  anger from the stone keep.  
   
  Encounter 3 [Rage at Steelholme]: This encounter 
  details the keep and what the PCs find and hear during 
  their 
  time 
  at 
  the 
  keep. 
  Depending 
  upon 
  their 
  investigations, the PCs may find several leads to follow, 
  leading to encounters four, five, or six.  
   
  Encounter 4 [A Peddler of Potions]: If the PCs head 
  north along the road, they soon encounter a wagon parked 
  by the side of the road. The driver, Master Zaggart, is kind 
  enough (as long as the PCs do not attack him) and is able to 
  provide useful information, as well as being able to vend 
  any potions the PCs might need. He tells them of the past 
  of Steelholme and provides a hint to the true nature of the 
  cause for the recent incidents. 
   
  Encounter 5 [Unintended Ambush]: As the PCs draw 
  near Hard Beach they meet up with a messenger heading 
  from Hard Beach to Steelholme. As they talk with him, 
  bandits attack and attempt to steal his purse and the 
  messages to Steelholme within. The bandits have been sent 
  by the same dwarf that also hired the laborer from 
  encounter one, although he did not mean these men to 
  attack the courier. If the PCs find out about and talk to the 
  dwarf, he explains that he represents the Dwur, who want 
  to find out who is encroaching on their land. He offers the 
  PCs a reward for information about who their employer is.  
   
  Encounter 6 [Tree of Rage]: Investigating the visions. 
  The PCs find the tree from the dreams, and find a strange 
  sight. It is as if the roots of the tree are causing someone to 
  mark upon the tree, as they can make out an inscription in 
  Sylvan talking about “the roots, the roots…” 
   
  Encounter 7 [Two Lumberjacks and a Lady]: Upon their 
  return to Steelholme, the PCs get no rest from their travels: 
  they find the keep itself is under attack. This occurs the 
  first time the PCs return to the keep after encounters three, 
  four, and five (they need not have done all of them). Two of 
  the disappeared men are back, and attacking the keep. A 
  dryad, seemingly mad with rage, leads them.  
   
  Encounter 8 [The Sorcerer and the Pirate]: The PCs are 
  alerted by noises during their night stay at Steelholme. 
  When they investigate them, they find a man breaking into 
  the place. After they fight him they learn that he is 
  Dominal, a bandit sorcerer that once had his own base 
  hidden in the ruins of Steelholme. Dominal seems quite 
  crazy at first glance, and speaks entirely in third person. He 
  explains to the PCs how he was living in a cave hidden 
  amongst the cliffs when strange beasts drove him from his 
  hideout.  
   
  Encounter 9 [The Writing on the Wall]: Following the 
  directions provided by Dominal, the PCs make their way to 
  his cave. A search of the cave reveals little, but they do find 
  DUL6-01 A Voice in the Oerth 
   
  Page 4 
  
  a set of tracks that can be followed along with signs of 
  where the attacks may be coming from (a particular 
  seaweed). This cave also shows that the same thing 
  affecting the dryad was affecting Dominal. 
   
  Encounter 10 [Pilgrims of the Deep]: The PCs head to 
  the shoreline south of Steelholme to look for the seaweed 
  (either under their own initiative or thanks to Fasalla’s 
  guidance). As they poke around the beach, a few Kuo-Tua 
  pilgrims guarding the site launch an attack on the PCs. 
   
  Encounter 11 [Maze Under the Oerth]:  Checking 
  where the Kuo-Tua attackers came from, the PCs find a 
  number of underwater cave entrances. Inside these wait 
  many dangers including the Kuo Tua’s leader (a sorcerer) 
  who has been going steadily crazy from hearing the voices 
  of a “god in the Oerth.” The PCs must choose their path 
  through the underground maze, with their decisions 
  affecting the encounters that they face. After battling the 
  Kuo Tua leader and the loathsome original inhabitant of 
  the cave, the PCs locate the journal of Dominal amidst the 
  leader’s things. Reading the journal, they learn how 
  Dominal’s mind became warped and filled with anger. 
  Dominal’s notes also prove helpful in finding out about the 
  true power behind the attacks on Steelholme: the rage of 
  the pirate’s ghost. 
   
  Conclusion: The PCs return to Steelholme with their 
  information, and are thanked kindly and rewarded by 
  Fasalla. She dismisses the concern of Steel Eyes’ rage 
  infesting the land, and only believes it was the Kuo Tua’s 
  machinations (it was clearly them that loosed the Otyughs). 
  Fasalla, now trusting the PCs, lets her identity as a follower 
  of Pholtus be known. The PCs can also talk with the Dwur 
  agent back in Hard Beach about their findings. 
   
  PREPARATION FOR PLAY 
  Before play, the DM should gain the following information 
  from the players. 
  • 
  Whether any PCs have played DUL4-03 Steelholme. 
  They likely know of Steel Eyes and the fact that he was 
  indeed a ghost that once haunted the ruins of 
  Steelholme. They are likely to recognize Dominal as a 
  prior illicit habitant of Steelholme. 
  • 
  Whether any of those PCs purchased Wraithreaver, 
  the +1 ghost touch scimitar, an item available on the 
  AR for DUL4-03. 
  • 
  Whether any PCs have played DUL4-04 Here be 
  Monsters. They likely encountered Master Zaggart 
  before.   
  • 
  Make note of all characters with the ability to cast 
  arcane spells. They experience odd sensations and 
  visions when around the lands of Steelholme. 
   
  HANDLING DIVINATIONS 
  Some PCs may be capable of casting powerful divination 
  spells to try and uncover the mystery of Steelholme. This 
  section lists prepared answers to divinations that can assist 
  the GM in adjudicating such spells. 
   
  About the disappearances: 
  • “Many sources with one common root have taken those missing. 
  Some are gone but not found, some shall return, and some lie in 
  the Oerth.”  
  • “Answers to the missing lie both in your path ahead and behind.” 
  • “One gone missing a year since shall return to Steelholme, and 
  amass his treasure once more.” 
   
  About the identity of the new residents of Steelholme: 
  • “A woman of strong belief resides there. Though she follows 
  masters abroad, her heart cares deeply for the land and its people.” 
  • “Through their pure intentions, bad consequences have surfaced 
  that tear men from the walls of the ancient keep.” 
   
  About where to search for the missing laborers: 
  • “Some lie comfortably in the mountains to the west. Others labor 
  for love. And yet others remain restless at the shores of an ancient 
  lake.” 
   
  If the PCs use detect thoughts or other mind-reading 
  spells on Fasalla: 
  They will learn that she is telling them the truth about 
  almost everything. She is only withholding her affiliation 
  because of the bad reputation that Pholtans have among 
  some people. She is legitimately concerned about the 
  security and people of Hard Beach. 
   
  INTRODUCTION 
  Looking for a new adventure you have gathered 
  various 
  rumours, 
  most 
  about 
  promises 
  of 
  employment for hardy and pure-hearted adventurers 
  around 
  Hard 
  Beach. 
  However, 
  rumors 
  of 
  disappearances and trouble have reached your ears as 
  well. As you ponder what awaits you, the rough adobe 
  huts of the village of Hard Beach come into view 
  ahead. 
   
  The road into the village of Hard Beach is surprisingly 
  crowded given the town’s reputation as a dark and 
  difficult place to live. The town, which has narrowly 
  survived famine, disease, natural disaster, and the 
  corrosive sea air, is also rumored to be a place where 
  travelers need to watch their purses closely. Thus, you 
  have joined with the other travelers on the road to 
  Hard Beach, both for companionship and protection. 
   
  At this point, ask the players to make character 
  introductions. When they are finished, continue with the 
  introduction. 
   
  Assuming the PCs advance: 
  Most of the activity in the small town is taking place 
  in the bazaar, where a number of traders ply their 
  DUL6-01 A Voice in the Oerth 
   
  Page 5 
  
  wares to travelers and locals alike. Much of the 
  merchandise seems to be simply made or shoddy. The 
  air in the bazaar contains a mixture of the scent of 
  cheap spices and horse manure. While their parents 
  shop, a group of children play in a large mud puddle 
  that formed in the center of the dirt boulevard. Above 
  the noise of the marketplace, you hear snippets of 
  conversation about the weather, the prices, and the 
  general gossip of a small town —including stories of a 
  group renovating a nearby keep that is looking to hire 
  adventurers. 
   
  This is the point when a PC may be noticed by a member of 
  the Gatts clan if they owe a debt of blood to the clan (see 
  the section: Adventuring in Dullstrand). 
   
  At this point allow PCs to make Gather Information 
  checks. They can ‘take 10’ on this check. 
   
  Gather Information check results: 
  • DC 6: A rough looking farmer whose left hand is missing 
  the thumb says: “New in town? Not much here for outsiders. Of 
  course, there is that new group moving in at Steelholme. I heard 
  they were looking for able-bodied folk. You’ve heard of Steelhome, 
  right? That abandoned pirate fort about half a day north of here?” 
  • DC 8: Two women whispering to each other while buying 
  cloth say: “You know that group that has been hiring all the men 
  in town? I heard that they’re a religious order that had to sail for 
  many days just to get here.” 
  • DC 10: A tall woman in a simple dress stops shopping for 
  fruit long enough to tell you that: “I heard that two dwarven 
  laborers went missing from the work crews that have been leaving 
  town recently.” 
  • DC 12: A well-dressed Oeridian man dressed in rich 
  merchant’s garb tells you that: “Sure, they are offering work to 
  adventurers. But I wouldn’t trust those people moving in up at 
  Steelholme. I heard that it’s a bunch of Gatts clan cronies moving 
  in on the Induchine’s turf.” 
  • DC 14: A man selling baked goods tells his customer: 
  “Prices are higher because everyone is getting work thanks to the 
  construction. Although I heard one of the workers saying that he 
  saw tentacles dangling from under the hood of one of the cloaked 
  people up at Steelholme.” 
  • DC 16: An attractive half-elven woman wearing extremely 
  fine merchants’ garb explains that: “The people rebuilding 
  Steelholme have been offering triple pay to get workers to travel 
  north to work on the fort. Still they’ve been having trouble hiring 
  laborers.” 
  • DC 18: The tired-looking laborer talking to his wife says: 
  “Yeah. I don’t care that I quit. We’ll get by. The money was good, 
  but those two tall half-elf brothers —Rudek and Hoarns— just up 
  and disappeared while cutting wood. I would rather be here with 
  you than getting paid to disappear.” 
  • DC 20: A shrew-faced man who keeps his hands hidden 
  under a royal blue cloak informs you that: “Yes… I heard 
  about a number of disappearances recently. One carpenter told me 
  that a big slimy orb tried to grab him and drag him off the 
  northern road and right into the sea.” 
  • DC 25: A tall human of mixed descent with bright red hair 
  glances around before whispering: “I saw the lady who is in 
  charge of the group renovating Steelholme. She was meeting with 
  some of the Induchine clan leaders here in town. She must be 
  pretty important to do that.” 
   
  At this point, it should be clear to the PCs that the action in 
  town is actually to the north. When they ask someone 
  specifically about Steelholme, they get the following 
  information (from any of the NPCs above): 
  • 
  Steelholme is an ancient pirate fort about one day’s 
  journey north. Some adventurers cleared out a band of 
  bandits that were hiding there last year.  
  • 
  Now a new group is moving in to Steelholme, and they 
  are paying good money to laborers who are repairing 
  the place.  
  • 
  The group is also looking for adventurers, probably for 
  protection because a number of workers have 
  disappeared recently. 
  • 
  No one is sure who the group is, though there are lots 
  of rumors. Asking around the bazaar would be a good 
  place to hear them all. 
   
  Development: At this point the PCs may want to go 
  investigate Steelholme. If they remain around Hard Beach, 
  they find out nothing more than what has already been 
  explained. Everyone repeats that the group is hiring 
  laborers and looking for adventurers, but no one knows 
  exactly who they are. When the PCs decide to travel north, 
  proceed with Encounter 1. 
   
  � Hard Beach (Considered a village): Conventional; 
  AL N; 200 gp limit; Assets 12,000 gp; Population 1’200; 
  Isolated (Human 1152, Halfling 24, Elf 12, other races 12).  
   
  Authority Figures: Elthar Induchine (LN male human, 
  Exp 9), Mayor; Kanrik Oltenmark (N human male, Ari 3) 
  Merchants’ Guild headmaster; Janus Haltenmark (NG 
  human male, Com 4) Town council leader.  
   
  Important Figures: Yellena Fortenbrau, (NG human 
  female, Exp 9) Librarian; Karina Vermark (CG human 
  female, Brd 3) Owner Induchines’ Rest. 
   
  ENCOUNTER 1:  
  AWAY FROM HOME 
  The trip north to Steelholme from Hard Beach takes a little 
  more than half a day’s travel. Ask for a marching order as 
  they head out. If PCs wish to search for tracks, a DC 5 
  Survial check reveals that the most recent traffic was a 
  loaded wagon which left a couple of hours ago heading 
  north.  
   
  Travel up the coastline of the Strand has been pleasant 
  enough so far. While the rocky shores are harsh, they 
  also have an odd, rugged beauty when the waves crash 
  DUL6-01 A Voice in the Oerth 
   
  Page 6 
  
  about them. The smell of sea air is pleasant, and has 
  made the travel more tolerable than usual.  
   
  You guess that you are about an hour away from 
  Steelholme when your eyes catch movement on the 
  road about one hundred feet ahead. You see a wagon, 
  slanted strangely in a ditch. The horse pulling the 
  wagon struggles at his reins, unable to free the cart. 
  More noticeable, however, is that the cart is under 
  attack. Two men lie on the ground, blood rushing 
  from slashes on their arms and torso. Another man 
  desperately defends himself from a vile beast. The 
  thing appears to be a massive mouth filled with 
  spiked teeth, supported by three stout legs. Spiked 
  tentacles whip through the air, and as you watch one 
  strikes the defender across the face. He falls limp, 
  bloody, as the walking mouth begins moving in 
  another direction. He drags the helpless body behind 
  him as he now faces fresh prey: you! 
   
  From behind the cart emerge more of the vile 
  beasts. 
   
  Terrain: The road snakes it’s way along the shore, boulders 
  and high cliffs alternating to the left, and a rocky, often 
  steep decline to the right. At this location the road and 
  adjacent ground combine to a 15 foot wide path suitable for 
  normal walking or charging. To the left of the road PCs can 
  choose to climb (DC 15), to the right of the road a ditch as 
  well as rocks and rubble beyond it reduce any movement to 
  half. 
   
  Creatures: The Otyughs have been subjected to the 
  influence from Steelhome’s restless spirit for several weeks. 
  It has also driven away most suitable prey within and 
  around their cavern, so these creatures are currently out of 
  their mind (considered Hostile) and quite mad with hunger 
  (+5 to any Diplomacy check DCs).  
   
  Some PCs may be interested in where the beasts came 
  from and why they attack. A DC 16 Knowledge 
  (dungeoneering) 
  check 
  identifies 
  the 
  beasts 
  as 
  subterranean, trash eating, aberrations known as otyughs or 
  otyugh variants (DC 19 to recognize the Lifeleech Otyughs 
  for what they are). Any character making this check also 
  recognizes that it is very odd for such beasts to be above 
  ground and openly assaulting travelers on the road. 
   
  If a character tries to talk to them and thinks to 
  include food into his bargain, he might try a rushed 
  diplomacy check (-10 to the check) on his initiative. On a 
  DC of 25 the otyughs turn Unfriendly, but not talkative. 
  They will try to leave with the bodies of the slain horse and 
  the lifeless drivers, unless the PCs stop them. On a DC 30 
  the otyughs turn Indifferent and can be talked into 
  exchanging the already downed men for an equal amount 
  of ‘food’, i. e. one horse for all of the men, or one medium or 
  three small sized creatures for one of the men each. With 
  respect to (iron) rations or the spell, create food and water, the 
  otyughs will require an amount of food sufficient to sustain 
  6 humans for a day in exchange for one of the human 
  bodies, or thrice that amount in exchange for the horse. 
  Note that rations traded in this way are not covered by 
  upkeep! 
   
  On a DC of 40 or more the otyughs become more 
  Friendly and can be talked into leaving the bodies of the 
  men behind, althought they insist on keeping at least some 
  of the food (the dead horse). If the PCs question them they 
  give confused and contradictory answers to any topic not 
  concerning food. At higher APLs the lifeleech otyughs are 
  composed enough to give coherent answers, but are simply 
  not compelled to get involved in any kind of discussion 
  other than what is needed to get themselves fed. In any 
  case the otyughs do not give away the location of their 
  hideout, although such information  might be gained 
  through other means. If the PCs find out about this, and 
  decide to go there, go to Encounter 10. 
   
  Finally, on a DC of less than 20, the otyughs feel 
  aggravated by the PC talking to them (being reminded of 
  the unnerving voice of Steelholme’s spirit) and focus their 
  attacks on him whenever possible. 
   
  APL 4 (EL 6) 
  � Otyugh (2): hp 36 each; see Appendix 2. 
   
  APL 6 (EL 8) 
  � Otyugh (4): hp 36 each; see Appendix 3. 
   
  APL 8 (EL 10) 
  � Lifeleech Otyugh (2): hp 94 each; see Appendix 4. 
   
  APL 10 (EL 13) 
  � Advanced Lifeleech Otyugh (2): hp 173 each; see 
  Appendix 5. 
   
  APL 12 (EL 15) 
  � Advanced Lifeleech Otyugh (3): hp 213 each; see 
  Appendix 6. 
   
  Tactics: The otyughs attack the nearest prey. They grapple 
  only when the otyughs are not outnumbered by the PC 
  combatants (they are smart enough to know the danger of 
  grappling foes with friends). At APLs 8 and higher, the 
  otyughs strike at multiple opponents, hoping to get 
  multiple foes to rely upon healing magic to continue the 
  fight. Remember that any healing-descriptor magic within 
  60 feet heals the same number of hit points on the lifeleech 
  otyughs as the spells’ recipients due to its life-leech aura. 
   
  Treasure:  
  While the otyughs do not have any treasure on them, the 
  wagon drivers offer a small reward (see below): 
   
  All APLs: L (0 gp); C (1 gp); M (0 gp). 
   
  Development: After driving off the beast, the PCs find 
  that all of the men driving the cart are unconscious or 
  dying. Two may need to be stabilized (each starts the 
  combat at -2 hit points), while the third stabilized on his 
  own after he fell.  
   
  All three can inform the PCs of the following 
  information: 
  DUL6-01 A Voice in the Oerth 
   
  Page 7 
  
  • 
  They are Guffy, Dranwin, and Goff. All three are 
  Oeridian human laborers who were heading up to 
  Steelholme. All were hired with promises of good 
  wages to work on rebuilding the ruined keep. The 
  wagon contains work supplies—mainly mortar and 
  tools for the construction effort.  
  • 
  The monsters came rushing up onto the road before 
  they could react. They have never seen such beasts 
  before. 
  • 
  They are willing to head onward to the keep if the PCs 
  are willing to protect them the rest of the way. 
  Otherwise, all of them except for Guffy will head back. 
   
  Attempts to track the beasts can also be done. A DC 14 
  (APLs 2-8) or 13 (APLs 10-12) Survival check leads the PCs 
  back to the rocks of the shore, where the beasts’ tracks end. 
  To get the wagon moving, a DC 20 Strength check 
  or DC 20 Knowledge (engineering) check is needed to 
  either lift or lever the heavy wagon out of the ditch.  
   
  During this time, one of the attack survivors mentions one 
  other thing to the PCs: 
  As the wagon is finally pulled from the ditch, one of 
  the men holds out a handful of coins to you. “I’m glad 
  you saved us. Take this as a reward. I was kind of 
  uncomfortable getting it in the first place.” In his 
  hands are six gold coins. “A rather quiet dwarf sitting 
  in the common room of the main tavern in Hard 
  Beach —The Induchines’ Rest— gave me these. He 
  said that six more waited for me if I could figure out 
  who the people renovating the keep were. He had a 
  funny eye, like it wasn’t real, but the money was a 
  welcome thing… Anyhow, I wanted you to have it 
  since you saved us and all.” 
   
  When the PCs begin to travel onward with the wagon, 
  move on to Encounter 2. 
   
  ENCOUNTER 2:  
  A WARM WELCOME 
  After a short time on the road, the sight of Steelholme 
  on the horizon greets you. The ancient keep, perched 
  on cliffs above the sea, is clearly under construction. 
  Roughly built scaffolding surrounds some of the 
  walls, and the tell-tale sound of picks hewing stone 
  meets your ears as you approach. 
   
  i
   
   
   
  The small, cliff-side path that winds its way up to 
  the keep also is the subject of recent repairs. It looks 
  like the path, once quite narrow and treacherous, has 
  been expanded and covered with small, dark 
  cobblestones.  
   
  At the top of the path you come to a small landing. 
  Ahead is a gatehouse into the keep. To the right is a 
  path that leads back down the cliff, evidently to a pier 
  at the base of the cliff. The gatehouse is obv ously 
  repaired, with a color change in the stone near the top 
  of the structure where new material has been added.  
   
  A number of people stand inside the compound, 
  obviously alerted by your arrival. Most have the look 
  of common laborers, though one in particular stands 
  out, mostly because she is the one who is approaching 
  you, her hand raised in greeting. 
   
  “Hello and welcome. I am Fasalla Randuun, the 
  leader of this expedition. While some of you look like 
  laborers, others are clearly not. Who are you and what 
  brings you to Steelholme?” 
   
  � Fasalla Randuun: Female human Clr3; see Appendix 
  1. 
   
  Appearance: She is a tall, dark-haired Oeridian woman 
  wearing a long green traveling cloak covering simple, plain 
  clothes.  
   
  Personality: Fasalla is a no-nonsense type who remains 
  polite at most times, but will frown on any signs of 
  ineptitude. While she remains evasive about the 
  construction and her employers, she does talk about the 
  recent incidents openly. 
   
  At this point the PCs can introduce themselves to Fasalla 
  and explain the attack on the wagon.  
   
  Once she hears the story, she speaks: 
  “This is most disturbing news. At least I finally have a 
  face for what plagues us. Though I feel I am still 
  confused over many things. But please, these matters 
  are of concern to our community. I am happy to 
  reward you for your troubles.” 
   
  With that, Fasalla produces a large bag of coins, 
  and pulls out a handful of platinum pieces for each of 
  you. “Of course, we could use help. If you wanted to 
  help us with our troubles, or to earn a few more of the 
  coins in my purse, I would welcome the aid of skilled 
  adventurers.” 
   
  She does not bargain here, but insists that the PCs agree to 
  help prior to figuring out a suitable reward. If the PCs 
  decline her offer, go to Conclusion B.  
   
  Proceed if the PCs agree to her offer: 
  “Very good. Please accompany me to my office to 
  discuss the details. I do not wish to spread rumors 
  among 
  my 
  employees. 
  I 
  apologize 
  for 
  the 
  construction, but it has been progressing far too 
  slowly.” 
   
  Fasalla leads you to the far side of the keep’s 
  courtyard, where the dwellings seem to have been 
  built into the cliff. She leads you up a small stairway 
  carved into the rock to a higher cliff. Three small 
  openings are set in this courtyard. She leads you to the 
  middle doorway, welcoming you into what looks to be 
  a makeshift office. While there are simple chairs, 
  Fasalla’s desk seems to be nothing more than a large 
  shipping crate.  
  After you are seated, Fasalla begins. “This is what I 
  know. We’ve had a number of workers disappear ever 
  since we started renovations about a month ago. I 
  DUL6-01 A Voice in the Oerth 
   
  Page 8 
  
  would like your assistance in figuring out the source 
  of the disappearances, which have baffled myself and 
  my employees. If you can discover the source of the 
  problem, I will reward you handsomely both with 
  money and my favor as a merchant. I can tell you 
  anything you think would be important for the 
  investigation. Then you are welcome to explore and 
  question anyone you wish.” 
   
  At this point, the PCs undoubtedly have questions. 
   
  Q. Tell us about the disappearances: 
  A. “The first happened two months ago, just after we 
  arrived. A man disappeared near the pier. We simply 
  assumed he fell in and drowned. However, about a 
  month later a man who was heading back to Hard 
  Beach for the weekend never returned. Inquiries with 
  his family told us that he never made it home, and a 
  search revealed a large pool of blood along the road. 
  Then two dwarf laborers simply disappeared from the 
  wall construction. And just a few days ago, two of our 
  carpenters failed to return from an expedition to cut 
  lumber from the woods. ” 
   
  Q. What do you think is causing this? 
  A. “I’m not sure. You sighted beasts attacking that 
  simply have no explanation for being above ground 
  and preying upon my laborers. Both my employees 
  and laborers from Hard Beach have disappeared. That 
  is why I ask you to help. ” 
   
  Q. Who are you? / Why are you repairing the keep? 
  A. “I am concerned about security of the Strand and 
  the village of Hard Beach. We intend to work closely 
  with the Induchine clan to protect the area and make 
  it safe for trade and for the citizens of Hard Beach. I 
  and my employees are simply concerned with the 
  welfare of the people in the area. To that end, these 
  disappearances are most disconcerting. ” 
   
  Q. If they push the issue of who she is: 
  A. “While you may think that somehow the mystery 
  involves myself, I can assure you that I am committed 
  to the safety and good of the people. My motivations 
  are a safer and more secure Oerth—which I truly hope 
  are your motivations as well. If you can clear up these 
  disappearances, then perhaps I can share more of my 
  mission with you. ” 
   
  Q. Do you have any enemies? 
  A. “Many would oppose the work of those who are 
  good and pure of heart. However, I know of no one 
  who particularly seeks to oppose the light of goodness 
  on this stretch of coastline. ” 
   
  Q. What about the past of Steelholme? 
  A. “An employee of mine contacted a number of 
  adventurers to clear out this place of bandits before 
  we moved in. While the adventurers claimed that the 
  place was haunted, I highly doubt it. As for its history: 
  this place was once the home of Steel Eyes, a vicious 
  buccaneer, and served as his defensive fort. I don’t 
  know much more than that. We’ve gone through the 
  entire place and consecrated the area with protective 
  wards—I’m certain that the keep itself is safe. ” 
   
  Q. What will you pay us? 
  A. “I will reward you with my favor if you can figure 
  out the cause of the disappearances. As both a 
  merchant and a crusader for good, I have many things 
  to offer you for success, or at least for your efforts. 
  Though I fear that those gone have not survived, I do 
  hold out hope that we will be able to find them. ” 
   
  Q. What do you suggest we do first? 
  A. “I think the best start would be talking with the 
  laborers in the complex. They may know things that 
  they are not sharing with me. Also, there may be 
  things to find out back in Hard Beach. I’ve heard that 
  there are rumors of strangers and strange goings on 
  there as well. ” 
   
  Once the PCs have finished questioning Fasalla, read the 
  following: 
   
  Fasalla speaks again: “I thank you all for your aid in 
  this. I think the first thing that needs to be done is for 
  you to check the security of the keep. Please explore 
  the place, and be sure that nothing inside the 
  compound is causing the disappearances. You may 
  find additional information back in Hardbeach. One 
  thing concerns me: a messenger was to arrive from 
  there two days ago… he has not arrived yet.  
   
