TEXT:  
  ULP3-01 
   
   
   
   
   
   
   
   
  Old Tales 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
  Version 1.0 
   
   
   
  by Christopher Reed 
   
   
   
   
   
  With the Lortmil Hills in grave danger of being taken control of by the Warlord’s minions, you are asked to 
  seek out information about a legendary axe.  One that an old, nearly forgotten tale states might be able to 
  turn the tide against a great evil, but only if it makes its way into the hands of a true prince.  A Principality 
  of Ulek regional adventure for APLs 2-10. 
   
   
   
   
  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.  
  
  ULP3-01 Old Tales 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who 
  are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This method 
  is used when the players want to know who 
  played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  
  ULP3-01 Old Tales 
   
  Page 3 
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
  CR 
  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 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, 
  set in the Principality of Ulek.  Characters native to 
  the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per 
  round.  Rich Upkeep costs 50 gp per round.  
  Luxury Upkeep costs 100 gp per round. 
  
  ULP3-01 Old Tales 
   
  Page 4 
   
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current 
  part of the LIVING GREYHAWK campaign, it may 
  be necessary to determine if this adventure takes 
  place during a full moon.  For game purposes, the 
  full moon lasts three days of each month. For a 
  given scenario that does not state the phase of the 
  moon, roll 1d10 before play begins. On a result of 
  1, the first day of the scenario is a night of the full 
  moon (roll 1d3 to determine where in the 
  sequence of three nights it falls). 
   
   
  Adventure Summary and 
  Background  
  This is the twenty-first scenario for the Principality 
  of Ulek in the RPGA Living Greyhawk Campaign. 
  Below is some general background information. 
   
  • 
  While a dwarf rules the Principality of Ulek, 
  and all of the nobles are dwarves, the 
  Principality consists of more humans than any 
  other race. 
  • 
  The Principality of Ulek is presently at war with 
  the Pomarj and especially those under the 
  command of an unknown creature known as 
  the Warlord. The territory east of the Lortmil 
  Hills is currently contested, and a large 
  number of the Principality of Ulek's residents 
  have been forced to flee their homes due to 
  the humanoid invaders of the Pomarj. 
  • 
  The Pomarj is a humanoid state, composed 
  mainly of orcs, goblins, and the like. 
   
  An unknown creature known only as the Warlord 
  has spent the past three years in command of 
  many of the humanoids currently residing in the 
  Disputed Territory.  The Warlord saw only Turrosh 
  Mak and the Earth Dragon (demigod of earth, 
  weather and hidden treasures) as his superiors in 
  the past, but his recent victories (defeating Prince 
  Olinstaad Corond and the second Invasion of the 
  Lortmils) have led him to believe he has grown 
  even more powerful then them.  With an inflated 
  ego, the Warlord has started to ignore direct 
  orders from Turrosh Mak, instead doing as he 
  sees fit.  The Warlord's interest lies in the 
  conquest of the Lortmil Hills and the city of Gryrax. 
   To help aid him in his quest, the Warlord has 
  forged an alliance with a powerful necromancer of 
  Nerull.  With all the deaths on the battlefields, 
  there is nearly an endless supply of bodies for the 
  necromancer, the Warlord's right-hand man.  
  Thus, the Warlord can easily send in hundreds, 
  even thousands, of lowly humanoids to their death 
  in battle against the Principality of Ulek only for 
  their bodies to be animated to unlife.  These newly 
  animated undead humanoids are then sent to 
  resume the fight against the Principality of Ulek. 
   
  Turrosh Mak, displeased with the Warlord's refusal 
  to follow his orders, has found a new minion to 
  first, deal with the Warlord, and second, continue 
  Mak’s hold on the Disputed Territory.  While this 
  new minion deals with matters in the Disputed 
  Territory, Turrosh Mak continues to focus his own 
  attention on the city of Greyhawk. 
   
  All of the information presented above is relatively 
  unknown to the citizens of the Principality of Ulek 
  and should not be given to the players.  Instead, 
  they should learn this information through game 
  play. 
   
  Meanwhile, Emerald Gemsplitter, who once was 
  attacked 
  and 
  abducted 
  by 
  a 
  Pomarjian 
  doppelganger, has spent the last year researching 
  several old legends in hopes of finding an 
  advantage against the humanoids that now plague 
  the Disputed Territory.  Through this research, 
  Emerald has learned about an ancient Dwarven 
  artifact.  The artifact is a dwarven axe that, if 
  wielded by the Prince of Ulek, causes a stunning 
  fear in his enemies.  Unfortunately, Emerald 
  knows little more than the possible existence of 
  this artifact.  Thus, he seeks to have a group of 
  adventurers go to Gryrax to locate Pengellen, a 
  dwarven scholar, and have him start research on 
  this ancient Dwarven artifact, so it can be 
  recovered and used to help aid the Principality of 
  Ulek against its enemies to the east. 
   
  The PCs start the adventure within a possibly 
  familiar tavern, the Pig and Roast located in the 
  city of Eastpass, which lies on the western side of 
  the Lortmil Hills.  While here, the PCs are 
  approached by Emerald Gemsplitter who hopes 
  they will locate Pengellen and entice him to begin 
  research on the location of the lost axe. 
   
  If the PCs accept, they first head to the capital city 
  of Gryrax.  During their trek, they are likely to be 
  attacked by several hungry griffins. 
   
  Upon getting to Gryrax, they are easily able to 
  locate Pengellen.  However, Pengellen is too busy 
  at the moment to start the research for Emerald 
  without gaining some assistance himself.  Thus, 
  
  ULP3-01 Old Tales 
   
  Page 5 
  Pengellen has the PCs run several "errands" for 
  him including gathering a map, candles, pens and 
  ink at one of the local stores.  During their 
  shopping spree, the PCs are able to visit a several 
  shops including a map shop.  Once they have 
  finished their shopping, the PCs are approached 
  by a mysterious man named Spyder, who is 
  seeking some items that he believes lie within 
  Pengellen's basement; he is willing to compensate 
  the PCs for their assistance. 
   
  After the PCs have gathered the items and 
  returned them to Pengellen, he completes his 
  original work and then turns his attention to the 
  PCs.  After hearing their story, Pengellen informs 
  the PCs that some of the necessary information 
  might lie within his old place in the village of 
  Veithem, which has been overrun by the Warlord's 
  forces. 
   
  PCs interested in acquiring Pengellen's books to 
  help aid him in his research are then asked to go 
  to the village of Veithem.  During their trek, they 
  come to the village of Grasshill, where they see 
  several goblins picking through various corpses.  
  These goblins are under the control of the 
  Warlord, not the Pomarj.  Their garb is a possible 
  indication that there are now two forces to rid from 
  the Disputed Territory; those in league with the 
  Warlord and those under the control of Turrosh 
  Mak. 
   
  When the PCs finally reach the village of Veithem, 
  they find a group of humans, loyal to Turrosh Mak, 
  fighting a collection of undead creatures under the 
  control of the Warlord's right-hand man, the 
  necromancer.  While it is a combat encounter, this 
  should also lead to some moral and ethical 
  decisions for the PCs. 
   
  After dealing with the Pomarjian humans and the 
  undead, the PCs are able to search the village of 
  Veithem and Pengellen's home.  Here, they find 
  the books Pengellen was seeking plus, in a secret 
  basement, a spellbook in a trapped chest plus the 
  book that the mysterious man Spyder is seeking. 
   
  Once the sought-after information is retrieved, the 
  PCs easily return to Gryrax to deliver the books to 
  Pengellen.  Then finally, the PCs return to 
  Eastpass to report in to Emerald Gemsplitter. 
   
   
  Introduction 
  The past few months have not been entirely 
  good for the Principality of Ulek.  While the 
  Royal Army was able to hold off the first 
  aggressive push by the monstrous creature 
  known only as the Warlord, the second 
  offensive was more then they could handle.  
  Thus, travel along the eastern edge of the 
  Lortmil Hills is now extremely dangerous and 
  avoided whenever possible. 
   
   
  Encounter One: Pig and 
  Roast 
  Thus your travels have led you to the city of 
  Eastpass, which resides on the western edge 
  of the Lortmil Hills.  It is now the late 
  afternoon, and you find yourself just outside 
  the Pig and Roast, a tavern that might be 
  familiar to some of you.  While the place is a 
  sore upon your eyes, it is cheap and smells of 
  good food come from within.  As you enter, 
  you see eight round tables plus a row of stools 
  at the bar.  Several of the tables are completely 
  full, as a band of rowdy dwarfs feast messily 
  like wild animals upon the grub that has been 
  set in front of them.  At one table, sits six 
  empty chairs and two halfling patrons, who 
  meekly feast upon a mountainous pile of food. 
   The final table, in the corner, is currently void 
  of even a single patron.  A sign on the wall just 
  next to this table states that "All elves and 
  half-orcs sit here." 
   
  The Pig and Roast is owned by "Grudge" Pickaxe, 
  a dwarf who has an extremely low opinion of both 
  elves and half-orcs.  In fact, all elven and half-orc 
  PCs are asked to sit at the table in the corner, 
  which is currently empty, away from the other 
  patrons.  All elven and half-orc PCs who order a 
  drink, also receive an extra surprise (a glob of 
  Grudge's spit) in their drink.  Feel free to try and 
  anger elven and half-orc PCs with any additional 
  mean pranks you can think of but do not go 
  overboard to the point of angering the player of 
  such PCs. 
   
  Some PCs may want to cause a bar brawl but 
  doing so could lead to an unpleasant situation.  
  Any PC who uses deadly force (any weapon/spell 
  that does real/actual damage) will have to deal 
  with the law.  Anyone just using deadly force but 
  not killing any of the dwarfs or halflings is fined 50 
  
  ULP3-01 Old Tales 
   
  Page 6 
  gp.  Anyone using deadly force who kills any of the 
  dwarfs or halflings is taken to jail and the key is 
  thrown away (PC is removed from play).  Also, in 
  either case, the scenario is over for them as they 
  are immediately taken away.  Some PCs may 
  attempt to escape capture.  As the judge, be 
  creative as to how they could be caught. 
   
  Determine what the PCs are doing at this point, 
  then have the players describe their PCs.  After 
  this has been done, allow the PCs to role-play as 
  they see fit.  If any PCs cause a problem, they are 
  first asked to leave.  If this doesn't work, then a 
  brawl, with the savage-like dwarfs getting involved, 
  could easily start, thus causing the PCs to miss 
  their possible mission. 
   
  After the PCs have had a chance to role-play, 
  Emerald Gemsplitter (as seen in ULP1-02 Spies 
  Like Us, ULP1-03 Crypt of Promise, and ULP1-
  05 Tomb Raiders) enters the establishment.  
  Some PCs may remember Emerald from past 
  events.   
   
