TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  ULP4-02 
   
   
   
   
   
   
  Axe of Corond 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Principality of Ulek Regional Adventure 
  Version 1.0 
   
  by Christopher Reed 
   
   
   
   
  Can you retrieve a legendary axe for the true prince of the Principality?  A Principality of Ulek regional adventure for 
  APLs 6-12, and a sequel to ULP3-07 The Key. 
   
   
  
  ULP4-02 Axe of Corond 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and 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 four 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. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  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. 
   
  
  ULP4-02 Axe of Corond 
   
  Page 3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. Four or sometimes even five 1
  st-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 1
  st-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 
  Principality of Ulek.  Characters native to 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 Time Unit.  Rich Upkeep costs 50 gp per 
  Time Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
   
  
  ULP4-02 Axe of Corond 
   
  Page 4 
  Adventure Background and 
  Summary 
  This is the thirtieth 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. 
  Previously, in ULP3-01 Old Tales, a group of PCs were 
  asked to seek out a dwarven scholar named Pengellen 
  who resides in the capital city of Gryrax.  Once located, 
  they were to have him start research on a Dwarven 
  artifact, a legendary dwarven waraxe that was nearly 
  forgotten.  Fortunately for the Principality of Ulek, this 
  group was successful. 
  Eight months passed before Pengellen called for this 
  group of PCs again.  Upon doing so, the PCs were asked 
  to seek out a male member of the dwarven clan of 
  Copperkey.  This person was needed to gain a special and 
  magical key that was needed to gain the Axe of Corond 
  from the prince of Ulek.  The PCs soon learned only one 
  such individual existed, Solwer a young dwarf who hadn't 
  even reached adulthood.  With Solwer in tow, the PCs 
  then located the keeper of this special and magical key.  
  The keeper was a copper dragon named Kaihonriedwur.  
  After some riddles, jokes and a small hunt for a meal, the 
  PCs were finally able speak with Kaihonriedwur about 
  this special and magical key.  After Kaihonriedwur 
  confirmed that Solwer was among the chosen to be able 
  to receive such a gift, he agreed to give Solwer the key 
  but not until he had trained the young dwarf for three 
  months. 
  These three months have now passed and the time to 
  retrieve the Axe of Corond for the true Prince of Ulek, 
  Lord of the Peaks is at hand. 
  There are three possible beginnings.  If the PC did not 
  play the previous scenario ULP3-07 The Key, they 
  receive a strange message requesting their presence at a 
  certain location in the Lortmil Hills.  The message is 
  written in dwarven on a seemingly ancient piece of 
  coppery paper.  If the PC played the previous scenario 
  ULP3-07 The Key but did not stay with Kaihonriedwur 
  and Solwer, a dream wakes them in the middle of the 
  night requesting their presence at the cave entrance to 
  Kaihonriedwur's lair.  If the PC played the previous 
  scenario 
  ULP3-07 
  The 
  Key 
  and 
  stayed 
  with 
  Kaihonriedwur, they follow him and Solwer to the cave 
  entrance of Kaihonriedwur's lair. 
  The PCs travel to the location given to them.  Upon 
  arrival, the PCs see Solwer with a special and magical key 
  hanging around his neck.  This key once hung from the 
  copper dragon Kaihonriedwur's neck but he is nowhere 
  to be found. 
  Solwer informs the PCs that Kaihonriedwur has trained 
  him a number of useful skills, shared valuable 
  information and given him a magical key that should 
  help unlock the Axe of Corond.  However, some useful 
  information has been lost to the winds, so while having 
  the magical key will help, there are still numerous 
  challenges the PCs must bypass to get to the Axe of 
  Corond.  When originally created, the owner of the 
  magical key was able to use some of its magical powers to 
  bypass certain obstacles. 
  With Solwer leading the way with the use of the special 
  and magical key, the PCs start to head to the location of 
  the Axe of Corond.  During their trek, the PCs may 
  discover that they are being watched.  The PCs and 
  Solwer are being watched by group of well-trained giants 
  and orcs loyal to the Warlord.  Previously, the Warlord 
  (as noted in ULP1-05 Tomb Raiders) gained an 
  exceptionally 
  advantageous 
  scroll 
  from 
  Rudd 
  Rockcutter's tomb (which appeared in ULP1-03 Crypt of 
  Promise).  This scroll gives hints as to the location of the 
  Axe of Corond.  Part of the hint includes enigmatic 
  information about the magical key that the PCs helped 
  Solwer gain from Kaihonriedwur.  The Warlord has sent 
  this new group since the original group failed in their 
  tasks.  They do not know the exact location of the Axe of 
  Corond but hope to gain clues from the PCs and Solwer 
  after successfully ambushing them. 
  After dealing with the giants and orcs, the PCs travel 
  with Solwer for an hour longer but the key directs them 
  to a rocky formation in one of the hills with the Lortmil 
  Hills.  However, no entrance can be seen.  The entrance 
  into the cave that holds the Axe of Corond does in fact 
  exist but merely looks like a stone wall until the special 
  and magical key that young Solwer holds is waved in 
  front of the rocky formation. 
  Upon entering the cave and traveling down a natural 
  tunnel for a bit, the PCs see a grand dwarven hall with 
  