  Treasure:  
  Reward for helping the laborers in Encounter 2. 
   
  All APLs: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Development: At this point the PCs can choose to 
  investigate the keep and question the laborers as Fasala 
  suggested. In this case continue with Encounter 3.  
   
  If the PCs want to go to Hardbeach or find out about 
  the missing messenger, go to Encounter 5.  
   
  The PCs might also wish to purchase items, but they 
  will find that apart from food, ale, blankets and other basic 
  equipment there is little to be found at the construction 
  site. The PCs can resupply any food they might have 
  bargained in Encounter 2 that is not covered by lifestyle 
  expenses. 
   
  PCs who further question Fasala to find out more 
  about her employers will find her considerably evasive. 
  While she manages to talk herself out of any direct 
  inquiries, a DC 17 Sense Motive check reveals she is 
  actively hiding this information but still appears to answer 
  truefully. When confronted with this suspicion she tells 
  the PCs this doesn’t concern them. She presents any PC 
  pressing the matter with the choice to either settle this 
  matter to rest or be released from their agreement. 
   
   
  DUL6-01 A Voice in the Oerth 
   
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  ENCOUNTER 3:  
  RAGE AT STEELHOLME 
  When the PCs begin to ask around Steelholme, give them 
  Player’s Handout 1. This map of Steelholme is helpful in 
  guiding where the PCs want to look and/or ask questions. 
  Note that the PCs inevitably glance at area E while 
  traveling down the stairs for the first time. 
   
  If the PCs cast detect magic at any point, they find that 
  the entire place detects of moderate magic. A DC 20 
  Spellcraft check identifies the schools as evocation and 
  abjuration. A separate DC 25 Spellcraft check recognizes 
  the stronger magical aura as a hallow spell that has been cast 
  on every room in the compound. An additional DC 21 
  Spellcraft check recognizes that an endure elements spell has 
  been tied to the affected areas as part of the hallow spell.  
   
  If they ask Fasalla about the spell or the magic auras, 
  she tells them that the entire compound has been hallowed. 
  She explains that they brought in a caster upon their arrival 
  to make the place safe for habitation. She also explains that 
  the weather can be bad here, so the spells help against that 
  hardship. 
   
  The PCs may explore the grounds or question the 
  workers (or do both). The DM is encouraged to role-play 
  the conversations and exploration as much as time allows. 
   
  EXPLORING STEELHOLME 
   
  A. Path and Landing 
  This landing is just outside of the keep’s fortified 
  walls. One stairway leads down to the pier below, 
  while a small cliff side path leads away from the keep 
  toward the main road. 
   
  During both the day and the night there isn’t much to see 
  here. 
   
  B. Pier 
  This broad dock rests at the base of the cliff below the 
  fortress. It is equipped to handle a sizeable clipper 
  ship and seems to be in good repair. 
   
  During the course of the PCs’ investigations there is no 
  ship docked here. If any PCs own boats of their own, they 
  are welcome to dock them here with the permission of 
  Fasalla. 
   
  C. Towers and Walls 
  The keep is built into a cliff on one side, and the 
  courtyard is protected by a set of walls on the other 
  side. This is where the bulk of the repair work is 
  focused—nearly around the clock someone is laboring 
  at repairing the guard towers and walls. The area 
  closest to the keep’s entrance is almost finished, but 
  other spots are in dire need of fixing. 
   
  There is effectively always someone laboring here, and it is 
  one locale where the PCs can gather information from the 
  laborers (see below). 
   
  D1. Storage Room 
  This room is clearly a large storage area. It is piled 
  high with bricks, mortar, stone working tools, and 
  other items for the renovation of the keep.  
  During the day there is at least one laborer here who can be 
  spoken with (Gather Information check). 
   
  D2. Kitchen and Dining Hall 
  This area was probably a kitchen and dining hall in 
  the original keep, for it fills the same purpose now. 
  Two large, long tables are set up with benches in the 
  center of the room. To one side is an antiquated yet 
  functional kitchen area. 
   
  The PCs are welcome to take any and all of their meals here. 
  A meal is an ideal time to speak with the workers and 
  gather information. 
   
  D3. Laborers’ Quarters 
  This set of smaller rooms looks to be the quarters where the 
  laborers stay. A passing worker tells you that Fasalla also 
  has her room here. All of the rooms (even Fasalla’s) are 
  plain and utilitarian, with small cots, trunks, blankets, and 
  various personal items. The one difference between 
  Fasalla’s quarters and her workers’ quarters is a mirror. In 
  the corner of her room, Fasalla hung an enormous antique 
  mirror with a burnished copper frame. 
   
  The PCs may search the barracks if they like. They find 
  nothing of consequence, although it seems like one of the 
  workers has been stealing from the kitchens.  
   
  Fasalla’s mirror is an ordinary mirror, and does not 
  detect as magical. 
   
  This is an excellent place to gather information from 
  workers during the evening hours, as they are usually 
  engaged in games of cards. 
   
  E. Abandoned Smithy 
  The PCs cannot help but see into this room when they 
  travel up and down the stairs. The first time they walk up or 
  down the stairs after meeting with Fasalla, read the text 
  below. 
  This room appears to be an empty and dusty smithy. It 
  is in complete disrepair. Even the heavy anvil has been 
  torn from the floor and tipped on its side in a corner.  
   
  Read the following to any PC that is able to cast arcane 
  spells: 
  As you stand on the stairs, glancing into the 
  abandoned smithy, your mind seems to cloud a bit. 
  You feel warmth spreading from your temples 
  through your head, and you bite down hard on your 
  lip.  
   
  In your mind you see a gnarled oak tree at the 
  center of a ring of trees. Its trunk is covered in strange 
  red symbols. As you watch, the markings glow and 
  DUL6-01 A Voice in the Oerth 
   
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  move: a frenzy of symbols and signs on bark. The only 
  parts of the tree that are not covered with the red 
  symbols are the roots, which remain dark and inky 
  black. A pit of anger forms in your stomach as you 
  gaze at the roots.  
   
  Suddenly, the vision leaves your mind entirely. 
  You are staring into a simple abandoned smithy once 
  more. Yet you cannot shake the feeling that the tree 
  you saw is somewhere nearby… 
   
  Make a note of any PCs who experience this vision. They 
  see visions at three other points in the module, and receive 
  a special AR item: Rage of the Pirate King. 
   
  The PCs may wish to search this room after such a 
  vision. Allow them to. However, all searches will reveal 
  nothing more than an abandoned smithy should contain. 
   
  If the PCs ask around about the tree, they learn that 
  another worker has had similar dreams (see the Gather 
  Information section) and that there are several copses of 
  trees that dot the cliffs around Steelholme. 
   
  F1. Empty Office 
  This room is obviously lower on the list of repair priorities. 
  It was once a study or an office, perhaps, but it is now just 
  an empty square room. In the far wall of the room is a 
  crudely hewn tunnel that leads into the mountain. 
   
  There is nothing of interest here. The tunnel leads on 
  to room G, then to room H. 
   
  F2. Fasalla’s Office 
  This looks to be a makeshift office. While there are 
  simple chairs, the desk seems to be nothing more than 
  a large shipping crate.  
   
  The papers in this room detail various work orders and 
  contracts with local laborers, including contracts to hire 
  Induchine clan workers and Dwur clan workers. 
   
  F3. Guest Room 
  This room is a small, empty stone room. A number of 
  cots have been placed in here recently, as it serves as 
  guest chambers for visitors.  
   
  This is where the PCs can stay whenever they sleep at 
  Steelholme. 
   
  G. Underground Chamber 
  This dank chamber has the smell of earthwork. It appears 
  empty except for a stack of pickaxes in one corner. It does 
  look as if someone drew curious sigils along the floor of the 
  cavern in chalk. 
   
  Not much to see here. The sigil matches the one 
  beyond. 
   
  If asked about the sigils, Fasalla explains that they are 
  for luck while working. She tells the PCs that every room 
  in the keep was sanctified—the lines remain in these 
  rooms because there has been less traffic through here.  
   
  H. Cavern and Collapse 
  This room is another underground chamber. It is 
  unremarkable except for the large cave-in at the far end of 
  it. Various digging tools lean against the walls, suggesting 
  that the cave-in was man-made and sealed a passageway that 
  continued on. This room also bears chalked sigils. 
   
  A DC 10 Craft (stonework), Survival, or Stonecunning 
  check informs the PCs that the collapsed passage probably 
  led outside as a sort of back door into the keep. 
   
  Asking any workers about this room confirms that 
  finding. They explain that the small tunnel was added long 
  after the keep was built. Because it was generally crudely 
  made and unstable, they decided to collapse it. 
   
  GATHERING INFORMATION IN 
  STEELHOLME 
  The PCs can speak with the laborers at the site. Currently, 
  there are a dozen or so laborers who are working at the 
  keep. The section above details places where encounters 
  with workers may occur. These responses can be what the 
  PCs gain with Gather Information checks or as responses to 
  specific questioning of laborers. 
   
  Gather Information results: 
  • DC 6: A heavily-muscled laborer with an eye patch tells 
  you that: “No wonder them two dwarves went missing. They 
  stuck to themselves mostly. I don’t think they were hired through 
  the Induchine clan.” 
  • DC 8: A hefty man with a graying beard and sunburned 
  knuckles leans close to you and whispers: “I think the 
  problem is back in Hard Beach. Fasalla said that a messenger was 
  supposed to be passing through there while coming here, but he 
  never showed up.”  
  • DC 10: A slim halfling with rolled up sleeves frowns for a 
  moment, then says: “Around the time those two half-elf brothers 
  disappeared, a funny man stopped at the Keep. He had a cart, and 
  sold stuff. Fasalla bought a few items but I didn’t like the look of 
  him. I think he’s camping for a spell on the northern road. 
  Another wood-cutting group spied his wagon up there.” 
  • DC 12: A worried looking human working on a set of 
  scaffolding tells you: “I didn’t want to tell a bunch of people, but 
  I have had strange dreams since I got here. I keep seeing a weird 
  tree with all sorts of red markings that move on it. For some reason 
  I felt it was very close by. I don’t know what it means, but I’m 
  pretty spooked. If I didn’t need the money I would leave this 
  instant.” 
  • DC 16: A gruff worker with the residue of mortar covering 
  his clothes looks at you closely, then says: “They did 
  something funny here right when we arrived. A man in heavy 
  robes walked around the entire place touching the ground and 
  drawing markings in powder. The man arrived with Fasalla, but 
  left after a couple of weeks.” 
  • DC 18: A short man with thick blond curls smiles and 
  whispers: “I heard that the people running this place were half-
  demon crossbreeds from an evil cult located deep underneath 
  DUL6-01 A Voice in the Oerth 
   
  Page 11 
  
  Sunndi. Fasalla’s too nice to be a cultist, I think… There are lots of 
  rumors like that back in Hard Beach.” 
  • DC 20: The foreman of the laborers nods slightly before 
  telling you: “Most of us are here on contract through the 
  Induchine clan back in Hard Beach. I understand that they signed 
  some contracts with Fasalla to let her move into Steelholme. I 
  expect the folks back in Hard Beach might know more.” 
   
  Development: After they have made their inquiries, the 
  PCs can decide which of the leads to follow (Encounters 4, 
  5, 6, or 7 depending on the choices the PCs make). Note 
  that Encounter 7 occurs after the PCs return to Steelholme 
  for the first time after pursuing leads elsewhere.  
   
  If the PCs wish to follow up rumors of the strange 
  peddler, proceed to Encounter 4. 
   
  If the PCs wish to head back to Hard Beach for 
  information, proceed to Encounter 5. 
   
  If the PCs go searching for the tree that is appearing in 
  dreams, proceed to Encounter 6. 
   
  ENCOUNTER 4:  
  A PEDDLER OF POTIONS 
  This encounter occurs if/when the PCs decide to travel the 
  roads north of Steelholme to look for the mysterious potion 
  seller that they may have heard about.  
  As the road crests a seaside cliff, you see a large cart 
  pulled off the side of the road. The cart is painted with 
  gaudy flat colors, and emblazoned with the motto: 
  “Master Zaggart’s Wonder Potions.” An ox is hitched 
  to the front of the wagon. The beast seems intent on 
  consuming the vegetation clinging to the top of the 
  cliff.  
   
   
   
  Standing near the wagon is a tall dark-haired man 
  wearing a leather vest and bright green cap. He is 
  looking out over the sea. As you watch, he sighs, his 
  brow furrows, and a serious look spreads across his 
  face as he stares off over the rolling waves far below.  
   
  When the PCs make some noise or hail the man, then read 
  the following. 
  With a start, the man spins around and looks your 
  way. At once, the furrows in his brow disappear. A 
  broad smile spreads across his face and he bows 
  deeply, removing his cap with a flourish of his hand.  
  “Welcome lucky travelers. I recently brewed up a 
  potion that is 100% guaranteed to remove boils, corns, 
  and even warts from the most road-weary foot. By the 
  dust on your boots and cloak hems, I know that you 
  must be interested in this powerful prescriptive 
  poultice. Or are you interested in an oil to repel 
  aphids? An elixir to ease earaches? A salve to sooth 
  snakebite?” 
   
  Terrain: There is nothing special about the terrain apart 
  from the cliff. The drop to the rocks below is 40 foot at this 
  location. It is possible to climb down or up the cliff at a DC 
  of 20. The lower half is slippery which increases the DC by 
  5. The wagon is 8 by 15 foot, and it’s roof is 10’ high. Apart 
  from this wagon while there are several weeds and low 
  bushes, there is nothing big enough to provide cover. 
   
  � Master Zaggart: Male human weretiger Ftr2/Exp4; 
  hp 90; see Appendix 1. 
   
  Zaggart is friendly, and willing to answer some questions. 
  Anytime that it turns to an uncomfortable topic, he 
  changes the subject to the items he has for sale. He is 
  concerned about reprisals for his lycanthropy, so he refuses 
  to answer any questions that might compromise his secret. 
  A DC 15 Sense Motive check while talking with him 
  reveals to a PC that Master Zaggart is being evasive in his 
  answers, though they don’t know why. PCs actively looking 
  for any unusal signs will notice that his eyes have an 
  unnatural yellowish hue on a successful spot check DC 15. 
  Information that he is willing to share is listed below: 
  • 
  He did hear rumors about disappearances. He doesn’t 
  know anything about them, however.  
  • 
  He doesn’t know anything about the people who 
  moved into Steelholme. They looked through his 
  wares when he stopped there and purchased a few 
  ingredients used in purification and protective rituals, 
  but nothing else.  
  • 
  He does know the true history of Steelholme, 
  however. While lots of people knew that a band of 
  adventurers drove out a gang of bandits from the ruins, 
  he knows that the adventurers also fought against the 
  ghost of the pirate Steel Eyes. Steel Eyes built the keep 
  in 212 CY, but was slain by Aerdi sailors. The ghost 
  haunted the place until dispatched last year by the 
  adventurers.  
  • 
  His guess is that something inside the keep itself is 
  causing the disappearances, but he says that only 
  because one of the laborers he spoke with mentioned 
  having bizarre dreams that seemed to call him deeper 
  into the keep’s bowels. Zaggart tells the PCs that he 
  believes that dreams tell the true secrets of the world. 
   
  Development: If the PCs are civil to him, Master Zaggart 
  offers some of his alchemical wares for them to purchase. 
  These items are listed below, and those not normally 
  available for purchase do appear on the adventure record. 
   
  Items 
  for 
  sale: 
  Vial 
  of 
  antitoxin, 
  smokestick, 
  thunderstone, healer’s kit, focusing candle (Complete 
  Adventurer), and healer’s balm (Complete Adventurer). He also 
  sell the PCs his own “Master Zaggart’s Wonder Potions” for 
  40 gp each which are detailed on the adventure record.  
  Cross these items off the adventure record if the 
  PCs are hostile to Master Zaggart, or accuse him of 
  wrongdoing. Under such circumstances he attempts to 
  leave peacefully on his wagon. If the PCs attack him, he 
  defends himself as best as he can. He only changes shape if 
  he needs the speed to flee, as he wishes to keep his secret 
  safe. 
  DUL6-01 A Voice in the Oerth 
   
  Page 12 
  
  At this point, the PCs can follow up other leads or 
  return to Steelholme. If this is the first time that they 
  return to Steelholme after starting their investigations, 
  then proceed to Encounter 7. Otherwise, they can go to 
  Encounter 5 (checking out Hard Beach) or Encounter 6 
  (the tree in the dream). 
   
  ENCOUNTER 5:  
  UNINTENDED AMBUSH 
  This encounter occurs if/when the PCs decide to return to 
  Hard Beach. It can occur at any point in the investigation as 
  long as the PCs head back to Hard Beach, but it ideally 
  occurs prior to Encounter 8 and the discovery of the rogue 
  sorcerer in Steelholme.  
   
  The road back to Hard Beach shows no signs of 
  horrible beasts looking to snatch passing laborers. 
  While the undergrowth tends to be thick and 
  ominous on the side of the road opposite the rocky 
  shore of the sea, so far the greatest threat you’ve seen 
  is a squirrel gathering tiny pine apples.  
   
  As the light sea breeze strengthens, you realize 
  you will be reaching Hard Beach soon. You also notice 
  the flapping of an approaching traveler’s cape in the 
  stiff wind. As the man draws near, you see that he is 
  carrying a large pouch and appears to be a messenger 
  of some sort. He hails you, shouting: “Hello and well 
  met. Is it much further to Steelholme?” 
   
  The messenger introduces himself as Fresa Downings.  
   
  � Fresa Downings: Male human Exp 1; hp 6; see 
  Appendix 1. 
   
  Appearance: Fresa is a haggard man of not quite obvious 
  descent, although his energetic features, his pale blue eyes 
  and dark blond hair remind of the Suel. His skin looks 
  considerably pale, apart from his forehead, cheeks and nose 
  that show strong signs of sunburn. His black and brown set 
  of traveller’s clothing looks weathered and torn. From the 
  equally tired and anxious look on the man’s face anyone can 
  easily guess he was not used to the hardships of a long 
  journey. 
   
  Personality: Fresa used to work as a clerk until his 
  superiors noticed a certain lack of energy in him. As a result 
  they saw fit to send him on a courier mission. Although he 
  was able to travel with company for most of the way the 
  unknown hardships of muddy and steep roads, harsh 
  weather, 
  and 
  the 
  fear 
  resulting 
  from 
  countless 
  unidentifiable noises in the wilds have worn Fresa’s nerves 
  thin. As a result he will repeatedly ask about Steelholme, 
  and all but ignore most questions not concerning his 
  mission and especially his last leg of the journey. 
   
  If asking, the PCs can gain the following information: 
  • 
  He is a messenger all the way from the County of 
  Urnst. He was given a message to deliver to a woman 
  named Fasalla Randuun at Steelholme. 
  • 
  His ship left the County of Urnst, sailed the Nyr Dyv, 
  and down to the Kingdom of Ahlissa. He arrived at 
  Dullstrand via a mountain pass from Sunndi, traveled 
  up the coast to Hard Beach, and is now heading 
  onward to Steelholme.  
  • 
  He knows nothing about the messages that he is 
  carrying, except who they are for.  
  • 
  The man who sent the messages seemed to be a cleric 
  of some kind, as he was wearing a prominent holy 
  symbol. Fresa isn’t sure what it was, but he remembers 
  a sun symbol—maybe. (This may suggest Pelor to 
  some PCs, although it actually was the moon symbol of 
  Pholtus). 
    
  While the PCs are talking to Fresa, a group of bandits sneak 
  up on them. Two rogues sneak ahead, moving along a ditch 
  on the side of the road, up to a distance of 25 foot to Fresa. 
  Two fighters follow at a distance of 60 foot, making sure 
  they don’t get heard before the rogues do. 
   
  At this point the PCs can make a listen check (at -5 for 
  being distracted) against the rogues’ Move Silently checks 
  (they are taking 10). If the PCs beat the check by +3 or 
  more they detect the approach before the rogues are in 
  position to strike (encounter distance = difference x 10 ft.), 
  but won’t see them since they are not in line of sight. In 
  this case the PCs won’t get surprised and won’t be 
  distracted for subsequent Spot/Listen checks. If the rogues 
  do arrive at their position unchallenged, the PCs can make 
  a Spot check (at -5 if distracted) against the rogues’ Hide 
  check (taking 10). Any PC spotting the attackers gets to act 
  in the surprise round.  
   
  If the party is not surprised, adopt the following text 
  appropriately: 
   
  Suddenly, the air is filled with the shrill whine of bow 
  fire. Four men have emerged from the undergrowth, 
  all loosing strange blunted arrows at the messenger 
  and your group.  
   
  Terrain:  The terrain is smooth to the left of the road, but 
  to the right the ground drops in a steep decline further 
  ahead, the decline goes down about 15 feet before sloping 
  up again, forming a ditch that the bandits made use of to set 
  up their ambush. At this point the road also makes a wide 
  arc to the left, making it even more difficult to see whatever 
  is lurking inside the ditch. Moving into and out of the 
  ditch is not difficult, but charging or running is not 
  possible on the slope. 
   
  Creatures: If the bandits do not intend to kill anyone, and 
  are considered Unfriendly. If they are noticed before able 
  to start the ambush, the PCs can try diplomacy to talk them 
  out of it as a full round action (DC 25).  
   
  DUL6-01 A Voice in the Oerth 
   
  Page 13 
  
  APL 4 (EL 5) 
  � Albon and Barma (2): Male human Ftr2; hp 17, 17; 
  Hide +3; see Appendix 2. 
  � Choq and Durgu (2): Male human Rog2; hp 13, 13; 
  Hide +5; see Appendix 2. 
   
  APL 6 (EL 5) 
  � Albon and Barma (2): Male human Ftr2; hp 17, 17; 
  Hide +3; see Appendix 3. 
  � Choq and Durgu (2): Male human Rog2; hp 13, 13; 
  Hide +5; see Appendix 3. 
   
  APL 8 (EL 7) 
  � Albon and Barma (2): Male human Ftr4; hp 29, 29; 
  Hide +6; see Appendix 4. 
  � Choq and Durgu (2): Male human Rog4; hp 23, 23; 
  Hide +10; see Appendix 4. 
   
  APL 10 (EL 7) 
  � Albon and Barma (2): Male human Ftr4; hp 29, 29; 
  Hide +6; see Appendix 5. 
  � Choq and Durgu (2): Male human Rog4; hp 23, 23; 
  Hide +10; see Appendix 5. 
   
  APL 12 (EL 9) 
  � Albon and Barma (2): Male human Ftr6; hp 41, 41; 
  Hide +6; see Appendix 5. 
  � Choq and Durgu (2): Male human Rog6; hp 33, 33; 
  Hide +12; see Appendix 5. 
   
  Tactics: All four begin the combat by firing their blunt 
  arrows from cover, with half of the shots targeted at the 
  messenger. The fighters delay their initial attacks (if 
  needed) until after the rogues, then continue to fire at full 
  rate at PC combatants, while the rogues move to flank with 
  their saps. If things start to go wrong, the rogues attempt to 
  snatch the messenger’s bag and flee. At all points, the 
  combatants use non-lethal damage. If the PCs are defeated, 
  they awaken to find the messenger gone (but none of their 
  equipment taken). 
   
  Treasure:  
  Looting the bandits: 
   
  APL 4: L (156 gp); C (4 gp); M 4x +1 chain shirt (104 gp 
  each). 
   
  APL 6: L (156 gp); C (4 gp); M 4x +1 chain shirt (104 gp 
  each). 
   
  APL 8: L (156 gp); C (4 gp); M 4x +1 chain shirt (104 gp 
  each).  
   
  APL 10: L (156 gp); C (4 gp); M 4x +1 chain shirt (104 gp 
  each). 
   
  APL 12: L (156 gp); C (4 gp); M 4x +1 chain shirt (104 gp 
  each), 4x potion of cure moderate wounds (25 gp each). 
   
  Detect 
  Magic 
  results: 
  +1 
  chain 
  shirt 
  (Faint 
  Abjuration), potion of cure moderate wounds (Faint 
  Conjuration). 
   
  Development: Because the bandits were using non-lethal 
  attacks, it is likely that one or more of them is taken alive. If 
  the PCs question the bandits, they can gain the following 
  information (this information can also be gained if the PCs 
  successfull made a DC of 35 Diplomacy check and had 
  avoided combat): 
  • 
  They were hired to get information from the 
  messenger. When he met up with the PCs’ group, they 
  felt that their shot at getting him alone was gone, so 
  they attacked. 
  • 
  They were each paid 6 gold pieces by a dwarf back in 
  Hard Beach named Ror Granitefist. He had a strange-
  looking eye, like it wasn’t real. He asked them to get 
  information about who was moving into Steelholme, 
  and suggested that they question the messenger (Fresa 
  Downings) who was heading there.  
  • 
  If they are specifically asked if Ror Granitefist ordered 
  them to attack the messenger, they realize that no, he 
  probably didn’t intend for them to attack the 
  messenger. That was their (bad) plan… 
  • 
  Things have been tough in Hard Beach, and they were 
  willing to do anything for money that didn’t mean 
  they had to labor up at Steelholme. They heard a rumor 
  that the people rebuilding there are secretly agents of 
  the Scarlet Brotherhood, looking to establish a base on 
  the Strand. 
   
  If all of the bandits are killed in the combat, a search of 
  their bodies reveals that all of them are carrying six gold 
  pieces. A DC 10 Appraise or Knowledge (the Splintered 
  Suns) check shows those coins to be similar to those used 
  by the dwur clan of dwarves in the nearby mountains. A 
  DC 15 Iintelligence or spot check also reveals they are 
  identical to the ones given them by the laborer they saved 
  from the otyugh attack. This plus the comment from 
  Encounter 1 may be enough to lead the PCs back to Hard 
  Beach to check for the strange-eyed dwarf in the inn. 
   
  Because of the attack, the PCs may ask to see what is in 
  the pouch. Fresa reluctantly agree if the PCs explain that 
  they are in the employ of Fasalla and succeed at a DC 15 
  Diplomacy check. The papers are largely requisition orders 
  of supplies and building equipment. They are to be signed 
  by Fasalla, and go through a shipping broker who resides in 
  the northern portions of the County of Urnst. Otherwise 
  they are unremarkable. 
   
  At this point, the PCs may wish to either return to 
  Steelholme or to press on to Hard Beach to investigate this 
  strange dwarf. If they go to Hard Beach, they find Ror 
  Granitefist at “The Induchine’s Rest”. The PCs are allowed 
  in by the bouncer only if they look respectable (i.e. they are 
  not living off the wild for upkeep purposes). Kronk, the 
  half-orc bouncer does not take any guff, and treat anyone 
  who tries to make trouble with a courtesy bath in a nearby 
  rain barrel. 
   