  Emerald has spent the last year researching 
  several old legends in hopes of finding an 
  advantage against the humanoids that now plague 
  the Disputed Territory.  Through this research, 
  Emerald has come across an old, nearly lost and 
  forgotten tale.  The tale tells of a powerful and 
  remarkable Dwarven artifact.  The artifact is a 
  dwarven axe that, if wielded by the Prince of Ulek, 
  causes 
  a 
  stunning 
  fear 
  in 
  his 
  enemies.  
  Unfortunately, Emerald knows little more than the 
  possible existence of this artifact.  Thus, he seeks 
  to have a group of adventurers go to Gryrax to 
  locate Pengellen, a tremendously old dwarven 
  scholar and have him start research on the 
  location of this ancient Dwarven artifact, so it can 
  be found and used to help aid the Principality of 
  Ulek against the enemies to the east.  Emerald 
  knows that Pengellen once lived in a small village 
  to the east just a few years ago but due to the 
  invasion by the Turrosh Mak's forces, has moved 
  to a safer location in the capital city of Gryrax. 
   
  Treasure: Emerald offers each PC either a light 
  horse (value 75 gp) plus a small gem (value 25 
  gp) –or– two small gems worth 25 gp each (value 
  50 gp) up front for taking on this mission.  He hints 
  at the possibility of future rewards (in future 
  adventures) if the PCs are successful, report back 
  to him, and the information they recover proves 
  valuable. 
   
  Emerald also gives the PCs a scroll tube with a 
  finely written note inside to give to Pengellen 
  stating the nature of the PCs’ business. 
   
  All APLs: L: 38 gp; C: 25 gp; M: 0.  –or– 
  All APLs: L: 0 gp; C: 50 gp; M: 0. 
   
   
  Encounter Two: Hungry 
  Griffons 
  Allow the players to take any precautions before 
  continuing with the next encounter: 
   
  Leaving Eastpass in the morning, you see the 
  seemingly endless terrain of the Lortmil Hills 
  ahead of you.  Travel to Gryrax will likely be 
  slow but should be quite safer then any route 
  you could travel on the eastern side of the 
  country. 
   
  You travel for the entire day through the hills 
  pressing 
  onward 
  towards 
  Gryrax 
  before 
  resting for the evening.  Eventually, you are in 
  need of rest and stop to do so.  The night goes 
  uneventfully as you rest with a soft breeze 
  brushing past you. 
   
  In the morning, you continue onward to the 
  capital city of Gryrax.  You spend the entire 
  morning racing across the rolling hills before 
  you.  The hills here are untarnished by the 
  battles that plague the eastern side.  The air is 
  still and the only sounds that fill your ears are 
  those of the natural wildlife that resides here.  
  How different it is here then the lands to the 
  east that have been devastated by the 
  humanoids under the Warlord's control. 
   
  Several hours after noon, as you make your 
  way to the top of one sizable hill, a large 
  shadow passes over you.  Looking up to the 
  sky overhead, you see several flying creatures 
  actively searching the area.  Your horses begin 
  to whicker in fear. 
   
  Flying overheard, about sixty feet up and five 
  hundred feet away, are one (or more) hungry 
  griffons.  Griffons, being fond of horses, attack any 
  such creatures.  Any PCs who attempt to protect 
  their horses are also attacked. 
   
  The griffons avoid landing and attack from the air 
  until they have killed at least one horse. 
   
  
  ULP3-01 Old Tales 
   
  Page 7 
  If the PCs are without horses from some reason 
  (remember Emerald probably gave each PC a 
  horse as payment for taking on this mission), the 
  griffons first scout out to see the strength of the 
  PCs.  If they are not persuaded away, perhaps by 
  a show of great power by the PCs, the griffons 
  attack. 
   
  Due to the griffon's hunger and them being full-
  grown adults, they cannot be taken as pets or 
  mounts for PCs who might be interested in doing 
  so. 
   
  APL 2 (EL 4) 
  � Griffon (1): hp 52; see Monster Manual. 
   
  APL 4 (EL 6) 
  � Griffons (2): hp 60 each; see Monster Manual. 
   
  APL 6 (EL 7) 
  � Griffons (3): hp 67 each; see Monster Manual. 
   
  APL 8 (EL 9) 
  � Griffons (6): hp 67 each; see Monster Manual. 
   
  APL 10 (EL 11) 
  � Griffons (10): hp 67 each; see Monster 
  Manual. 
   
   
  Encounter Three: Seeking 
  Pengellen 
  Continuing onward, you travel until you see 
  the walls of the capital city of the Principality 
  of Ulek, Gryrax.  On top of the tall, strong walls 
  are several guards ensuring the city is safe 
  from any potential danger outside. 
   
  As you near the city gates from the north side 
  of town, three stern-looking dwarfs, obviously 
  members of the Royal Army, approach your 
  party.  They eye you intently for a few 
  moments then harshly ask you to state your 
  business during your stay in Gryrax. 
   
  If the PCs state they are seeking to locate 
  Pengellen, a dwarven scholar who moved to 
  Gryrax within the last few years, one of the 
  dwarven guards states that Pengellen lives in the 
  outer city, to the east in the Visitor’s Quarter.  His 
  home is a three-story tower that was erected many 
  years ago.  Exact directions can be given if the 
  PCs ask for them. 
   
  The guards also hassle any hardened warrior-type 
  PC, especially dwarfs, who aren't members of the 
  Royal Army, asking them why they haven't joined 
  yet. 
   
  Finding Pengellen's tower/home should be no 
  trouble at all but this is merely the beginning of 
  their adventure. 
   
  When 
  the 
  PCs 
  proceed 
  to 
  Pengellen's 
  tower/home, continue with the following: 
   
  As you make your way through Gryrax to 
  reach Pengellen's house, you see that life 
  within the Principality of Ulek's capital seems 
  to be unchanged despite the recent events to 
  the east. 
   
  After a twenty-minute walk, you finally see the 
  tower that you were informed was Pengellen's 
  home.  The circular tower is quite old with 
  many cracks and chips but seemingly stable.  
  A single large wooden door with a large steel 
  knocker that resembles a fist ready for a fight 
  stands before you seemingly inviting you to 
  rap upon it. 
   
  When the PCs decide to knock on the only door 
  into Pengellen's home, the knocker leads to a 
  deep low thud with no immediate response.  Not 
  until a second set of knocks are made does 
  Pengellen answer the door.  If the knocker is not 
  used, any other types of knocking are ignored. 
   
  When Pengellen answers the door, he is 
  extremely crabby having been interrupted in the 
  middle of some paid research.  As he piers out at 
  the PCs, he forcefully asks why they have 
  interrupted him.  Whatever reason the PCs give 
  him, including presenting him with the scroll tube 
  Emerald handed them, he quickly states that he is 
  too busy and attempts to shut the door. He 
  declines to read the scroll now, muttering that 
  other matters have his attention.  If they stop him 
  or knock on the door after Pengellen has closed it, 
  he grumpily states that he might be able to assist 
  them but only if they can help him first.  With this, 
  he grudgingly invites each of the PCs inside 
  muttering unfriendly comments about each of the 
  PCs under his breath.  PCs making a Listen check 
  (DC 25) might be able to catch a few of his words. 
   
  
  ULP3-01 Old Tales 
   
  Page 8 
  Make sure to role-play Pengellen as exceptionally 
  irritable, 
  cranky, 
  unfriendly, 
  bad-tempered, 
  grouchy and ornery as possible.  PCs may be able 
  to offset his gruffness with a successful Diplomacy 
  check (DC 25).  Those that fail this check by ten or 
  more will actually add to Pengellen's gruffness. 
   
  Pengellen is an average-sized dwarf with a pure 
  white beard that extends to the top of his knees.  
  He wears a pair of rusty colored trousers, a well-
  worn belt and an off-white shirt that has several 
  ink stains. 
   
  Once inside, Pengellen writes up a list of items he 
  needs the PCs to purchase for him along with the 
  location (shop name) where the PCs can find 
  these items.  All the shops can be found in the 
  Trade Quarter of Gryrax.  The list is Player 
  Handout #1, which should be supplied to the 
  players. 
   
  The PCs may still have further questions, such as: 
   
  � Why are you so busy?  (I'm currently working 
  for the Obsidian Stoneshield, a merchant from 
  the Principality of Ulek who deals in rare and 
  unique items.) 
  � Will you pay us back for the items we 
  purchase for you?  (No, that will be payment 
  for my time spent researching what you wish 
  me too.) 
  � How old are you?  (Older enough to know to 
  know that such a question is quite rude to ask 
  of your elders.) 
  � Why 
  are 
  you 
  so 
  crabby/grumpy/etc.?  
  (Wouldn't you be if you got interrupted in the 
  middle of your work?) 
  � Have 
  you 
  always 
  been 
  so 
  crabby/grumpy/etc.?  (Yes, what's it too you?) 
   
  If the PCs ask other questions, he insists he must 
  be returning to his work while they get the items 
  on his list.  Basically, Pengellen tries to keep any 
  discussion or questions to a minimum so he can 
  return to the matter at hand (research for the 
  merchant Obsidian Stoneshield). 
   
  When the PCs start to run the errands for 
  Pengellen, continue with the next encounter. 
   
   
  Encounter Four: Errands and 
  Shopping 
  Beginning your errands, you have three 
  locations Pengellen requested you visit to pick 
  up a variety of supplies.  Where you will go 
  first? 
   
  All three shops are within a block of each other, 
  but be sure to determine where the PCs plan to go 
  first and then use the appropriate information 
  presented below.  The following are the items 
  (with the shop name) Pengellen has requested the 
  PCs pick up for him: 
   
  � Detailed map of the Azure Sea - Mycent's 
  Mysterious Maps 
  � Six Pumpkin-Scented Candles - Moset's 
  Marvelous Aromas and Remedies 
  � Writing supplies including two fine quill pens, 
  twenty sheets of paper and five vials of ink 
  (black, blue, brown, green, red) - Sorvell's 
  Scripts 
   
  Mycent's Mysterious Maps 
  Mycent Mycurial runs this map store.  The map 
  store itself is on the ground floor of an old wooden 
  two-story building.  Mycent uses the second floor 
  as his home.  The floors creak and squeak loudly 
  as anyone walks across them.  There are several 
  bookcases filled with atlases and the like.  Messily 
  piled up on several large tables are numerous 
  maps of varying ages.  Nailed to the back wall are 
  three sizeable aged maps. 
   
  Currently, a half-orc named Yeogh, who some 
  PCs may remember and even have battled (from 
  ULP1-02 Spies Like Us and ULP1-03 Crypt of 
  Promise), is currently discussing the purchase of 
  a particular treasure map with Mycent.  Yeogh is 
  attempting to purchase the treasure map with all 
  fifty-five gold pieces he has, but Mycent states that 
  the lowest price he can accept is one hundred 
  gold pieces. 
   
  Eventually, Yeogh gets upset, not having enough 
  gold, and storms out of the store.  Some PCs may 
  want to physically confront Yeogh, but doing so 
  could lead to an unpleasant situation.  Any PC 
  who uses deadly force (any weapon/spell that 
  does real/actual damage) will have to deal with the 
  law.  Anyone just using deadly force but not killing 
  Yeogh is fined 50 gp.  Anyone using deadly force 
  who kills Yeogh is taken to jail and the key is 
  thrown away (PC is removed from play).  Also, in 
  
  ULP3-01 Old Tales 
   
  Page 9 
  either case, the scenario is over for them as they 
  are immediately taken away.  Some PCs may 
  attempt to escape capture.  As the judge, be 
  creative as to how they could be caught. 
   