  ULP4-02 Axe of Corond 
   
  Page 5 
  finely crafted columns.  At the end of the hall is a huge 
  circular door.  This circular locked door is magically 
  trapped. 
  Once the PCs pass through the puzzle-door into the next 
  room, they see another huge circular door.  A keyhole 
  lined with small gems can also be seen.  Guarding it are 
  one or more (depending on APL) runic guardians.  They 
  attack everyone who does not possess the special and 
  magical key. 
  Once the runic guardians have been dealt with, the PCs 
  now have to contend with the how to open the huge 
  circular door in this area.  To open this locked door, the 
  PCs merely need to have Solwer place the special and 
  magical key into the gem-lined keyhole.  Upon doing so, 
  the key fuses itself into the keyhole until each of the PCs 
  and Solwer leave this area at which point the key 
  magically returns to its keeper, the copper dragon 
  Kaihonriedwur. 
  Having finally used the special and magical key that had 
  been held by the copper dragon Kaihonriedwur for 
  hundred of years, the PCs see that the next room is 
  circular.  The room contains an elevator and three large 
  levers.  Correctly using the levers allows the PCs to safely 
  use the elevators to get to the next level below.  
  Incorrectly using the levers can lead to several harmful 
  events including the room being scorched in fire or the 
  elevator shooting up causing all those within to have 
  numerous poisonous spikes driven into them and then 
  dropped as the bottom opens up.  The correct use of the 
  levers is based on the number of PCs at the table. 
  Once the PCs have successfully used the elevator to get 
  to the next level below, they see a stone room with 
  depictions drawn on each of the four walls.  The pictures 
  show different scenes of dwarfs in battle.  An enormous 
  circular lead door is in the back of the room.  This door is 
  locked but not trapped. 
  Heading through the enormous circular lead door, the 
  PCs see a square room with a similar door on the opposite 
  side.  It too is locked but not trapped.  However, several 
  spots on the floor in this room are trapped.  Triggering 
  one of the traps causes a stone block to fall from the 
  ceiling.  Weight and number of traps (spots) located here 
  are dependent on APL. 
  Heading through the second enormous circular lead 
  door, the PCs come to the location where the Axe of 
  Corond is being held.  Anyone attempting to touch the 
  axe save Solwer causes them to be attacked for one round. 
   Only Solwer can handle the Axe of Corond safely.  
  However, he cannot wield it, only the true prince can. 
  The PCs head to the capital city of Gryrax with Solwer 
  carrying the Axe of Corond.  They encounter nothing of 
  interest.  Upon reaching the city, Solwer is lead to 
  personally present the axe to Prince Volimar Corond. 
  Introduction 
  Before starting the adventure, check to see if the PC has 
  played ULP3-07 The Key.  If not or the PC was not 
  successful in the mission, continue with the following: 
  While feasting upon an afternoon meal, a strange 
  message is delivered to you via a young dwarven boy. 
  The message, written in dwarven on a seemingly 
  ancient piece of coppery paper, requests your 
  presence in a certain desolate location in the Lortmil 
  Hills.  The message is not signed nor provides you 
  with any information on the matter and hand. 
   
  If the PC has played ULP3-07 The Key and was 
  successful, thus receiving the Pin of Kaihonriedwur, but 
  did not stay with Kaihonriedwur, continue with the 
  following: 
  It the wee hours of the morning, you sleep peacefully. 
   You dream of flying through the air like a bird.  
  Looking down at the earth below you, everything 
  seems like a miniature toy.  Suddenly, a flying 
  coppery lizard-like creature with wings soars to you 
  and begins to speak, "Now is the time, follow the path 
  before you." 
  With these words, you awake.  Peering around you 
  see the copper pin that Kaihonriedwur gave to you.  
  As you reach out to touch the dragon-shaped pin, its 
  two jeweled eyes glow and a vivid picture of the cave 
  entrance to Kaihonriedwur's lair forms within your 
  mind.   
  If the PC has played ULP3-07 The Key and stayed with 
  Kaihonriedwur, continue with the following: 
  Having stayed with Kaihonriedwur while he trains 
  the young dwarven boy Solwer has been long but 
  extremely enlightening.  In fact, the copper dragon 
  has even taken some time to teach you a few things. 
  Once morning, as you rise from a deep sleep, you see 
  Kaihonriedwur nudging you to wake.  As you do so, 
  the ancient copper dragon awakes Solwer.  He then 
  informs you that now is the time to retrieve the Axe 
  of Corond for the true prince of Ulek. 
  Each of the PCs travel to the cave entrance of 
  Kaihonriedwur's lair on the surface.  Allow them to make 
  any necessary preparations along with purchases from 
  the Player's Handbook they see fit. 
  
  ULP4-02 Axe of Corond 
   
  Page 6 
  Encounter 1: Fellowship 
  Each of you travel to the location requested of you.  
  Your trip is uneventfully. 
  Upon arrival, you see a young dwarven man with a 
  copper necklace around his neck.  Hanging from the 
  necklace is a key that glows sligh ly.  Resting lightly 
  in his hands is a finely crafted dwarven waraxe. 
  t
  . 
  f
  You see several other adventurers meandering to this 
  location
  For those PCs who have played ULP3-07 The Key, the 
  easily recognize the young dwarven man as Solwer 
  Copperkey.  He informs that PCs that Kaihonriedwur has 
  trained him in a number of useful skills, shared valuable 
  information and given him the special and magical key 
  that should help unlock the Axe of Corond. 
  If asked about Kaihonriedwur, he simply states that the 
  copper dragon wishes to keep a low profile until the Axe 
  of Corond is returned to the true prince of Ulek.  Solwer 
  has little else to say.  Instead, he would prefer to start the 
  quest for the Axe of Corond. 
  Allow the players to give a description of their PC and 
  give PC introductions. 
  � Solwer Copperkey: Male Dwarf Ftr2; hp 31; see 
  Appendix I. 
  Encounter 2: Trek 
  After the PCs have left the entrance to Kaihonriedwur's 
  lair, continue with the following. 
  Having been gathered together to retrieve a 
  legendary dwarven waraxe called the Axe of Corond, 
  you make way to its location. 
  What dangers lie ahead, even Solwer is unsure of but 
  he is certain o  its location as he leads your group 
  onward. 
  Unfortunately for the PCs, the Warlord (as noted in 
  ULP1-05 Tomb Raiders) gained an exceptionally 
  advantageous scroll from Rudd Rockcutter's tomb (which 
  appeared in ULP1-03 Crypt of Promise).  This scroll 
  gives hints as to the location of the Axe of Corond.  Part 
  of the hint includes enigmatic information about the 
  magical key that the PCs might already have sought from 
  Kaihonriedwur.  After over two years of research, several 
  scholars loyal to the Warlord have better understood 
  several of these hints.  Thus, the Warlord has sent several 
  a small force to gather more information, if possible.  
  While these orc followers have not located the Axe of 
  Corond, they are an obstacle for the PCs to deal with. 
  Have the PCs each make a Spot check with the DC being 
  the Hide check for the combatants in this encounter.  If 
  the giants notice the PCs they jump out trying to distract 
  the PCs as they race up into melee combat.  Meanwhile, 
  the ambushers and Toog attempt to sneak up on the PCs. 
   They only keep prisoners as long as they are getting 
  useful information.  Once the flow of information stops, 
  they kill those they have captured. 
  Unless instructed otherwise by the PCs, Solwer races into 
  battle with the cries of battle in his voice.  If he dies in 
  this combat, the PCs either need to raise Solwer from the 
  dead or the mission is failed.  As a judge, you should not 
  focus the attacks intentionally on Solwer.  Instead focus 
  attacks on the PCs.  The orc spellcasters even attempt to 
  keep Solwer out of their area effect spells, if possible, as 
  they seek to capture this young dwarf. 
  If captured, the orcs and giants say nothing.  They do not 
  fear death and in fact welcome it especially since it comes 
  as a result of battle. 
  APL 6 (EL 8) 
  � Ambushers (2): Male Orc Rog3; hp 18 each; see 
  Appendix I. 
  � Toog (1): Male Orc Clr3; hp 18; see Appendix I. 
  � Ogres (3): hp 33 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Ambushers (3): Male Orc Rog3; hp 18 each; see 
  Appendix I. 
  � Toog (1): Male Orc Clr3; hp 18; see Appendix I. 
  � Ogres (8): hp 33 each; see Monster Manual. 
  APL 10 (EL 12) 
  � Ambushers (3): Male Orc Rog6/Ftr1; hp 45; see 
  Appendix I. 
  � Toog (1): Male Orc Clr7; hp 42; see Appendix I. 
  � Hill Giant (2): hp 108 each; see Monster Manual. 
  APL 12 (EL 14) 
  � Ambushers (4): Male Orc Rog6/Ftr1; hp 45; see 
  Appendix I. 
  � Toog (1): Male Orc Clr7; hp 42; see Appendix I. 
  � Hill Giant (7): hp 108 each; see Monster Manual. 
  Allow the characters to take any precautions before 
  continuing with the next encounter. 
  