  � Kronk: Male half-Orc Bbn7; hp 53; see Appendix 1. 
   
  Once they are allowed inside, read the following: 
  DUL6-01 A Voice in the Oerth 
   
  Page 14 
  
  The inside of the Induchine’s Rest is quiet. The smell 
  of freshly roasted lamb and onion stew permeates the 
  air of the common room, sending a rumble through 
  your stomach. Looking around the room, you spot a 
  lone dwarf with a full grey beard sitting at a table in 
  the corner. He looks ordinary enough except for a scar 
  near his right eye. The right eye itself is also notable, 
  for it seems strangely still. His left eye alights upon 
  your group and he waves you over.  
   
  “Well, don’t just stand there. You’re looking for 
  work? Or you have heard that I pay well for 
  information? In any case, please join me.” He motions 
  for you to sit in the few chairs surrounding his table. 
  “Your expressions tell me that you have questions.” 
   
  Ror Granitefist: Male dwarf Ftr3; hp 26; see Appendix 1. 
   
  Personality: Ror is a direct, practical dwarf. He is honest, 
  albeit somewhat taciturn, and wary about Fasalla Randuun 
  and anyone working on her behalf.  
  If asked he gives the PCs any of the following information. 
  • 
  He is Ror Granitefist, and he represents Dwur interests 
  in the area. Steelholme is very close to the Dwur lands, 
  and they were notably concerned about the identity of 
  their new neighbors. 
  • 
  Ror has been conducting what inquiries he can. He 
  also recalled two of the Dwur workers who were 
  serving at the site when Fasalla would not tell them 
  who she worked for or why she wanted to occupy 
  Steelholme. He has heard rumors that the two 
  disappeared, but he knows that they simply left and 
  returned to the Dwur lands in the highlands at his 
  request. 
  • 
  He paid a group of men to get information about 
  Steelholme and the messenger who was passing 
  through Hard Beach on his way there. Ror is shocked 
  when he hears that the messenger was attacked. He 
  apologizes profusely, saying that with the hard times at 
  Hard Beach the people have become less trustworthy.  
  • 
  He certainly means no harm to the people of 
  Steelholme. The Dwur simply want to know who are 
  on their borders as it impacts the safety of their lands.  
  • 
  The Induchine clan seems unconcerned with Fasalla’s 
  motivations. He knows that she met with them before 
  moving into Steelholme. However, no one in the clan 
  is talking about why she wanted the place. 
  • 
  Ror asks the PCs if they would be willing to work for 
  him as well as for Fasalla. He assumes that they also 
  wonder about her affiliations. He tells them that he 
  can guarantee them the favor of the Dwur if they 
  report what they know about Fasalla’s motivations. He 
  waits for them in “The Induchine’s Rest” to tell him 
  what they wish. He understands if they are loyal to 
  Fasalla, but he reminds them that if she truly is out for 
  good ends then her interests are the same as that of the 
  Dwur. 
   
  At this point, the PCs can follow up other leads or return to 
  Steelholme. If this is the first time that they return to 
  Steelholme after starting their investigations, then proceed 
  to Encounter 7. Otherwise, they can go to Encounter 4 or 
  Encounter 6. 
   
  ENCOUNTER 6:  
  TREE OF RAGE 
  This encounter occurs if/when the PCs decide to 
  investigate the strange tree that appeared in the dreams of 
  either some of the PCs or one Fasalla’s employees. This 
  encounter can also occur after Encounter 7 since a DC 15 
  Survival check allows the PCs to follow a set of tracks back 
  to this place (note that the tracks only appear after 
  Encounter 7). The tree is about 8 miles from Steelholme. 
   
  If the PCs get there by searching for the marked tree in the 
  dreams: 
  A few isolated clusters of trees populate the cliffs that 
  line the seaside. You’ve invested a fair amount of time 
  to locate these and none contain a tree bearing strange 
  markings. However, a gnarled oak tree appears to 
  tower over a copse of other trees in a hollow less than 
  a mile upcountry. 
   
  If the PCs follow the tracks left after Encounter 7: 
  The tracks of the strange woman and the two lumber 
  cutters have led you back to a small cluster of trees 
  that stand in a hollow about one mile from the seaside 
  cliffs. Rising above the other trees is the top of a tall, 
  gnarled oak. 
   
  No matter what brought the PCs here, read the following: 
  Stepping into the grove, you see that something is 
  definitely out of place. The tall oak that rose above the 
  grove stands in the center of the clearing, as if the 
  other trees are afraid to draw near it.  
   
  That feeling is heightened by the strange 
  appearance of the oak tree itself. At first glance, it 
  looks like the tree is covered in blood. At closer 
  inspection, you notice that the tree is covered in 
  writing and symbols. The writing is done in smeared 
  red and bronze pastes made from mixtures of clay and 
  berries. Many of the smeared sigils lie near the base of 
  the tree, and as you look down you see that the roots 
  of the tree itself have turned a strange black color. It is 
  an unnerving, unnatural blackness, as if something 
  evil in the earth is being sucked up into the tree itself. 
   
  If any of the PCs had the sensation of rage in Encounter 3, 
  read the following to them: 
  At the sight of the tree, your head starts to feel woozy. 
  It feels like the blood in your body raised its 
  temperature by 10 degrees. You can’t help but stare at 
  the darkened roots of the tree. Looking at their 
  blackness you feel two powerful desires: to caress the 
  roots and at the same time to tear them straight from 
  the ground with your bare hands. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 15 
  
  After the PCs have secured the grove, they may want to 
  examine the script on the trees. The writings are in Sylvan. 
  If the PCs cannot read Sylvan, they can either use magical 
  means of interpreting it or succeed on a DC 20 Decipher 
  Script check. 
   
  Once they have deciphered the writing, read the following: 
  The strange inscriptions on the tree seem to be both 
  protection and lament. Most of it is simply the same 
  phrase listed again and again: “The earth. The roots. 
  The Oerth. The roots. We must remove the blight on 
  our home.” However, other parts seem to be strange 
  narratives that seem to switch narrations between a 
  man and a woman. Everywhere the text is written in a 
  brisk hand, as if penned in pure anger. Finally, the 
  bottom parts seem to be protective wards placed just 
  above the base of the tree where the roots surface. 
   
  A DC 15 Knowledge (arcana) or Spellcraft identify the 
  symbols as minor protective wards. The only other points 
  of interest in this grove are the footprints that surround the 
  tree. A DC 15 Search check locates several sets of 
  footprints. A subsequent DC 20 Survival check can 
  differentiate those footprints more precisely. Two seem to 
  be shoed male feet, while the other seems to be those of a 
  shoeless woman. The two male feet seem to have camped 
  here for some time and then left with the shoeless female 
  feet. 
   
  If the PCs have had Encounter 7 yet: 
  A DC 15 Survival check can follow the trio of footprints. 
  They lead back toward Steelholme in a path that avoids the 
  main road.  
   
  If the PCs use speak with plants or other means to 
  communicate with the Dryad’s tree It answers that its 
  occupant has been acting strangely, starting about two 
  months ago. She began marking up its trunk and talking to 
  herself. It felt a change too. It felt that something was using 
  the tree’s connection to both the earth and to the dryad to 
  form a conduit to influence her mind. 
   
  Development: At this point, the PCs can follow up other 
  leads or return to Steelholme. If this is the first time that 
  they return to Steelholme after starting their investigations, 
  then proceed to Encounter 7. Otherwise, they can go to 
  Encounter 4 or Encounter 5. 
   
  ENCOUNTER 7:  
  TWO LUMBERJACKS AND A 
  LADY 
  This encounter occurs the first time that the PCs return to 
  Steelholme during their investigation.  
   
  As you pass through the gatehouse of Steelholme, the 
  familiar sights of the compound at work are replaced 
  with something far more sinister.  
   
  Two half-elf men stand in the center of the 
  courtyard, swinging hefty axes into something on the 
  ground. As specks of blood fly, you see one of the 
  laborers lying on the ground beneath them. Other 
  laborers are running for the palisades to escape the 
  grisly attackers.  
   
  As they raise their axes, the pair looks your way 
  with a wild, feral look to their eyes. One mutters “she 
  will love me for this,” before the two raise their axes 
  and rush your way.  
   
  Both attackers are standing roughly at the X mark in the 
  courtyard on the map of Steelholme (Player’s Handout 1).  
   
  At this point, have the PCs make Spot checks before 
  beginning combat. Anyone succeeding at a DC 20 Spot 
  check also notice a woman standing in the cover of a 
  nearby doorway (the entrance to room D3 on the map of 
  Steelholme): 
   
  Standing in a doorway is a nude woman. However, at 
  second glance you see that her body looks more like 
  burnished wood than skin, and her hair is more like 
  leaves and branches. She looks at you and smiles a 
  vicious smile—her twig-like teeth looking vile in the 
  shadow of the doorway.  
   
  Terrain: See Encounter 3. 
   
  Creatures: The Dryad, Elsadora, had been constantly 
  harrassed by Steelholme’s restless spirit and by now has 
  gone completely mad. She is so out of her mind that she 
  gave in to the induced impulsion to go to Steelholme and 
  cleanse it of their occupants, although this would separate 
  her from her tree, and ultimately kill her. 
   
  The men had been seduced by Elsadora without 
  magical means at first, but when she decided to attack the 
  fortress the ghost of Steelholme compelled her to use her 
  charm spells as well, just to be sure of their loyalty. The 
  men are not aware of this fact and do not immediately 
  change their behaviour even if the charm is broken. 
   
  APL 4 (EL 6) 
  � Elsadora: Dryad Sor4; hp 48; see Appendix 2. 
  � Rudek and Hoarns (2): Male half-elf Bbn1; hp 14, 14; 
  see Appendix 2. 
   
  APL 6 (EL 8) 
  � Elsadora: Dryad Sor 6; hp 58; see Appendix 3. 
  � Rudek and Hoarns (2): Male half-elf Bbn3; hp 25, 25; 
  see Appendix 3. 
   
  APL 8 (EL 10) 
  � Elsadora: Dryad Sor 8; hp 68; see Appendix 4. 
  � Rudek and Hoarns (2): Male half-elf Bbn5; hp 39, 39; 
  see Appendix 4. 
   
  APL 10 (EL 12) 
  � Elsadora: Dryad Sor 10; hp 78; see Appendix 5. 
  DUL6-01 A Voice in the Oerth 
   
  Page 16 
  
   � Rudek and Hoarns (2): Male half-elf Bbn7; hp 53, 53; 
  see Appendix 5. 
   
  APL 12 (EL 14) 
  � Elsadora: Dryad Sor 12; hp 88; see Appendix 6. 
  � Rudek and Hoarns (2): Male half-elf Bbn9; hp 67, 67; 
  see Appendix 6. 
   
  Tactics: Rudek and Hoarns rage and attack the nearest PCs. 
  If one hits and the other does not, then they proclaim “her 
  love is mine” quite loudly. Note that they are under mental 
  compulsion, since they were charmed the crazy fey.  
  However, as they were enchanted with Elsadora even 
  before they were charmed, they will only stop attacking, if 
  either the dryad is dead, or the charm spell is dispelled (or 
  suppressed) and the rage is ended. 
   
  Elsadora uses her spells to attack at a distance—
  alternating between her most powerful mind controlling 
  spells (charm person, suggestion, lesser geas) and attack spells 
  (fireball, baleful polymorph). She uses her staff of swarming 
  insects to distract any obvious spellcasters. If any PCs engage 
  Elsadora in combat, Rudek and Hoarns immediately move 
  to attack that PC instead of other targets. Any PC that bears 
  Wraithreaver, the +1 ghost touch scimitar from DUL 4-03 
  Steelholme, is singled out by Elsadora’s attacks. If she drops 
  that PC, she stops and pulls the sword from his or her grip. 
   
  Treasure:  
  Looting the trio: 
   
  APL 4: L (28 gp); C (0 gp); M staff of swarming insects (10 
  charges) (412 gp) 
   
  APL 6: L (28 gp); C (0 gp); M cloak of charisma +2 (333 
  gp), staff of swarming insects (10 charges) (412 gp) 
   
  APL 8: L (28 gp); C (0 gp); M cloak of charisma +2 (333 
  gp), ring of protection +1 (167 gp), staff of swarming insects (20 
  charges) (824 gp) 
   
  APL 10: L (28 gp); C (0 gp); M cloak of charisma +4 (1333 
  gp), ring of protection +1 (167 gp), staff of swarming insects (20 
  charges) (824 gp) 
   
  APL 12: L (28 gp); C (0 gp); M cloak of charisma +4 
  (1,333 gp), ring of protection +2 (667 gp), staff of swarming 
  insects (40 charges) (1,650 gp) 
   
  Detect Magic results: Cloak of charisma (Moderate 
  Transmutation), ring of protection +1 (Faint Abjuration), ring 
  of protection +2 (Moderate Abjuration), Staff of swarming 
  insects (Strong Transmutation). 
   
  Development: After defeating the trio, the PCs have at 
  least part of the puzzle. Fasalla or any of the camp laborers 
  can identify the two men as Rudek and Hoarns, the half-elf 
  brothers who disappeared a few days ago. No one knows 
  who the woman is.  
   
  If Rudek and Hoarns are captured, they speak of 
  falling in love with the woman. They suggest that she 
  talked strangely—often referring to herself as “we.” She 
  seemed entirely concerned about the health of the oak tree 
  in her grove. They apologize for their actions, and try to say 
  that their actions were clouded by love and the sense of 
  anger they were getting while standing within the presence 
  of the woman. (This is their perception. In truth they 
  wouldn’t have attacked to kill if Elsadora hadn’t also 
  charmed them.) 
   
  Fasalla demands that the two men be imprisoned for 
  their crimes if they are captured. The pair agrees to 
  imprisonment only if the dryad is dead. If not, they fight 
  until death. 
   
  If Elsadora is captured, she simply asks to be returned 
  to her oak tree over and over again. She seems bewildered 
  and distanced, as if she isn’t in full control of her actions. 
  Even if returned to her tree she dies in 4d6-3 hours because 
  of her separation (the -3 is due to her time away already).  
   
  If the PCs decide to question the workers further, use 
  the Gather Information results from Encounter 3 (or the 
  introduction) as needed. 
   
  The PCs can also locate a set of tracks with a DC 15 
  Search or Survival check. The tracks lead back to a 
  particular grove of trees some way off the seaside cliffs. The 
  PCs may want to investigate those trees if they have not 
  participated in Encounter 6 yet.  
   
  At this point, the PCs can move on to Encounter 8 or 
  go back and investigate other leads that they may have: 
  Encounters 4, 5, and 6. Fasalla mentions that while the 
  disappearance of the two carpenters is now explained, there 
  are many other disappearances that need to be solved. As 
  such, she suggests that the PCs follow up any leads they 
  have left. 
   
  ENCOUNTER 8:  
  THE SORCERER AND THE 
  PIRATE 
  This encounter concerns the PCs’ further inquisitions at 
  Steelholme as well as an event that opens a new lead in the 
  investigations. Ideally, the PCs have completed Encounters 
  4, 5, 6, and 7 prior to this event. 
   
  After exploring the many leads, the PCs may have 
  more questions for Fasalla and the rest of the laborers. Use 
  the information presented in Encounter 2 (Fasalla) and 
  Encounter 3 (the laborers). If the PCs press Fasalla about 
  her allegiances (on behalf of the Dwur agent or for their 
  own reasons) she again repeats that she is working with the 
  safety of the area in mind. She says that she believes the 
  PCs are close to finding out the source of the other 
  disappearances, and that they should focus their energies in 
  that way after resting for the evening. Remember that 
  Fasalla has offered the PCs a room in the keep for lodging.  
   
  Just after the PCs settle for a rest, a mad sorcerer 
  named Dominal sneaks into the compound using a scroll of 
  greater invisibility. He proceeds into room H, and begins 
  laughing hysterically when the duration of the spell ends. 
  This strange noise carries down the corridors of the ancient 
  keep, awakening or alerting the PCs. 
   
  Just as you settled down for a night’s rest, a strange 
  sound reaches your ears. It is a man’s voice, varying 
  between laughing, screaming, and talking to itself. In 
  DUL6-01 A Voice in the Oerth 
   
  Page 17 
  
  the calm night air these odd echoes through the halls 
  of the keep have an unnerving and unearthly quality. 
   
  The PCs can follow the sound over to the room F1 on the 
  map of Steelholme. The voice leads back into the deeper 
  portions of the keep that the renovation crew collapsed. 
  They can follow the crazed laughter back through the 
  tunnel to room H. 
   
  Before you, the crudely-hewn tunnel and cave beyond 
  is lit by a single flickering torch. Sitting in the middle 
  of the cavern is a single man. He is dressed in dirty 
  rags that haven’t been washed in some time. His head 
  rolls left and right, as his eyes look down into his lap. 
  He seems to have piled a great mass of dirt around 
  him in various lumps. Most frighteningly, the man’s 
  hands are covered in numerous rough scratches and 
  cuts. 
   
   
   
  i
  Looking down at the largest pile of dirt, the man 
  speaks. “My treasure! No wandering thieves can take 
  it. Your treasure? Mine, yes. My treasure lies above. 
  Below. Above. They won’t take it. They cannot take it 
  again. We lost it.” He still hasn’t noticed you, yet 
  clearly says “You have to reclaim what is mine. I have 
  what is mine.” Strangely, the two sentences seem to 
  have been spoken by different voices. Then, his head 
  rolling upward, one of his rolling eyes spots you. 
  Jumping to his feet, he seems to enter an insane 
  rage. “You took it from us! Raaagh! Both of us hate 
  you! My home! His treasure! Aaagh! My treasure! His 
  home! You must die!” Screaming and crying at the 
  same time, he begins to cast a spell. 
   
  Note to DM: While some players might not want to let 
  Dominal finish his speech, it is delivered very fast by two 
  voices at once and thus does not take up any time relevant 
  for combat. 
   
  Any PC that participated in DUL4-03 Steelholme may make a 
  DC 10 Intelligence check to recognize Dominal as the 
  leader of the group of bandits that were squatting in 
  Steelholme one year ago. 
   
  APL 4 (EL5) 
  � Dominal: Male human Sor5; hp 26; see Appendix 2. 
   
  APL 6 (EL 7) 
  � Dominal: Male human Sor7; hp 36; see Appendix 3. 
   
  APL 8 (EL 9) 
  � Dominal: Male human Sor9; hp 46; see Appendix 4. 
   
  APL 10 (EL 11) 
  � Dominal: Male human Sor11; hp 56; see Appendix 5. 
   
  APL 12 (EL 13) 
  � Dominal: Male human Sor13; hp 79; see Appendix 6. 
   
  Tactics: Dominal begins combat by casting his highest-
  level Illusion spell to make it look like he cast a wall of 
  colorful force (prismatic wall) splitting the PCs into two 
  groups. (Note to the DM: if a PC asks and succeds at a 
  Spellcraft check before Dominal gets to complete his spell, 
  he does not automatically disbelieve the resulting Illusion. 
  He would gain a +4 bonus to disbelieve it however.) 
   
  Dominal then focusses his most powerful attack spells 
  on the PCs “inside” the wall with him. Because of the 
  influence of Steel Eyes’ rage, he fights with lethal force 
  until defeated. Any PC that bears Wraithreaver, the +1 ghost 
  touch scimitar from DUL4-03 Steelholme, is singled out by 
  Dominal’s attacks. If he drops that PC, he stops and pulls 
  the sword from his or her grip. 
   
  Treasure:  
  Looting Dominal: 
   
  APL 4: L (1 gp); C (0 gp); M cloak of charisma +2 (333 
  gp). 
   
  APL 6: L (1 gp); C (0 gp); M cloak of charisma +2 (333 
  gp), ring of protection +1 (167 gp). 
   
  APL 8: L (1 gp); C (0 gp); M cloak of charisma +2 (333 
  gp), ring of protection +1 (167 gp), potion of cure moderate 
  wounds (25 gp). 
   
  APL 10: L (1 gp); C (0 gp); M cloak of charisma +4 (1,333 
  gp), ring of protection +1 (167 gp), potion of cure moderate 
  wounds (25 gp). 
   
  APL 12: L (1 gp); C (0 gp); M amulet of health +2 (333 
  gp), cloak of charisma +4 (1,333 gp), ring of protection +2 (667 
  gp), potion of cure moderate wounds (25 gp). 
   
  Detect Magic results: Cloak of charisma (Moderate 
  Transmutation), ring of protection +1 (Faint Abjuration), ring 
  of protection +2 (Moderate Abjuration), potion of cure moderate 
  wounds (Faint Conjuration). 
   
  Development: After defeating Dominal the PCs can search 
  his equipment and/or question him if he is still alive.  
   
  Going through Dominal’s gear reveals a piece of paper: 
   
  This old and crude map is drawn upon an often-foiled 
  piece of parchment. The map entails Steelholme and 
  the area around it. It looks like this man once called 
  Steelholme his base. Interestingly, there is a small 
  cave marked on the map that is a short distance north 
  of the keep. It is obv ous that the cave was recently 
  circled, as the ink is of different quality from the ink 
  of the map. 
   
  If the PCs question Dominal they can gain more 
  information. Note that at all times he is hardly lucid, and 
  that two presences seem to be inside him (and no magic 
  short of a wish or a miracle spell can stop it). When asked 
  questions, he says the following (all speaking in various 
  tenses and almost in different voices): 
  • 
  “Our name is Dominal. You stole our treasure. I live in a 
  cave near our home: Steelholme. No treasure. No home. All 
  we see is the dirt and the Oerth. Filthy dirt! 2,000 paces north, 
  nothing but filth and the voice in the Oerth.” 
  DUL6-01 A Voice in the Oerth 
   
  Page 18 
  
  • 
  “Last night strange beasts came and attacked our cave. He 
  escaped, but the monsters seemed intent on stealing his 
  meager possessions rather than attacking him. We does not 
  know why they attacked, although you didn’t get a good look 
  at them. Vile sea beasts!” 
  • 
  “Steelholme was once his hideout… My hideout. Long ago 
  and a year ago. A pox on the houses of Aerdi.” He spits on 
  the ground for emphasis at this point. 
  • 
  “Last year some dirty thieves came. Dirty thieves and Aerdi 
  sailors! They forced us from my home. Dirty, treasure-stealing 
  brigand thieves. Now we are back, yet he is not happy.” 
  • 
  If anyone wielded Wraithreaver: “That sword was ours… 
  Filthy thief! You will pay—he’ll leave your corpse at the 
  bottom of the depths!” 
   
  They can get little more from him in his state of confusion. 
  At this point, the PCs probably wish to explore Dominal’s 
  hidden cave. Proceed to Encounter 9 when they travel 
  there.  
   
  ENCOUNTER 9:  
  THE WRITING ON THE WALL 
  Either by using the rough map or by using the strange 
  verbal directions of Dominal, the PCs reach a small cave 
  whose entrance is obscured from the road by a small 
  outcropping of rock and the underbrush of the area.  
   
  Your trek across the rocky ground of the cliffs has 
  been slow and treacherous. In the distance the edge of 
  the cliff face gives way to the expanse of the sea 
  beyond. A small outcropping of rock covered with 
  scrub brush ahead reveals a concealed cave.  
   
  When the PCs enter the cave: 
  This small edifice is quite cramped. It bears obvious 
  signs of habitation—a bedroll, a small fire pit, and 
  scattered personal effects. It also appeared as if 
  someone rooted through the place before you arrived. 
  The items are scattered everywhere, with many 
  fragments of shattered clay earthenware and glass 
  bottles covering the floor—their contents still pooled 
  on the rock. Strangely, there also appears to be a few 
  fronds of fresh seaweed lying about the mess in the 
  cave. 
   
  Despite the mess, it is the interior wall of the cave 
  that grabs you attention. The wall is covered in a 
  strange mural drawn in charcoal. It roughly depicts 
  Steelholme, and sketched in a cave deep beneath it 
  seems to be a ghostly figure bearing a scimitar. It 
  seems like the image of the figure has been touched 
  frequently, as there are dozens of bloody handprints 
  covering the wall around his image. Words printed at 
  the bottom of the mural in angry, shaking common 
  script read: “The earth. The cave. The Oerth. The cave. 
  We must remove the blight on our home.” 
   
  If any of the PCs had the sensation of rage in Encounter 3, 
  read the following to them: 
  At the sight of the mural, you hear your heartbeat 
  begin to race. All of the times when you felt mad, hurt 
  or upset go rushing through your mind. You stagger 
  forward, the heat inside your head drawing you 
  toward the mural. Drawing you closer to pure anger, 
  pure madness, pure rage. Then at the very brink, you 
  stop yourself… and feel calm once more… but for 
  how long? 
   
  The PCs are free to search through the small cave. A DC 10 
  Knowledge (nature), Knowledge (geography), Survival, or 
  Profession (sailor) check will identify the seaweed as being 
  a type particular to the coves along the shoreline. There is 
  one such cove just south of Steelholme.  
   
  Outside the cave, a set of tracks can also be found with 
  a DC 15 Search or Survival check. They can be followed 
  with a DC 15 Survival check. The tracks are strangely 
  oversized, and display odd webbed toes and pointed claws. 
  When the PCs follow the tracks or head to the cove, 
  proceed to Encounter 10. 
   
  ENCOUNTER 10:  
  PILGRIMS FROM THE DEEP 
  The seaweed and the strange tracks lead the PCs to a stretch 
  of beach along a cove just to the south of Steelholme. If the 
  PCs do not think to look for seaweed and instead go back to 
  Steelholme, Fasalla can suggest that she saw the notable 
  seaweed in a cove just south of the keep (if the PCs inform 
  her).  
   
  When the PCs proceed to the cove, read aloud or 
  paraphrase: 
  Following a rough cliff-side trail downward to the sea, 
  you find yourself standing at the edge of a small inlet 
  of water. The waves wash slowly onto the shore as the 
  breeze blows your hair back from your face. 
   
  If the PCs look into the water or search for seaweed, read 
  the following: 
  Below the surface of the water you see four large 
  clusters of seaweed bobbing gently with the tide. The 
  seaweed matches the weeds you found in the insane 
  sorcerer’s cave. 
   
  As the PCs stand examining the area, the kuo-tua guards 
  from the underwater cavern below spot them even if the 
  PCs are invisible. They swim up to a section of shore just 
  beside where the PCs are standing. As the guards move 
  through an area of shadowy illumination until just before 
  their emergence they cannot be spotted until then. Any PC 
  succeeding at a DC 10 spot check gets to act in the surprise 
  round. 
   
  With a splash a group of creatures emerges from the 
  water close by. They are garbed in odd flowing robes 
  and carry heavy shields. Where a man’s head should be 
  DUL6-01 A Voice in the Oerth 
   
  Page 19 
  
  there is a bullet-shaped fish’s head. With a strange 
  display of simultaneity, the beings turn your way 
  brandishing vicious-looking short spears. 
   