  Once Yeogh has left the shop, Mycent then turns 
  his attention to the PCs.  He first asks them their 
  desire. 
   
  Mycent is willing to sell the PCs a detailed map of 
  the Azure Sea for six gold pieces but can be 
  talked down to four gold pieces.  Mycent is also 
  willing to sell the treasure map that Yeogh was 
  interested in purchasing for one hundred gold 
  pieces but he won't lower the price despite any 
  effects by the PCs. 
   
  A small piece is missing in the bottom right portion 
  of the treasure map.  It is said to be a cryptic map 
  that, if solved, leads to numerous fine gemstones 
  within the Lortmil Hills that were placed there by 
  Ulaa (intermediate deity of hills, mountains and 
  gemstones) herself.  If a detect magic spell is cast 
  upon it, it radiates faintly of magic but the exact 
  schools cannot be determined. 
   
  � Mycent Mycurial, Male Human Wiz3 (Craft 
  (mapmaking) 
  +9, 
  Knowledge 
  (arcana) 
  +9, 
  Profession (merchant) +7, Profession (scribe) +7, 
  Spellcraft +7; speaks Common, Dwarven, Halfling, 
  Keolandish, and Terran). 
   
  Description: Mycent is a fifty-two year old Suel 
  male.  He is six feet tall with a long white hair and 
  beard.  He typically dresses in gray robes and a 
  typical gray wizard's hat.  He walks swiftly for his 
  age.  He briefly spent time as an adventurer but 
  retired seeking a safer life. 
   
  � Yeogh, Male Half-orc Brb5 (Climb +5, 
  Intimidate +5, Intuit Direction +6, Jump +9, Listen 
  +6, Wilderness Lore +6) 
   
  Description: Yeogh is a scruffy six and a half-
  foot tall half-orc on a quest to find a sizeable 
  treasure 
  hoard. 
   
  He 
  has 
  been 
  searching 
  unsuccessfully for over two years now.  Having 
  been in several run-ins, if angered he'll first 
  attempt to walk away thus avoiding any future 
  trouble. 
   
  Moset's Marvelous Aromas and 
  Remedies 
  Emelaise Moset runs this shop, where she deals 
  mainly in perfumes, candles, salves, exquisite 
  drinks, including magical potions.  From the 
  outside, the shop seems like any other shop but 
  once inside, one can easily tell that this is not the 
  case. 
   
  First, placed neatly in several rows against one 
  wall are seemingly hundreds of small bins each 
  filled with a different scented candle ranging from 
  an ocean breeze to bee's honey.  Pumpkin-
  scented 
  candles, which is what Pengellen 
  requested, are also available.  The scented 
  candles sell for two gold pieces a half dozen. 
   
  Along another wall are dozens upon dozens of 
  small perfume bottles with a variety of smells.  The 
  bottles range in price from one (harsh smell) to 
  one hundred gold pieces (fine smell). 
   
  Next to the perfume bottles are a motley array of 
  salves, balms and creams ranging greatly in both 
  color and smell, which range in price from one to 
  ten gold pieces. 
   
  Additionally, superb drinks with a variety of flavors 
  are available ranging in price from one to five gold 
  pieces. 
   
  Emelaise Moset also has recently (during the Coin 
  Festival interactive) acquired several potions of 
  false life.  She is willing to sell each PC one (and 
  only one) such potion for 300 gold pieces (see the 
  Treasure Summary). 
   
  � Emelaise Moset, Female Human Ftr1/Rog3 
  (Appraise +8, Bluff +13, Decipher Script + 3, 
  Diplomacy +13, Disguise +11, Forgery +8, Gather 
  Information +11, Innuendo +7, Intimidate +4, 
  Listen +1, Read Lips +2, Sense Motive +7, Spot 
  +1, Use Magic Device +3; Alluring, Charlatan, 
  Persuasive, 
  Trustworthy; 
  speaks 
  Common, 
  Dwarven, and Elven;) 
   
  Description:  Emelaise Moset is a stunning 
  female human standing 5' 4" tall.  She has dark 
  hair and beautiful hazel eyes.  She is a merchant 
  dealing mainly in perfumes, salves, exquisite 
  drinks, including magical potions. 
   
  Sorvell's Scripts 
  Sorvell Tylairon runs this shop, which sells writing 
  supplies such as pens, paper, inks and the like.  
  The shop is best known for it's wide variety of 
  colorful inks.  Nearly any color is available or can 
  be made if necessary.  Prices are as per the 
  Player's Handbook.  Thus, it will cost the PCs fifty 
  gold pieces for the items Pengellen seeks. 
   
  
  ULP3-01 Old Tales 
   
  Page 10 
  � Sorvell Tylairon, Male Human Com3 (Craft 
  (calligraphy) +5, Profession (bookkeeper) +1, 
  Profession (merchant) +1, Profession (scribe) +5, 
  Sense Motive +3) 
   
  Description: Sorvell is an exceptionally old (87 
  years old) male Oeridian standing 5' 8" tall.  He 
  has dark brown eyes and fine gray hair.  He is a 
  merchant in Gryrax dealing with writing supplies, 
  such as pens, paper, inks and the like.  He has an 
  extreme hatred for orcs as both his only son and 
  only grandson were killed by an orc.  He fears that 
  his two great-grandsons (ages 12 and 14) will join 
  the Royal Army only to be killed by orcs too.  He 
  also gravely distrusts half-orcs. 
   
  After the PCs have done all of their purchases, 
  continue with the following: 
   
  Having completed shopping for Pengellen, you 
  start to leave the last shop and head back to 
  the aged dwarf. 
   
  At this point have the PCs make a Spot check (DC 
  10) and a Listen check (DC 10).  Those PCs who 
  successfully made their Spot check see a flicker of 
  light from a side alley just up ahead.  Those PCs 
  who successfully made their Listen check hear a 
  rusty voice asking for assistance.  Both the light 
  (dancing lights) and voice (ghost sound) are due 
  to spells cast by the mysterious man known only 
  as Spyder, who the PCs may have encountered in 
  ULP1-05 
  Tomb 
  Raiders 
  and/or 
  ULP1-07 
  Spyder's Quest. 
   
  Spyder knows of the PCs’ mission and where it 
  will lead them.  He will not divulge this information 
  but requests that if they ran across a book called 
  The Book of Spiders, he will gladly reward them 
  with several gems.  How much he will reward them 
  is based upon the APL the PCs are playing this 
  adventure at, but is as follows: 
   
  APL 2 - 100 gp; APL 4 - 200 gp; 
  APL 6 - 300 gp; APL 8 - 400 gp; 
  APL 10 - 500 gp. 
   
   
  He, however, will not collect upon a debt (Debt to 
  Spyder gained in ULP1-05 Tomb Raiders) to gain 
  the book. 
   
  Once the PCs have gained the item, they should 
  return to Gryrax, where he will seek them out with 
  payment in hand. 
   
  If asked about the Warlord in the Disputed 
  Territory, he simply chuckles and informs the PCs 
  that they will find out soon enough about this 
  creature.  Anything else the PCs may ask 
  questions about, including The Book of Spiders, 
  Spyder replies with cryptic and obscure answers. 
   
  � Spyder, Male Human Rog8/Sor6 (Alchemy 
  +13, Balance +18, Decipher Script +13, Escape 
  Artist +18, Forgery +14, Gather Information +12, 
  Hide +18, Knowledge (arcana) +13, Listen +10, 
  Move Silently +18, Read Lips +14, Scry +13, 
  Search +9, Spellcraft +13, Spot +5, Tumble +18) 
  Description: Spyder is a human male 
  dressed in black silk clothes with a cloak that 
  resembles a large spider's web.  Tattooed around 
  his left eye is a spider's web.  On his left hand, he 
  wears a black ring that has been crafted to look 
  like a spider with two dark red ruby eyes.  Around 
  his neck is an amulet that looks like a spider sitting 
  upon a web.  Additionally, he has several small 
  tattoos of spiders and webs on his body but these 
  are currently covered by his black clothes. 
   
   
  Encounter Five: There’s 
  More? 
  Returning to the three-story tower that is 
  Pengellen's home, you come, once again, to 
  the large wooden front door with the large fist-
  like knocker.  It is now about an hour before 
  nightfall. 
   
  Using the knocker nets the same result as the 
  previous time, no response on the first attempt 
  and Pengellen standing in the partially opened 
  door after the second rapping.  Once Pengellen 
  sees the PCs, he asks if each of the items on the 
  list have been gained.  If not, he sends them 
  away.  If so, he rushes the PCs inside telling them 
  to stay in the front area while he completes his 
  research on his other project.  He then disappears 
  into the upper stories of the tower to complete his 
  research for Obsidian Stoneshield. 
   
  After an hour or so, after the sun has set, 
  Pengellen finally returns to greet the PCs.  This 
  time his mood is slightly different.  While impatient, 
  he is only mildly cranky.  He asks the PCs to 
  follow him up the stairs to the second floor where 
  they can discuss the reason they came to him. 
   
  Pengellen shows minor interest in what the PCs 
  have to say until they show him the scroll tube with 
  
  ULP3-01 Old Tales 
   
  Page 11 
  the finely written note from Emerald Gemsplitter.  
  Once given the note, Pengellen painstakingly 
  reads the note, seemingly examining it for masked 
  information.  After reading the note, Pengellen 
  feverishly starts to look about the room through 
  several bookcases, until he suddenly stops, slowly 
  turns to the PCs and states that the books that he 
  needs are not with him in Gryrax.  Instead they 
  were left behind in the village of Veithem, where 
  he once lived but left due to the Warlord's invading 
  humanoids.  Thus, in order for him to start 
  research of this magnitude, he requires several 
  books from his old home.  He is uncertain whether 
  the village even still stands or the books still exist 
  but without them, his research cannot begin. 
   
  It is now up to the PCs to go to retrieve the books 
  Pengellen needs in order for him to begin his 
  research.  Pengellen will not accompany the PCs 
  due to his old age and the possible danger they 
  could face. 
   
  If the PCs have any questions at this point, 
  Pengellen attempts to answer them but often is 
  unintentionally quite cryptic in his replies. 
   
  Pengellen does offer the PCs a few rooms in his 
  tower home for the evening so they can rest up for 
  the evening before departing in the morning.  
  Unfortunately, he does not have enough food to 
  feed a group of adventurers, but does suggest a 
  local inn and tavern called the Dwarf's Beard that 
  is nearby. 
   
  The Dwarf's Beard is a small two-story dive that is 
  frequented almost exclusively by dwarfs.  The 
  dwarfs here drink heavily and then get a room for 
  the evening upstairs. 
   