  ULP4-02 Axe of Corond 
   
  Page 7 
  Encounter 3: Cave Entrance 
  Having dealt with the giants and orcs, you press 
  onward with Solwer leading the way.  An hour passes 
  before you near a rocky formation in one of the hills 
  within the Lortmil Hills.  The key that Solwer wears 
  starts to grow even brighter now.   However, you see 
  no entrance into the rocky formation. 
  Solwer looks at you and says, "Are you ready to 
  proceed?" 
  The entrance into the underground hall that holds the 
  Axe of Corond does in fact exist but merely looks like a 
  stone wall until the key that young Solwer has is waved 
  in front of it.  Solwer knows that he has to perform this 
  action, thanks to Kaihonriedwur.  He merely waits for 
  the PCs to take any precautions before opening the door. 
  When the door has been opened and started to enter, 
  continue with the next encounter. 
  Encounter 4: Dwarven Hall 
  As you peer through the newly opened entranceway, 
  you see a long natural tunnel before you. 
  Wait for the PCs to proceed, allowing them to make any 
  precautions they deem fit.  Then continue with the 
  following: 
  As you cautiously proceed down the long natural 
  tunnel before you, a dank smell fills your nostrils.  
  The tunnel slopes steadily downward but not enough 
  to cause you to trip or fall. 
  After five minutes, you see the tunnel leads into a 
  grand dwarven hall with finely crafted columns that 
  extend from the floor to the ceiling above.  The floor 
  is made o  marble, while the walls were exquisitely 
  carved from the underground.  Script of some type 
  seems to have been carved into the walls.  The hall 
  seems to be nearly five hundred feet long, one 
  hundred feet wide and fifty feet tall.  A heavy dust 
  covers the floor and an eerie silence fills your ears. 
   
  f
  Peering before you, you see that at the end of the hall 
  is a huge circular stone door about twenty feet in 
  diameter. 
  The script on the walls is in ancient dwarven.  It tells 
  about the Axe of Corond and numerous other ancient, 
  long forgotten tales. 
  The only other item of note in the dwarven hall is the 
  huge circular stone door.  This locked door (hardness 8, 
  hp 30, Open Lock DC 40) is magically trapped. To break 
  the door down requires a successful Strength check (DC 
  28).  Details of the trap are noted below. 
  All APLs (EL 2) 
  � Bane Trap: CR 2; magic device; touch trigger; 
  automatic reset; spell effect (bane, 1
  st-level cleric, DC 11 
  Will save negates); Search (DC 26); Disable Device (DC 
  26). 
  Encounter 5: Guardians and Keys 
  Proceeding through the huge circular door, you see 
  that it leads to a one hundred-foot long, fifty-foot 
  wide room.  The ceiling looms only twenty feet above 
  you. 
  On the other side of the room is a huge circular 
  adamantine door.  The door's keyhole is lined with 
  small gems. 
  In the middle of the room, stand eight massive, 
  human-shaped figures made of stone, steel and lead. 
  Carved, magic runes inlaid with precious metals 
  adorn its head, limbs and torso. 
   
  The massive figures are runic guardians that have been 
  put here to guard this area.  They are to kill anyone who 
  does not possess the key.  Since Solwer currently 
  possesses they key; they do not direct any of their attacks 
  or spells towards him even if he does them. 
  APL 6 (EL 10) 
  � Runic Guardian (1): hp 150; see Appendix I. 
   
  Spell Known (13
  th level caster): holy word (guardian 
  #1). 
  APL 8 (EL 12) 
  � Runic Guardian (2): hp 150 each; see Appendix I. 
   
  Spell Known (13
  th level caster): holy word (guardian 
  #1), dictum (guardian #2). 
  APL 10 (EL 14) 
  � Runic Guardian (4): hp 150 each; see Appendix I. 
   
  Spell Known (15
  th level caster): holy word (guardian 
  #1), dictum (guardian #2), greater dispel magic (guardian 
  #3), harm (guardian #4). 
  APL 12 (EL 16) 
  � Runic Guardian (8): hp 150 each; see Appendix I. 
   