  Terrain: The shore is rocky and hard to move through. 
  Charging or running is not possible, although the kuo-toa 
  can do so while swimming. To the west of the irregular 
  shoreline the terrain extends about 20-30 feet to the cliffs, 
  occasionally broken by shallow ponds of seawater of five to 
  ten feet in diameter. To the right the ocean floor steeply 
  declines into unpenetrable darkness (50 feet to the floor for 
  those with darkvision). 
    
  Creatures: The kuo-toa speak Kuo-Toan, Aquan and 
  Undercommon. They were set to guard their master against 
  unwanted intruders while he is performing a ritual, so they 
  will fight to the death rather than face their master’s wrath. 
  They will not pursue fleeing PCs however. 
   
  APL 4 (EL5) 
  � Kuo-Tua (3): hp 11, 11, 11; see Appendix 2. 
   
  APL 6 (EL 7) 
  � Kuo Tua Clr1 (4): hp 19; see Appendix 3. 
   
  APL 8 (EL 9) 
  � Kuo Tua Clr3 (4): hp 33; see Appendix 4. 
   
  APL 10 (EL 10) 
  � Kuo Tua Clr4 (4): hp 39; see Appendix 5. 
   
  APL 12 (EL 11) 
  � Kuo Tua Clr6 (3): hp 54; see Appendix 6. 
   
  Tactics: On their first round, the clerics join hands and 
  launch a lightning bolt with their supernatural abilities (all 
  APLs except 4). They stay back and use their ranged attack 
  spells to inflict damage before wading in with their 
  weapons or spontaneously inflicting wounds. The clerics 
  are of the same order, and are trained to wait for their 
  lightning bolt power to reform while they lay multiple 
  sound bursts on their foes. They try to stay close to each 
  other as they fight for this reason. 
   
  Treasure:  
  Looting the patrol: 
   
  APL 4: L (61 gp); C (0 gp); M (0 gp). 
   
  APL 6: L (61 gp); C (0 gp); M (0 gp). 
   
  APL 8: L (3 gp); C (0 gp); M 4x +1 chain shirt (104 gp 
  each), 4x potions of cure moderate wounds (25 gp each). 
   
  APL 10: L (0 gp); C (0 gp); M 4x +1 chain shirt (104 gp 
  each), 4x potions of cure moderate wounds (25 gp each), 4x +1 
  heavy wood shield (96 gp each). 
   
  APL 12: L (0 gp); C (0 gp); M 3x +1 chain shirt (104 gp 
  each), 3x potions of cure moderate wounds (25 gp each), 3x +1 
  heavy wood shield (96 gp each). 
   
  Detect 
  Magic 
  results: 
  +1 
  chain 
  shirt 
  (Faint 
  Abjuration), potion of cure moderate wounds (Faint 
  Conjuration), +1 heavy shield (Faint Abjuration). 
   
  Development: After defeating the kuo-tua, the PCs can 
  search them. In addition to their equipment, they all seem 
  to have the same sort of ceremonial robes, as if they are all 
  members of a certain order. 
   
  At this point, the PCs can look down into the water 
  where the Kuo-Tua emerged and make Spot checks. A DC 
  10 Spot check reveals two small underwater tunnels that 
  seem to lead back into the ground of the beach and into the 
  cliff. If the check is 25 or higher they also note a much 
  larger tunnel that also leads into the earth—however, this 
  larger one is further down the beach and it is mostly 
  obscured by a large clump of seaweed (hence the higher 
  DC to find it). 
   
  ENCOUNTER 11:  
  MAZE UNDER THE OERTH 
  When the PCs are ready to explore the underground and 
  underwater channels that lie underneath Steelholme, this 
  encounter details what they find. Note that Section A 
  provides the generic description for much of the complex 
  as well as notes on how PCs might navigate between the 
  flooded chambers and the chambers with air. 
   
  A. ENTRANCE AND TUNNELS 
  This details the PCs’ travel into and through the 
  underground tunnels.  
   
  At this point, the PCs have found two (or maybe three) 
  tunnels. One of the small tunnels and the large tunnel 
  remain underwater for a long way. The other small tunnel 
  rises above the water level after 30 feet. The PCs need to 
  swim about 20 feet into the corridors before realizing this 
  for sure (they see the glow of dried seaweed). However, the 
  tunnel does slope upward which might clue them in on 
  this fact. 
   
  DM’s Aid 1 contains a map of the underwater tunnels 
  as well as the pockets of air. The water is fairly calm, so the 
  DC of the Swim checks is 10. PCs can use a full round 
  action to swim at one half their speed, or a move action to 
  swim at one fourth their speed. PCs can hold their breath 
  for a number of rounds equal to their Constitution score 
  (note that this is halved if PCs take full actions rather than a 
  single move action each round). See page 84 of the Player’s 
  Handbook for a fuller description of the Swim skill.  
   
  Allow the PCs to explore the complex as they see fit. 
  There are two main paths through it. One path involves 
  eventually surfacing to the air-filled sections, and 
  proceeding through sections B, C, and D on their way to 
  part F. The other path involves reaching room F by 
  swimming the channels. PCs using this route may reach 
  some of the other sections, but they get to section E before 
  reaching section F (and the final fight is modified as listed 
  in section F).  
   
  � Walls: Unworked Stone Walls (Dungeon Master Guide 
  page 59) 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 20 
  
  � Floors: Natural Stone Floors (Dungeon Master Guide 
  page 60) 
   
  When the PCs move from the water-filled sections to the 
  air-filled sections, read the following text: 
  Emerging from the seawater, you find yourself in a 
  thin natural tunnel. The air here is stale and acrid, 
  with the strong scent of saltwater everywhere. Dried 
  strands of the yellow-green seaweed line the corridor 
  ahead. As it dries out, the seaweed apparently becomes 
  luminescent because the tunnel is dimly lit with a 
  strange greenish glow from the dried fronds. 
   
  B. OTYUGH’S LAIR 
  When the PCs head deeper into the subterranean complex 
  read aloud: 
  The pathway slopes upward toward a larger cavern in 
  the rock. You could smell the cavern ahead of you far 
  before you reached it. The room is a damp circular 
  cave about 30 feet in diameter. It appears to be piled 
  high with the decomposing remains of fish, seaweed, 
  and scraps of other trash floating in the large pool of 
  water that covers the entire floor. Two passages lead 
  out of the chamber—one sloping downward and one 
  upward.  
   
  While the room may seem very ominous, there is no real 
  threat here. This was once the domicile of the otyughs from 
  Encounter 2, but now nothing lives here. If the otyughs 
  were not killed, they are out, hunting for food. 
   
  The passage upward remains dry and leads the to room 
  C. The passage downward quickly goes below the level of 
  the water, and back into wet darkness of the maze.  
   
  C) OOZE CAVERN 
  This room contains an ooze that the kuo-tua avoided by 
  swimming through other channels. The PCs, however, may 
  need to confront it if they aren’t willing to swim onward. 
   
  Again you come to another open pocket in the rock of 
  the seaside cliffs. This natural rock cavity is somewhat 
  circular, about 50 feet in diameter. The ever-present 
  dripping noise of water seeping through the ground 
  echoes among the stalactites and stalagmites. Another 
  cavern tunnel leads away from the far side of this 
  room. 
   
  At this point, the PCs should attempt Spot checks. At APL 4 
  the ooze is simply camouflaged where it rests, at APLs 6-12 
  the ooze must make a hide check opposed to the PCs’ Spot 
  check.  
   
  Terrain: See DM’s Aid 1: Subterranean Caverns  
   
  Creatures: The ooze(s) is (are) starved and fight to death. 
   
  APL 4 (EL 3) 
  � Gelatinous Cube: hp 54; DC 15 spot check to notice; 
  see Appendix 2. 
   
  APL 6 (EL 5) 
  � Ochre Jelly: hp 69; Hide -9; see Appendix 3. 
   
  APL 8 (EL 7) 
  � Black Pudding: hp 115; Hide -13; see Appendix 4 
   
  APL 10 (EL 9) 
  � Black Pudding (2): hp 115, 115; Hide -13; see 
  Appendix 5. 
   
  APL 12 (EL 12) 
  � Elder Black Pudding: hp 290; Hide -17; see Appendix 
  6. 
   
  Tactics: The position of the ooze(s) is detailled in DM’s Aid 
  1: Subterranean Caverns 
   
  Treasure: This room contains no treasure, only the bones 
  of many small crabs that seem to infest the waterways here. 
   
  Development: The far passage leads on to the damp 
  corridor (section D). 
   
  If the party chooses to avoid this room and the 
  encounter within by traveling through another one of the 
  underwater tunnels, they gain half xp for using up 
  resources to avoid the encounter. However, choosing such 
  a path put the party into an unfavorable position for 
  encounter E. 
   
  D. DAMP CORRIDOR 
  This passageway leads up to the cave beyond. 
   
  As you begin treading up this passageway, you begin 
  hearing another noise besides the relentless “drip 
  drip” water falling on rock. A strange croaking noise 
  echoes down the corridor—guttural sounds of primal 
  rage chanting in a bizarre ritual that sounds as if it 
  will reach its climax any second.  
   
  Any PC able to comprehend Kuo-Tuan understand that the 
  speaker is shouting to a “god in the Oerth.”  
   
  If any of the PCs had the sensation of rage in Encounter 3, 
  read the following to them: 
  You are acutely aware that your heart is beating in 
  rhythm with the horrid screams echoing down the 
  corridor. Your mind suddenly shouts inside your own 
  brain, although the voice is certainly not your own.  
   
  “The tree! The earth! The lake! My keep! We must 
  remove the blight on our home!”  
   
  Your eyes roll back as you feel a strange heat 
  coursing through your veins. With your last bit of 
  sanity you focus on the steady “drip drip” of the water. 
  And slowly you become steady once more. The only 
  DUL6-01 A Voice in the Oerth 
   
  Page 21 
  
  reminder of your anger is the whiteness of your 
  knuckles—white from unconsciously curling your 
  hands into fists. 
   
  At this point the PCs probably want to head up into the 
  chamber. However, just after they hear the chanting, they 
  pass through a section of tunnel that the Kuo-Tua sorcerer 
  prepared with an alarm spell (silent alarm, from a scroll 
  gifted to him from his superiors in the deep, caster level 
  16). When he hears the alarm (expecting it to be the ooze), 
  the Kuo-Tua sorcerer begins using items to protect himself 
  from attackers (already figured into his stat block). If the 
  PCs detect the magic emanating from the alarm spell and 
  successfully dispel it, whether or not the Kuo-Toa gets to 
  cast his spells depends on his ability to hear the PCs 
  coming. 
   
  E. RISING CHANNEL 
  This encounter occurs if the PCs swim their way up 
  through the large underwater tunnel into the final 
  chamber. This puts the PCs at a significant disadvantage in 
  some ways, and at an advantage in others. 
   
   As you swim upwards in the gargantuan tube of 
  seawater, a noise distorted by the water reaches your 
  ears. It could almost be guttural sounds of primal rage 
  chanting in a bizarre ritual that sounds as if it will 
  reach its climax any second.  
   
  Any PC able to comprehend Kuo-Tuan and who succeeds 
  on a DC 25 Listen check hear that the speaker is shouting 
  to a “god in the Oerth.”  
   
  If any of the PCs had the sensation of rage in Encounter 3, 
  read the following to them: 
  You are acutely aware that your heart is beating in 
  rhythm with the horrid sounds being carried by the 
  water. Your mind suddenly shouts inside your own 
  brain, although the voice is certainly not your own.  
   
  “The tree! The earth! The lake! My keep! We must 
  remove the blight on our home!”  
   
  Your eyes roll back as you feel a strange heat 
  coursing through your veins. With your last bit of 
  sanity you focus on the soft movements of your 
  swimming in the water. And slowly you become 
  steady once more. The only reminder of your anger is 
  the 
  whiteness 
  of 
  your 
  knuckles—white 
  from 
  unconsciously curling your hands into fists. 
   
  At this point the PCs probably want to head up into the 
  chamber. The PCs begin the combat when they 
  immediately spot the monstrous crab that is floating at the 
  surface of the pool (which they are approaching from 
  below). The beast spots or smells them as they round the 
  corner and the water is illuminated by the dried seaweed in 
  the chamber above.  
   
  If the PCs approach from below in this manner, they 
  first face the monstrous crab underwater. The Kuo-Tua 
  notices the disturbance, take two rounds to prepare for 
  combat (drinking potions already figured into his stat 
  block), then joins the fight.  
   
  Please note that due to the unfavorable circumstances 
  the EL for this last combat is considered one higher than 
  indicated in the experience point summary table.  
   
  F) SUBTERRANEAN LAKE 
  This room contains a sizeable underground lake in a large 
  vaulted cavern. The room is 60 feet wide, 80 feet long, and 
  has a 20-foot high ceiling. The lake occupies the center of 
  the room, and is roughly 40 feet in diameter. The pool is 
  actually the entrance to a gargantuan underwater tunnel 
  that eventually makes its way out to the sea. The PCs may 
  be entering via the land tunnel or the sea tunnel, 
  depending upon how they reached the room. 
   
  The room also contains the leader of the kuo-tua 
  (Griblooblool) as he praises the “god in the Oerth” that 
  speaks in his dreams. Lurking just out of sight (under the 
  water) is the vile original inhabitant of the cavern that 
  Griblooblool befriended. The ancient, beast is not under 
  Griblooblool’s magical compulsion, but because he fed it 
  (another kuo-tua minion’s fate) the beast tolerates him.  
   
  ENCOUNTER 12: 
  VOICE UNDER THE OERTH 
   
  If the PCs came from the land tunnel: 
  The tunnel opens out into a large cavern—the largest 
  you have seen thus far. The center of the cavern is 
  filled with a murky subterranean lake. At the far end 
  of the cavern is a lone figure. It is the source of the 
  commotion—a frog-like man croaking in a guttural 
  voice and piling things at the base of a large and 
  familiar-looking mural on the wall. Then suddenly, 
  one of his eyes swivels your way. His chants transform 
  into howls of rage. 
   
  PCs may make Spot checks to scan the subterranean lake 
  opposed by the prehistoric beast’s Hide check.  
   
  When they see the beast, or when it attacks, read the 
  following: 
  Startled you realize that a great, pale beast lurks just 
  below the surface of the subterranean water. The thing 
  is enormous and crab-like, with a pale, grayish-white 
  shell—doubtless from spending eons inside this 
  cavern. It snaps two enormous pincers as it begins to 
  rise from the murky pool. 
   
  If the PCs came from the water tunnel: 
  Startled you realize that a great, pale beast floats above 
  you, resting where the underwater channel surfaces. 
  The thing is enormous and crab-like, with a pale, 
  grayish-white shell—doubtless from spending eons 
  inside this cavern. It snaps two enormous pincers as it 
  begins to float down toward you. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 22 
  
  The PCs are 25 feet beneath the giant crab when combat 
  begins. The tunnel is 30 feet in diameter until 10 feet before 
  the surface of the lake, where it widens to 40 feet in 
  diameter. Unless the PCs have some way of avoiding its 
  sight and scent, they are not able to surprise the beast.  
   
  Part (or all) of this fight will occur underwater. See the 
  rules for underwater combat on page 93 of the Dungeon 
  Master’s Guide. 
   
  When Griblooblool joins the fight, read the following: 
  As if the monstrous crab were not enough, it seems 
  that another is entering the fray. A fish-faced man 
  bearing a short spear splashes into the water above. 
  His face seems contorted with rage, and he begins 
  swimming down toward you—his hands gesturing as 
  if casting a spell. 
   
  Terrain: See DM’s Aid 1: Subterranean Caverns. The floor 
  around the subterranean lake is slippery. Any creature 
  trying to run or charge has to succeed ona a DC10 balance 
  check or fall to the ground. 
   
  APL 4 (EL 7) 
  � Griblooblool: Kuo-Tua Sor4; hp 29; see Appendix 2. 
  � Large Monstrous Crab: hp 36; Hide +4 (while 
  submerged); see Appendix 2. 
   
  APL 6 (EL 9) 
  � Griblooblool: Kuo-Tua Sor6; hp 37; see Appendix 3. 
  � Advanced Large Monstrous Crab (11 Hit Dice): hp 
  66; Hide +4 (while submerged); see Appendix 3. 
   
  APL 8 (EL 11) 
  � Griblooblool: Kuo-Tua Sor8; hp 45; see Appendix 4. 
  � Advanced Huge Monstrous Crab (16 Hit Dice): hp 
  109, Hide +0 (while submerged); see Appendix 4. 
   
  APL 10 (EL 13) 
  � Griblooblool: Kuo-Tua Sor10; hp 53; see Appendix 5. 
  � Gargantuan Monstrous Crab: hp 159; Hide -4 (while 
  submerged); see Appendix 5. 
   
  APL 12 (EL 15) 
  � Griblooblool: Kuo-Tua Sor12; hp 61; see Appendix 6. 
  � Advanced Gargantuan Monstrous Crab (40 Hit 
  Dice): hp 283; Hide -4 (while submerged); see Appendix 6. 
   
  Tactics: Griblooblool will begin by casting levitate or fly and 
  move to the top of the room. From there, he attack PCs 
  with his ranged spells while the beast engages the PCs in 
  combat. Griblooblool uses his deflect arrows and snatch 
  arrows feats (when he has them) to protect himself from 
  ranged attacks. Any PC that bears Wraithreaver, the +1 ghost 
  touch scimitar from DUL4-03 Steelholme, is singled out by 
  Griblooblool’s attacks. If he drops that PC, he stops and pull 
  the sword from his or her grip. At all APLs, the beast 
  generally stays in the protective cover of the lake while 
  utilizing its reach to strike at PCs on the shore. If the PCs 
  do not approach it, the beast moves onto land to attack. It 
  grabs and constricts any foes it can get between its pincers. 
   
  Treasure:  
  Looting Griblooblool: 
   
  APL 4: L (1 gp); C (0 gp); M amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp) 
   
  APL 6: L (1 gp); C (0 gp); M amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp) 
   
  APL 8: L (1 gp); C (0 gp); M amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), +1 returning shortspear (692 gp) 
   
  APL 10: L (1 gp); C (0 gp); M amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), cloak of resistance +1 (83 gp), +1 flaming 
  returning shortspear (1525 gp) 
   
  APL 12: L (1 gp); C (0 gp); M amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), cloak of resistance +3 (750 gp), +1 flaming 
  returning shortspear (1525 gp) 
   
  Detect Magic results: Amulet of natural armor  +1 
  (Faint Abjuration), cloak of resistance (Faint Abjuration), ring 
  of feather falling (Faint Transmutation), wand of Eagle’s 
  Splendor (Faint Transmutation), +1 returning shortspear 
  (Moderate Transmutation), +1 flaming returning shortspear 
  (Moderate Evocation, Moderate Transmutation) 
   
  Development: After defeating the sorcerer and his ally, 
  the PCs can examine the room in more depth. The mural 
  matches the picture from the earlier cave wall, except that 
  he figure under Steelholme is that of a frog-man wielding a 
  scimitar. If PCs can comprehend Draconic, they see that 
  written underneath the mural is the following phrase: 
  “The earth. The lake. The Oerth. The lake. We must 
  remove the blight on our home.”  
   
  At the foot of the mural lie two human corpses, some sort 
  of offering to the picture. A DC 10 Search check of the 
  corpses reveals that they are wearing the same garb as the 
  laborers working at Steelholme.  
   
  A search of the room reveals a notable find: the diary of 
  Dominal. Even more interestingly, there are notes written 
  in the margin in strange script (Draconic). When the PCs 
  find the diary, hand them Player Handout 2. If they are able 
  to read Draconic then they also get Player Handout 3. 
   
  Reading the journal, they learn how Dominal’s mind 
  became warped and filled with anger. Something is 
  speaking through the stones and caves in the area of 
  Steelholme, which speaks to those most gifted at magic. 
  Dominal believes (correctly) that it is the restless spirit of 
  Steel Eyes, the pirate ghost that once lurked in Steelholme. 
  The voices in his head told him that Steel Eyes was unable 
  to fully manifest thanks to something that the current 
  inhabitants did to the place (they sanctified it and placed 
  protective wards). Thus his rage has been infusing the land 
  and affected Dominal (and the Kuo Tua leader).  
   
  The PCs can then decipher that the Kuo Tua leader 
  saw Dominal in a dream, and thought that he held the 
  DUL6-01 A Voice in the Oerth 
   
  Page 23 
  
  solution to the anger that plagued him. The leader learned 
  of what was affecting him by reading Dominal’s diary, and 
  subsequently released his minions of the subterranean 
  caverns (the otyughs) upon Steelholme to rid it of its 
  current occupants and end the interference of the pirate 
  ghost’s rage. 
   
  With this information, the PCs can return to 
  Steelholme and speak with Fasalla. 
   
  CONCLUSION A: 
  This is the conclusion if the PCs manage to finish their 
  investigation, revealing the common ties of all the 
  disappearances and stopping the threat of the cult of kuo-
  tua pilgrims from the deep. 
   
  When they arrive back at Steelholme: 
  Hav ng seen many strange sights and discovered 
  much in the course of the investigation, it seems odd 
  to watch the simple and ordinary labor being 
  conducted on Steelholme. As you pass through the 
  courtyard, a few laborers wave as they carefully set 
  bricks, mix mortar, or clean existing stone.  
  i
   
   
  Greeting you at her makeshift office, Fasalla 
  instantly asks you for word of what you’ve found.  
   
  At this point, have the PCs explain what they wish. They 
  can describe the cause of the disappearances as best as they 
  can based on the evidence that they found (they may not 
  have it all). Fasalla listens intently to the PCs’ tales and 
  theories, and looks closely at any evidence they might have. 
  Then she speaks. 
   
  “Thank you so much for your efforts in this matter. I 
  am certain that you have stopped the troubles causing 
  the disappearances. You are stalwart warriors and a 
  welcome aid the in the defense of this place. For that I 
  thank you fully.” 
   
  “Though I may have seemed somewhat secretive, I 
  assure you that your mission to bring security to the 
  land is the same as mine. All of us who seek lawful 
  peace are servants together.” 
   
  With that statement, Fasalla winks at you and 
  leans forward, her clothes shifting as she does so. A 
  golden pendant that you did not notice before swings 
  out into view. The pendant bears the symbol of a full 
  moon eclipsed by a smaller crescent moon. 
   
  A DC 10 Knowledge (religion) check is enough to 
  determine that Fasalla wears the holy symbol of Pholtus. 
   
  As you stare at the symbol, she continues. “There are 
  many who would not have aided me and my mission 
  because of my faith. Thus, I must apologize for my 
  ruse. Because you seem as concerned with the safety of 
  this stretch of shoreline as my order and the 
  Induchine clan are, I feel that you can be trusted. My 
  order is here through a compact with the clan. The 
  Induchines will reward you for stopping the 
  disappearances of their workers just as the light of 
  Pholtus will reward you for bringing security to these 
  lands.” 
   
  Fasalla does not share more about her order, however—in 
  particular she does not reveal which branch of the faith she 
  follows. 
   
  For their accomplishment, the PCs are awarded both 
  the Gratitude of the Induchine Clan and the Gratitude 
  of Fasalla Randuun AR items. 
   
  If the PCs suggest that the protective wards of the place are 
  what are causing everything, she says: 
  “Your concern with the sanctification wards of the 
  keep seems misplaced. I am certain that the threats 
  have been dealt with effectively. To remove the 
  protections of our new home would be to declare that 
  Pholtus’ protections are unwanted. The threat is over, 
  surely, with the discovery of the evil beasts lurking in 
  the woods and the sea—places where the pure light of 
  Order fails to shine brightly. To think that the mind 
  of a long-dead pirate is behind all of this is fools’ 
  errand. The disappearances are solved and our keep is 
  at last safe, thanks to you and the protections of 
  Pholtus.” 
   
  The PCs can try and argue, but she is resolute that the 
  wards remain in place.  
   
  After the PCs finish with Fasalla they may very well 
  wish to give information about the true identity of the 
  Pholtans to Ror Granitefist, the Dwur agent in Hard Beach. 
  If they do, then he listens intently to the PCs’ report. Ror 
  then says: 
  “It seems that our mistrust was misplaced. The Dwur 
  are lawful people as well. The followers of Pholtus can 
  be powerful allies, so long as they are of the sect that 
  respects the good of the land—which this woman 
  seems to do. I will carry this news back to my clan. You 
  will be rewarded handsomely for this information, as 
  the Dwur do not easily promise their favor.” 
   
  For informing Ror Granitefist of the identity of the 
  Pholtans, the PCs earn the Favor of the Dwur AR item. 
   
  Finally, all PCs that had visions of anger, rage, and 
  madness also receive the Rage of the Pirate King AR 
  item. Note that this item can ONLY be given to PCs capable 
  of casting arcane spells. 
   
  CONCLUSION B: 
  This is the conclusion if the PCs abandon the investigation 
  and Steelholme at any point. Award them for the 
  experience and gold they received so far and conclude with 
  the following: 
   
  About three weeks after leaving the village of Hard 
  Beach behind, a traveler bearing strange news stops at 
  the inn you are staying at. He tells the common room 
  of the inn a wild tale, with disappearing laborers being 
  swallowed up by vile beasts from below the Oerth. 
  DUL6-01 A Voice in the Oerth 
   
  Page 24 
  
  Apparently every one of the people renovating an old 
  keep named Steelholme were found cooked and eaten 
  along the nearby beach. Strange frog-like footprints 
  coated the sand, along with the tracks of some colossal 
  crab that drug itself onto land to share in the feast. 
   
  The PCs receive no AR items, except for any of them that 
  may have had visions of rage during their brief time around 
  Steelholme. These PCs earn the Rage of the Pirate King 
  AR item. 
   
  CAMPAIGN CONSEQUENCES 
  This module has “Campaign Consequences”; that is the 
  outcome of this module will directly affect future events in 
  the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but because 
  of the complex nature of the back-story and campaign all 
  information requested is vital. 
   
  Please send your answers to averell@hors-la-loi.ch as 
  soon as possible. General comments about the module are 
  also welcome. 
  1. 
  Did the party manage to ensure the safety of 
  Steelholme? 
  2. 
  Did the party kill Griblooblool (the Kuo-toan 
  sorcerer)? 
  3. 
  Did they tell the Dwur the real identity of the 
  Pholtans? 
  4. 
  Did Dominal survive? 
   