  Any character that stays in the Dwarf's Beard to 
  learn of any rumors and uses the Gather 
  Information skill has the opportunity (DC 8 + the 
  APL) to learn of some gossip. For every two over 
  the DC a character gets, allow them an extra roll 
  on the following chart (re-roll any duplicates): 
   
  1. Several griffons have been seen roaming the 
  nearby area.  (True) 
  2. A band of goblins was spotted in the Disputed 
  Territory with the face of a bizarre creature on 
  their shield.  (True) 
  3. After a goblin dies, they rise up as a zombie.  
  (mostly False) 
  4. A shipwreck was recently found near Gryrax 
  and it even had several unknown undead 
  creatures aboard it.  (True) 
  5. Emelaise Moset is actually a medusa that 
  came to the Principality of Ulek from Monmurg 
  via the Yeomanry.  (False) 
  6. While in Thunderstrike, a small unusual 
  looking 
  human 
  was 
  inquiring 
  about 
  a 
  legendary warhammer with a bane against 
  dragons.  (True) 
  7. Several mysterious ships with yellow sails 
  have been seen sailed the seas to the south 
  of Gryrax.  (True) 
  8. The young Prince Corond is planning on 
  placing a straight tax of 20% of all income 
  earned within the Principality of Ulek.  (False) 
  9. Prince Olinstaad Corond’s son is really a 
  doppelganger.  (False) 
  10. Prince 
  Olinstaad 
  Corond 
  still 
  lives.  
  (Unconfirmed) 
   
   
  Encounter Six: Sorting 
  Through the Dead 
  In the morning, you depart Pengellen's home 
  and the city of Gryrax heading along the 
  Prince's Road in a northeastern direction.  
  Travel is long and dull with few merchants 
  being seen along the way and those you do 
  see are heavily guarded. 
   
  After several days you arrive in the vicinity of 
  the city of Havenhill where you camp for the 
  evening before continuing onward to the 
  village of Veithem.  Another day passes 
  uneventfully as you march further in a 
  northern direction. 
   
  On the fourth day since leaving Pengellen you 
  rise to a cool morning air and a soft breeze 
  blowing from the west to the east.  As you 
  travel onward to the village of Veithem, you 
  see the obvious tracks of many feet of various 
  sizes in the area.  Off in the distance to the 
  east you see several smoke clouds perhaps 
  the remains of a burning village. 
   
  About an hour before noon, you start to near 
  the village of Grasshill that lies in your path to 
  Veithem.  As you draw nearer, a horrific sight 
  comes into view.  The formerly quaint village 
  of Grasshill lies in ruins.  A majority of the 
  buildings that once stood here have been 
  leveled to the ground.  The few buildings that 
  still stand, such as a temple of Ehlonna have 
  been desecrated and debased with writings 
  seemingly in blood.  The grass has been 
  
  ULP3-01 Old Tales 
   
  Page 12 
  charred to cinders.  But the most horrifying 
  and sickening sight is the numerous bodies, 
  including children too young to understand the 
  evils of this world, that lie battered and beaten 
  on the blood-soaked ground.  Some of the 
  bodies have even been lumped together near 
  three small carts, each pulled by a single mule, 
  that are seemingly ready to transport these 
  corpses for some fell purpose. 
   
  Standing amidst the corpses and pools of 
  fresh blood are several small creatures with 
  flat faces, broad noses, pointed ears, wide 
  mouths and small, sharp fangs.  They are 
  employing javelin thrusts to ensure that the 
  fallen are indeed dead.  These creatures, save 
  one, wear chain shirts and have a small 
  wooden shield with an unfamiliar picture of a 
  strange reddish-green troll-like creature on it 
  instead of the typical Pomarjian red-faced 
  medusa shield you have grown accustomed to 
  seeing.  As you peer out at these repugnant 
  creatures, a flock of vultures feasting spots 
  you and let out a raucous cry.  The goblins 
  follow their gaze, and they each raise a javelin 
  and begin the cries of battle. 
   
  These cruel goblins stand a mere sixty feet away 
  from the PCs ready to throw a javelin at a 
  convenient target.  After this, they race into melee 
  hoping to gang up on and flank any opponents 
  they can.  If a PC falls, they continue to focus their 
  attacks on these PCs, until they believe the PC is 
  dead (not dying). 
   
  These goblins follow the orders of the Warlord and 
  thus are not counted as Pomarjian humanoids but 
  as goblins of the Disputed Territory.  Thus, a 
  signature for the revised Battleaxe of Retribution 
  should not be granted here.  (Note: If a player 
  has this item but does not include the word 
  "Revised" in the title of the item, please inform 
  them that they should contact the Principality of 
  Ulek Triad at their first opportunity.) 
   
  The shield each of the goblins wields is to show 
  their loyalty to the Warlord.  It also should give the 
  PCs a hint that they should expect additional 
  chaos in the Disputed Territory in the near future 
  due to the Warlord now acting on his own outside 
  the guidance of Turrosh Mak. 
   
  If any of the goblins are captured, they eagerly tell 
  the PCs how Turrosh Mak is but a myth and how 
  they are within the ranks of the Warlord.  If asked 
  of their current task, they gladly tell the PCs that 
  they were killing innocent citizens of the Ulek so 
  their bodies could be used in future battles. The 
  goblins won't elaborate further on this but basically 
  the goblins were to kill as many village folks as 
  possible, then load the dead bodies onto carts and 
  finally return them to a necromancer under the 
  Warlord's command.  This necromancer would 
  then animate the bodies and send them into 
  battles with the Principality of Ulek. 
   
  The goblins also will not provide a location or 
  directions as to where the bodies were supposed 
  to be returned. 
   
  Three carts along with three mules can be taken 
  along with the goblin's personal gear. 
   
  If the PCs wish to check the bodies, they find that 
  each of them are indeed dead, having been killed 
  only about an hour ago by weapons such as 
  javelins and short swords.  Nothing of value can 
  be found on the dead bodies, as anything of value 
  has been taken away and transported to another 
  location. 
   
  If the PCs attempt to speak with dead with of the 
  corpse, they may be able to learn some of the 
  following information based on the questions 
  posed: 
   
  � A group of small humanoid creatures with 
  wide mouths and small, sharp fangs (goblins) 
  and even several nasty wolves besieged their 
  village. 
  � A large nearly seven-foot tall humanoid 
  creature led these small creatures. 
  � It is doubtful anyone from the village survived 
  the attack. 
  � The small creatures each had a shield with a 
  strange reddish-green monster on it. 
   
  APL 2 (EL 4) 
  � Goblins, Male Goblin Rog1 (5): hp 7 each; 
  see Appendix I. 
   
  � Goblin Leader, Male Goblin Ftr1 (1): hp 11; 
  see Appendix I. 
   
  APL 4 (EL 6) 
  � Goblins, Male Goblin Rog2 (5): hp 14 each; 
  see Appendix I. 
   
  � Goblin Leader, Male Goblin Ftr2 (1): hp 22; 
  see Appendix I. 
  
  ULP3-01 Old Tales 
   
  Page 13 
   
  APL 6 (EL 8) 
  � Goblins, Male Goblin Rog3 (5): hp 21 each; 
  see Appendix I. 
   
  � Goblin Leader, Male Goblin Ftr4 (1): hp 44; 
  see Appendix I. 
   
  APL 8 (EL 10) 
  � Goblins, Male Goblin Rog5 (5): hp 35 each; 
  see Appendix I. 
   
  � Goblin Leader, Male Goblin Ftr6 (1): hp 66; 
  see Appendix I. 
   
  APL 10 (EL 12) 
  � Goblins, Male Goblin Rog5 (11): hp 35 each; 
  see Appendix I. 
   
  � Goblin Leader, Male Goblin Ftr6 (1): hp 66; 
  see Appendix I. 
   
  Treasure: The goblins’ possessions are the only 
  treasure here. 
   
  APL 2: L: 92 gp; C: 0 gp; M: 0. 
  APL 4: L: 92 gp; C: 0 gp; M: 0. 
  APL 6: L: 92 gp; C: 0 gp; M: javelin of lightning (63 
  gp). 
  APL 8: L: 92 gp; C: 0 gp; M: javelin of lightning (63 
  gp). 
  APL 10: L: 150 gp; C: 0 gp; M: javelin of lightning 
  (63 gp). 
   
   
  Encounter Seven: Who’s 
  First? 
  With the vision of the dead from the village of 
  Grasshill on your mind, you press onward to 
  Veithem.  Silence fills the deathly still air.  An 
  hour passes by before you near the village of 
  Veithem.  Then suddenly you hear the cry of 
  battle and then numerous grunts from up 
  ahead. 
   
  Cresting the next small hill, you see two 
  distinct groups fighting each other.  The first 
  group consists of several human men, over 
  half of them wearing banded mail and wielding 
  a heavy pick and a large steel shield with the 
  familiar Pomarjian red-faced medusa shield. 
  The second group consists of half a dozen 
  man-sized skeletal figures in tattered clothes 
  plus several humanoid creatures with mottled, 
  decaying flesh drawn tightly across their 
  clearly visible bones. 
   
  It seems several casualties have already 
  occurred on both sides, as a half dozen 
  corpses lie motionless on the ground. 
   
  The PCs are one hundred feet from the nearest 
  combatant.  Both sides of the battle easily notice 
  the PCs unless precautions were taken. 
   
  The undead are under the control of the powerful 
  necromancer of Nerull in league with the Warlord. 
   They fight any who oppose them. 
   
  The Pomarjian humans are in league with Turrosh 
  Mak's newest minion leader plus followers of the 
  Earth Dragon.  They have been induced by the 
  possible riches that could be gained from the 
  Principality of Ulek.  However, they have been 
  instructed that they first need to deal with the 
  Warlord and his minions.  They are lead by Pike. 
   
  If possible, the Pomarjian humans attempt to 
  persuade the PCs to aid them in their fight with the 
  undead.  Then if not too badly beaten up or 
  drained of resources (spells, etc.) they'll turn their 
  attacks on the PCs, even attacking downed PCs.  
  If the Pomarjian humans do not believe they'll be 
  able to defeat the PCs, they attempt to parley with 
  the PCs so they can fight another day. 
   
  This encounter is to further instill in the PCs’ minds 
  that there are now two forces the Principality of 
  Ulek will need to deal with when attempting to 
  retake the Disputed Territory.  Also, it also forces 
  the PCs to decide which opponent they wish aid 
  and which one they hope to defeat.  If the PCs 
  decide to attack both groups at the same time, the 
  both groups will split their attacks between the 
  PCs and their other opponent. 
   
  Note: If any PC at the table has Oskar Dankil's 
  Silver Holy Symbol of Moradin or Omur Hemdal's 
  Silver Holy Symbol of St. Cuthbert, all the undead 
  immediately focus their attacks on that PC, if at all 
  possible. 
   
  As the judge, please ensure to review spells that 
  have been pre-cast (or cast before) the PCs 
  showed up at the scene.  Each spell's duration 
  has been included. 
   
  
  ULP3-01 Old Tales 
   
  Page 14 
  APL 2 (EL 5) 
  � Skeletons, Medium-sized (6): hp 12 each; see 
  Monster Manual. 
   
  � Ghouls (4): hp 18 each; see Monster Manual. 
   
  � Pomarjian Humans, Male Human Ftr1 (4): hp 
  12 each; see Appendix I. 
   