  Spell Known (17
  th level caster): holy word (guardian 
  #1), dictum (guardian #2), greater dispel magic (guardian 
  
  ULP4-02 Axe of Corond 
   
  Page 8 
  #3), harm (guardian #4), mass inflict serious wounds 
  (guardians #5 to #8). 
  Once the runic guardians have been destroyed, the PCs 
  can turn their attention to the huge circular adamantine 
  door.  To open this locked door (hardness 20, hp 120, 
  Open Lock DC 40), the PCs merely need to have Solwer 
  place the key that Kaihonriedwur gave him into the gem-
  lined keyhole.  Upon doing so, the key fuses itself into 
  the keyhole until each of the PCs and Solwer leave this 
  area at which point the key magically returns to its 
  keeper, the copper dragon Kaihonriedwur. 
  Encounter 6: The Elevator 
  Having used Solwer's key that Kaihonriedwur gifted 
  to him, the thick adamantine door opens before you. 
  Gazing inside, you see a circular room with a thirty-
  foo  diameter.  The ceiling hangs about twenty feet 
  overhead. 
   
  t
  Looking about, you see at the far side of the room is 
  what appears to be an elevator with three large levers 
  on the wall to the left of it. 
  Correctly using the three levers allows the PCs to safely 
  use the elevators to get to the next level below.  
  Incorrectly, using the levers leads to one of two possible 
  traps. 
  The levers are currently in the middle position and can 
  be pushed up or down.  Multiple levers can be pushed at 
  the same time but only in the same direction.  The left 
  lever represents four, the center lever two and the right 
  lever one.  These numbers represent the number of folks 
  the elevator allows on it before the door slams shut and it 
  begins to move.  If two levers are pushed at the same 
  time, the numbers are added together.  If the levers are 
  pushed down, the elevator moves up.  If the levers are 
  pushed up, the elevator moves down.  A successful 
  Knowledge (architecture and engineering) check (DC 
  20) or Search or Disable Device check (DC 30) reveals 
  this information to the PC.  Dwarf PCs get a +2 bonus to 
  their roll. 
  If anyone is left outside of the elevator before its door 
  slams shut, they are hit with a blast of fire.  See below for 
  details on the fire blast trap. 
  If the PCs pushed the levers up, causing the elevator to 
  go down, they safely arrive at the level below (see the 
  next encounter).  However, if the PCs pushed the lever 
  down and are in the elevator while it rises, they are 
  slammed upward into a cluster of spikes.  See below for 
  details on the spike trap. 
  APL 6 (EL 2) 
  � Fire Blast Trap: CR 2; mechanical; touch trigger; 
  automatic reset; DC 16 Reflex save half damage; 4d6 fire; 
  multiple targets (all targets in room); Search (DC 24); 
  Disable Device (DC 24). 
  � Spike Trap: CR 2; mechanical; touch trigger; 
  automatic reset; Atk +18 ranged (2d6, spikes); Search (DC 
  24); Disable Device (DC 24). 
  APL 8 (EL 3) 
  � Fire Blast Trap: CR 3; mechanical; touch trigger; 
  automatic reset; DC 20 Reflex save half damage; 6d6 fire; 
  multiple targets (all targets in room); Search (DC 24); 
  Disable Device (DC 24). 
  � Spike Trap: CR 3; mechanical; touch trigger; 
  automatic reset; Atk +18 ranged (4d6, spikes); Search (DC 
  24); Disable Device (DC 24). 
  APL 10 (EL 4) 
  � Fire Blast Trap: CR 4; mechanical; touch trigger; 
  automatic reset; DC 24 Reflex save half damage; 8d6 fire; 
  multiple targets (all targets in room); Search (DC 24); 
  Disable Device (DC 24). 
  � Spike Trap: CR 4; mechanical; touch trigger; 
  automatic reset; Atk +18 ranged (6d6, spikes); Search (DC 
  24); Disable Device (DC 24). 
  APL 12 (EL 5) 
  � Fire Blast Trap: CR 5; mechanical; touch trigger; 
  automatic reset; DC 28 Reflex save half damage; 8d6 fire; 
  multiple targets (all targets in room); Search (DC 24); 
  Disable Device (DC 24). 
  � Spike Trap: CR 5; mechanical; touch trigger; 
  automatic reset; Atk +24 ranged (6d6, spikes); Search (DC 
  24); Disable Device (DC 24). 
  Encounter 7: Scenes of Old 
  Having used the elevator to get to the next level 
  below, you see a stone room before you. The room is 
  forty feet in length and width and twenty feet high. 
   
  li
  Upon all the walls are elaborate and finely drawn 
  depictions of dwarfs in battle with both humanoid 
  and undead creatures plus numerous giants. 
  An enormous circular lead door es on the far side of 
  the room. 
  
  ULP4-02 Axe of Corond 
   
  Page 9 
  The huge circular lead door (hardness 10, hp 60, Open 
  Lock DC 40) is locked.  It requires a Strength check (DC 
  28) to bust down. 
  The walls show depictions of past battles fought in the 
  Principality of Ulek.  If the PCs intensely look at the 
  depictions, they see the following: 
  � The depictions are in fact one piece of work 
  representing a single battle. 
  � A male dwarven figure with a crown upon his head 
  seemingly is leading the dwarfs into battle.  He is 
  using a dwarven waraxe to direct them. 
  � The male dwarven figure resembles Prince Corond. 
  � The humanoids include orcs, goblins, hobgoblins, 
  bugbears, norkers and gnolls among others. 
  � The undead creatures include zombies, skeletons, 
  ghouls, ghasts and bodaks among others. 
  � The giants include ogres, trolls and hill giants. 
  � In five corners of the depiction is a gem being placed 
  underground by a female heavenly hand.  Each 
  corner depicts a different type of gem.  The five gem 
  types are ruby, bloodstone, emerald, amethyst and 
  diamond. 
  Nothing else of interest lies within this room. 
  Encounter 8: Crushed 
  Heading through the enormous lead door, you see a 
  square room.  Both the length and width of the room 
  are forty feet.  On the opposite side of the room is a 
  strangely familiar circular lead door. 
  The huge circular lead door (hardness 10, hp 60, Open 
  Lock DC 40) is locked.  It requires a Strength check (DC 
  28) to bust down.  It is not trapped but several spots on 
  the floor in this room are. 
  Randomly select a number of spaces equal to the APL 
  that are trapped.  If any PC puts more then ten pounds of 
  pressure on one of these spaces, the trap is setoff. 
  Instinctively, Solwer knows the safe way across the room 
  and thus will not be harmed by this trap. 
  APL 6 (EL 2) 
  � Falling Block Trap: CR 2; mechanical; touch trigger; 
  repair reset; Atk +14 melee (2d6, bricks); multiple targets 
  (6 random spaces); Search (DC 20); Disable Device (DC 
  20). 
  APL 8 (EL 3) 
  � Falling Block Trap: CR 3; mechanical; touch trigger; 
  repair reset; Atk +14 melee (4d6, bricks); multiple targets 
  (6 random spaces); Search (DC 24); Disable Device (DC 
  24). 
  APL 10 (EL 4) 
  � Falling Block Trap: CR 4; mechanical; touch trigger; 
  repair reset; Atk +14 melee (6d6, bricks); multiple targets 
  (6 random spaces); Search (DC 24); Disable Device (DC 
  24). 
  APL 12 (EL 5) 
  � Falling Block Trap: CR 5; mechanical; touch trigger; 
  repair reset; Atk +18 melee (6d6, bricks); multiple targets 
  (6 random spaces); Search (DC 24); Disable Device (DC 
  24). 
  Once the PCs have reach the other side and opened the 
  locked door, continue with the next encounter. 
  Encounter 9: Axe of Corond 
  Peering through the second enormous circular lead 
  door, you see a circular room with a diameter of about 
  thirty feet. In the center of the room is a circular dais 
  with a large rectangular purple pillow with gold trim. 
   Resting upon the pillow is a finely crafted dwarven 
  waraxe that glows brightly in this otherwise dark 
  room. 
   