   
  The End 
  DUL6-01 A Voice in the Oerth 
   
  Page 25 
  
  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 1: Away from Home 
  Defeating the Otyughs 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 5: Unintended Ambush 
  Defeating the desperate thugs: 
  APL 4 
  150 XP 
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  210 XP 
  APL 12 
  270 XP 
   
  Encounter 7: Two Lumberjacks and a Lady 
  Defeating the dryad and her lovers: 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 8: The Sorcerer and the Pirate 
  Defeating Dominal: 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  300 XP 
  APL 12 
  330 XP 
   
  Encounter 10: Pilgrims from the Deep 
  Defeating the kuo tua: 
  APL 4 
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  300 XP 
  APL 12 
  330 XP 
   
  Encounter 11: Maze under the Oerth 
  Defeating the ooze (note that if successfully avoided the 
  party gains only half xp for this encounter): 
  APL 4 
  90 XP 
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  360 XP 
   
  Encounter 12: Voice under the Oerth 
  Defeating Griblooblool and the giant crab: 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Story Award 
  Solved the cause of the attacks, namely that Steel Eyes’ 
  unformed consciousness is causing it: 
  APL 4 
  150 XP 
  APL 6 
  200 XP 
  APL 8 
  250 XP 
  APL 10 
  300 XP 
  APL 12 
  350 XP 
   
  Discretionary roleplaying award 
  APL 4 
  120 XP 
  APL 6 
  160 XP 
  APL 8 
  200 XP 
  APL 10 
  240 XP 
  APL 12 
  280 XP 
   
  Total possible experience: 
  Note to DM: at APLs 4 through 12 the party can gain XP for 
  a maximum of 36, 48, 60, 72 and 84 ELs. The number of ELs 
  noted below refer to the maximum number of ELs the 
  party might have defeated in combat. 
  APL 4 
  1,350 XP (37 total ELs) 
  APL 6 
  1,800 XP (49 total ELs) 
  APL 8 
  2,250 XP (63 total ELs) 
  APL 10 
  2,700 XP (75 total ELs) 
  APL 12 
  3,150 XP (89 total ELs) 
   
   
  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. 
  DUL6-01 A Voice in the Oerth 
   
  Page 26 
  
   
  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 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 1:  Away From Home 
  Reward provided by the workers for their rescue: 
   
  APL 4: L: 0 gp; C: 1 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 1 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 1 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 1 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 1 gp; M: 0 gp 
  Encounter 2:  A Warm Welcome 
  Reward from Fasalla for the help against the otyughs: 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp  
   
  APL 10: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Encounter 5:  Unintended Ambush 
  Looting the thugs: 
   
  APL 4: L: 156 gp; C: 4 gp; M: 4x +1 chain shirt (104 gp 
  each)  
   
  APL 6: L: 156 gp; C: 4 gp; M: 4x +1 chain shirt (104 gp 
  each)  
   
  APL 8: L: 156 gp; C: 4 gp; M: 4x +1 chain shirt (104 gp 
  each)  
   
  APL 10: L: 156 gp; C: 4 gp; M: 4x +1 chain shirt (104 gp 
  each)  
   
  APL 12: L: 156 gp; C: 4 gp; M: 4x +1 chain shirt (104 gp 
  each), 4x potion cure moderate wounds (25 gp each) 
   
  Encounter 7:  Two Lumberjacks and a Lady 
  Looting the dryad and her two lovers: 
   
  APL 4: L: 28 gp; C: 0 gp; M: staff of swarming insects (10 
  charges) (412 gp) 
   
  APL 6: L: 28 gp; C: 0 gp; M: cloak of charisma +2 (333 gp), 
  staff of swarming insects (10 charges) (412 gp) 
   
  APL 8: L: 28 gp; C: 0 gp; M: cloak of charisma +2 (333 gp), 
  ring of protection +1 (167 gp), staff of swarming insects (20 
  charges) (824 gp)  
   
  APL 10: L: 28 gp; C: 0 gp; M: cloak of charisma +4 (1333 
  gp), ring of protection +1 (167 gp), staff of swarming insects (20 
  charges) (824 gp) 
   
  APL 12: L: 28 gp; C: 0 gp; M: cloak of charisma +4 (1,333 
  gp), ring of protection +2 (667 gp), staff of swarming insects (40 
  charges) (1,650 gp) 
   
  Encounter 8:  The Sorcerer and the Pirate 
  Looting Dominal: 
   
  APL 4: L: 1 gp; C: 0 gp; M: cloak of charisma +2 (333 gp) 
   
  APL 6: L: 1 gp; C: 0 gp; M: cloak of charisma +2 (333 gp), 
  ring of protection +1 (167 gp) 
   
  APL 8: L: 1 gp; C: 0 gp; M: cloak of charisma +2 (333 gp), 
  ring of protection +1 (167 gp), potion of cure moderate wounds 
  (25 gp) 
   
  APL 10: L: 1 gp; C: 0 gp; M: cloak of charisma +4 (1,333 
  gp), ring of protection +1 (167 gp), potion of cure moderate 
  wounds (25 gp) 
   
   
  APL 12: L: 1 gp; C: 0 gp; M: amulet of health +2 (333 gp), 
  cloak of charisma +4 (1,333 gp), ring of protection +2 (667 gp), 
  potion of cure moderate wounds (25 gp)  
  Encounter 10:  Pilgrims from the Deep 
  Looting the kuo tua: 
   
  APL 4: L: 61 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 65 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 3 gp; C: 0 gp; M: 4x +1 chain shirt (104 gp 
  each), 4x potions cure moderate wounds (25 gp each) 
   
  APL 10: L: 1 gp; C: 0 gp; M: 4x +1 chain shirt (104 gp 
  each), 4x potions cure moderate wounds (25 gp each), 4x +1 
  heavy wood shield (96 gp each) 
   
  APL 12: L: 1 gp; C: 0 gp; M: 4x +1 chain shirt (104 gp 
  each), 4x potions cure moderate wounds (25 gp each), 4x +1 
  heavy wood shield (96 gp each) 
   
  Encounter 12:  Voice under the Oerth 
  Looting Griblooblool: 
   
  APL 4: L: 1 gp; C: 0 gp; M: amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp) 
   
  APL 6: L: 1 gp; C: 0 gp; M: amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp) 
   
  APL 8: L: 1 gp; C: 0 gp; M: amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), +1 returning shortspear (692 gp) 
   
  APL 10: L: 1 gp; C: 0 gp; M: amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), cloak of resistance +1 (83 gp), +1 flaming 
  returning shortspear (1525 gp) 
   
  APL 12: L: 1 gp; C: 0 gp; M: amulet of natural armor +1 
  (167 gp), ring of feather falling (183 gp), wand of Eagle’s 
  Splendor (375 gp), cloak of resistance +3 (750 gp), +1 flaming 
  returning shortspear (1525 gp) 
   
  Total Possible Treasure 
   
  APL 4: L: 246 gp; C: 55 gp; M: 1,661 gp  - Total: 1,962 gp 
  (1,300 gp maximum) 
  DUL6-01 A Voice in the Oerth 
   
  Page 27 
  
   
  APL 6: L: 250 gp; C: 55 gp; M: 2,386 gp  - Total: 2,691 gp 
  (1,800 gp maximum) 
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  APL 8: L: 188 gp; C: 51 gp; M: 3,157 gp  - Total: 3,396 gp 
  (2,600 gp maximum) 
   
  APL 10: L: 186 gp; C: 55 gp; M: 7,498 gp  - Total: 7,739 
  gp (4,600 gp maximum) 
  ITEM ACCESS 
  APL 4  
   
  APL 12: L: 186 gp; C: 52 gp; M: 10,424 gp - Total: 10,662 
  gp (6,600 gp maximum) 
  � Blunt arrows (Adventure; RoW) 
  � Candle, focusing (Adventure; CV) 
   
  � Healer’s balm (Adventure; CV) 
  SPECIAL 
  � Master Zaggart’s wonder potion (Adventure; 40 gp; see 
  above) 
  Rage of the Pirate King: This character had been touched 
  by the restless spirit of Steelholme. In the first combat of 
  any Dullstrand regional adventure, this character migth be 
  caught in a fit of madness, unless he makes a successful DC 
  11 Will save. On a failure he is affected as per the spell, lesser 
  confusion. 
  � Ring of feather falling (Adventure; DMG) 
  � Staff of swarming insects (10 charges)  (Adventure; 4,950 
  gp; DMG) 
   
  APL 6 (All of APL 4 plus the following) 
  � Wand of eagle’s Splendor (Adventure; DMG) 
   
   
  A remove curse spell cast by a caster of at least level 12 
  does remove this effect, as well as a break enchantment spell 
  on a successful DC 22 caster level check. 
  APL 8 (All of APLs 4-6 plus the following) 
  � +1 returning shortspear (Adventure; DMG) 
   
  � Staff of swarming insects (20 charges)  (Adventure; 9,900 
  gp; DMG) 
   
  Favor of the Dwur: This favor can be redeemed at the end 
  of a Dullstrand regional adventure (including this one) to 
  have one magical item repaired that has been destroyed 
  during that adventure at 40% of the total market value of 
  the item. This offer only applies to magical weapons or 
  armor. This favor might also be turned in for other uses at a 
  later time. 
  APL 10 (All of APLs 4-8 plus the following) 
  � Cloak of charisma +4 (Adventure; DMG) 
  � +1 flaming returning shortspear (Adventure; DMG) 
   
  APL 12 (All of APLs 4-10 plus the following) 
   
  � Cloak of resistance +3 (Adventure; DMG) 
  Gratitude of Fasalla Randuun: This favor can be 
  redeemed after a Dullstrand regional adventure to add the 
  axiomatic weapon enhancement to any one weapon the 
  character provides at normal upgrade cost. If the weapon in 
  question happens to be 'Wraithreaver' from the module 
  DUL4-03 Steelholme, the Pholtans instead offer to add the 
  'Bane (undead)' or 'Holy' enhancement (player's choice) at 
  normal upgrade cost (they want to discourage any ghost 
  from using it). 
  � Ring of protection +2 (Adventure; DMG) 
  � Staff of swarming insects (40 charges) (Adventure; 19,800 
  gp; DMG) 
   
  Gratitude of the Induchine Clan: If in the future the PC 
  wishes to purchase an item within the Dullstrand, but is 
  not yet able to pay for it, the leaders of the clan will in 
  return for this favor use their influence to lay claim to that 
  item in your name, and safe keep it until you are able to pay 
  the full price. In effect you may change the frequency of 
  one item found in a regional adventure of The Dullstrand 
  from adventure to regional. When using this favour, make a 
  note on that AR, mark this favour as used and insert the 
  number of the AR here: _____________ 
   
  Master Zaggart’s Wonder Potion: This herbal remedies 
  allow an additional Fortitude save versus non-magical 
  diseases at +4, but must be taken after the PC might have 
  contracted the disease. (i. e. the PC does not know the 
  result of the original Fortitude Save). If taken before 
  contracting a disease, it has no effect. (40gp, Adventure) 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 28 
  
  APPENDIX 1:  
  NPCS (ALL APLS) 
  ENCOUNTER 2: A WARM WELCOME 
   
  Fasalla Randuun: Female human (Oeridian) Clr3; CR 
  3; Medium Humanoid (human); HD 3d8-3; hp 15; Init 
  +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk 
  +2; Grp +3; Atk +4 melee (1d6+1, masterwork 
  quarterstaff); Full Atk +4 melee (1d6+1, masterwork 
  quarterstaff); SA Turn undead 7/day; SQ Spontaneous 
  cure; AL LN; SV Fort +2, Ref +1, Will +5; Str 12, Dex 10, 
  Con 8, Int 15, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +7, Diplomacy +10, 
  Knowledge (religion) +8, Profession (mediator) +8, 
  Sense Motive +5; Skill Focus (diplomacy), Skill Focus 
  (bluff), Extra Turning. 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—resistance, read magic (2), detect magic; 1st—protection 
  from evil*, protection from chaos, detect chaos, shield of faith; 
  2nd—calm emotions*, make whole, undetectable alignment. 
   
  *Domain spell. Deity: Pholtus. Domains: Good (cast 
  good spells at +1 CL); Law (cast lawful spells at +1 CL). 
   
  Possessions: Masterwork quarterstaff, merchant’s 
  outfit, holy symbol of Pholtus (hidden), quill, 2 vials of 
  ink, 10 sheets parchment, spell component pouch, 
  scroll of calm emotions. 
   
  E4: PEDDLER OF POTIONS 
   
   
  Master Zaggart: Male Weretiger Ftr2/Exp4; CR 10; 
  Medium Humanoid (human, shapechanger); HD 
  4d6+6d8+2d10+30; hp 90; Init +2; Spd 30 ft.; AC 19 
  (touch 12, flat-footed 17) [+5 armor, +2 Dex, +2 natural]; 
  Base Atk +9; Grp +12; Atk +13 melee (1d8+4/19-20, +1 
  longsword) or +11 ranged (1d8/19-20, light crossbow); 
  Full Atk +13/+8 melee (1d8+4/19-20, +1 longsword) or 
  +11 ranged (1d8/19-20, light crossbow); SQ Alternate 
  form, tiger empathy, low-light vision, scent; AL N; SV 
  Fort +10, Ref +8, Will +7; Str 16, Dex 14, Con 12, Int 12, 
  Wis 13, Cha 14. 
   
  Skills and Feats: Bluff +3, Craft (alchemy) +16, Hide 
  +11, Knowledge (nature) +4, Sense Motive +4, Tumble 
  +5; Animal Affinity, Blind Fight, Combat Reflexes, 
  Dodge, Mobility, Spring Attack, Run, Weapon Focus 
  (claws). 
   
  Possessions: +1 longsword, dagger, light crossbow, 10 
  bolts, +1 chain shirt, healer’s kit, thunderstone (2), 
  tanglefoot bag (2). 
   
  E5: UNINTENDED AMBUSH 
   
   
  Fresa Downings: Male Human Exp1; CR 1/2; 
  Medium Humanoid (Human); HD 1d6; hp 6; Init +0; 
  Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +0; 
  Grp +0; Atk +0 melee (1d4/19-20, dagger); Full Atk +0 
  melee (1d4/19-20, dagger); AL NG; SV Fort +0, Ref +0, 
  Will +1; Str 10, Dex 11, Con 10, Int 11, Wis 8, Cha 14. 
   
  Skills and Feats: Appraise +4, Diplomacy +9, Ride 
  +4, Sense Motive +3; Skill Focus (Diplomacy). 
   
  Possessions: Dagger, sealing wax, candle, flint and 
  steel, four sheets of parchment, quill, vial of ink, 
  messenger pouch containing a number of directives 
  addressed to Fasalla Randuun. 
   
  Kronk: Half-Orc Bbn7; CR 7; Medium Humanoid 
  (orc); HD 7d12+7; hp 53; Init +0; Spd 40 ft.; AC 15 
  (touch 12, flat-footed 15) [+3 armor, +2 deflection]; Base 
  Atk +7; Grp +13; Atk +9 melee (1d3+2, unarmed); Full 
  Atk +9/+4 melee (1d3+2, unarmed); SA Rage 2/day; SQ 
  Improved uncanny dodge, DR 1/-, trap sense +2; AL N; 
  SV Fort +6, Ref +2, Will +1; Str 14, Dex 11, Con 12, Int 
  7, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +6; Improved Unarmed 
  Strike, Improved Grapple, Power Attack 
   
  Possessions: Sap, +1 leather armor, 15 gold crowns, 
  ring of protection +2 
   
  Ror Granitefist: Male Dwarf Ftr3; CR 3; Medium 
  Humanoid (dwarf); HD 3d10+6; hp 26; Init +2; Spd 20 
  ft.; AC 19 (touch 12, flat-footed 17) [+2 Dex, +5 armor, 
  +2 shield]; Base Atk +3; Grp +5; Atk +6 melee 
  (1d6+2/x3, handaxe); Full Atk +6 melee (1d6+2/x3 
  handaxe); AL LN; SV Fort +5, Ref +3, Will +2; Str 14, 
  Dex 14, Con 15, Int 13, Wis 12, Cha 8. 
   
  Skills and Feats: Appraise +5, Diplomacy +5; 
  Combat Expertise, Weapon Focus (handaxe), Skill 
  Focus (diplomacy), Improved Trip. 
   
  Possessions: Handaxe, +1 chain shirt, heavy steel 
  shield, 60 gold crowns, 10 sheets of writing paper, quill 
  and ink, Dwur signet ring. 
  DUL6-01 A Voice in the Oerth 
   
  Page 29 
  
  APPENDIX 2: 
  APL 4
  ENCOUNTER 1: AWAY FROM HOME 
   
  Otyugh (2): CR 4; Large Aberration; HD 6d8+9, hp 36; 
  Init +0; Spd 20 ft.; AC 17 (touch 9, flat-footed 17) [–1 
  size, +8 natural]; Base Atk +4; Grp +8, Atk +4 melee 
  (1d6 Tentacle); Full Atk +4/+4 melee (1d6 Tentacle) 
  and –2 melee (1d4 bite); Space/Reach 10 ft./10 ft. (15 ft. 
  with tentacle) SA Constrict 1d6, disease, improved 
  grab; SQ Darkvision 60 ft., scent; AL N; SV Fort +3, Ref 
  +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6 
   
  Skills and Feats: Hide –1 (+7 when in it’s lair), 
  Listen +6, Spot +6; Alertness, Toughness, Weapon 
  Focus (tentacle)  
   
  Constrict (Ex): An otyugh deals automatic 
  tentacle damage with a successful grapple check. 
   
  Disease (Ex): Filth fever - bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an 
  otyugh must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  E5: UNINTENDED AMBUSH 
   
   
  Albon and Barma (2): Male Human Ftr2; CR 2; 
  Medium Humanoid (human); HD 2d10+2; hp 17; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +2; Grp +4; Atk +6 
  ranged (1d6+2 nonlethal/x3, masterwork composite 
  shortbow) or +4 melee (1d6+2 nonlethal, sap); Full Atk 
  +4/+4 ranged (1d6+2 nonlethal/x3, masterwork 
  composite 
  shortbow) 
  or 
  +6 
  ranged 
  (1d6+2 
  nonlethal/x3, masterwork composite shortbow) or +4 
  melee (1d6+2 nonlethal, sap); AL CN; SV Fort +4, Ref 
  +2, Will +1; Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha 
  10. 
   
  Skills and Feats: Move Silently +3, Hide +3; Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (shortbow). 
   
  Possessions: 
  Mighty 
  masterwork 
  composite 
  shortbow (+2 strength bonus), 20 blunt arrows, sap, 
  dagger, +1 chain shirt, masterwork buckler, 6 gp. 
   
  Choq and Durgu (2): Male Human Rog2; CR 2; 
  Medium Humanoid (human); HD 2d6+4; hp 13; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1 nonlethal, sap) or +3 ranged (1d6 nonlethal/x3, 
  shortbow); Full Atk +2 melee (1d6+1 nonlethal, sap) or 
  +3 ranged (1d6 nonlethal/x3, shortbow); SA Sneak 
  attack +1d6; SQ Evasion; AL CN; SV Fort +2, Ref +5, 
  Will +1; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +5, Hide +5, Tumble 
  +5; Dodge, Mobility.  
   
  Possessions: Sap, shortbow, 20 blunt arrows, dagger, 
  +1 chain shirt, masterwork buckler. 
   
  E 7: TWO LUMBERJACKS AND A LADY  
  Elsadora: Female Dryad Sor4; CR 5; Medium Fey; HD 
  4d6+4d4+16, hp 48; Init +6; Spd 30 ft.; AC 23 (touch 16, 
  flat-footed 17) [+4 armor*, +6 Dex, +3 natural]; Base Atk 
  +4; Grp +4; Atk +11 melee (1d4/19-20, masterwork 
  dagger); Full Atk +11 melee (1d4/19-20, masterwork 
  dagger); SA Spell-like abilities; SQ Damage reduction 
  5/cold iron, tree dependent, wild empathy; AL CE; SV: 
  Fort +6, Ref +11, Will +11; Str 10, Dex 22, Con 14, Int 
  12, Wis 16, Cha 24.  
   
  * Elsadora has already cast mage armor upon 
  herself, which is figured into her AC. 
   
  Skills and Feats: Concentration +13 (+17 when 
  casting defensively), Escape Artist +13,  Handle Animal 
  +14, Hide +11, Knowledge (nature) +8, Listen +10, 
  Move Silently +10, Spot +10, Spellcraft +2, Survival 
  +10; Combat Casting, Great Fortitude, Weapon 
  Finesse, 
   
  Spell-like abilities: At will—entangle (DC 14), 
  speak with plants, tree shape; 3/day—charm person (DC 
  14), deep slumber (DC 16), tree stride; 1/day—suggestion 
  (DC 16). Caster level 6th. The save DCs are wisdom-
  based. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check  
   
  Spells per day (6/7*/5; base DC = 17 + spell level): 
  0—arcane mark, detect poison, disrupt undead, flare, ray of 
  frost, read magic; 1st—charm person, mage armor, shocking 
  grasp; 2nd—Tasha’s hideous laughter. 
   
  * Elsadora has already cast one 1st-level spell. 
   
  Possessions: Masterwork dagger, spell component 
  pouch, staff of swarming insects (10 charges). 
   
  Rudek and Hoarns (2): Half-Elf Bbn1; CR 1; Medium 
  Humanoid (elf); HD 1d12+2; hp 14; Init +0; Spd 40 ft.; 
  AC 11 (touch 10, flat-footed 11) [+1 armor]; Base Atk 
  +1; Grp +2; Atk +2 melee (1d8+1/x3, battleaxe); Full 
  Atk +2 melee (1d8+1/x3, battleaxe); SA Rage 1/day; AL 
  CN; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, 
  Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +5, Intimidate +4, Survival 
  +5; Self Sufficient. 
   
  Possessions: Battleaxe, dagger, padded armor. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 30 
   
  
  E8: THE SORCERER AND THE PIRATE  
  Dominal: Male Human Sor5; CR 5; Medium 
  Humanoid; HD 5d4+10; hp 26; Init +1; Spd 30 ft.; AC 
  15 (touch 11, flat-footed 14) [+1 Dex, +4 armor*]; Base 
  Atk +2; Grp +2; Atk +2 melee (1d4/19-20, dagger) or +2 
  melee (1d8/x3, longspear); Full Atk +2 melee (1d4/19-
  20, dagger) or +2 melee (1d8/x3, longspear); 
  Space/Reach 5 ft./5 ft. (10 ft. with longspear); AL CN; 
  SV Fort +3, Ref +2, Will +4; Str 10, Dex 13, Con 14, Int 
  10, Wis 10, Cha 18.  
   
  * Dominal has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) 
  +8, 
  Spellcraft 
  +10; 
  Eschew 
  Materials, 
  Improved Initiative, Silent Spell 
   
  Spells per day (6/6*/5; base DC = 14 + spell level): 
  0—detect magic, detect poison, ghost sound, mage hand, read 
  magic, touch of fatigue; 1st—mage armor, magic missile, 
  shield, silent image; 2nd—minor image, touch of idiocy. 
   
  * Note that he already has cast one 1st-level spell. 
   
  Possessions: Dagger, longspear, cloak of charisma +2. 
   
  E10: PILGRIMS FROM THE DEEP  
   
  Kuo-Tua (4): CR 2; Medium Monstrous Humanoid 
  (aquatic); HD 2d8+2; hp 11; Init +0; Spd 20 ft., swim 50 
  ft.; AC 21 (touch 10, flat-footed 21) [+6 natural, +3 
  armor, +2 shield]; Base Atk +2; Grp +3; Atk +3 melee 
  (1d6+1, shortspear) or +3 melee (1d4+1, bite); Full Atk 
  +3 melee (1d6+1, shortspear) and -2 melee (1d4, bite); 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slipperty; AL NE; SV Fort +3, Ref +3, 
  Will +5; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8. 
   
  Skills and Feats: Knowledge (religion) +4, Escape 
  Artist +8, Listen +7, Move Silently +3, Spot +11, Swim 
  +9; Alertness, Great Fortitude 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement.  
   
  Possessions: Shortspear, dagger, heavy wooden 
  shield coated with Kuo-Tua adhesive, masterwork 
  studded leather. 
   
  E11: MAZE UNDER THE OERTH  
   
  Gelatinous Cube: Huge Ooze; HD 4d10+32, hp 54; 
  Init -5; Spd 15 ft; AC 3 (touch 3, flat-footed 3) [-2 size, -5 
  Dex]; Base Atk +3; Grp +11; Atk +1 melee (1d6 plus 1d6 
  acid, slam); Full Atk +1 melee (1d6 plus 1d6 acid, slam); 
  Space/Reach 15 ft/10 ft; SA Acid, engulf, paralyze; SQ 
  Blindsight 60 ft, immunity to electricity, ooze traits, 
  transparent; AL N; SV Fort +9, Ref -4; Will -4; Str 10, 
  Dex 1, Con 26, Int -, Wis 1, Cha 1 
   
  Skills ans Feats: - 
   
  Acid (Ex): A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the 
  cube, but if they do so they are not entitled to a saving 
  throw. Those who do not attempt attacks of 
  opportunity must succeed on a DC 13 Reflex save or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis 
  and acid, and are considered to be grappled and 
  trapped within its body. The save DC is Strength-based 
  and includes a +1 racial bonus. 
   
  Paralysis (Ex): A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 31 
   
  
   
  Possessions: spell component pouch, ring of feather 
  falling, amulet of natural armor +1, potion of shield of faith 
  +3. 
  E12: VOICE UNDER THE OERTH  
   
  Griblooblool: 
  Kuo-Tua 
  Sor4; 
  CR 
  6; 
  Medium 
  Monstrous Humanoid (aquatic); HD 2d8+4d4+12; hp 
  29; Init +1; Spd 20 ft., swim 50 ft.; AC 23 (touch 13, flat-
  footed 22) [+4 armor**, +2 deflection*, +1 Dex, +6 
  natural]; Base Atk +4; Grp +4; Atk +4 melee (1d3, 
  unarmed strike) or +4 melee (1d4, bite); Full Atk: +4 
  melee (1d3, unarmed strike) and -1 melee (1d4, bite); 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slipperty; AL NE; SV Fort +5, Ref +5, 
  Will +6; Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 16. 
   
  Large Monstrous Crab: Large Vermin; CR 4; HD 
  6d8+9; hp 36; Init +1; Spd 20 ft.; AC 18 (touch 9, flat-
  footed 18) [-1 size, +9 natural]; Base Atk +4; Grp +17; 
  Atk +8 melee (1d8+5, claw); Full Atk +8/+8 melee 
  (1d8+5, claw); Space/Reach: 10 ft./10 ft.; SA Constrict 
  2d8+5, Improved Grab; SQ Amphibious, low-light 
  vision, scent; AL N; SV Fort +6, Ref +2, Will +2; Str 21, 
  Dex 11, Con 12, Int -, Wis 11, Cha 2. 
   
  Skills and Feats: Hide +0 (+4 while submerged), 
  Spot +4; Toughness. 
   
  * Griblooblool has already consumed his shield of 
  faith potion  
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  ** Griblooblool has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +11, Escape Artist 
  +9, Knowledge (arcana) +6, Listen +4, Move Silently +4, 
  Search +8, Spellcraft +4, Spot +8, Swim +8; Alertness, 
  Deflect Arrows, Great Fortitude, Improved Unarmed 
  Strike. 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement.  
   