  � 
  Erth, 
  Male 
  Pomarjian 
  Human 
  Wiz2 
  (Transmuter): hp 11; see Appendix I. 
   
  � Pike, Male Pomarjian Human Mnk1/Ftr1: hp 
  20; see Appendix I. 
   
  APL 4 (EL 7) 
  � Skeletons, Medium-sized (6): hp 12 each; see 
  Monster Manual. 
   
  � Ghouls (7): hp 18 each; see Monster Manual. 
   
  � Pomarjian Humans, Male Human Ftr2 (4): hp 
  20 each; see Appendix I. 
   
  � 
  Erth, 
  Male 
  Pomarjian 
  Human 
  Wiz3 
  (Transmuter): hp 22 (16 w/o endurance); see 
  Appendix I. 
   
  � Pike, Male Pomarjian Human Mnk1/Ftr2: hp 
  30; see Appendix I. 
   
  APL 6 (EL 9) 
  � Skeletons, Medium-sized (6): hp 12 each; see 
  Monster Manual. 
   
  � Ghouls (4): hp 18 each; see Monster Manual. 
   
  � Ghasts (4): hp 36 each; see Monster Manual. 
   
  � Pomarjian Humans, Male Human Ftr4 (4): hp 
  36 each; see Appendix I. 
   
  � 
  Erth, 
  Male 
  Pomarjian 
  Human 
  Wiz5 
  (Transmuter): hp 36 (26 w/o endurance); see 
  Appendix I. 
   
  � Pike, Male Pomarjian Human Mnk1/Ftr4: hp 
  50; see Appendix I. 
   
  APL 8 (EL 11) 
  � Skeletons, Medium-sized (6): hp 12 each; see 
  Monster Manual. 
   
  � Ghouls (8): hp 18 each; see Monster Manual. 
   
  � Ghasts (4): hp 36 each; see Monster Manual. 
   
  � Pomarjian Humans, Male Human Ftr6 (4): hp 
  52 each; see Appendix I. 
   
  � Erth, Male Pomarjian Human Wiz5/Clr2 
  (Transmuter): hp 54 (40 w/o endurance); see 
  Appendix I. 
   
  � Pike, Male Pomarjian Human Mnk1/Ftr6: hp 
  70; see Appendix I. 
  . 
  APL 10 (EL 13) 
  � Skeletons, Medium-sized (6): hp 12 each; see 
  Monster Manual. 
   
  � Ghouls (12): hp 18 each; see Monster Manual. 
   
  � Ghasts (4): hp 36 each; see Monster Manual. 
   
  � Pomarjian Humans, Male Human Ftr6 (10): 
  hp 62 each; see Appendix I. 
   
  � Erth, Male Pomarjian Human Wiz5/Clr3 
  (Transmuter): hp 63 (47 w/o endurance); see 
  Appendix I. 
   
  � Pike, Male Pomarjian Human Mnk1/Ftr6: hp 
  82; see Appendix I. 
   
  Treasure: The Pomarjian humans’ possessions 
  are the only treasure here. 
   
  APL 2: L: 119 gp; C: 0 gp; M: 0. 
  APL 4: L: 144 gp; C: 0 gp; M: cloak of resistance 
  +1 (83 gp). 
  APL 6: L: 144 gp; C: 0 gp; M: cloak of resistance 
  +1 (83 gp). 
  APL 8: L: 144 gp; C: 0 gp; M: cloak of resistance 
  +2 (333 gp). 
  APL 10: L: 257 gp; C: 0 gp; M: cloak of resistance 
  +2 (333 gp), +1 flaming heavy pick (692 gp). 
   
   
  Encounter Eight: Jackpot 
  After dealing with this second fight, you press 
  deeper into the village, or at least what 
  remains of it now. 
   
  The village looks like a tornado has recently 
  blasted through it.  A majority of the buildings 
  lie in piles of rubble and ashes.  A few lucky 
  
  ULP3-01 Old Tales 
   
  Page 15 
  buildings 
  have 
  partially 
  survived 
  the 
  devastation that has occurred here. 
   
  The house that Pengellen once lived in is 
  fortunately among the few buildings that were not 
  totally ruined.  Basically, half of Pengellen's old 
  house is still standing but with the roof at a severe 
  angle from the top of one wall to the ground in the 
  middle of house. 
   
  Entering the remains of Pengellen's old house 
  could be harmful to the PCs if they aren't careful.  
  To avoid causing any of the debris to shift thus 
  causing the roof to fall requires a successful 
  Reflex save. 
   
  APL 2 (EL 1) 
  � Collapsing Roof: CR 1; All within house (2d6); 
  Reflex save (DC 5) for no damage; Knowledge 
  (engineering) or Search DC 15 to notice the 
  problem. 
   
  APL 4 (EL 2) 
  � Collapsing Roof: CR 2; All within house (4d6); 
  Reflex save (DC 8) for no damage; Knowledge 
  (engineering) or Search DC 15 to notice the 
  problem. 
   
  APL 6 (EL 3) 
  � Collapsing Roof: CR 3; All within house (6d6); 
  Reflex save (DC 11) for no damage; Knowledge 
  (engineering) or Search DC 15 to notice the 
  problem. 
   
  APL 8 (EL 4) 
  � Collapsing Roof: CR 4; All within house (8d6); 
  Reflex save (DC 14) for no damage; Knowledge 
  (engineering) or Search DC 15 to notice the 
  problem. 
   
  APL 10 (EL 5) 
  � Collapsing Roof: CR 5; All within house 
  (10d6); Reflex save (DC 17) for no damage; 
  Knowledge (engineering) or Search DC 15 to 
  notice the problem. 
   
  Once the PCs are inside, they easily see that one 
  bookcase is full of books, tomes, manuscripts and 
  parchments, all in good condition.  These are 
  items that Pengellen seeks.  There are one 
  hundred of them, each weighing approximately a 
  pound each (one hundred pounds total).  Nothing 
  else of value lies here.  However, a secret 
  trapdoor can be found under some of the debris 
  with a successful Search check (DC 18 + the APL) 
  but doing so requires another Reflex save (DC as 
  above) to avoid causing the roof to fall again. 
   
  Treasure: Opening the secret trapdoor reveals a 
  small basement below.  Inside the basement are 
  the following items: 
   
  � Two wooden crates filled with moldy food. 
  � A wooden barrel filled with spoiled 
  dwarven ale. 
  � A burnt out torch. 
  � A large cracked mirror. 
  � A locked wooden chest with the following 
  items: 
  � A bit of bone 
  � A flask of red wine 
  � A small mirror 
  � A small pouch filled with several 
  pinches of earth 
  � A small pouch filled with salt 
  � A small scrap of cloth 
  � A small pouch filled with 100 
  copper pieces 
  � 50 silver pieces 
  � Spellbook of Necromancy (see Treasure 
  Summary). 
   
  � Locked Wooden Chest: hardness 5; hp 15; 
  Break DC 23; good lock (hardness 15; hp 30; 
  Open Lock DC 30). 
   
  � A small locked iron chest (trapped) with 
  the following item: 
  � The 
  Book 
  of 
  Spiders 
  (see 
  Treasure Summary). 
   
  � Small Locked Iron Chest: hardness 5; hp 15; 
  Break DC 23; amazingly good lock (hardness 15; 
  hp 30; Open Lock DC 40); trapped (see below). 
   
  All APLs (EL 5) 
  � Ungol Dust Trap: CR 5; mechanical; touch 
  trigger; manual reset; gas; multiple targets (all 
  targets adjacent to the chest); never miss; onset 
  delay (2 rounds); poison (ungol dust, Fort save 
  [DC 15] resists, 1 Cha / 1d6 Cha + 1 Cha 
  [permanent drain]); Search (DC 20); Disable 
  Device (DC 16). 
   
  All APLs: L: 2 gp; C: 6 gp; M: spellbook of 
  necromancy (20 gp), the book of spiders (4 gp if 
  the PCs don’t sell it to Spyder). 
   
  
  ULP3-01 Old Tales 
   
  Page 16 
   
  Encounter Nine: Return to 
  Gryrax 
  After finding the books, tomes, manuscripts 
  and parchments Pengellen requested, you 
  quickly head back to Gryrax.  The trip is long, 
  dreary and completely uneventful. 
   
  As you approach Gryrax, you are yet again met 
  by 
  three 
  stern-looking 
  dwarfs, 
  obvious 
  members of the Royal Army.  They eyeball you 
  carefully for a small amount of time, then 
  roughly request you to state your business 
  during your stay in Gryrax. 
   
  Once the PCs have dealt with the dwarven 
  guards, they can quickly make their way to 
  Pengellen's home. 
   
  On their way to Pengellen's house, the PCs are 
  visited by Spyder if any PC made a deal with him 
  to find The Book of Spiders, which the PCs might 
  have found in the previous encounter.  Spyder 
  pays the promised amount (but does not release 
  PCs who have a debt to him, despite their 
  accomplishing this minor task) for The Book of 
  Spiders.  If the book is sold to Spyder, the PCs 
  cannot purchase it at the end of the adventure and 
  this item should be crossed off their Adventure 
  Record. 
   
  Treasure: The money from Spyder for the book: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0. 
  APL 4: L: 0 gp; C: 200 gp; M: 0. 
  APL 6: L: 0 gp; C: 300 gp; M: 0. 
  APL 8: L: 0 gp; C: 400 gp; M: 0. 
  APL 10: L: 0 gp; C: 500 gp; M: 0. 
   
  When the PCs knock on the door into Pengellen's 
  home, the knocker leads to a deep low thud with 
  no immediate response.  Not until a second set of 
  knocks are made does Pengellen answer the 
  door.  If the knocker is not used, any other types of 
  knocking are ignored. 
   
  When Pengellen answers the door, he slowly 
  opens the door and piers out for a moment, almost 
  as if he has forgotten who the PCs are.  But then 
  suddenly his eyes widen and he asks the PCs if 
  they found the books he needs to start his 
  research.  If the PCs respond "no", he closes the 
  door and ignores anything else the PCs might 
  have to say.  If the PCs respond "yes", he opens 
  the door wide thus allowing the PCs inside.  Once 
  given the books, Pengellen immediately starts his 
  research only looking up for a moment to thank 
  the PCs and inform them that he'll send word to 
  Emerald when his research is completed. 
   
   
  Encounter Ten: Return to 
  Eastpass 
  Leaving Pengellen and the city of Gryrax, you 
  make your way back to the Pig and Roast in 
  the 
  city 
  of 
  Eastpass 
  to 
  see 
  Emerald 
  Gemsplitter. 
   
  If the PCs were successful, Emerald Gemsplitter 
  thanks the PCs for their help and ensures them 
  that he will inform Oldid Silverbeard about the help 
  that they provided him.  The PCs receive the 
  Favor 
  of 
  Oldid 
  Silverbeard 
  (see 
  Treasure 
  Summary). 
   
  If 
  the 
  PCs 
  were 
  unsuccessful, 
  Emerald 
  Gemsplitter sadly looks down, glumly thanks them 
  for their attempt and departs. 
   