   
  The dwarven waraxe resting on top of the pillow is in fact 
  the Axe of Corond.  It is an intelligent weapon of the 
  greatest power including the ability of speech.  The axe 
  only speaks in dwarven but only out of choice. 
  If anyone attempts to touch the axe, save Solwer 
  Copperkey, the axe gruffly starts to shout out loud.  It 
  does not wish to be touched except by a member of the 
  Copperkey clan or House Corond.  The axe acts just like a 
  typically dwarf.  If spoken to or touched by an elf, it yells 
  out, "What do you want?  An nansy pansy dwarven, 
  elven love fest?"  If spoken to or touched by a half-orc, it 
  screams out, "Get yee filthiness away from me yee 
  beast."  If a second attempt is made, the Axe of Corond 
  attempts to take a swing at the PC. 
  After Solwer picks up the axe, it brusquely says some of 
  the following lines: 
  � "What took you so darn long?  I'm not getting 
  any younger you know." 
  � "Do you know how long I've been down here in 
  this place alone?" 
  
  ULP4-02 Axe of Corond 
   
  Page 10 
  � "So when are you going to take me to see the true 
  prince?" 
  � "I can't wait to kick some orc butt." 
  Feel free to add your own dwarven phrases to add to this 
  role-playing encounter. 
  Under no circumstance does the Axe of Corond function 
  in any PC's possession. 
  When the PCs leave to return the Axe of Corond to the 
  true prince in the capital city of Gryrax, continue with 
  the following encounter. 
  Encounter 10: With Axe in Hand 
  With the Axe of Corond in young Solwer Copperkey's 
  grip, you quickly make way to the capital city of 
  Gryrax. 
  You travel for several days through the scenic Lortmil 
  Hills.  Fortunately, you encounter no hostility along 
  the way. 
  As you come to the gates of Gryrax, you see that there 
  are several dwarven Royal Army guards searching 
  folks wishing to enter the city. 
  The PCs are searched before they are allowed to enter the 
  city.  If any item banned (such as demon armor, hand of 
  glory, mask of the skull, mask of the dead, etc.) in the 
  Principality of Ulek is found upon them, it is taken from 
  the PC.  Such an occurrence should be noted on their AR 
  and their MIL updated immediately. 
  As the PCs are being searched, the Axe of Corond begins 
  to speak: 
  "Hey, we're almost there aren't we?  Well, I think me 
  and young Solwer can handle it from here."  With this 
  the guards look over at you and merely shrug.  Solwer 
  looks at you with the look of a reassuring adult.  For 
  some peculiar reason, you feel a calmness about you. 
  If any PC insists on going with young Solwer to deliver 
  the Axe of Corond to the true prince, the intelligent 
  dwarven waraxe gets irate.  If the PCs argue their case 
  and successfully makes a Diplomacy check (DC 15), the 
  Axe of Corond grudgingly agrees to allow the PCs to 
  walk it and Solwer to the castle in the middle of the city 
  but no further.  The dwarven guards at the castle won't let 
  the PCs enter either.  At no point should the PCs come in 
  contact with Prince Corond or any dwarven nobility 
  during this encounter.  Nor should they be allowed 
  inside the castle. 
  Conclusion 
  If the PCs were unsuccessful in retrieving the Axe: 
  You tried your best, but quite simply you failed.  
  Hopefully, another group can step forward and 
  retrieve the Axe of Corond for the true prince of 
  Ulek. 
  If the PCs were successful in retrieving the Axe: 
  You have been successful in finding the Axe of 
  Corond, a powerful weapon in the hands of the true 
  prince of Ulek.  Hopeful y, with this new power, the 
  Principality of Ulek can drive back the vile 
  humanoids that reside in the Disputed Territory so 
  that the country can be reunited once again. 
  l
  i
  Your success has not fallen on blind eyes or deaf ears, 
  as Loupiz Corond, a minor dwarven noble and 
  member of House Corond, was sent to personally 
  thank you for your efforts.  While meeting with h m, 
  he gave you the gratitude of his house. 
  The successful PCs earn the Gratitude of House Corond 
  (see the Treasure Summary). 
  If this scenario is being run at MegaCon 2004, also 
  read the following: 
  You have also been asked to attend the upcoming 
  festival in the city of Gryrax and enjoy yourself while 
  there. 
   
   
  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 2: Trek 
  Defeat orcs and giants. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter 4: Dwarven Hall 
  Bypass/avoid trap. 
  
  ULP4-02 Axe of Corond 
   
  Page 11 
   
  APL 6 – 60 xp. 
   
  APL 8 – 60 xp. 
   
  APL 10 – 60 xp. 
   
  APL 12 – 60 xp. 
  Encounter 5: Guardian and Keys 
  Defeat runic guardians. 
   
  APL 6 – 300 xp. 
   
  APL 8 – 360 xp. 
   
  APL 10 – 420 xp. 
   