  Spells per day (6/6*/4; base DC = 13 + spell level): 
  0—detect magic, detect poison, ghost sound, touch of fatigue, 
  read magic, mage hand; 1st—mage armor, cause fear, magic 
  missile; 2nd—levitate. 
   
  * Note that he already has cast one 1st-level spell. 
  DUL6-01 A Voice in the Oerth 
   
  Page 32 
   
  
  APPENDIX 3: 
  APL 6
  ENCOUNTER 1: AWAY FROM HOME 
   
  Otyugh (4): CR 4; Large Aberration; HD 6d8+9, hp 36; 
  Init +0; Spd 20 ft.; AC 17 (touch 9, flat-footed 17) [–1 
  size, +8 natural]; Base Atk +4; Grp +8, Atk +4 melee 
  (1d6 Tentacle); Full Atk +4/+4 melee (1d6 Tentacle) 
  and –2 melee (1d4 bite); Space/Reach 10 ft./10 ft. (15 ft. 
  with tentacle) SA Constrict 1d6, disease, improved 
  grab; SQ Darkvision 60 ft., scent; AL N; SV Fort +3, Ref 
  +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6 
   
  Skills and Feats: Hide –1 (+7 when in it’s lair), 
  Listen +6, Spot +6; Alertness, Toughness, Weapon 
  Focus (tentacle)  
   
  Constrict (Ex): An otyugh deals automatic 
  tentacle damage with a successful grapple check. 
   
  Disease (Ex): Filth fever - bite, Fortitude DC 14, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Improved Grab (Ex): To use this ability, an 
  otyugh must hit with a tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  E5: UNINTENDED AMBUSH 
   
   
  Albon and Barma (2): Male Human Ftr2; CR 2 each; 
  Medium Humanoid (human); HD 2d10+2; hp 17; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +2; Grp +4; Atk +6 
  ranged (1d6+2 nonlethal/x3, masterwork mighty 
  composite shortbow) or +4 melee (1d6+2 nonlethal, 
  sap); Full Atk +4/+4 ranged (1d6+2 nonlethal/x3, 
  masterwork mighty composite shortbow) or +6 ranged 
  (1d6+2 nonlethal/x3, masterwork mighty composite 
  shortbow) or +4 melee (1d6+2 nonlethal, sap); AL CN; 
  SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 
  8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +3, Hide +3; Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon focus 
  (shortbow). 
   
  Possessions: 
  Masterwork 
  mighty 
  composite 
  shortbow (+2 strength bonus), 20 blunt arrows, sap, 
  dagger, +1 chain shirt, masterwork buckler, 6 gp. 
   
  Choq and Durgu (2): Male Human Rog2; CR 2 each; 
  Medium Humanoid (human); HD 2d6+4; hp 13; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +1; Grp +2; Atk +2 melee 
  (1d6+1 nonlethal, sap) or +3 ranged (1d6 nonlethal/x3, 
  shortbow); Full Atk +2 melee (1d6+1 nonlethal, sap) or 
  +3 ranged (1d6 nonlethal/x3, shortbow); SA Sneak 
  attack +1d6; SQ Evasion; AL CN; SV Fort +2, Ref +5, 
  Will +1; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.. 
   
  Skills and Feats: Move Silently +5, Hide +5, Tumble 
  +5; Dodge, Mobility.  
   
  Possessions: Sap, shortbow, 20 blunt arrows, +1 chain 
  shirt, masterwork buckler, 6 gp.  
   
  E7: TWO LUMBERJACKS AND A LADY  
  Elsadora: Female Dryad Sor6; CR 7; Medium Fey; HD 
  4d6+6d4+20, hp 58; Init +6; Spd 30 ft.; AC 27 (touch 16, 
  flat-footed 21) [+4 armor*, +6 Dex, +3 natural, +4 
  shield*]; Base Atk +5; Grp +5; Atk +13 melee (1d4/19-
  20, masterwork dagger); Full Atk +13 melee (1d4/19-
  20, masterwork dagger); SA Spell-like abilities; SQ 
  Damage reduction 5/cold iron, tree dependent, wild 
  empathy; AL CE; SV: Fort +7, Ref +11, Will +14; Str 10, 
  Dex 22, Con 14, Int 12, Wis 16, Cha 24.  
   
  Skills and Feats: Concentration +14 (+18 when 
  casting defensively), Escape Artist +13, Handle Animal 
  +14, Hide +11, Knwoledge (arcana) +4, Knowledge 
  (nature) +8, Listen +10, Move Silently +10, Spot +10, 
  Spellcraft +6, Survival +10; Great Fortitude, Weapon 
  Finesse, Combat Casting, Iron Will. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check. 
   
  Spell-like Abilities: At will—entangle (DC 14), 
  speak with plants, tree shape; 3/day—charm person (DC 
  14), deep slumber (DC 16), tree stride; 1/day—suggestion 
  (DC 16). Caster level 6th. The save DCs are wisdom-
  based. 
   
  Spells Per Day (6/7*/6*/5; base DC = 17 + spell 
  level): 0—acid splash, arcane mark, detect poison, disrupt 
  undead, flare, ray of frost, read magic; 1st—charm person, 
  mage armor, shocking grasp, shield; 2nd—protection from 
  arrows, Tasha’s hideous laughter; 3rd—fireball. 
   
  * Elsadora has already cast mage armor and shield 
  upon herself, which is figured into her AC. She has 
  also pre-cast protection from arrows which grants her DR 
  10/magic versus ranged weapons, which can absorb up 
  to 60 points of damage before discharged. 
   
  Possessions: Masterwork dagger, spell component 
  pouch, cloak of charisma +2, staff of swarming insects (10 
  charges). 
   
  Rudek and Hoarns (2): Half-Elf Bbn3; CR 3; Medium 
  Humanoid (elf); HD 3d12+3; hp 25; Init +0; Spd 40 ft.; 
  AC 11 (touch 10, flat-footed 11) [+1 armor]; Base Atk 
  +3; Grp +4; Atk +4 melee (1d8+1/x3, battleaxe); Full 
  Atk +4 melee (1d8+1/x3, battleaxe); SA Rage 1/day; SQ 
  Uncanny dodge, trap sense +1; AL CN; SV Fort +4, Ref 
  +3, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +7, Intimidate +6, Survival 
  +7; Lightning Reflexes, Self Sufficient. 
  DUL6-01 A Voice in the Oerth 
   
  Page 33 
   
  
   
  Possessions: Battleaxe, dagger, padded armor  
   
  E8: THE SORCERER AND THE PIRATE  
  Dominal: Male Human Sor7; CR 7; Medium 
  Humanoid (human); HD 7d4+14; hp 36; Init +1; Spd 30 
  ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +4 armor*, 
  +1 deflection]; Base Atk +3; Grp +3; Atk +3 melee 
  (1d4/19-20, dagger) or +3 melee (1d8/x3, longspear); 
  Full Atk +3 melee (1d4/19-20, dagger) or +3 melee 
  (1d8/x3, longspear); Space/Reach 5 ft./5 ft. (10 ft. with 
  longspear) AL CN; SV: Fort +4, Ref +3, Will +5; Str 10, 
  Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  * Dominal has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (arcana) 
  +9, 
  Spellcraft 
  +11; 
  Eschew 
  Materials, 
  Improved Initiative, Silent Spell, Spell Focus (illusion) 
   
  Spells per day (6/6*/7/5; base DC = 13 + spell level): 
  0—acid splash, detect magic, detect poison, ghost sound , mage 
  hand, read magic, touch of fatigue; 1st—enlarge person, mage 
  armor, magic missile, shield, silent image ; 2nd—minor 
  image , scorching ray, touch of idiocy; 3rd—fireball, haste. 
   
  * Dominal has already cast one 1st-level spell. 
   
    Due to Spell Focus (Illusion) the base DC of these 
  spells is 14 + spell level. 
   
  Possessions: Dagger, longspear, cloak of charisma +2, 
  ring of protection +1. 
   
  E10: PILGRIMS FROM THE DEEP  
   
  Kuo-Tua Clr1 (3): CR 4; Medium Monstrous 
  Humanoid (Aquatic); HD 3d8+6; hp 19; Init +0; Spd 20 
  ft., swim 50 ft.; AC 23 (touch 11, flat-footed 22) [+1 Dex, 
  +6 natural, +4 armor, +2 shield]; Base Atk +2; Grp +3; 
  Atk +3 melee (1d6+1, shortspear) or +3 melee (1d4+1, 
  bite); Full Atk +3 melee (1d6+1, shortspear) and -2 
  melee (1d4, bite); SA Lightning bolt, rebuke undead 
  3/day; SQ Adhesive, amphibious, immunity to poison 
  and paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; SV Fort +6, Ref +6, Will 
  +7; Str 12, Dex 13, Con 14, Int 8, Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +3, Escape Artist +7, 
  Knowledge (religion) +5, Spot +11, Swim +7; Alertness, 
  Great Fortitude, Lightning Reflexes. 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 0—
  cure minor wounds (2), resistance; 1st—cure light wounds, 
  protection from good*. 
   
  *Domain spell. Deity: Blibdoolpoolp. Domains: 
  Destruction (smite 1/day, +4 to hit and + Clr level to 
  damage); Evil (cast evil spells at +1 CL). 
   
  Possessions: Shortspear, dagger, heavy wooden 
  shield coated with Kuo-Tua adhesive, masterwork 
  chain shirt, holy symbol of Blibdoolpoolp. 
   
  E11: MAZE UNDER THE OERTH  
   
  Ochre Jelly: Large Ooze; HD 6d10+36, hp 69; Init -5; 
  Spd 10 ft, climb 10 ft; AC 4 (touch 4, flat-footed 4) [-1 
  size, -5 Dex]; Base Atk +4; Grp +10; Atk +5 melee 
  (2d4+3 plus 1d4 acid, slam); Full Atk +5 melee (2d4+3 
  plus 1d4 acid, slam); Space/Reach 10 ft/5 ft; SA Acid, 
  constrict 2d4+3 plus 1d4 acid, improved grab; SQ 
  Blindsight 60 ft, ooze traits, split; AL N; SV Fort +8, Ref 
  -3; Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1 
   
  Skills ans Feats: Climb +10 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre 
  jelly must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, 
  each with half of the original’s current hit points 
  DUL6-01 A Voice in the Oerth 
   
  Page 34 
   
  
  (round down). A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 it points. 
   
  Skills: An ochre jelly has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  E12: VOICE UNDER THE OERTH 
  Griblooblool: 
  Kuo-Tua 
  Sor6; 
  CR 
  8; 
  Medium 
  Monstrous Humanoid (aquatic); HD 2d8+6d4+16; hp 
  37; Init +1; Spd 20 ft., swim 50 ft.; AC 24 (touch 14, flat-
  footed 23) [+1 Dex, +6 natural, +4 armor**, +3 
  deflection*]; Base Atk +5; Grp +5; Atk +5 melee (1d3, 
  unarmed strike) or +5 melee (1d4, bite); Full Atk: +5 
  melee (1d3, unarmed strike) and +0 melee (1d4, bite); 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slipperty; AL NE; SV Fort +6, Ref +6, 
  Will +7; Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 16. 
   
  * Griblooblool has already consumed his potion of 
  shield of faith +3 
   
  ** Griblooblool has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +13, Escape Artist 
  +9, Knowledge (arcana) +10, Listen +4, Move Silently 
  +4, Search +8, Spellcraft +6, Spot +8, Swim +8; 
  Alertness, Deflect Arrows, Great Fortitude, Improved 
  Unarmed Strike, Snatch Arrows. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement.  
   
  Spells per day (6/6*/6/4; base DC = 13 + spell level): 
  0—detect magic, detect poison, ghost sound, touch of fatigue, 
  read magic, mage hand; 1st—mage armor, cause fear magic 
  missile, ray of enfeeblement; 2nd—levitate, Melf’s acid arrow; 
  3rd—fly. 
   
  * Griblooblool has already cast one 1st-level spell. 
   
  Possessions: Spell component pouch, ring of feather 
  fall, amulet of natural armor +1, wand of eagle’s splendor, 
  potion of shield of faith +3*. 
   
  Advanced Large Monstrous Crab (11 Hit Dice): 
  Large Vermin; CR 6; HD 11d8+14; hp 66; Init +1; Spd 
  20 ft.; AC 18 (touch 9, flat-footed 18) [-1 size, +9 
  natural]; Base Atk +8; Grp +21; Atk +12 melee (1d8+5, 
  claw); Full Atk +12/+12 melee (1d8+5, claw); 
  Space/Reach: 10 ft./10 ft.; SA Constrict 2d8+5, 
  improved grab; SQ Amphibious, low-light vision, 
  scent; AL N; SV Fort +8, Ref +3, Will +3; Str 21, Dex 11, 
  Con 12, Int -, Wis 11, Cha 2. 
   
  Skills and Feats: Hide +0 (+4 while submerged), 
  Spot +4; Toughness 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
  DUL6-01 A Voice in the Oerth 
   
  Page 35 
   
  
  APPENDIX 4: 
  APL 8
  ENCOUNTER 1: AWAY FROM HOME 
   
  Lifeleech Otyugh (2): Large Aberration; HD 9d8+54; 
  hp 94; Init +3; Spd 40 ft. (8 squares); AC 21 (touch 16, 
  flat-footed 18) [-1 size, +3 Dex, +5 natural, +4 
  deflection]; Base Atk +6; Grp +18; Atk +14 melee 
  (1d8+8, tentacle); Full Atk +14/+14/+14/+14 melee 
  (1d8+8, tentacles) and +8 melee (1d6+4, bite); 
  Space/Reach: 10 ft./10 ft. (tentacle up to 15 ft.); SA 
  Constrict, Improved Grab; SQ Darkvision 60 ft., fast 
  healing 5, life-leech aura, spell-strengthened hide; AL 
  NE; SV Fort +9, Ref +6, Will +12; Str 27, Dex 16, Con 
  23, Int 7, Wis 18, Cha 8. 
  Skills and Feats: Hide +3*, Jump +12, Listen +10, Spot 
  +10; Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle) 
   
  Constrict (Ex): A lifeleech otyugh deals 
  automatic tentacle damage with a successful grapple 
  check. 
   
  Spell-Strengthened Hide (Su): The sickly gray 
  skin of a lifeleech otyugh has been infused with 
  magical energy. This strange energy grants a lifeleech 
  otyugh a +4 deflection bonus to its armor class. 
   
  Lifeleech Aura (Su): Whenever a spell or a spell-
  like ability with the healing descriptor is used on a 
  creature within 60 feet of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it had 
  been one of the spell’s targets. If a healing spell cast 
  within 60 feet of a life-leech otyugh would grant it 
  enough hit points to exceed its full normal total, it 
  gains the remaining hit points as temporary hit points. 
  A lifeleech otyugh can’t have more temportaty hit 
  points from its lifeleech aura than its fill normal hit 
  point total. Temporary hit points gained in this manner 
  last for 1 hour. This ability affects spell completion and 
  spell trigger items (such as scrolls, staffs, and wands) 
  but not other magic items. 
   
  Improved Grab (Ex): To use this ability, a 
  lifeleech otyugh must hit with its tentacle attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Skills: A lifeleech otyugh has a +8 racial bonus to 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *A 
  lifeleech otyugh gains +8 racial bonus on hide checks 
  when in its lair, due to its natural coloration. 
   
  E5: UNINTENDED AMBUSH 
   
   
  Albon and Barma (2): Male Human Ftr 4; CR 4 each; 
  Medium Humanoid (Human); HD 4d10+4; hp 29; Init 
  +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 16) [+3 Dex, 
  +5 armor, +1 shield]]; Base Atk +4; Grp +6; Atk +9 
  ranged (1d6+4/x3 nonlethal, shortbow) or +6 melee 
  (1d6+2 nonlethal, sap); Full Atk +7/+7 ranged (1d6+4/3 
  nonlethal, 
  shortbow) 
  or 
  +9 
  ranged 
  (1d6+4/x3 
  nonlethal, shortbow) or +6 melee (1d6+2 nonlethal, 
  sap); AL CN; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, 
  Con 13, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +6, Hide +6; 
  Weapon focus (shortbow), point blank shot, precise 
  shot, rapid shot, stealthy, weapon specialization 
  (shortbow). 
   
  Possessions: +1 chain shirt, masterwork buckler, 
  masterwork composite shortbow (+2 strength bonus), 
  blunt arrows (20), sap, 6 gp. 
   
  Choq and Durgu (2): Male Human Rog 4; CR 4 each; 
  Medium Humanoid (Human); HD 4d6+8; hp 23; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 18) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +3; Grp +5; Atk +5 melee 
  (1d6+2 nonlethal, sap) or +5 ranged (1d6/x3 nonlethal, 
  shortbow); Full Atk +5 melee (1d6+2 nonlethal, sap) or 
  +5 
  ranged 
  (1d6/x3 
  nonlethal, 
  shortbow); 
  SA 
  Trapfinding, sneak attack +2d6, evasion, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +3, Ref +6, Will +2; Str 
  14, Dex 15, Con 14, Int 8, Wis 12, Cha 10.. 
   
  Skills and Feats: Move Silently +10, Hide +10, 
  Tumble +8; Dodge, mobility, stealthy 
   
  Possessions: +1 chain shirt, masterwork buckler, sap, 
  shortbow, blunt arrows (20). 
   
  E7: TWO LUMBERJACKS AND A LADY  
  Elsadora: Female Dryad Sor8; CR 9; Medium Fey; HD 
  4d6+8d4+24, hp 68 (plus 1d10+8 temporary); Init +6; 
  Spd 30 ft.; AC 28 (touch 17, flat-footed 22) [+4 armor*, 
  +6 Dex, +3 natural, +1 deflection, +4 shield*]; Base Atk 
  +6; Grp +6; Atk +13 melee (1d4/19-20, masterwork 
  dagger); 
  Full 
  Atk 
  +13/+8 
  melee 
  (1d4/19-20, 
  masterwork dagger); SA Spell-like abilities; SQ Damage 
  reduction 5/cold iron, tree dependent, wild empathy; 
  AL CE; SV: Fort +7, Ref +11, Will +15; Str 10, Dex 22, 
  Con 14, Int 12, Wis 16, Cha 25.  
   
  Skills and Feats: Concentration +15 (+19 when 
  casting defensively), Escape Artist +13, Handle Animal 
  +14, Hide +11, Knwoledge (arcana) +8, Knowledge 
  (nature) +8, Listen +10, Move Silently +10, Spot +10, 
  Spellcraft +9, Survival +10; Combat Casting, Dodge, 
  Great Fortitude, Iron Will, Weapon Finesse. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check. 
  DUL6-01 A Voice in the Oerth 
   
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  Spell-like abilities: At will—entangle (DC 14), 
  speak with plants, tree shape; 3/day—charm person (DC 
  14), deep slumber (DC 16), tree stride; 1/day—suggestion 
  (DC 16). Caster level 6th. The save DCs are wisdom-
  based. 
   
  Spells Per Day (6/7*/6*/7/4; base DC = 17 + spell 
  level): 0—acid splash, arcane mark, detect poison, disrupt 
  undead, flare, ray of frost, read magic, resistance; 1st—charm 
  person, mage armor, protection from law, shield, shocking 
  grasp; 2nd—false life, protection from arrows, Tasha’s hideous 
  laughter; 3rd—fireball, suggestion; 4th—lesser geas. 
   
  * Elsadora has already cast mage armor and shield 
  upon herself, which is figured into her AC. She has 
  also pre-cast protection from arrows which grants her DR 
  10/magic versus ranged weapons, which can absorb up 
  to 60 points of damage before discharged. Finally, she 
  has pre-cast false life which has given her 1d10+8 
  temporary hit points. 
   
  Possessions: Masterwork dagger, spell component 
  pouch, cloak of charisma +2, ring of protection +1, staff of 
  swarming insects (20 charges). 
   
  Rudek and Hoarns (2): Half-Elf Bbn5; CR 5; Medium 
  Humanoid (elf); HD 5d12+5; hp 39; Init +0; Spd 40 ft.; 
  AC 11 (touch 10, flat-footed 11) [+1 armor]; Base Atk 
  +5; Grp +7; Atk +7 melee (1d8+3/x3, battleaxe); Full 
  Atk +7 melee (1d8+3/x3, battleaxe); SQ Improved 
  uncanny dodge, rage 2/day, trap sense +1; AL CN; SV 
  Fort +5, Ref +3, Will +0; Str 14, Dex 11, Con 12, Int 9, 
  Wis 8, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +8, Survival 
  +9; Lightning Reflexes, Self Sufficient. 
   
  Possessions: Battleaxe, dagger, padded armor. 
   
  E8: THE SORCERER AND THE PIRATE  
  Dominal: Male human Sor9; CR 9; Medium 
  Humanoid; HD 9d4+18, hp 46; Init +1; Spd 30 ft.; AC 
  16 (touch 11, flat-footed 15) [+1 Dex, +4 armor*, +1 
  deflection]; Base Atk +4; Grp +4;  Atk +4 melee 
  (1d4/19-20, dagger) or +4 melee (1d8/x3, longspear); 
  Full Atk +4 melee (1d4/19-20, dagger) or +4 melee 
  (1d8/x3, longspear); Space/Reach 5 ft./5 ft. (10 ft. with 
  longspear); AL CN; SV: Fort +5, Ref +4, Will +6; Str 10, 
  Dex 13, Con 14, Int 10, Wis 10, Cha 19.  
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +10, Spellcraft +12; Eschew Materials, Greater 
  Spell Focus (illusion), Improved Initiative, Silent Spell, 
  Spell Focus (illusion). 
   
  Spells per Day (6/7*/7/7/4; base DC = 14 + spell 
  level): 0—acid splash, detect magic, detect poison, ghost 
  sound, mage hand, read magic, resistance, touch of fatigue; 
  1st—enlarge person, mage armor, magic missile, silent 
  image , shield; 2nd—invisibility, mirror image, scorching ray, 
  touch of idiocy; 3rd—displacement, fireball, haste; 4th—
  greater invisibility, phantasmal killer . 
   
  * Dominal has already cast mage armor upon 
  himself, which is figured into his AC. 
   
    Due to Greater Spell Focus (Illusion) the base DC 
  for these spells is 16 + spell level. 
   
  Possessions: Dagger, longspear, cloak of charisma +2, 
  ring of protection +1, potion of cure moderate wounds. 
   
  E10: PILGRIMS FROM THE DEEP  
   
  Kuo-Tua Clr3 (4): CR 5; Medium Monstrous 
  Humanoid (Aquatic); HD 5d8+10; hp 33; Init +0; Spd 
  20 ft. and swim 50 ft.; AC 25 (touch 12, flat-footed 23) 
  [+2 Dex, +6 natural, +5 armor, +2 shield]; Base Atk +4; 
  Grp +5; Atk +5 melee (1d6+1, shortspear) or +5 melee 
  (1d4+1, bite); Full Atk +5 melee (1d6+1, shortspear) and 
  +0 melee (1d4, bite); SA Lightning bolt, rebuke undead; 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; SV Fort +7, Ref +7, Will 
  +8; Str 12, Dex 14, Con 14, Int 8, Wis 15, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +5, 
  Concentration +5, Escape Artist +7, Spot +11, Swim +7; 
  Alertness, Great Fortitude, Lightning Reflexes 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement. 
  DUL6-01 A Voice in the Oerth 
   
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  Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0—resistance, cure minor wounds (2); 1st—
  protection from good*, cure light wounds, shield of faith, 
  magic weapon; 2nd—shatter*, sound burst (2). 
   
  *Domain spell. Domains: Destruction (smite 1/day, 
  +4 to hit and + Clr level to damage); Evil (cast evil 
  spells at +1 CL)]. 
   
  Possessions: heavy wooden shield coated with Kuo-
  Tua adhesive, shortspear, +1 chain shirt, holy symbol of 
  Blibdoolpoolp, potion of cure moderate wounds. 
   
  E11: MAZE UNDER THE OERTH  
   
  Black Pudding: Huge Ooze; HD 10d10+60, hp 115; 
  Init -5; Spd 20 ft, climb 20 ft; AC 3 (touch 3, flat-footed 
  3) [-2 size, -5 Dex]; Base Atk +7; Grp +18; Atk +8 melee 
  (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 
  plus 2d6 acid, slam); Space/Reach 15 ft/10 ft; SA Acid, 
  constrict 2d6+4 plus 2d6 acid, improved grab; SQ 
  Blindsight 60 ft, ooze traits, split; AL N; SV Fort +9, Ref 
  -2; Will -2; Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1 
   
  Skills ans Feats: Climb +11 
   
  Acid (Ex): The creature secretes a digestive acid 
  that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack 
  deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 21 Reflex saves. A metal or 
  wooden weapon that strikes a black pudding also 
  dissolves immediately unless it succeeds on a DC 21 
  Reflex save. The save DCs are Constitution-based. 
  The pudding’s acidic touch deals 21 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic 
  slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty 
  on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black 
  pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
  Skills: A black pudding has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  E12: VOICE UNDER THE OERTH  
   
  Griblooblool: Kuo-Tua Sor8; CR 10; Medium 
  Monstrous Humanoid (Aquatic); HD 2d8+8d4+20; hp 
  45; Init +2; Spd 20 ft., swim 50 ft.; AC 26 (touch 16, flat-
  footed 24) [+4 armor**, +4 deflection*, +2 Dex, +6 
  natural]; Base Atk +6; Grp +6; Atk +9 ranged (1d6 plus 
  1d6 fire, +1 flaming returning shortspear) or +7 melee 
  (1d6 plus 1d6 fire, +1 flaming returning shortspear) or +6 
  melee (1d4, bite); Full Atk +9 ranged (1d6 plus 1d6 fire, 
  +1 flaming returning shortspear) or +7/+2 melee (1d6 plus 
  1d6 fire, +1 flaming returning shortspear) and +1 melee 
  (1d4, bite); SA Lightning bolt; SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slipperty; AL NE; SV Fort +6, Ref +7, Will +8; Str 10, 
  Dex 14, Con 14, Int 12, Wis 8, Cha 16. 
   
  * Griblooblool has already consumed his potion of 
  shield of faith +4 
   
  ** Griblooblool has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +15, Escape Artist 
  +10, Knowledge (arcana) +10, Listen +4, Move Silently 
  +5, Search +8, Spellcraft +10, Spot +8, Swim +8; 
  Alertness, Great Fortitude, Improved Unarmed Strike, 
  Deflect Arrows, Snatch Arrows 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  DUL6-01 A Voice in the Oerth 
   
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  usually can wriggle free from most other forms of 
  confinement.  
   
  Spells Per Day (6/6**/7/6/3; base DC = 13 + spell 
  level): 0— arcane mark, detect magic, detect poison, ghost 
  sound, mage hand, read magic, touch of fatigue; 1st—cause 
  fear, mage armor, magic missile, ray of enfeeblement, 
  shocking grasp; 2nd—levitate, Melf’s acid arrow, mirror 
  image; 3rd—fly, lightning bolt; 4th—crushing despair. 
   