   
  Conclusion 
  Having completed your mission, you can only 
  hope that the old tale is indeed true and that 
  Pengellen is able to find additional clues so 
  that the legendary axe can be found and used 
  to aid the Principality of Ulek in the battles with 
  those to the east. 
   
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter Two: Hungry Griffons 
  Defeating or avoiding the griffons 
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp. 
  
  ULP3-01 Old Tales 
   
  Page 17 
   
  Encounter Six: Sorting Through the Dead 
  Defeating the goblins 
   
  APL 2 – 120 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
   
  Encounter Seven: Who’s First? 
  Defeating both the humans and the undead (only 
  half the award should be given if the PCs parlayed 
  with the humans and let them leave) 
   
  APL 2 – 150 xp; 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
   
  Role-playing Award 
  Award the amount below or less based on the 
  player’s role-playing (especially in Encounters 
  Three to Five)  
   
  APL 2 – 90 xp; 
   
  APL 4 – 135 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 225 xp; 
   
  APL 10 – 270 xp. 
   
  Total possible experience:   
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp. 
   
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before 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 (sell value) 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter One: Pig and Roast 
   
  All APLs: L: 38 gp; C: 25 gp; M: 0 gp.  –or– 
   
  All APLs: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  Encounter Six: Sorting Through the Dead 
   
  APL 2: L: 92 gp; C: 0 gp; M: 0 gp; 
   
  APL 4: L: 92 gp; C: 0 gp; M: 0 gp; 
   
  APL 6: L: 92 gp; C: 0 gp; M: 63 gp; 
   
  APL 8: L: 92 gp; C: 0 gp; M: 63 gp; 
   
  APL 10: L: 150 gp; C: 0 gp; M: 63 gp. 
   
  Encounter Seven: Who’s First? 
   
  APL 2: L: 119 gp; C: 0 gp; M: 0 gp; 
   
  APL 4: L: 144 gp; C: 0 gp; M: 83 gp; 
   
  APL 6: L: 144 gp; C: 0 gp; M: 83 gp; 
   
  APL 8: L: 144 gp; C: 0 gp; M: 333 gp; 
  
  ULP3-01 Old Tales 
   
  Page 18 
   
  APL 10: L: 257 gp; C: 0 gp; M: 1,025 gp. 
   
  Encounter Eight: Jackpot 
   
  All APLs: L: 2 gp; C: 6 gp; M: 24 gp. 
   
  Encounter Nine: Return to Gryrax 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp; 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp; 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp; 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp; 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp. 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 251 gp; C: 156 gp; M: 24 gp; 
  Total: 431 gp (400 gp); 
  APL 4: L: 276 gp; C: 256 gp; M: 107 gp; 
  Total: 639 gp (600 gp); 
  APL 6: L: 276 gp; C: 356 gp; M: 170 gp; 
  Total: 802 gp (800 gp); 
  APL 8: L: 276 gp; C: 456 gp; M: 420 gp; 
  Total: 1,152 gp (1,152 gp); 
  APL 10: L: 447 gp; C: 556 gp; M: 1,112 
  gp; Total: 2,115 gp (2,100 gp). 
   
  Special 
  These items may appear on the adventure record. 
   They should be crossed out if the PC did not 
  encounter or earn them in the adventure. 
   
  � Favor of Oldid Silverbeard 
  Emerald Gemsplitter gave this PC's name to Oldid 
  Silverbeard as aiding the Principality of Ulek.  This 
  favor will be usable at a future date and time in a 
  Principality of Ulek regional scenario or interactive. 
   Full details will be documented within such an 
  event.  Contact the Principality of Ulek Triad for 
  more details. 
   
  � Potion of False Life 
  This potion was purchased from Emelaise Moset, 
  a merchant in Gryrax.  PC may only purchase one 
  of these potions from her. 
   
  Caster Level: 3rd; Prerequisites: Brew Potion, 
  false life; Market Price: 300 gp; Weight: - lbs. 
   
  Spell from Tome & Blood, page 89. 
   
  � Treasure Map 
  This rare map was purchased from Mycent 
  Mycurial, a map merchant in Gryrax.  A small 
  piece is missing in the bottom right portion of the 
  map.  It is said to be a cryptic map that if solved 
  leads to numerous fine gemstones within the 
  Lortmil Hills that were placed there by Ulaa 
  (intermediate 
  deity 
  of 
  hills, 
  mountains 
  and 
  gemstones) herself.  If a detect magic spell is cast 
  upon it, it radiates faintly of magic but the exact 
  schools cannot be determined. PC may only 
  purchase one of these maps. 
   
  Market Price: 100 gp; Weight: - lbs. 
   
  � The Book of Spiders 
  The book has a dark gray cover with a black 
  spider on it.  The tome's text is jet-black and 
  written in Undercommon.  PCs must have the 
  ability to read Undercommon in order to gain the 
  insight bonuses the book provides.  This text gives 
  the owner a +2 insight bonus to Knowledge 
  (nature) skill checks involving the spiders.  If the 
  owner of the text does not possess the Knowledge 
  (nature) skill, that individual can still make a 
  Knowledge 
  (nature) 
  skill 
  check 
  for 
  maters 
  involving spiders (without the +2 bonus mentioned 
  above, but this ability is considered an insight 
  bonus).  It takes at least 5 minutes of reading to 
  gain the insight bonus.  The book must be read no 
  more than 5 minutes before the check that the PC 
  wishes to gain the insight bonus for is made. 
   
  Market Price: 50 gp; Weight: 3 lbs. 
   
  � Spellbook of Necromancy 
  This spellbook has a jet-black cover with an 
  unnaturally white skull drawn on the cover.  The 
  spellbook's text is written in blood.  Several of the 
  pages have been ripped out or destroyed.  The 
  spellbook holds the following arcane spells: 1st—
  cause fear, chill touch, negative energy ray (from 
  Tome & Blood, page 93), ray of enfeeblement; 
  2nd—false life (from Tome & Blood, page 89), 
  ghoul touch, scare, spectral hand; 3rd—feign death 
  (from Tome & Blood, page 89), gentle repose, 
  negative energy burst (from Tome & Blood, page 
  93), vampiric touch. 
   
  Market Price: 240 gp; Weight: 3 lbs. 
   
   
  
  ULP3-01 Old Tales 
   
  Page 19 
  Appendix I: NPCs
  Encounter Six: Sorting Through the 
  Dead 
  APL 2 
  Goblin: Male goblin Rog1; Small Humanoid 
  (Goblinoid); HD 1d6+1; hp 7 each; Init +3 (Dex); 
  Spd 30 ft.; AC 19 (Touch 14, Flat-footed 16); Atks 
  +1 melee (1d6+1 [crit 19-20], short sword) or +3 
  ranged (1d6+1, javelin); SA Sneak attack (+1d6); 
  SQ Darkvision 60 ft.; AL NE; SV Fort +1, Ref +5, 
  Will +2; Str 12, Dex 16, Con 13, Int 10, Wis 11, 
  Cha 8. 
   
  Skills and Feats: Climb +5, Escape Artist +7, 
  Hide +7, Listen +4, Move Silently +11, Spot +4, 
  Tumble +7, Use Rope +7; Iron Will. 
   
  Possessions: chain shirt, small wooden shield, 
  short sword, 3 javelins. 
   
  Goblin Leader: Male goblin Ftr1; Small Humanoid 
  (Goblinoid); HD 1d10+1; hp 11; Init +2 (Dex); Spd 
  20 ft.; AC 19 (Touch 13, Flat-footed 17); Atks +5 
  melee (1d6+2 [crit 19-20], short sword) or +3 
  ranged (1d6+2, javelin); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +3, Ref +2, Will +3; Str 14, Dex 14, 
  Con 13, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6, Move 
  Silently +6; Iron Will, Weapon Focus (short 
  sword). 
   
  Possessions: 
  breastplate, 
  small 
  wooden 
  shield, masterwork short sword, 3 javelins. 
   
  APL 4 
  Goblin: Male goblin Rog2; Small Humanoid 
  (Goblinoid); HD 2d6+2; hp 14 each; Init +3 (Dex); 
  Spd 30 ft.; AC 19 (Touch 14, Flat-footed 16); Atks 
  +2 melee (1d6+1 [crit 19-20], short sword) or +4 
  ranged (1d6+1, javelin); SA Sneak attack (+1d6); 
  SQ Evasion, Darkvision 60 ft.; AL NE; SV Fort +1, 
  Ref +6, Will +2; Str 12, Dex 16, Con 13, Int 10, 
  Wis 11, Cha 8. 
   
  Skills and Feats: Climb +6, Escape Artist +8, 
  Hide +8, Listen +5, Move Silently +12, Spot +5, 
  Tumble +8, Use Rope +8; Iron Will. 
   
  Possessions: chain shirt, small wooden shield, 
  short sword, 3 javelins. 
   
  Goblin Leader: Male goblin Ftr2; Small Humanoid 
  (Goblinoid); HD 2d10+2; hp 22; Init +2 (Dex); Spd 
  20 ft.; AC 19 (Touch 13, Flat-footed 17); Atks +6 
  melee (1d6+2 [crit 19-20], short sword) or +4 
  ranged (1d6+2, javelin); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +4, Ref +4, Will +3; Str 14, Dex 14, 
  Con 13, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +7, Jump +7, Move 
  Silently +6; Iron Will, Lightning Reflexes, Weapon 
  Focus (short sword). 
   
  Possessions: 
  breastplate, 
  small 
  wooden 
  shield, masterwork short sword, 3 javelins. 
   
  APL 6 
  Goblin: Male goblin Rog3; Small Humanoid 
  (Goblinoid); HD 3d6+3; hp 21 each; Init +3 (Dex); 
  Spd 30 ft.; AC 19 (Touch 14, Flat-footed 16); Atks 
  +3 melee (1d6+1 [crit 19-20], short sword) or +5 
  ranged (1d6+1, javelin); SA Sneak attack (+2d6); 
  SQ Evasion, Uncanny Dodge (Dex bonus to AC), 
  Darkvision 60 ft.; AL NE; SV Fort +2, Ref +8, Will 
  +3; Str 12, Dex 16, Con 13, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +7, Escape Artist +9, 
  Hide +9, Listen +6, Move Silently +13, Spot +6, 
  Tumble +9, Use Rope +9; Iron Will, Lightning 
  Reflexes. 
   
  Possessions: chain shirt, small wooden shield, 
  short sword, 3 javelins. 
   
  Goblin Leader: Male goblin Ftr4; Small Humanoid 
  (Goblinoid); HD 4d10+4; hp 44; Init +2 (Dex); Spd 
  20 ft.; AC 19 (Touch 13, Flat-footed 17); Atks +8 
  melee (1d6+4 [crit 19-20], short sword) or +6 
  ranged (1d6+2, javelin); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +5, Ref +5, Will +5; Str 14, Dex 14, 
  Con 13, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +9, Jump +9, Move 
  Silently +6; Dirty Fighting, Iron Will, Lightning 
  Reflexes, Weapon Focus (short sword), Weapon 
  Specialization (short sword). 
   