  APL 12 – 480 xp. 
  Encounter 6: The Elevator 
  Bypass/avoid trap. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 90 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 150 xp. 
  Encounter 8: Crushed 
  Survive trap. 
   
  APL 6 – 60 xp. 
   
  APL 8 – 90 xp. 
   
  APL 10 – 120 xp. 
   
  APL 12 – 150 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 2: 
   
  APL 6: L: 149 gp; C: 0 gp; M: +1 keen short sword 
  (693 gp); periapt of wisdom +2 (333 gp). 
   
  APL 8: L: 215 gp; C: 0 gp; M: +1 keen harmony short 
  sword (1526 gp); periapt of wisdom +2 (333 gp). 
   
  APL 10 L: 205 gp; C: 25 gp; M: +1 keen harmony 
  short sword (1526 gp); periapt of wisdom +2 (333 gp); 
  cloak of resistance +3 (750 gp). 
   
  APL 12: L: 270 gp; C: 25 gp; M: +1 keen harmony 
  short sword (1526 gp); periapt of wisdom +2 (333 gp); 
  cloak of resistance +3 (750 gp); ring of protection +1 (167 
  gp); oil of magic vestment +5 (250 gp); potion of barkskin 
  +5 (100 gp); potion of cure serious wounds (63 gp); potion 
  of shield of faith +5 (75 gp). 
  
  ULP4-02 Axe of Corond 
   
  Page 12 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 6: L: 149 gp; C: 0 gp; M: 1,026 gp – Total: 1,175 
  gp (900 gp). 
   
  APL 8: L: 215 gp; C: 0 gp; M: 1,859 gp – Total: 2,074 
  gp (1,300 gp). 
   
  APL 10: L: 205 gp; C: 25 gp; M: 2,609 gp – Total: 2,839 
  gp (2,300 gp). 
   
  APL 12: L: 270 gp; C: 25 gp; M: 3,264 gp – Total: 3,559 
  gp (3,300 gp). 
  Special 
  � Gratitude of House Corond 
  In thanks for successfully retrieving the Axe of 
  Corond for the true prince of Ulek, the PC gains a +1 
  circumstance bonus to Charisma checks when dealing 
  with House Corond or any of its members.  Additionally, 
  the PC gains access to purchase belts of dwarvenkind and 
  wands of cure light wounds (Frequency: Regional). 
  If the PC has a home region of the Principality of 
  Ulek, they gain additional access to the following items: 
  � dwarven thrower (Frequency: Regional) 
  � periapt of proof against poison (Frequency: 
  Adventure) 
   
  � wand of cure moderate wounds (Frequency: 
  Regional)
  � wand of cure serious wounds (Frequency: 
  Adventure) 
  � wand of cure critical wounds (Frequency: 
  Adventure) 
   
  If the PC switches regions or fails to pay the 
  mandatory War Tax in the future, they immediately lose 
  the access to these additional items. 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  � +1 keen short sword (Adventure, DMG) 
  � periapt of wisdom +2 (Adventure, DMG) 
   
  APL 8 (all items from APL 6 plus): 
  � +1 keen harmony short sword (Adventure, 
  DMG and A&EG) 
   
  APL 10 (all items from APL 6, 8 plus): 
  � cloak of resistance +3 (Adventure, DMG) 
   
  APL 12 (all items from APL 6, 8, 10 plus): 
  � oil of magic vestment +5 (Adventure, DMG) 
  � potion of barkskin +5 (Adventure, DMG) 
  � potion of cure serious wounds (Adventure, 
  DMG 
  � potion of shield of faith +5 (Adventure, DMG) 
   
   
  
  ULP4-02 Axe of Corond 
   
  Page 13 
  Appendix I: NPCs
  Encounter One 
  All APLs 
  Solwer Copperkey (1): Male Dwarf Ftr2; CR 2; 
  Medium humanoid (dwarf); HD 2d10+11; hp 31; Init 
  +1; Spd 20 ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  Base Atk +2, Grp +3; Atk +7 melee (1d10+4/x3, 
  dwarven waraxe); Full Atk +7 melee (1d10+4/x3, 
  dwarven waraxe); SQ dwarven traits; AL LG; SV Fort 
  +7, Ref +1, Will +1; Str 12, Dex 12, Con 18, Int 10, Wis 
  12, Cha 10. 
   
  Skills and Feats: Climb +6, Jump +6; Toughness, 
  Weapon Focus (dwarven waraxe), Power Attack. 
   
  Possessions: +3 bane (orcs) dwarven waraxe. 
  Encounter Two 
  APL 6 
  Ambushers (2): Male Orc Rog3; CR 3; Medium 
  humanoid (orc); HD 3d6+6; hp 18 each; Init +2; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +3 armor, 
  +1 shield]; Base Atk +2, Grp +6; Atk +7 melee 
  (1d6+4/19-20, short sword); Full Atk +7 melee 
  (1d6+4/19-20, short sword); SA sneak attack +2d6; SQ 
  darkvision 60 ft., evasion, light sensitivity, trap sense 
  +1, trapfinding; AL CE; SV Fort +3, Ref +5, Will +1; Str 
  18, Dex 15, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +10, Jump +14, Listen +6, Move Silently +10, Spot +6, 
  Tumble +12; Acrobatic, Stealthy. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork light wooden shield, masterwork short 
  sword, tanglefoot bag. 
  Toog (1): Male Orc Clr3; CR 3; Medium humanoid 
  (orc); HD 3d8; hp 18; Init +6; Spd 30 ft.; AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +3 armor, +1 shield]; Base 
  Atk +2, Grp +4; Atk +5 melee (1d6+3/17-20, short 
  sword; Full Atk +5 melee (1d6+3/17-20, short sword); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +3, Ref +3, Will +5; Str 14, Dex 14, Con 10, Int 12, Wis 
  15, Cha 10. 
   
  Skills and Feats: Hide +10, Move Silently +10; 
  Improved Initiative, Stealthy. 
   
  Spells Known (4/3+1/1+1; base DC = 12 + spell 
  level): 0 – detect magic, guidance, read magic, 
  resistance; 1
  st – bless, cause fear*, cure light wounds, 
  doom; 2
  nd – hold person, invisibility*. 
   
  *Domain spell. Domains: Death (Death touch); 
  Trickery (Bluff, Disguise and Hide are class skills). 
   