  Possessions: +1 flaming returning shortspear, spell 
  component pouch, ring of feather falling, amulet of natural 
  armor +1, wand of eagle’s splendor (50 charges), potion of 
  shield of faith +4* 
   
  Advanced Huge Monstrous Crab (16 Hit Dice): 
  Huge Vermin; CR 8; HD 16d8+35; hp 109; Init +1; Spd 
  30 ft.; AC 22 (touch 8, flat-footed 22) [-2 size, +14 
  natural]; Base Atk +12; Grp +31; Atk +14 melee (2d6+7, 
  claw); Full Atk +14/+14 melee (2d6+7, claw); 
  Space/Reach: 15 ft./15 ft.; SA Constrict 4d6+7, 
  Improved Grab; SQ Amphibious, low-light vision, 
  scent; AL N; SV Fort +12, Ref +5, Will +5; Str 25, Dex 
  11, Con 14, Int -, Wis 11, Cha 2. 
   
  Skills and Feats: Hide -4 (+0 while submerged), Spot 
  +4; Toughness 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on 
  Hide and Spot checks. 
  DUL6-01 A Voice in the Oerth 
   
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  APPENDIX 5 
  APL 10
  ENCOUNTER 1: AWAY FROM HOME 
   
  Advanced Lifeleech Otyugh (2): CR 11, Huge 
  Aberration; HD 17d8+139; hp 215; Init +2; Spd 40 ft. (8 
  squares); AC 22 (touch 14, flat-footed 20) [-2 size, +2 
  Dex, +8 natural, +4 deflection]; Base Atk +12; Grp +32; 
  Atk 
  +23 
  melee 
  (3d6+12, 
  tentacle); 
  Full 
  Atk 
  +23/+23/+23+/23 melee (3d6+8, tentacle) and +17 
  melee (1d8+6, bite); Space/Reach: 15 ft./15 ft. (tentacle 
  up to 20 ft.); SA Constrict, Improved Grab; SQ 
  Darkvision 60 ft., fast healing 5, life-leech aura, spell-
  strengthened hide; AL NE; SV Fort +13, Ref +7, Will 
  +17; Str 35, Dex 14, Con 27, Int 7, Wis 20, Cha 8. 
   
  Skills and Feats: Hide +6*, Jump +20, Listen +11, 
  Spot +11; Alertness, Combat Reflexes, Iron Will, 
  Weapon Focus (tentacle), Blind Fight, Toughness 
   
  Constrict (Ex): A lifeleech otyugh deals 
  automatic tentacle damage with a successful grapple 
  check. 
   
  Spell-Strengthened Hide (Su): The sickly gray 
  skin of a lifeleech otyugh has been infused with 
  magical energy. This strange energy grants a lifeleech 
  otyugh a +4 deflection bonus to its armor class. 
   
  Lifeleech Aura (Su): Whenever a spell or a spell-
  like ability with the healing descriptor is used on a 
  creature within 60 feet of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it had 
  been one of the spell’s targets. If a healing spell cast 
  within 60 feet of a life-leech otyugh would grant it 
  enough hit points to exceed its full normal total, it 
  gains the remaining hit points as temporary hit points. 
  A lifeleech otyugh can’t have more temportaty hit 
  points from its lifeleech aura than its fill normal hit 
  point total. Temporary hit points gained in this manner 
  last for 1 hour. This ability affects spell completion and 
  spell trigger items (such as scrolls, staffs, and wands) 
  but not other magic items. 
   
  Improved Grab (Ex): To use this ability, a 
  lifeleech otyugh must hit with its tentacle attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Skills: A lifeleech otyugh has a +8 racial bonus to 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *A 
  lifeleech otyugh gains +8 racial bonus on hide checks 
  when in its lair, due to its natural coloration. 
  E5: UNINTENDED AMBUSH 
   
   
  Albon and Barma (2): Male Human Ftr4; CR 4 each; 
  Medium Humanoid (human); HD 4d10+4; hp 29; Init 
  +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 16) [+5 
  armor, +3 Dex, +1 shield]; Base Atk +4; Grp +6; Atk +9 
  ranged (1d6+4/x3 nonlethal, masterwork mighty 
  shortbow) or +6 melee (1d6+2 nonlethal, sap); Full Atk 
  +7/+7 ranged (1d6+4/x3 nonlethal, masterwork mighty 
  shortbow) 
  or 
  +9 
  ranged 
  (1d6+4/x3 
  nonlethal, 
  masterwork mighty shortbow) or +6 melee (1d6+2 
  nonlethal, sap); AL CN; SV Fort +5, Ref +4, Will +2; Str 
  14, Dex 16, Con 13, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +7, Hide +7; Point 
  Blank Shot, Precise Shot, Rapid Shot, Stealthy, 
  Weapon Focus (shortbow), Weapon Specialization 
  (shortbow). 
   
  Possessions: Masterwork composite shortbow (+2 
  strength bonus), blunt arrows (20), sap, dagger, +1 chain 
  shirt, masterwork buckler, sap, 6 gp. 
   
  Choq and Durgu (2): Male Human Rog4; CR 4 each; 
  Medium Humanoid (human); HD 4d6+8; hp 23; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 18) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +3; Grp +5; Atk +5 melee 
  (1d6+2 nonlethal, sap) or +5 ranged (1d6/x3 nonlethal, 
  shortbow); Full Atk +5 melee (1d6+2 nonlethal, sap) or 
  +5 
  ranged 
  (1d6/x3 
  nonlethal, 
  shortbow); 
  SA 
  Trapfinding, sneak attack +2d6, evasion, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +3, Ref +6, Will +2; Str 
  14, Dex 15, Con 14, Int 8, Wis 12, Cha 10.. 
   
  Skills and Feats: Move Silently +10, Hide +10, 
  Tumble +8; Dodge, mobility, stealthy 
   
  Possessions: +1 chain shirt, masterwork buckler, sap, 
  shortbow, blunt arrows (20) 
   
  E7: TWO LUMBERJACKS AND A LADY  
  Elsadora: Female Dryad Sor 10; CR 12; Medium Fey; 
  HD 4d6+10d4+28, hp 78 (plus 1d10+10 temporary); 
  Init +6; Spd 30 ft.; AC 28 (touch 17, flat-footed 22) [+4 
  armor*, +1 deflection, +6 Dex, +3 natural, +4 shield*]; 
  Base Atk +7; Grp +7; Atk +14 melee (1d4/19-29, 
  masterwork dagger); Full Atk +14/+9 melee (1d4/19-
  20, masterwork dagger); SA Spell-like abilities; SQ 
  Damage reduction 5/cold iron, tree dependent, wild 
  empathy; AL CE; SV: Fort +8, Ref +12, Will +16; Str 10, 
  Dex 22, Con 14, Int 12, Wis 16, Cha 25.  
   
  Skills and Feats: Concentration +15 (+19 when 
  casting defensively), Escape Artist +13, Handle Animal 
  +14, Hide +11, Knwoledge (arcana) +11, Knowledge 
  (nature) +8, Listen +10, Move Silently +10, Spot +10, 
  Spellcraft +12, Survival +10; Combat Casting, Dodge, 
  Great Fortitude, Iron Will, Weapon Finesse. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check. 
   
  Spell-like Abilities: At will—entangle (DC 14), 
  speak with plants, tree shape; 3/day—charm person (DC 
  14), deep slumber (DC 16), tree stride; 1/day—suggestion 
  (DC 16). Caster level 6th. The save DCs are wisdom-
  based. 
  DUL6-01 A Voice in the Oerth 
   
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  Spells Per Day (6/7*/7*/8/6/4; base DC = 17 + spell 
  level): 0—acid splash, arcane mark, detect poison, disrupt 
  undead, flare, guidance, ray of frost, read magic, resistance; 
  1st—charm person, mage armor, protection from law, shield, 
  shocking grasp; 2nd—false life, locate object, protection from 
  arrows, Tasha’s hideous laughter; 3rd—fireball, suggestion, 
  slow; 4th—lesser geas, lesser globe of invulnerability; 5th—
  baleful polymorph. 
  * Elsadora has already cast mage armor and shield upon 
  herself, which is figured into her AC. She has also pre-
  cast protection from arrows which grants her DR 
  10/magic versus ranged weapons, which can absorb up 
  to 100 points of damage before discharged. Finally, she 
  has pre-cast false life which has given her 1d10+8 
  temporary hit points. 
   
  Possessions: Masterwork dagger, spell component 
  pouch, cloak of charisma +4, ring of protection +1, staff of 
  swarming insects (20 charges). 
   
  Rudek and Hoarns (2): Half-Elf Bbn7; CR 7; Medium 
  Humanoid (elf); HD 7d12+7; hp 53; Init +0; Spd 40 ft.; 
  AC 11 (touch 10, flat-footed 11) [+1 armor]; Base Atk 
  +7; Grp +9; Atk +9 melee (1d8+3/x3, battleaxe); Full 
  Atk +9/+4 melee (1d8+3/x, battleaxe); SQ Improved 
  uncanny dodge, rage 2/day, trap sense +2, DR 1/-; AL 
  CN; SV Fort +6, Ref +4, Will +1; Str 14, Dex 11, Con 12, 
  Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +12, Intimidate +10, 
  Survival +11; Lightning Reflexes, Power Attack, Self 
  Sufficient. 
   
  Possessions: Battleaxe, dagger, padded armor. 
   
  E8: THE SORCERER AND THE PIRATE  
  Dominal: Male Human Sor11; CR 11; Medium 
  Humanoid (human); HD 11d4+22; hp 56; Init +1; Spd 
  30 ft.; AC 16 (touch 11, flat-footed 15) [+1 Dex, +4 
  armor*, +1 deflection]; Base Atk +5; Grp +5; Atk +5 
  melee (1d4/19-20, dagger) or +5 melee (1d8/x3, 
  longspear); Full Atk +5 melee (1d4/19-20, dagger) or +5 
  melee (1d8/x3, longspear); AL CN; SV Fort +5, Ref +4, 
  Will +7; Str 10, Dex 13, Con 14, Int 10, Wis 10, Cha 21.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +12, Spellcraft +14; Eschew Materials, 
  Improved Initiative, Greater Spell Focus (illusion), 
  Silent Spell, Spell Focus (illusion). 
   
  Spells Per Day (6/7*/8/7/6/4; base DC = 15 + spell 
  level): 0—acid splash, detect magic, detect poison, disrupt 
  undead, ghost sound, mage hand, read magic, resistance, 
  touch of fatigue; 1st—enlarge person, mage armor, magic 
  missile, protection from good, shield, silent image ; 2nd—
  invisibility, minor image , mirror image, scorching ray, touch 
  of idiocy; 3rd—displacement, fireball, haste, major image ; 
  4th—greater 
  invisibility, 
  phantasmal 
  killer , 
  shadow 
  conjuration ; 5th—persistent image , shadow evocation . 
   
  * Dominal has already cast mage armor upon 
  himself, which is figured into his AC. 
   
    Due to Greater Spell Focus (Illusion) the base DC 
  for these spells is 17 + spell level. 
   
  Possessions: dagger, longspear, cloak of charisma +4, 
  ring of protection +1, potion of cure moderate wounds 
   
  E10: PILGRIMS FROM THE DEEP  
   
  Kuo-Tua Clr 4 (4): CR 6 each; Medium Monstrous 
  Humanoid (Aquatic); HD 6d8+12; hp 39; Init +0; Spd 
  20 ft. and swim 50 ft.; AC 26 (touch 12, flat-footed 24) 
  [+2 Dex, +6 natural, +5 armor, +3 shield]; Base Atk +5; 
  Grp +6; Atk +6 melee (1d6+1, shortspear) or +6 melee 
  (1d4+1, bite); Full Atk +6 melee (1d6+1, shortspear) and 
  +1 melee (1d4, bite); SA Lightning bolt, rebuke undead; 
  SQ Adhesive, amphibious, immunity to poison and 
  paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; SV Fort +8, Ref +7, Will 
  +11; Str 12, Dex 14, Con 14, Int 8, Wis 15, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +5, 
  Concentration +6, Escape Artist +7, Spot +11, Swim +7; 
  Alertness, Great Fortitude, Lightning Reflexes, Iron 
  Will 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement. 
  DUL6-01 A Voice in the Oerth 
   
  Page 41 
   
  
   
  Possessions: +1 heavy wooden shield coated with Kuo-
  Tua adhesive, shortspear, +1 chain shirt, holy symbol of 
  Blibdoolpoolp, potion of cure moderate wounds 
  Spells Prepared (5/4+1/3+1; base DC = 12 + spell level): 
  0—[resistance, cure minor wounds (2)]; 1st—[protection 
  from good*, cure light wounds (2), shield of faith, magic 
  weapon]; 2nd—[shatter*, aid, sound burst (2)] 
  *Domain spell. Domains: [Destruction (smite 1/day, +4 
  to hit and + Clr level to damage); Evil (cast evil spells at 
  +1 CL)]. 
   
  E1: MAZE UNDER THE OERTH 
   
   
  Black Pudding: Huge Ooze; HD 10d10+60, hp 115; 
  Init -5; Spd 20 ft, climb 20 ft; AC 3 (touch 3, flat-footed 
  3) [-2 size, -5 Dex]; Base Atk +7; Grp +18; Atk +8 melee 
  (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 
  plus 2d6 acid, slam); Space/Reach 15 ft/10 ft; SA Acid, 
  constrict 2d6+4 plus 2d6 acid, improved grab; SQ 
  Blindsight 60 ft, ooze traits, split; AL N; SV Fort +9, Ref 
  -2; Will -2; Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1 
   
  Skills ans Feats: Climb +11 
   
  Acid (Ex): The creature secretes a digestive acid 
  that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack 
  deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 21 Reflex saves. A metal or 
  wooden weapon that strikes a black pudding also 
  dissolves immediately unless it succeeds on a DC 21 
  Reflex save. The save DCs are Constitution-based. 
  The pudding’s acidic touch deals 21 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic 
  slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty 
  on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black 
  pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
  Skills: A black pudding has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  E12: VOICE UNDER THE OERTH  
   
  Griblooblool: Kuo-Tua Sor10; CR 12; Medium 
  Monstrous Humanoid (aquatic); HD 2d8+10d4+24; hp 
  53; Init +2; Spd 20 ft. and swim 50 ft.; AC 30 (touch 16, 
  flat-footed 28) [+4 armor**, +4 deflection*, +2 Dex, +10 
  natural*,]; Base Atk +7; Grp +7; Atk +10 ranged (1d6 
  plus 1d6 fire, +1 flaming returning shortspear) or +8 melee 
  (1d6 plus 1d6 fire, +1 flaming returning shortspear) or +7 
  melee (1d4, bite); Full Atk +10 ranged (1d6 plus 1d6 
  fire, +1 flaming returning shortspear) or +8/+3 melee (1d6 
  plus 1d6 fire, +1 flaming returning shortspear) and +2 
  melee (1d4, bite); SA Lightning bolt; SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slipperty; AL NE; SV Fort +8, Ref +9, Will +10; Str 10, 
  Dex 14, Con 14, Int 12, Wis 8, Cha 17.  
   
  * Griblooblool has already consumed his potion of 
  shield of faith +4 and potion of natural armor +4. 
   
  ** Griblooblool has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +17, Escape Artist 
  +12, Knowledge (arcana) +10, Listen +4, Move Silently 
  +5, Search +8, Spellcraft +10, Spot +8, Swim +8; 
  Alertness, Deflect Arrows, Empower Spell, Great 
  Fortitude, Improved Unarmed Strike, Snatch Arrows. 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement.  
  DUL6-01 A Voice in the Oerth 
   
  Page 42 
   
  
   
  Spells Per Day (6/6**/7/7/5/3; base DC = 13 + spell 
  level): 0— arcane mark, detect magic, detect poison, disrupt 
  undead, ghost sound, mage hand, read magic, touch of fatigue; 
  1st—cause fear, mage armor, magic missile, ray of 
  enfeeblement, shocking grasp; 2nd— bear’s endurance, 
  levitate, Melf’s acid arrow, mirror image; 3rd—fly, haste, 
  lightning bolt; 4th— crushing despair; fear; 5th—waves of 
  fatigue. 
   
  Possessions: +1 flaming returning shortspear, spell 
  component pouch, ring of feather falling, amulet of natural 
  armor +1, wand of eagle’s splendor, cloak of resistance +1, 
  potion of shield of faith +4, potion of barkskin +4. 
   
  Gargantuan Monstrous Crab: Gargantuan Vermin; 
  CR 10; HD 24d8+51; hp 159; Init +0; Spd 30 ft.; AC 26 
  (touch 6, flat-footed 26) [-4 size, +20 natural]; Base Atk 
  +18; Grp +45; Atk +25 melee (3d6+11, claw); Full Atk 
  +25/+25 melee (3d6+11, claw); Space/Reach: 20 ft./20 
  ft.; SA Constrict 6d6+11, Improved Grab; SQ 
  Amphibious, low-light vision, scent; AL N; SV Fort 
  +16, Ref +8, Will +8; Str 33, Dex 11, Con 14, Int -, Wis 
  11, Cha 2. 
   
  Skills and Feats: Hide -8 (-4 while submerged), Spot 
  +4; Toughness 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on 
  Hide and Spot checks. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 43 
   
  
  APPENDIX 6 
  APL 12
  ENCOUNTER 1: AWAY FROM HOME 
   
  Advanced Lifeleech Otyugh (3): CR 12, Huge 
  Aberration; HD 21d8+171; hp 265; Init +6; Spd 40 ft. (8 
  squares); AC 22 (touch 14, flat-footed 20) [-2 size, +2 
  Dex, +8 natural, +4 deflection]; Base Atk +15; Grp +36; 
  Atk 
  +27 
  melee 
  (3d6+13, 
  tentacle); 
  Full 
  Atk 
  +27+/+27/+27/+27 melee (3d6+13, tentacle) and Bite 
  +21 melee (1d8+6); Space/Reach: 15 ft./15 ft. (tentacle 
  up to 20 ft.); SA Constrict, Improved Grab; SQ 
  Darkvision 60 ft., fast healing 5, life-leech aura, spell-
  strengthened hide; AL NE; SV Fort +15, Ref +9, Will 
  +19; Str 36, Dex 14, Con 27, Int 7, Wis 20, Cha 8. 
  Skills and Feats: Hide +10*, Jump +21, Listen +11, Spot 
  +11; Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle), Blind Fight, Toughness, Improved 
  Initiative 
  Constrict (Ex): A lifeleech otyugh deals automatic 
  tentacle damage with a successful grapple check. 
  Spell-Strengthened Hide (Su): The sickly gray skin 
  of a lifeleech otyugh has been infused with magical 
  energy. This strange energy grants a lifeleech otyugh a 
  +4 deflection bonus to its armor class. 
  Lifeleech Aura (Su): Whenever a spell or a spell-like 
  ability with the healing descriptor is used on a creature 
  within 60 feet of a lifeleech otyugh, the otyugh gains 
  the benefit of the healing spell as if it had been one of 
  the spell’s targets. If a healing spell cast within 60 feet 
  of a life-leech otyugh would grant it enough hit points 
  to exceed its full normal total, it gains the remaining 
  hit points as temporary hit points. A lifeleech otyugh 
  can’t have more temportaty hit points from its lifeleech 
  aura than its fill normal hit point total. Temporary hit 
  points gained in this manner last for 1 hour. This 
  ability affects spell completion and spell trigger items 
  (such as scrolls, staffs, and wands) but not other magic 
  items. 
  Improved Grab (Ex): To use this ability, a lifeleech 
  otyugh must hit with its tentacle attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Skills: A lifeleech otyugh has a +8 racial bonus to 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *A 
  lifeleech otyugh gains +8 racial bonus on hide checks 
  when in its lair, due to its natural coloration. 
  E5: UNINTENDED AMBUSH 
   
   
  Albon and Barma (2): Male Human Ftr 6; CR 6 each; 
  Medium Humanoid (Human); HD 6d10+6; hp 41; Init 
  +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 16) [+3 Dex, 
  +5 armor, +1 shield]; Base Atk +6; Grp +8; Atk +11 
  ranged (1d6+4/x3 nonlethal, shortbow) or +8 melee 
  (1d6+2 nonlethal, sap); Full Atk +9/+9/+4 ranged 
  (1d6+4/x3 nonlethal, shortbow) or +11/+6 ranged 
  (1d6+4/x3 nonlethal, shortbow) or +8/+3 melee (1d6+2 
  nonlethal, sap); AL CN; SV Fort +6, Ref +5, Will +3; Str 
  14, Dex 16, Con 13, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +6, Hide +6; Weapon 
  focus (shortbow), point blank shot, precise shot, rapid 
  shot, stealthy, weapon specialization (shortbow), track, 
  dodge 
   
  Possessions: +1 chain shirt, masterwork buckler, 
  masterwork composite shortbow (+2 strength bonus), 
  blunt arrows (20), sap, 6 gp), potion of cure moderate 
  wounds. 
  Choq and Durgu (2): Male Human Rog 6; CR 6 each; 
  Medium Humanoid (Human); HD 6d6+12; hp 33; Init 
  +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 18) [+2 Dex, 
  +5 armor, +1 shield]; Base Atk +4; Grp +6; Atk +6 melee 
  (1d6+2 nonlethal, sap) or +6 ranged (1d6/x3 nonlethal, 
  shortbow); Full Atk +6 melee (1d6+2 nonlethal, sap) or 
  +6 
  ranged 
  (1d6/x3 
  nonlethal, 
  shortbow); 
  SA 
  Trapfinding, sneak attack +3d6, evasion, trap sense +2, 
  uncanny dodge; AL CN; SV Fort +4, Ref +7, Will +3; Str 
  14, Dex 15, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Move Silently +12, Hide +12, 
  Tumble +10; Dodge, mobility, stealthy, spring attack 
   
  Possessions: +1 chain shirt, masterwork buckler, sap, 
  shortbow, blunt arrows (20), potion of cure moderate 
  wounds 
   
  E7: TWO LUMBERJACKS AND A LADY  
  Elsadora: Female Dryad Sor12; CR 13; Medium Fey; 
  HD 4d6+12d4+32, hp 88 (plus 1d10+10 temporary); 
  Init +10; Spd 30 ft.; AC 29 (touch 18, flat-footed 23) [+4 
  armor*, +2 deflection, +6 Dex, +3 natural, +4 shield*]; 
  Base Atk: +8; Grp +8; Atk +15 melee (1d4/19-20, 
  masterwork dagger); Full Atk +15/+10 melee (1d4/19-
  20, masterwork dagger); SA Spell-like abilities; SQ 
  Damage reduction 5/cold iron, tree dependent, wild 
  empathy; AL CE; SV: Fort +9, Ref +13, Will +17; Str 10, 
  Dex 22, Con 14, Int 11, Wis 16, Cha 26.  
   
  Skills and Feats: Concentration +15 (+19 when 
  casting defensively), Escape Artist +13, Handle Animal 
  +14, Hide +11, Knwoledge (arcana) +11, Knowledge 
  (nature) +8, Listen +10, Move Silently +10, Spot +10, 
  Spellcraft +12, Survival +10; Combat Casting, Dodge, 
  Great Fortitude, Iron Will, Improved Inititive, Weapon 
  Finesse. 
   
  Spell-like abilities: At will—entangle (DC 14), 
  speak with plants, tree shape; 3/day—charm person (DC 
  14), deep slumber (DC 16), tree stride; 1/day—suggestion 
  (DC 16). Caster level 6th. The save DCs are wisdom-
  based. 
   
  Tree Dependent (Su): Each dryad is mystically 
  bound to a single, enormous oak tree and must never 
  stray more than 300 yards from it. Any who do become 
  ill and die within 4d6 hours. A dryad’s oak does not 
  radiate magic. 
  DUL6-01 A Voice in the Oerth 
   
  Page 44 
   
  
   
  Wild Empathy (Ex): This power works like the 
  druid’s wild empathy class feature, except that the 
  dryad has a +6 racial bonus on the check. 
   
  Spells Per Day (6/7*/7*/8/7/5/2; base DC = 18 + 
  spell level): 0—acid splash, arcane mark, detect poison, 
  disrupt undead, flare, guidance, ray of frost, read magic, 
  resistance; 1st—charm person, mage armor, protection from 
  law, shield, shocking grasp; 2nd—blur, false life, locate object, 
  protection from arrows, Tasha’s hideous laughter; 3rd—
  fireball, protection from energy, suggestion, slow; 4th—lesser 
  geas, lesser globe of invulnerability, solid fog; 5th—baleful 
  polymorph, mind fog; 6th—repulsion. 
  * Elsadora has already cast mage armor and shield upon 
  herself, which is figured into her AC. She has also pre-
  cast protection from arrows which grants her DR 
  10/magic versus ranged weapons, which can absorb up 
  to 120 points of damage before discharged. Finally, she 
  has pre-cast false life which has given her 1d10+8 
  temporary hit points. 
   
  Possessions: Masterwork dagger, spell component 
  pouch, cloak of charisma +4, ring of protection +2, staff of 
  swarming insects (40 charges). 
   
  Rudek and Hoarns (2): Half-Elf Bbn9; CR 9; Medium 
  Humanoid (elf); HD 9d12+9; hp 67; Init +0; Spd 40 ft.; 
  AC 12 (touch 11, flat-footed 11) [+1 armor]; Base Atk 
  +9; Grp +9; Atk +9 melee (1d8+3/x3, battleaxe); Full Atk 
  +9/+4 melee (1d8+3/x3, battleaxe); SQ Improved 
  uncanny dodge, Rage 3/day, trap sense +3, DR 1/-; AL 
  CN; SV Fort +7, Ref +5, Will +2; Str 14, Dex 12, Con 12, 
  Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +14, Intimidate +12, Survival 
  +13; Lightning Reflexes, Improved Sunder, Power 
  Attack, Self Sufficient. 
   
  Possessions: padded armor, wood axe (treat as 
  battleaxe)  
   
  E8: THE SORCERER AND THE PIRATE  
  Dominal: Male Human Sor 13; CR 13; Medium 
  Humanoid; HD 13d4+39; hp 79; Init +1; Spd 30 ft.; AC 
  17 (touch 12, flat-footed 16) [+1 Dex, +4 armor*, +2 
  deflection]; Base Atk +6; Grp +6; Atk +6 melee (1d4/19-
  20, dagger) or +6 melee (1d8/x3, longspear); Full Atk 
  +6/+1 melee (1d4/19-20, dagger) or +6/+1 melee 
  (1d8/x3, longspear); Space/Reach 5 ft./5 ft. (10 ft. with 
  longspear); AL CN; SV Fort +7, Ref +5, Will +8; Str 10, 
  Dex 13, Con 16, Int 10, Wis 10, Cha 22.  
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcana) +14, Spellcraft +16; Eschew Materials, Greater 
  Spell Focus (illusion), Improved Initiative, Maximize 
  Spell, Silent Spell, Spell Focus (illusion). 
   