  Dirty Fighting (from Sword & Fist): Make a 
  melee attack roll normally.  If successful, you inflict 
  an additional +1d4 points of damage.  This feat 
  requires the full attack action. 
   
  Possessions: 
  breastplate, 
  small 
  wooden 
  shield, 
  masterwork 
  short 
  sword, 
  javelin 
  of 
  lightning, 3 javelins. 
   
  APL 8 
  Goblin: Male goblin Rog5; Small Humanoid 
  (Goblinoid); HD 5d6+5; hp 35 each; Init +3 (Dex); 
  Spd 30 ft.; AC 19 (Touch 14, Flat-footed 16); Atks 
  +4 melee (1d6+1 [crit 19-20], short sword) or +6 
  ranged (1d6+1, javelin); SA Sneak attack (+3d6); 
  SQ Evasion, Uncanny Dodge (Dex bonus to AC), 
  Darkvision 60 ft.; AL NE; SV Fort +2, Ref +9, Will 
  +3; Str 12, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
  
  ULP3-01 Old Tales 
   
  Page 20 
   
  Skills and Feats: Climb +9, Escape Artist +11, 
  Hide +11, Listen +9, Move Silently +15, Spot +9, 
  Tumble +11, Use Rope +11; Iron Will, Lightning 
  Reflexes. 
   
  Possessions: chain shirt, small wooden shield, 
  short sword, 3 javelins. 
   
  Goblin Leader: Male goblin Ftr6; Small Humanoid 
  (Goblinoid); HD 6d10+6; hp 66; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 13, 
  Flat-footed 17); Atks +10/+5 melee (1d6+4 [crit 19-
  20], short sword) or +8/+3 ranged (1d6+2, javelin); 
  SQ Darkvision 60 ft.; AL NE; SV Fort +6, Ref +6, 
  Will +6; Str 14, Dex 14, Con 13, Int 10, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +9, Jump +9, Move 
  Silently +6; Dirty Fighting, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Weapon 
  Focus (short sword), Weapon Specialization (short 
  sword). 
   
  Dirty Fighting (from Sword & Fist): Make a 
  melee attack roll normally.  If successful, you inflict 
  an additional +1d4 points of damage.  This feat 
  requires the full attack action. 
   
  Possessions: 
  breastplate, 
  small 
  wooden 
  shield, 
  masterwork 
  short 
  sword, 
  javelin 
  of 
  lightning, 3 javelins. 
   
  APL 10 
  Goblin: Male goblin Rog5; Small Humanoid 
  (Goblinoid); HD 5d6+5; hp 35 each; Init +3 (Dex); 
  Spd 30 ft.; AC 19 (Touch 14, Flat-footed 16); Atks 
  +4 melee (1d6+1 [crit 19-20], short sword) or +6 
  ranged (1d6+1, javelin); SA Sneak attack (+3d6); 
  SQ Evasion, Uncanny Dodge (Dex bonus to AC), 
  Darkvision 60 ft.; AL NE; SV Fort +2, Ref +9, Will 
  +3; Str 12, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +9, Escape Artist +11, 
  Hide +11, Listen +9, Move Silently +15, Spot +9, 
  Tumble +11, Use Rope +11; Iron Will, Lightning 
  Reflexes. 
   
  Possessions: chain shirt, small wooden shield, 
  short sword, 3 javelins. 
   
  Goblin Leader: Male goblin Ftr6; Small Humanoid 
  (Goblinoid); HD 6d10+6; hp 66; Init +6 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 13, 
  Flat-footed 17); Atks +10/+5 melee (1d6+4 [crit 19-
  20], short sword) or +8/+3 ranged (1d6+2, javelin); 
  SQ Darkvision 60 ft.; AL NE; SV Fort +6, Ref +6, 
  Will +6; Str 14, Dex 14, Con 13, Int 10, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +9, Jump +9, Move 
  Silently +6; Dirty Fighting, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Weapon 
  Focus (short sword), Weapon Specialization (short 
  sword). 
   
  Dirty Fighting (from Sword & Fist): Make a 
  melee attack roll normally.  If successful, you inflict 
  an additional +1d4 points of damage.  This feat 
  requires the full attack action. 
   
  Possessions: 
  breastplate, 
  small 
  wooden 
  shield, 
  masterwork 
  short 
  sword, 
  javelin 
  of 
  lightning, 3 javelins. 
   
  Encounter Seven: Who’s First? 
  APL 2 
  Pomarjian Human: Male human Ftr1; Medium 
  Human; HD 1d10+2; hp 12 each; Init +5 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 11, 
  Flat-footed 18); Atks +5 melee (1d6+3 [crit x4], 
  heavy pick); AL NE; SV Fort +4, Ref +1, Will +3; 
  Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +1, Climb +7, Jump +7, 
  Sense Motive +3; Improved Initiative, Iron Will, 
  Weapon Focus (heavy pick). 
   
  Possessions: banded mail, large steel shield, 
  heavy pick. 
   
  Erth: Male human Wiz2 (Transmuter); Medium 
  Human; HD 2d4+4; hp 11; Init +3 (Dex); Spd 30 ft. 
  (60 ft. w/ expeditious retreat); AC 17 (touch 17, 
  flat-footed 14); Atks +2 melee (1d6 [crit x4], heavy 
  pick); AL LE; SV Fort +2, Ref +3, Will +5; Str 10, 
  Dex 16, Con 14, Int 15, Wis 14, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Knowledge (arcana) +7, Scry +7, Spellcraft +7; 
  Combat Casting, Martial Weapon Proficiency 
  (heavy pick). 
   
  Spells Known (5/4; base DC = 12 + spell 
  level): 0 – daze, detect magic, mage hand, ray of 
  frost, resistance; 1st – endure elements [fire] (pre-
  cast: 16 hours left), expeditious retreat (pre-cast: 
  15 rounds left), mage armor (pre-cast: 1 hour left), 
  shield (pre-cast; 16 rounds left). 
   
  Possessions: masterwork heavy pick, silver 
  holy symbol (Earth Dragon), toad familiar. 
   
  Pike: Male human Mnk1/Ftr1; Medium Human; 
  HD 1d8+1d10+4; hp 20; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (Touch 15, Flat-footed 
  12); Atks +4 melee (1d4 [crit x4], light pick) or +1 
  melee (1d6, unarmed); AL LE; SV Fort +6, Ref +5, 
  Will +6; Str 10, Dex 16, Con 14, Int 10, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Bluff +2, Listen +6, Jump +4, 
  Tumble +7; Improved Initiative, Iron Will, Weapon 
  Finesse (light pick). 
   
  Possessions: light pick. 
   
  
  ULP3-01 Old Tales 
   
  Page 21 
  APL 4 
  Pomarjian Human: Male human Ftr2; Medium 
  Human; HD 2d10+4; hp 20 each; Init +5 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 11, 
  Flat-footed 18); Atks +6 melee (1d6+3 [crit x4], 
  heavy pick); AL NE; SV Fort +5, Ref +1, Will +3; 
  Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +1, Climb +8, Jump +8, 
  Sense Motive +3; Death Blow, Improved Initiative, 
  Iron Will, Weapon Focus (heavy pick). 
   
  Death Blow (from Sword & Fist): You can 
  perform a coup de grace attack against a helpless 
  defender as a standard action. 
   
  Possessions: banded mail, large steel shield, 
  heavy pick. 
   
  Erth: Male human Wiz3 (Transmuter); Medium 
  Human; HD 3d4+6(+6); hp 22 (16 w/o endurance); 
  Init +5 (Dex); Spd 30 ft. (60 ft. w/ expeditious 
  retreat); AC 19 (touch 19, flat-footed 14); Atks +5 
  melee (1d6+2 [crit x4], heavy pick); AL LE; SV Fort 
  +6, Ref +7, Will +6; Str 14 (10 w/o bull's strength), 
  Dex 20 (16 w/o cat's grace), Con 18 (14 w/o 
  endurance), Int 15, Wis 14, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +14, 
  Knowledge (arcana) +8, Scry +8, Spellcraft +8; 
  Combat Casting, Martial Weapon Proficiency 
  (heavy pick), Weapon Focus (heavy pick). 
   
  Spells Known (5/4/3; base DC = 12 + spell 
  level): 0 – daze, detect magic, mage hand, ray of 
  frost, resistance; 1st – endure elements [fire] (pre-
  cast: 16 hours left), expeditious retreat (pre-cast: 
  25 rounds left), mage armor (pre-cast: 2 hours 
  left), shield (pre-cast; 26 rounds left); 2nd – bull's 
  strength (pre-cast: 2 hours left), cat's grace (pre-
  cast: 2 hours left), endurance (pre-cast: 2 hours 
  left). 
   
  Possessions: masterwork heavy pick, clock of 
  resistance +1, silver holy symbol (Earth Dragon), 
  toad familiar. 
   
  Pike: Male human Mnk1/Ftr2; Medium Human; 
  HD 1d8+2d10+6; hp 30; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (Touch 15, Flat-footed 
  12); Atks +7 melee (1d4 [crit x4], light pick) or +2 
  melee (1d6, unarmed); AL LE; SV Fort +7, Ref +7, 
  Will +6; Str 10, Dex 16, Con 14, Int 10, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Bluff +2, Climb +1, Listen +6, 
  Jump +5, Tumble +9; Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Finesse (light pick), 
  Weapon Focus (light pick). 
   
  Possessions: masterwork light pick. 
   
  APL 6 
  Pomarjian Human: Male human Ftr4; Medium 
  Human; HD 4d10+8; hp 36 each; Init +5 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 11, 
  Flat-footed 18); Atks +8 melee (1d6+5 [crit x4], 
  heavy pick); AL NE; SV Fort +6, Ref +2, Will +4; 
  Str 16, Dex 12, Con 14, Int 12, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +2, Climb +10, Jump 
  +10, Sense Motive +4; Death Blow, Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (heavy pick), Weapon Specialization (heavy pick). 
   
  Death Blow (from Sword & Fist): You can 
  perform a coup de grace attack against a helpless 
  defender as a standard action. 
   
  Possessions: banded mail, large steel shield, 
  heavy pick. 
   
  Erth: Male human Wiz5 (Transmuter); Medium 
  Human; HD 5d4+10(+10); hp 36 (26 w/o 
  endurance); Init +5 (Dex); Spd 30 ft. (60 ft. w/ 
  expeditious retreat); AC 23 (touch 23, flat-footed 
  14); Atks +6 melee (1d6+2 [crit x4], heavy pick); 
  AL LE; SV Fort +6, Ref +7, Will +7; Str 14 (10 w/o 
  bull's strength), Dex 20 (16 w/o cat's grace), Con 
  18 (14 w/o endurance), Int 16, Wis 14, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +16, 
  Knowledge (arcana) +11, Knowledge (religion) 
  +11, Scry +11, Spellcraft +11; Combat Casting, 
  Extend Spell, Martial Weapon Proficiency (heavy 
  pick), Weapon Focus (heavy pick). 
   