  Possessions: masterwork studded leather armor, 
  masterwork light wooden shield, +1 keen short sword, 
  silver holy symbol of Shargass, periapt of wisdom +2. 
  APL 8 
  Ambushers (3): Male Orc Rog3; CR 3; Medium 
  humanoid (orc); HD 3d6+6; hp 18 each; Init +2; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +3 armor, 
  +1 shield]; Base Atk +2, Grp +6; Atk +7 melee 
  (1d6+4/19-20, short sword); Full Atk +7 melee 
  (1d6+4/19-20, short sword); SA sneak attack +2d6; SQ 
  darkvision 60 ft., evasion, light sensitivity, trap sense 
  +1, trapfinding; AL CE; SV Fort +3, Ref +5, Will +1; Str 
  18, Dex 15, Con 14, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +10, Jump +14, Listen +6, Move Silently +10, Spot +6, 
  Tumble +12; Acrobatic, Stealthy. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork light wooden shield, masterwork short 
  sword. 
  Toog (1): Male Orc Clr3; CR 3; Medium humanoid 
  (orc); HD 3d8; hp 18; Init +6; Spd 30 ft.; AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +3 armor, +1 shield]; Base 
  Atk +2, Grp +4; Atk +5 melee (1d6+3/17-20, short 
  sword; Full Atk +5 melee (1d6+3/17-20, short sword); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +3, Ref +3, Will +5; Str 14, Dex 14, Con 10, Int 12, Wis 
  15, Cha 10. 
   
  Skills and Feats: Hide +10, Move Silently +10; 
  Improved Initiative, Stealthy. 
   
  Spells Known (4/3+1/1+1; base DC = 12 + spell 
  level): 0 – detect magic, guidance, read magic, 
  resistance; 1
  st – bless, cause fear*, cure light wounds, 
  doom; 2
  nd – hold person, invisibility*. 
   
  *Domain spell. Domains: Death (Death touch); 
  Trickery (Bluff, Disguise and Hide are class skills). 
   
  Possessions: masterwork studded leather armor, 
  masterwork light wooden shield, +1 harmony keen 
  short sword, silver holy symbol of Shargass, periapt of 
  wisdom +2. 
   
  Harmony weapon enhancement: When flanking 
  an opponent, the wielder of this weapon gains a +4 
  bonus on attacks rather than the normal +2 bonus for 
  flanking. 
  APL 10 
  Ambushers (3): Male Orc Rog6/Ftr1; CR 7; Medium 
  humanoid (orc); HD 6d6+1d10+14; hp 45 each; Init +2; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  armor, +1 shield]; Base Atk +5, Grp +9; Atk +10 melee 
  
  ULP4-02 Axe of Corond 
   
  Page 14 
  (1d6+4/19-20, short sword); Full Atk +10 melee 
  (1d6+4/19-20, short sword); SA sneak attack +3d6; SQ 
  darkvision 60 ft., evasion, light sensitivity, trap sense 
  +2, trapfinding, uncanny dodge; AL CE; SV Fort +7, Ref 
  +8, Will +4; Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 
  6. 
   
  Skills and Feats: Balance +14, Climb +14, Hide 
  +14, Jump +18, Listen +9, Move Silently +14, Spot +9, 
  Tumble +16; Acrobatic, Blind-Fight, Iron Will, 
  Stealthy. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork light wooden shield, masterwork short 
  sword. 
  Toog (1): Male Orc Clr7; CR 7; Medium humanoid 
  (orc); HD 7d8; hp 42; Init +6; Spd 30 ft.; AC 16 (touch 
  12, flat-footed 14) [+2 Dex, +3 armor, +1 shield]; Base 
  Atk +5, Grp +7; Atk +8 melee (1d6+3/17-20, short 
  sword); Full Atk +8 melee (1d6+3/17-20, short sword); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +8, Ref +7, Will +11; Str 14, Dex 14, Con 10, Int 12, Wis 
  16, Cha 10. 
   
  Skills and Feats: Hide +14, Move Silently +14; 
  Blind-Fight, Improved Initiative, Stealthy. 
   
  Spells Known (6/5+1/4+1/2+1/1+1; base DC = 13 + 
  spell level): 0 – detect magic, guidance, guidance, read 
  magic, resistance, resistance; 1
  st – bless, cause fear*, 
  cure light wounds, divine favor, doom, obscuring mist; 
  2
  nd – bull's strength, darkness, hold person, hold 
  person, 
  invisibility*; 
  3
  rd 
  – 
  animate 
  dead*, 
  blindness/deafness, prayer; 4
  th – confusion*, divine 
  power. 
   
  *Domain spell. Domains: Death (Death touch); 
  Trickery (Bluff, Disguise and Hide are class skills). 
   
  Possessions: masterwork studded leather armor, 
  masterwork light wooden shield, +1 harmony keen 
  short sword, silver holy symbol of Shargass, periapt of 
  wisdom +2, cloak of resistance +3, 12 black onyxes (25 
  gp each). 
   
  Harmony weapon enhancement: When flanking 
  an opponent, the wielder of this weapon gains a +4 
  bonus on attacks rather than the normal +2 bonus for 
  flanking. 
  APL 12 
  Ambushers (3): Male Orc Rog6/Ftr1; CR 7; Medium 
  humanoid (orc); HD 6d6+1d10+14; hp 45 each; Init +2; 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 17) [+3 Dex, +3 
  armor, +1 shield]; Base Atk +5, Grp +9; Atk +10 melee 
  (1d6+4/19-20, short sword); Full Atk +10 melee 
  (1d6+4/19-20, short sword); SA sneak attack +3d6; SQ 
  darkvision 60 ft., evasion, light sensitivity, trap sense 
  +2, trapfinding, uncanny dodge; AL CE; SV Fort +7, Ref 
  +8, Will +4; Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 
  6. 
   
  Skills and Feats: Balance +14, Climb +14, Hide 
  +14, Jump +18, Listen +9, Move Silently +14, Spot +9, 
  Tumble +16; Acrobatic, Blind-Fight, Iron Will, 
  Stealthy. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork light wooden shield, masterwork short 
  sword. 
  Toog (1): Male Orc Clr7; CR 7; Medium humanoid 
  (orc); HD 7d8; hp 42; Init +6; Spd 30 ft.; AC 17 (touch 
  13, flat-footed 15) [+2 Dex, +3 armor, +1 shield, +1 ring]; 
  Base Atk +5, Grp +7; Atk +8 melee (1d6+3/17-20, short 
  sword); Full Atk +8 melee (1d6+3/17-20, short sword); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +8, Ref +7, Will +11; Str 14, Dex 14, Con 10, Int 12, Wis 
  16, Cha 10. 
   