  Spells Per Day (6/7*/8/8/7/6/4; base DC = 16 + spell 
  level): 0—acid splash, detect magic, detect poison, disrupt 
  undead, ghost sound, mage hand, read magic, resistance, touch 
  of fatigue; 1st—enlarge person, mage armor, magic missile, 
  protection from good, silent image , shield; 2nd—invisibility, 
  minor image , mirror image, scorching ray, touch of idiocy; 
  3rd—displacement, fireball, haste, major image ; 4th—greater 
  invisibility, 
  ice 
  storm, 
  phantasmal 
  killer , 
  shadow 
  conjuration ; 5th—feeblemind, persistent image , shadow 
  evocation ; 6th—chain lightning, permanent image . 
   
  * Dominal has already cast mage armor upon 
  himself, which is figured into his AC. 
   
    DC 18 due to Greater Spell Focus (Illusion). 
   
  Possessions: Dagger, longspear, amulet of health +2, 
  cloak of charisma +4, ring of protection +2, potion of cure 
  moderate wounds 
   
  E10: PILGRIMS FROM THE DEEP  
   
  Kuo-Tua Clr6 (3): CR 8; Medium Monstrous 
  Humanoid (aquatic); HD 8d8+19; hp 54; Init +0; Spd 20 
  ft. and swim 50 ft.; AC 26 (touch 12, flat-footed 24) [+2 
  Dex, +6 natural, +5 armor, +3 shield]; Base Atk +6; Grp 
  +7; Atk +7 melee (1d6+1, shortspear) or +7 melee 
  (1d4+1, bite); Full Atk +7/+2 melee (1d6+1, shortspear) 
  and +2 melee (1d4, bite); SA Lightning bolt, rebuke 
  undead; SQ Adhesive, amphibious, immunity to poison 
  and paralysis, keen sight, light blindness, resistance to 
  electricity 10, slippery; AL NE; SV Fort +9, Ref +8, Will 
  +13; Str 12, Dex 14, Con 14, Int 8, Wis 16, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Knowledge 
  (religion) 
  +5, 
  Concentration +6, Escape Artist +7, Spot +11, Swim +7; 
  Alertness, Great Fortitude, Lightning Reflexes, Iron 
  Will, Toughness 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  DUL6-01 A Voice in the Oerth 
   
  Page 45 
   
  
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement. 
   
  Possessions: +1 heavy wooden shield coated with Kuo-
  Tua adhesive, shortspear, +1 chain shirt, holy symbol of 
  Blibdoolpoolp, potion of cure moderate wounds 
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell 
  level): 0—[resistance, cure minor wounds (2)]; 1st—
  [protection from good*, cure light wounds (2), shield of faith, 
  magic weapon]; 2nd—[shatter*, aid, spiritual weapon, sound 
  burst (2)]; 3rd—[contagion*, dispel magic, blindness/deafness, 
  cure serious wounds] 
  *Domain spell. Domains: [Destruction (smite 1/day, +4 
  to hit and + Clr level to damage); Evil (cast evil spells at 
  +1 CL)]. 
   
  E11: MAZE UNDER THE OERTH  
   
  Elder Black Pudding: Gargantuan Ooze; HD 
  20d10+180, hp 290; Init -5; Spd 20 ft, climb 20 ft; AC 1 
  (touch 1, flat-footed 1) [-4 size, -5 Dex]; Base Atk +15; 
  Grp +35; Atk +19 melee (3d6+12 plus 3d6 acid, slam); 
  Full Atk +19 melee (3d6+12 plus 3d6 acid, slam); 
  Space/Reach 20 ft/20 ft; SA Acid, constrict 2d8+12 plus 
  2d6 acid, improved grab; SQ Blindsight 60 ft, ooze 
  traits, split; AL N; SV Fort +15, Ref +1; Will +1; Str 26, 
  Dex 1, Con 28, Int -, Wis 1, Cha 1 
   
  Skills ans Feats: Climb +16 
   
  Acid (Ex): The creature secretes a digestive acid 
  that dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict attack 
  deals acid damage, and the opponent’s armor and 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 29 Reflex saves. A metal or 
  wooden weapon that strikes an elder black pudding 
  also dissolves immediately unless it succeeds on a DC 
  29 Reflex save. The save DCs are Constitution-based. 
  The pudding’s acidic touch deals 21 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage. 
   
  Constrict (Ex): An elder black pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor take 
  a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, an elder 
  black pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to an elder black pudding. Instead the creature 
  splits into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
  Skills: An elder black pudding has a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on a Climb check, even if rushed or threatened. 
   
  E12: VOICE UNDER THE OERTH  
   
  Griblooblool: Kuo-Tua Sor12; CR 14; Medium 
  Monstrous Humanoid (aquatic); HD 2d8+12d4+28; hp 
  61; Init +2; Spd 20 ft. and swim 50 ft.; AC 30 (touch 16, 
  flat-footed 28) [+4 armor**, +4 deflection*, +2 Dex, +10 
  natural*]; Base Atk +8; Grp +8; Atk +11 ranged (1d6 
  plus 1d6 fire, +1 flaming returning shortspear) or +9 melee 
  (1d6 plus 1d6 fire, +1 flaming returning shortspear) or +8 
  melee (1d4, bite); Full Atk +11 ranged (1d6 plus 1d6 
  fire, +1 flaming returning shortspear) or +9/+4 melee (1d6 
  plus 1d6 fire, +1 flaming returning shortspear) and +3 
  melee (1d4, bite); SA Lightning bolt; SQ Adhesive, 
  amphibious, immunity to poison and paralysis, keen 
  sight, light blindness, resistance to electricity 10, 
  slippery; AL NE; SV Fort +12, Ref +12, Will +13; Str 10, 
  Dex 15, Con 14, Int 12, Wis 8, Cha 17.  
   
  * Griblooblool has already consumed his potion of 
  shield of faith +4 and potion of barkskin +4. 
   
  ** Griblooblool has already cast mage armor upon 
  himself, which is figured into his AC. 
   
  Skills and Feats: Concentration +19, Escape Artist 
  +12, Knowledge (arcana) +10, Listen +6, Move Silently 
  +5, Search +8, Spellcraft +10, Spot +8, Swim +8; 
  Alertness, Deflect Arrows, Empower Spell, Great 
  Fortitude, Improved Unarmed Strike, Snatch Arrows. 
   
  Lightning Bolt (Su): Two or more Kuo Tua 
  clerics (known as whips) operating together can 
  generate a stroke of lightning every 1d4 rounds. The 
  whips must join hands to launch the bolt but need 
  merely be within 30 feet of one another while it builds. 
  The lightning bolt deals 1d6 points of electricity 
  damage per whip, but a successful reflex save (DC 13+ 
  number of whips) halves this amount. 
   
  Adhesive (Ex): Kuo-Tuas use their own body oil 
  and other materials to give their shields a finish almost 
  like flypaper, holding fast and creatures or items 
  touching them. Anyone who makes an unsuccessful 
  melee attack against a Kuo-Tua must succeed on a DC 
  14 Reflex save, or the attacker’s weapon sticks to the 
  shield and is yanked out of the wielder’s grasp. 
  Creatures using natural weapons are automatically 
  grappled if they get stuck. A kuo-tua requires 1 hour 
  and special materials costing 20gp to coat a shield with 
  adhesive. The adhesive remains good for up to three 
  days or until it actually catches someone or something 
  (in which case the shield can trap no additional items, 
  since the adhesive is used up). Pulling a stuck weapon 
  or limb from a shield requires a DC 20 Strength check. 
   
  Amphibious (Ex): Although kuo-tuas breathe by 
  means of gills, they can survive indefinitely on land. 
   
  Keen Sight (Ex): Kuo-tuas have excellent vision 
  thanks to their two independently focusing eyes. Their 
  eyesight is so keen that they can spot a moving object 
  or creature even if it is invisible or ethereal. Only by 
  DUL6-01 A Voice in the Oerth 
   
  Page 46 
   
  
  remaining perfectly still can such objects or creatures 
  avoid their notice. 
   
  Light Blindness (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds kuo-
  tuas for 1 round. On subsequent rounds, they are 
  dazzled while operating in bright light. 
   
  Slippery (Ex): All kuo-tuas secrete an oily film 
  that makes them difficult to grapple or snare. Webs, 
  magical or otherwise, don’t affect kuo-tuas and they 
  usually can wriggle free from most other forms of 
  confinement.  
   
  Spells Per Day (6/6**/7/7/6/5/3; base DC = 13 + 
  spell level): 0—arcane mark, detect magic, detect poison, 
  disrupt undead, ghost sound, mage hand, read magic, 
  resistance, touch of fatigue; 1st— cause fear, mage armor, 
  magic missile, ray of enfeeblement, shocking grasp; 2nd—
  bear’s endurance, levitate, Melf’s acid arrow, mirror image, 
  shatter; 3rd—dispel magic, fly, haste, lightning bolt; 4th—
  crushing despair; fear, greater invisibility; 5th—transmute 
  rock to mud, waves of fatigue; 6th—freezing sphere. 
   
  Possessions: +1 flaming returning shortspear, spell 
  component pouch, ring of feather falling, amulet of natural 
  armor +1, wand of eagle’s splendor, cloak of resistance +3, 
  potion of shield of faith +4, potion of barkskin +4. 
   
  Advanced Gargantuan Monstrous Crab (40 Hit 
  Dice): Gargantuan Vermin; CR 12; HD 40d8+83; hp 
  283; Init +0; Spd 30 ft.; AC 26 (touch 6, flat-footed 26) [-
  4 size, +20 natural]; Base Atk +30; Grp +57; Atk +37 
  melee (3d6+11, claw); Full Atk +37/+37 melee (3d6+11, 
  claw); Space/Reach: 20 ft./20 ft.; SA Constrict 6d6+11, 
  Improved Grab; SQ Amphibious, low-light vision, 
  scent; AL N; SV Fort +24, Ref +16, Will +16; Str 33, Dex 
  11, Con 14, Int -, Wis 11, Cha 2. 
   
  Skills and Feats: Hide -8 (-4 while submerged), Spot 
  +4; Toughness 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on 
  Hide and Spot checks. 
  DUL6-01 A Voice in the Oerth 
   
  Page 47 
   
  
   
  APPENDIX 7: 
  DULLSTRAND CITY AT A GLANCE
  � Dullstrand City (considered a Small City): 
  Non-standard (Clan structure); AL CN (N); 15,000 gp 
  limit; Assets 2,625,500 gp; Population 3’500; Mixed 
  (Human 2800, Dwarf 280, Halfling 175, Elf 105, 
  Gnome 70, half-elf 35, Half-orc 35. 
   
  Authority Figures: Kjirg Grefstov (LN human male, 
  Exp/Ari 10/5), Master of Dullstrand; Chirney Retnev 
  (Chirney the Blue) (CN human male, Exp 10), Master 
  of Dullstrand; Deliah Natenberg (N human female, 
  Exp 10) Guildmaster Merchants’ Guild, Christann 
  Annden (CN human male, Exp 3) harbour steward; 
  Marquann Verstov (N human male, Exp 7) market 
  steward. 
   
  Important Figures: Olain Wynn (LN human male), 
  12th level Cleric of Zilchus; Helen Divolia (N human 
  female), 10th level Cleric of Xerbo; Lucas Kantermann 
  (LG human male), 6th level Cleric of Rao; Nodren 
  Jinsain (N human male, Exp 7) Assistant Guildmaster 
  Merchants’ Guild. 
  The Free and Independent City of Dullstrand, also 
  known as Dullstrand City (or DC to its inhabitants) is a 
  large town built in an inlet on the south eastern coast 
  of the continent. It is one of the few ports capable of 
  receiving large ships anywhere along the coast in the 
  Aerdi Sea, and the largest settlement for miles in any 
  direction. 
  Dullstrand is fairly unique in its appearance and this 
  sense of ‘uniqueness’ has affected its citizens to some 
  extent. 
   
  Dullstrand is built on what appears to be the ruins 
  of an ancient, pyramid style city. The top portion of 
  Dullstrand comprising of a dark, igneous rock found 
  virtually no-where else on Oerth. At the centre of the 
  town is a dark rock monolith known as the Citadel, 
  which seems to be the top of the pyramid, from which 
  the ‘Masters of Dullstrand’ run the town. Four identical 
  concourses run out from the Citadel, dividing the town 
  into four quarters. 
   
  Apart from the Citadel, the rest of the original 
  pyramid is buried into the surrounding land, but this 
  has produced a strange consequence in that most of the 
  town is below the level of the adjacent hills and dunes. 
  Over the years these hills have been built up to hide 
  Dullstrand from being spotted from the sea. To keep to 
  this confidentiality for many years it was against the 
  law to build more than one story high and so a lot of 
  cellar-like structures exist below ground, but in their 
  majority these are only accessible to residents of 
  Dullstrand and off limits to out-of-towners. A few two-
  story buildings now exist, but these must have all their 
  top floor windows blacked out at all times, something 
  that is strictly enforced by the Dullstrand watch (and 
  no amount of bribes will change this). No lights are 
  allowed to shine at night that can be seen from the sea. 
  Dullstrand itself can barely be discerned in the daytime 
  from offshore, unless one actually enters the inlet 
  (Dullstrand Bay) to see around the artificial hills and 
  carefully planted brush and trees, built up over many 
  decades by the local people. As well as that, there is the 
  large reef, shallow waters and other maritime hazards 
  that exist in front of the inlet and so if you are not from 
  the area, it is necessary to hire a pilot to enter the City. 
   
  Demi-humans are looked on with suspicion, 
  though this is starting to change, but Halflings, 
  especially, are still treated as ‘second-class’ citizens, 
  with a lot of them still in indentured service to various 
  merchants of the town. 
   
  No formal charter of laws govern the town, 
  though a few straightforward, common-sense rules for 
  the handling of land ownership, the settling of 
  disputes, and public conduct have been written down 
  and are generally enforced. The town has no official 
  jail; severe violations are punished by death or 
  indentured servitude and minor violations by beatings 
  or, more often fines or some might say bribes. One-
  handed weapons and light armour are permitted 
  within the City boundaries, anything larger or heavier 
  will be confiscated by the Watch unless an ‘agreement’ 
  can be reached. Bows must be unstrung and a trigger 
  guard placed on Crossbows. Peace bonds and seals can 
  be placed on non-authorised weapons for transport 
  purposes. 
   
  The government is authoritarian but tolerably 
  corrupt; keeping its hands off all business in the town 
  as long as it receives the proper “fees” (Bribery in 
  Dullstrand City is a long established tradition, not a 
  crime). This does raise the cost of doing business in the 
  City, but the wide-open atmosphere and lack of 
  concern about using the town for smuggling or piracy 
  operations encourages the business turnover. 
   
  The Masters use their clan soldiers as a private militia 
  protecting their interests but very rarely interfering in 
  the day to day running of the City except when they 
  are displeased with the turn of events. The City Watch 
  is a fairly ‘neutral’ force, paid for and run by the 
  merchants’ guild, which sees to keeping the law in the 
  City, the law as interpreted by the merchants of course. 
  Again the Masters are happy with this situation as long 
  as the appropriate “fees” are regularly received. To 
  further cause problems, local citizens of all races have 
  formed their own militia to protect themselves, and 
  anyone who can contribute, from criminals and quite 
  often the Watch and the Masters’ militia. This has lead 
  to immense friction and, quite often, open conflict 
  between the Watch and the Concerned Citizens’ 
  Militia (as they like to be known) being refereed by the 
  Masters’ Militia.  
  DUL6-01 A Voice in the Oerth 
   
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  Zilchus is the main god worshipped in the City for 
  some strange reason, with Procan and Xerbo also 
  having large followings. There is a large temple to Rao 
  in the City, but the number of worshippers has fallen 
  over the years. Amongst the Halfling indentured 
  servants the worship of Arvoreen is on the rise. 
   
  DUL6-01 A Voice in the Oerth 
   
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  APPENDIX 8: 
  NEW RULES ITEMS  
   
  LIFELEECH OTYUGH  
  (Source: Monster Manual III) 
  Large Aberration; HD 9d8+54; hp 94; Init +3; Spd 40 ft. 
  (8 squares); AC 21 (touch 16, flat-footed 18) [-1 size, +3 
  Dex, +5 natural, +4 deflection]; Base Atk +6; Grp +18; 
  Atk: 
  +14 
  melee 
  (1d8+8, 
  tentacle); 
  Full 
  Atk 
  +14/+14/+14/+14 melee (1d8+8, tentacle) and +8 melee 
  (1d6+4, bite); Space/Reach: 10 ft./10 ft. (tentacle up to 
  15 ft.); SA Constrict, Improved Grab; SQ Darkvision 60 
  ft., fast healing 5, life-leech aura, spell-strengthened 
  hide; AL NE; SV Fort +9, Ref +6, Will +12; Str 27, Dex 
  16, Con 23, Int 7, Wis 18, Cha 8. 
   
  Skills and Feats: Hide +3*, Jump +12, Listen +10, 
  Spot +10; Alertness, Combat Reflexes, Iron Will, 
  Weapon Focus (tentacle) 
   
  Constrict 
  (Ex): 
  A lifeleech otyugh deals 
  automatic tentacle damage with a successful grapple 
  check. 
   
  Spell-Strengthened Hide (Su): The sickly gray 
  skin of a lifeleech otyugh has been infused with 
  magical energy. This strange energy grants a lifeleech 
  otyugh a +4 deflection bonus to its armor class. 
   
  Lifeleech Aura (Su): Whenever a spell or a spell-
  like ability with the healing descriptor is used on a 
  creature within 60 feet of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it had 
  been one of the spell’s targets. If a healing spell cast 
  within 60 feet of a life-leech otyugh would grant it 
  enough hit points to exceed its full normal total, it 
  gains the remaining hit points as temporary hit points. 
  A lifeleech otyugh can’t have more temportaty hit 
  points from its lifeleech aura than its fill normal hit 
  point total. Temporary hit points gained in this manner 
  last for 1 hour. This ability affects spell completion and 
  spell trigger items (such as scrolls, staffs, and wands) 
  but not other magic items. 
   
  Improved Grab (Ex): To use this ability, a 
  lifeleech otyugh must hit with its tentacle attack. It can 
  then attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
   
  Skills: A lifeleech otyugh has a +8 racial bonus to 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *A 
  lifeleech otyugh gains +8 racial bonus on hide checks 
  when in its lair, due to its natural coloration. 
   
  MONSTROUS CRAB  
  (Source: Stormwrack) 
  Monstrous Crabs range in size from Small to Colossal. 
  They are voracious scavengers that will eat anything, 
  living or dead, that they come across. Monstrous crabs 
  have the following special abilities, regardless of size. 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on 
  Hide and Spot checks. 
   
  Sample Monstrous Crab: 
  Large Monstrous Crab: Large Vermin; CR 4; HD 
  6d8+9; hp 36; Init +1; Spd 20 ft.; AC 18 (touch 9, flat-
  footed 18) [-1 size, +9 natural]; Base Atk +4; Grp +17; 
  Atk +8 melee (1d8+5, claw); Full Atk +8/+8 melee 
  (1d8+5, claw); Space/Reach: 10 ft./10 ft.; SA Constrict 
  2d8+5, Improved Grab; SQ Amphibious, low-light 
  vision, scent; AL N; SV Fort +6, Ref +2, Will +2; Str 21, 
  Dex 11, Con 12, Int -, Wis 11, Cha 2. 
   
  Skills and Feats: Hide +0 (+4 while submerged), 
  Spot +4; Toughness 
   
  Improved Grab (Ex): To use this ability, a 
  monstrous crab must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, the crocodile establishes a hold and can 
  constrict. Monstrous crabs have a +4 racial bonus on 
  grapple checks 
   
  Constrict (Ex): A monstrous crab deals damage 
  equal to twice its normal claw damage plus its strength 
  bonus on a successful grapple check 
   
  Amphibious (Ex): Although monstrous crabs are 
  aquatic, they can survive indefinitely on land 
   
  Vermin Traits: A monstrous crab is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on 
  Hide and Spot checks. 
   
  DUL6-01 A Voice in the Oerth 
   
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  ITEMS 
   
   
   
   
   
  Candle, Focusing: 
  (Source: Complete Adventurer) 
  This large green taper burns quickly, lasting only 1 
  hour despite its size. While burning, a focusing candle 
  fills the air with a fresh, crisp odor. The candle is a 
  great boon to those engaged in strenuous mental 
  activity. Characters within 20 feet of a burning candle 
  get a +1 circumstance bonus on Appraise, Decipher 
  Script, Forgery, and Search checks. When making a 
  skill check that takes more than one action to complete 
  (such a Decipher Script), characters gain the bonus 
  from a focusing candle only if they spend the entire 
  duration of the check within 20 feet of the burning 
  candle. Cost 100 gp. Weight 1 lb. Craft (alchemy) DC 
  25. 
   
  Healing Salve: 
  (Source: Complete Adventurer) 
  This smooth, sweet-smelling balm allows a healer to 
  better soothe the effects of wounds, disease, and 
  poison. Healer’s balm provides a +1 alchemical bonus 
  on Heal checks made to help an affected creature. The 
  effects of healer’s balm last for 1 minute. One dose of 
  healer’s balm is enough to coat one Medium creature. 
  Applying healer’s balm is a standard action that 
  provokes attacks of opportunity. It can be applied as 
  part of standard action made to administer first aid, 
  treat a wound, or treat poison. Cost 10 gp. Weight N/A. 
  Craft (alchemy) DC 20. 
  DUL6-01 A Voice in the Oerth 
   
  Page 51 
   
  
  DM’S AID1: SUBTERRANEAN CAVERNS 
   
  Cavern and Crevice Map 
  Ooze Cavern (C) 
  Subterranean Lake (F) 
  50 feet 
  50 
  feet 
  Black 
  Pudding 
  (if present) 
  Griblooblool 
  Lake 
  (and hidden monstrous 
  crab) 
  60 feet 
  80 
  feet 
  40 feet  
  in diameter 
  Gelatinous 
  Cube 
  (if present) 
  5’ 
  diameter 
  tunnel 
  30’ 
  of 
  tunnel 
  is 
  submerged 
  Underwater 
  Above Water 
  30’ diameter tunnel 
  (mostly obscured) 
  Seaweed 
  F 
  D 
  B
  C
  80 feet 
  A 
  E 
  DUL6-01 A Voice in the Oerth 
   
  Page 52 
   
  
  PLAYER’S HANDOUT ONE: STEELHOLME 
   
   
   
   
  DUL6-01 A Voice in the Oerth 
   
  Page 53 
   
  
  Player’s Handout Two: Excerpts from the Diary of Dominal 
  (This journal has no dates, just scattered jottings detailing the life of the fugitive sorcerer in his hideout) 
   
  Strange dreams tonight. They seem to come every time the air gets this damp. Blasted cave. I 
  miss my keep. Dreamt about it. I was there, with a strange sword in my hands, staring out 
  at the sea on the horizon. 
  Six days, six more dreams. I think about them during the day too. Not much else to do in 
  this unkempt cavern. I’d take a walk but then I would have to look at my keep.  I’ve been 
  dreaming about it… and about strange looking sailors in ancient garb. I don’t know what it 
  means.  
   I’ve been feeling irritable lately. Like my blood is ten degrees higher. I can barely sleep—my 
  head aches with anger every moment I close my eyes. They took my keep.  
  I must have been sleepwalking. During the night a mural appeared on my wall in charcoal. A 
  picture of the keep. My fingers were covered in the charcoal. I must have drawn it. The keep 
  was mine. They stole it! 
  I’m feeling strange. There’s something else in this cave with me. I clearly heard a voice as I 
  awoke. “We must remove the blight on our home.” I’m going to leave. Hide in town a while. 
  Things are better here in Hard Beach. I’m not so angry, though these disguises are getting 
  tiresome.  
  I had to flee. Things getting to close. Back in the cave. The dreams are back. They stole our 
  home. The cave wall speaks to me. It enters my thoughts. I think it is because of my ability to 
  cast arcane spells that I can sense it. Hear it. Dream of taking my keep back. 
  I saw the man who spoke in my head today. I recognized him. Steel Eyes. The pirate who 
  ruled my keep so long ago. When I was driven away, his ghost was slain before my eyes… I 
  understand. It is his home too. Our home. Our home. 
  He showed me the markings. The spells. The purifications the filthy Aerdi placed keep us 
  away. Keep him away, keep him buried in the Oerth. Filthy, desecrating, seafaring scum! 
  The pirate king is not dead! He speaks to me. I am his cutlass! I will slash the life from them! 
  His mind lurks in the Oerth. Their spells. Their spells. Covering the floors, the rocks, the tiles 
  of our home. They keep him from rising! From becoming his ghostly whole once more! Filthy 
  scum!  
  I must remove the blight on his home. Aerdi traitors! 
  I must remove the blight on our home. Vile purifiers! 
  He must remove the blight on my home. Filthy laborers! 
  We must remove the blight on our home!  
  DUL6-01 A Voice in the Oerth 
   
  Page 54 
   
  
  Player’s Handout Three: Notes in the Margins 
  (These notes are scribbled in a strange language in the margins of Dominal’s journal) 
   
  I see. 
   
  I understand why this journal appeared in my dreams. It is the key. That pink food was 
  too weak for the voices rage! Only I serve him truly! 
   
  A voice? A man? Nay, a god!  
   
  He shall re−form. We shall rule the seas! God−voice in the Oerth. Steel Eyes! Blibdoolpoolps 
  scion! Wrath of the Aerdi sea−conquerers! Master of our cave, our keep, our Oerth! I 
  shall set your ghost as free as your mind! 
   
  Marked floors? Akin to desecration or unhallow? Perhaps hallow? Is this the magic that 
  keeps my God suspended between death and life? The two usurpers my pilgrims captured 
  said a man in robes cast something across the keep. They shall pay for their 
  purification! I must remove this blight on his home! 
   
  .Filthy, filthy Aerdi scum. I shall have my revenge! For Steelholme! 
   
  I shall free him. I have used ancient scrolls to command the vile trash−eating beasts of 
  this cave to the surface. I have sacrificed the Aerdi scum to the voice! He is man yet he 
  tells me he is Kuo−Tua. He is all! The cutlass of Blipdoolpoolp! All shall fall to our rage! 
   
  The great beast beneath was fed, but its hunger stirs once more. It shall feast on the 
  bodies of the filthy usurpers with us! The Aerdi scum shall die in its ancient maw! Onward 
  to the Voice in the Oerth! We must remove the blight on our home. 
   
  DUL6-01 A Voice in the Oerth 
   
  Page 55 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/The Dullstrand/596/Normal Scenarios/DUL6-01 - A Voice in the Oerth (APL 4-12)/DUL6-01 - A Voice in the Oerth.pdf