  Spells Known (5/5/4/3; base DC = 13 + spell 
  level): 0 – daze, detect magic, mage hand, ray of 
  frost, resistance; 1st – endure elements [fire & 
  cold] (pre-cast: 16 hours left), expeditious retreat 
  (pre-cast: 45 rounds left), mage armor (pre-cast: 4 
  hours left), shield (pre-cast; 46 rounds left); 2nd – 
  bull's strength (pre-cast: 4 hours left), cat's grace 
  (pre-cast: 4 hours left), endurance (pre-cast: 4 
  hours left), protection from arrows (pre-cast: 40 
  minutes left); 3rd – dispel magic, displacement 
  (pre-cast: 47 rounds left), haste (pre-cast: 3 
  rounds left). 
   
  Possessions: masterwork heavy pick, clock of 
  resistance +1, silver holy symbol (Earth Dragon), 
  toad familiar. 
   
  Pike: Male human Mnk1/Ftr4; Medium Human; 
  HD 1d8+4d10+10; hp 50; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 16 (Touch 16, Flat-footed 
  13); Atks +9 melee (1d4+2 [crit x4], light pick) or 
  +4 melee (1d6, unarmed); AL LE; SV Fort +8, Ref 
  +8, Will +7; Str 10, Dex 16, Con 14, Int 10, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +1, Listen +6, 
  Jump +5, Tumble +9; Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Finesse (light pick), 
  
  ULP3-01 Old Tales 
   
  Page 22 
  Weapon Focus (light pick), Weapon Specialization 
  (light pick). 
   
  Possessions: masterwork light pick. 
   
  APL 8 
  Pomarjian Human: Male human Ftr6; Medium 
  Human; HD 6d10+12; hp 52 each; Init +5 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 11, 
  Flat-footed 18); Atks +10/+5 melee (1d6+5 [crit 
  x4], heavy pick); AL NE; SV Fort +7, Ref +3, Will 
  +5; Str 16, Dex 12, Con 14, Int 12, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +12, Jump 
  +12, Sense Motive +6; Death Blow, Endurance, 
  Improved Initiative, Iron Will, Power Attack, Shield 
  Expert, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick). 
   
  Death Blow (from Sword & Fist): You can 
  perform a coup de grace attack against a helpless 
  defender as a standard action. 
   
  Shield Expert (from Sword & Fist): You may 
  make an off-hand attack with your shield while 
  retaining the shield’s AC bonus for that round. 
   
  Possessions: banded mail, large steel shield, 
  heavy pick. 
   
  Erth: 
  Male 
  human 
  Wiz5/Clr2 
  (Transmuter); 
  Medium Human; HD 5d4+2d8+14(+14); hp 54 (40 
  w/o endurance); Init +5 (Dex); Spd 30 ft. (60 ft. w/ 
  expeditious retreat); AC 25 (touch 25, flat-footed 
  16); Atks +7 melee (1d6+2 [crit x4], heavy pick); 
  AL LE; SV Fort +10, Ref +8, Will +11; Str 14 (10 
  w/o bull's strength), Dex 20 (16 w/o cat's grace), 
  Con 18 (14 w/o endurance), Int 16, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +18, Heal +4, 
  Knowledge (arcana) +11, Knowledge (religion) 
  +13, Scry +11, Spellcraft +13; Combat Casting, 
  Dodge, Extend Spell, Martial Weapon Proficiency 
  (heavy pick), Weapon Focus (heavy pick). 
   
  Arcane Spells Known (5/5/4/3; base DC = 13 
  + spell level): 0 – daze, detect magic, mage hand, 
  ray of frost, resistance; 1st – endure elements [fire 
  & cold] (pre-cast: 16 hours left), expeditious 
  retreat (pre-cast: 45 rounds left), mage armor (pre-
  cast: 4 hours left), shield (pre-cast; 46 rounds left); 
  2nd – bull's strength (pre-cast: 4 hours left), cat's 
  grace (pre-cast: 4 hours left), endurance (pre-cast: 
  4 hours left), protection from arrows (pre-cast: 40 
  minutes left); 3rd – dispel magic, displacement 
  (pre-cast: 47 rounds left), haste (pre-cast: 3 
  rounds left). 
   
  Divine Spells Known (4/3+1; base DC = 12 + 
  spell level): 0 – create water, detect magic, light, 
  purify food and drink; 1st – cure light wounds, 
  deathwatch (pre-cast: 10 minutes left), protection 
  from chaos*, shield of faith (pre-cast: 18 rounds 
  left). 
  *Domain spell. Domains: Earth (Turn or destroy air 
  creatures; rebuke or command earth creatures); 
  Law (Cast law spells at +1 caster level.) 
   
  Possessions: masterwork heavy pick, clock of 
  resistance +2, silver holy symbol (Earth Dragon), 
  toad familiar. 
   
  Pike: Male human Mnk1/Ftr6; Medium Human; 
  HD 1d8+6d10+14; hp 70; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 16 (Touch 16, Flat-footed 
  13); Atks +11/+6 melee (1d4+2 [crit x4], light pick) 
  or +6/+1 melee (1d6, unarmed); AL LE; SV Fort 
  +9, Ref +9, Will +8; Str 10, Dex 16, Con 14, Int 10, 
  Wis 16, Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +1, Listen +6, 
  Jump +5, Tumble +10; Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Weapon 
  Finesse (light pick), Weapon Focus (light pick), 
  Weapon Specialization (light pick). 
   
  Possessions: masterwork light pick. 
   
  APL 10 
  Pomarjian Human: Male human Ftr6; Medium 
  Human; HD 6d10+12; hp 62 each; Init +5 (Dex, 
  Improved Initiative); Spd 20 ft.; AC 19 (Touch 11, 
  Flat-footed 18); Atks +10/+5 melee (1d6+5 [crit 
  x4], heavy pick); AL NE; SV Fort +7, Ref +3, Will 
  +5; Str 16, Dex 12, Con 14, Int 12, Wis 13, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +12, Jump 
  +12, Sense Motive +6; Death Blow, Endurance, 
  Improved Initiative, Iron Will, Power Attack, Shield 
  Expert, Weapon Focus (heavy pick), Weapon 
  Specialization (heavy pick). 
   
  Death Blow (from Sword & Fist): You can 
  perform a coup de grace attack against a helpless 
  defender as a standard action. 
   
  Shield Expert (from Sword & Fist): You may 
  make an off-hand attack with your shield while 
  retaining the shield’s AC bonus for that round. 
   
  Possessions: banded mail, large steel shield, 
  heavy pick. 
   
  Erth: 
  Male 
  human 
  Wiz5/Clr3 
  (Transmuter); 
  Medium Human; HD 5d4+3d8+16(+16); hp 63 (47 
  w/o endurance); Init +5 (Dex); Spd 30 ft. (60 ft. w/ 
  expeditious retreat); AC 25 (touch 25, flat-footed 
  16); Atks +8 melee (1d6+2+1d6 fire [crit x4], heavy 
  pick); AL LE; SV Fort +10, Ref +9, Will +11; Str 14 
  (10 w/o bull's strength), Dex 20 (17 w/o cat's 
  grace), Con 18 (14 w/o endurance), Int 16, Wis 
  14, Cha 8. 
   
  Skills and Feats: Concentration +19, Heal +6, 
  Knowledge (arcana) +11, Knowledge (religion) 
  +14, Scry +11, Spellcraft +14; Combat Casting, 
  Dodge, Extend Spell, Martial Weapon Proficiency 
  (heavy pick), Weapon Focus (heavy pick). 
  
  ULP3-01 Old Tales 
   
  Page 23 
   
  Arcane Spells Known (5/5/4/3; base DC = 13 
  + spell level): 0 – daze, detect magic, mage hand, 
  ray of frost, resistance; 1st – endure elements [fire 
  & cold] (pre-cast: 16 hours left), expeditious 
  retreat (pre-cast: 45 rounds left), mage armor (pre-
  cast: 4 hours left), shield (pre-cast; 46 rounds left); 
  2nd – bull's strength (pre-cast: 4 hours left), cat's 
  grace (pre-cast: 4 hours left), endurance (pre-cast: 
  4 hours left), protection from arrows (pre-cast: 40 
  minutes left); 3rd – dispel magic, displacement 
  (pre-cast: 47 rounds left), haste (pre-cast: 3 
  rounds left). 
   
  Divine Spells Known (4/3+1/2+1; base DC = 
  12 + spell level): 0 – create water, detect magic, 
  light, purify food and drink; 1st – cure light wounds, 
  deathwatch (pre-cast: 20 minutes left), protection 
  from chaos*, shield of faith (pre-cast: 28 rounds 
  left); 2nd – calm emotions*, hold person (x2). 
  *Domain spell. Domains: Earth (Turn or destroy air 
  creatures; rebuke or command earth creatures); 
  Law (Cast law spells at +1 caster level.) 
   
  Possessions: +1 flaming heavy pick, clock of 
  resistance +2, silver holy symbol (Earth Dragon), 
  toad familiar. 
   
  Pike: Male human Mnk1/Ftr6; Medium Human; 
  HD 1d8+6d10+14; hp 82; Init +7 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 16 (Touch 16, Flat-footed 
  13); Atks +11/+6 melee (1d4+2 [crit x4], light pick) 
  or +6/+1 melee (1d6, unarmed); AL LE; SV Fort 
  +9, Ref +9, Will +8; Str 10, Dex 16, Con 14, Int 10, 
  Wis 16, Cha 8. 
   
  Skills and Feats: Bluff +4, Climb +1, Listen +6, 
  Jump +5, Tumble +10; Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Weapon 
  Finesse (light pick), Weapon Focus (light pick), 
  Weapon Specialization (light pick). 
   
  Possessions: masterwork light pick. 
   
   
   
   
  
  ULP3-01 Old Tales 
   
  Page 24 
  Player Handout #1: Pengellen’s List 
   
   
  � Detailed map of the Azure Sea - Purchase at Mycent's Mysterious Maps 
   
   
  � Pumpkin-Scented Candles - Purchase at Moset's Marvelous Aromas and Remedies 
   
   
  � Writing supplies including two quill pens, twenty sheets of paper and five vials of ink 
  (black, blue, brown, green, red) - Purchase at Sorvell's Scripts 
   
   
  
  ULP3-01 Old Tales 
   
  Page 25 
  STORY SUMMARY 
  for use at MegaCon 2003 
   
   
  Please fill out the following and the convention coordinator, who should e-mail the 
  results of each table to Christopher Reed at fltriad@aol.com. 
   
   
  1. Were the PCs successful in their mission? 
  YES 
  NO 
   
   
  2. Did any PC purchase the treasure map from the map store? 
   
   
  YES 
  NO 
   
   
  If so, who (please provide Real Name, PC Name and RPGA #): 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  3. How did the PCs react to Spyder? 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  4. How did the PCs react to the Pomarjian humans? 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  5. Did the PCs retrieve the book on spiders for Spyder? 
  YES 
  NO 
   
   
  6. Did the PCs keep the spellbook they found in Pengellen's old house? 
   
  YES 
  NO 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/593/Normal Scenarios/ULP3-01 - Old Tales (APL 2-10)/ULP3-01 - Old Tales.pdf