  Skills and Feats: Hide +14, Move Silently +14; 
  Blind-Fight, Improved Initiative, Stealthy. 
   
  Spells Known (6/5+1/4+1/2+1/1+1; base DC = 13 + 
  spell level): 0 – detect magic, guidance, guidance, read 
  magic, resistance, resistance; 1
  st – bless, cause fear*, 
  cure light wounds, divine favor, doom, obscuring mist; 
  2
  nd – bull's strength, darkness, hold person, hold 
  person, 
  invisibility*; 
  3
  rd 
  – 
  animate 
  dead*, 
  blindness/deafness, prayer; 4
  th – confusion*, divine 
  power. 
   
  *Domain spell. Domains: Death (Death touch); 
  Trickery (Bluff, Disguise and Hide are class skills). 
   
  Possessions: masterwork studded leather armor, 
  masterwork light wooden shield, +1 harmony keen 
  short sword, silver holy symbol of Shargass, periapt of 
  wisdom +2, cloak of resistance +3, ring of protection 
  +1, oil of magic vestment +5, potion of barkskin +5, 
  potion of cure serious wounds, potion of shield of faith 
  +5, 12 black onyxes (25 gp each). 
   
  Harmony weapon enhancement: When flanking 
  an opponent, the wielder of this weapon gains a +4 
  bonus on attacks rather than the normal +2 bonus for 
  flanking. 
  Encounter Five 
  All APLs 
  Runic Guardian: CR 10; large construct; HD 
  17d10+30; hp 150; Init +1; Spd 30 ft.; AC 28 (touch 10, 
  flat-footed 27) [-1 size, +1 Dex, +18 natural]; Base Atk 
  +12, Grp +23; Atk +18 melee (2d8+7 plus stunning 
  strike, slam); Full Atk +18 melee (2d8+7 plus stunning 
  strike, 2 slams); Space/Reach 10 ft./10 ft.; SA runic 
  spells, stunning strike; SQ construct traits, DR 
  10/adamantine, fast healing 10, find master, guard, 
  shield master, teleport without error; AL N; SV Fort +5, 
  
  ULP4-02 Axe of Corond 
   
  Page 15 
  Ref +6, Will +5; Str 24, Dex 13, Con -, Int -, Wis 11, Cha 
  1. 
   
  Runic Spells (Sp): A runic guardian can hold a 
  single inscribed spell of 6
  th or 7
  th level.  This spell must 
  be cast into the body when it is created.  The spell is 
  contained in the runes on the runic guardian’s head, 
  limbs, and torso.  This spell can be cast once per day as 
  a spell-like ability.  The runic guardian discharges this 
  spell either when directly commanded to do so or 
  when a predetermined situation arises. 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful Fort save 
  (DC 25) or be stunned for 1 round, in addition to the 
  normal damage from the blow.  Constructs, oozes, 
  plants, undead, incorporeal creatures, and creatures 
  immune to critical hits cannot be stunned. 
   
  Find Master (Su): No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called.  Should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival.  This ability functions even 
  across planar boundaries. 
   
  Guard (Ex): The runic guardian blocks blows, 
  granting its master a +4 deflection bonus to AC.  This 
  power functions only when the runic guardian is 
  within 5 feet of its master. 
   
  Shield Master (Sp): A runic guardian’s master, 
  when in possession of its jewelry, can activate this 
  defensive ability when within 150 feet of the construct. 
   Shield master transfers three-fourths of the damage 
  that would otherwise be dealt to the master to the 
  runic guardian instead.  This ability otherwise 
  functions like the shield other spell (caster level 25
  th), 
  except that it provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp): Once per day, a 
  runic guardian can use teleport without error (caster 
  level 18
  th).  It normally uses this ability to answer a call 
  from its master, teleporting unerringly to her side. 
   
  Description: Runic guardians are constructs 
  similar to shield guardians, but with far superior 
  physical and magical capabilities.  Runic guardians are 
  especially popular among dwarves and giants, though 
  spellcasters of all races find them useful.  A runic 
  guardian is a massive, human-shaped figure made of 
  stone, steel, and lead.  Its hands and arms are 
  constructed of hollow stone and filled with lead for a 
  more deadly punch.  Carved, magic runes inlaid with 
  precious metals adorn its head, limbs, and torso.  
  Whenever a runic guardian casts a spell, these runes 
  flare up into a variety of brilliant colors.  A runic 
  guardian serves one master that is designated at the 
  time of its creation, and no other.  The construct is 
  keyed to a specific, unique piece of jewelry worn by its 
  master and made at the time of its creation.  The master 
  can use this piece of jewelry to call the runic guardian 
  to her side from any distance, or even from another 
  plane.  A runic guardian knows whether or not the 
  bearer of its jewelry is really its master, and it slays any 
  pretenders outright.  In battle, a runic guardian 
  protects its master by casting predetermined defensive 
  spells upon him or her, then pounding away at foes 
  with its leaden fists.  A runic guardian is instantly 
  aware of its master’s death, whether or not it was 
  present at the time.  When the master’s death occurs, 
  the construct immediately goes on a rampage, 
  attacking all creatures within sight.  Possession of its 
  jewelry in such a circumstance grants its bearer neither 
  control over the construct nor safety from its attacks.  
  The rampage only ends with the destruction of the 
  construct. 
   
   
  
  ULP4-02 Axe of Corond 
   
  Page 16 
  Critical Event Summary 
  For use at MegaCon 2004 
   
  Please fill out the following and return the results to Christopher Reed at fltriad@aol.com. 
   
  1. Did Solwer die during this adventure? 
  YES 
  NO 
  a) If so, how? 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
  2. Did the PCs successfully return the Axe of Corond? 
  YES 
  NO 
  a) If not, why? 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
  _________________________________________________________ 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/594/Normal Scenarios/ULP4-02 - Axe of Corond (APL 6-12)/ULP4-02 - Axe of Corond.pdf