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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  ULP6-06 
   
   
   
   
  Mind Your Elders 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.5 
   
  by Michael Jones 
  with René Alfonso and David Brainard 
  Reviewers: Principality of Ulek Triad 
  Circle Reviewer: Steven Conforti 
   
   
   
  "Speak up, boy, I can't hear ya! Ye say ya want to know about them Cultists, eh, why there's nobody roun' here who 
  knows more than me, nossir. I've probably fergotten more'n what most know. What is it ya wa... er... wassat ye're hidin' 
  behind yer back?" A Principality of Ulek regional adventure for APLs 6-12. 
   
  
  ULP6-06 Mind Your Elders 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  ULP6-06 Mind Your Elders 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE SUMMARY 
  The PCs start the adventure relaxing in the early 
  morning in Gryrax. A pair of Adamantine Guard retrieves 
  them from wherever they are and take them to 
  Pengellen's tower where a distraught Jimmbly sits 
  nursing a bad concussion. The assassins weren't paid for 
  Jimmbly, so did not kill him. Luckily, he was able to 
  catch a glimpse of one of their swords and has been doing 
  research since it had such an odd device stamped on the 
  hilt. He surmises who they are and had sent to the Castle 
  for help. Prince Corond sends a blanket writ advising the 
  PCs to move fast and putting all of his resources into the 
  PCs hands. At this point, Spyder will also arrive and offer 
  to teleport the PCs to the closest entrance to the 
  UnderOerth and some other helpful items (such as 
  darkvision goggles) for their use as well as a map to 
  where their usual "dealing place" is. 
  The Assassins have moved very fast, contacting an illithid 
  named Umbrage via a scroll of sending they have met him 
  at a "neutral ground" and have already passed Pengellen 
  over to him. They can either be negotiated with into not 
  attacking, or provoked. They consider this a neutral area, 
  and will not immediately attack. Business is business, 
  after all. 
  Meanwhile, an illithid rival of Umbrage, Malevolence, 
  has been listening in on the encounter and at the end of 
  the battle, or as the negotiations wind down, will make 
  himself known. He has spies in Umbrage's encampment 
  and believes that Umbrage will be leaving shortly and 
  offers to teleport the PCs close by. He informs the group 
  that "Most likely, Umbrage is using an illithid mind sieve 
  to capture as much information as possible before 
  turning Pengellen over." This is pure conjecture on 
  Malevolence's part; he just wants to get to Pengellen 
  while Umbrage and the PCs are tied up with each other. 
  It will be important for the DM to count the number of 
  rounds the battle takes, as that will determine the details 
  of the next encounter. 
  Meanwhile... as the PCs and Umbrage attack each other, 
  Malevolence goes and kidnaps Pengellen. Malevolence, 
  being something of an outcast in illithid society for his 
  wizardly abilities, has a different idea of what should be 
  done with Pengellen and his knowledge: rather than 
  feeding the Elder Brain, he seeks to devour the 
  information for himself. 
  Malevolence will be tying Pengellen up and beginning 
  the preparations to devour his brain. He will have 
  summoned an ally to keep the PCs busy while he feeds. 
  This will take him a number of rounds once combat 
  starts. 
  It will take Malevolence a total of ten rounds to ferret out 
  and eat the delicious bits of Pengellen's knowledge that 
  he craves. The summoned ally is ordered to guard, and 
  will try to block the PCs. If interrupted during that time 
  # 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 
  
  ULP6-06 Mind Your Elders 
   
  Page 3 
  (directly attacked, etc.) Malevolence will curse at the PCs 
  and teleport out, leaving the job unfinished. Spyder 
  and/or Magnus (Talons) will arrive shortly thereafter and 
  whisk the party to safety (if needed). 
  It is possible that higher level parties will attempt to force 
  Malevolence to fight. If so, he will warn them that he is 
  not to be trifled with and if they somehow stop him from 
  leaving (dimensional anchor, etc.) then he will be forced 
  to kill them. An additional encounter with a very mad 
  Malevolence at this point would occur. Malevolence will 
  target PCs with Enmity of Malevolence first and attempt 
  to slay them outright, offering PCs without his enmity to 
  retreat should their members fall. 
  If more than 5 rounds pass, Pengellen's knowledge will 
  be so depleted that he will voluntarily retire, allowing 
  young Jimmbly to take on the mantle of Sage of Gryrax 
  (with Pengellen helping, of course). If all 10 rounds 
  passed, Pengellen will be forever removed as an NPC 
  with nobody to replace him, as Jimmbly is simply too 
  young and inexperienced (and a bit cowardly). If less 
  than 5 rounds passed, Pengellen is angry and perhaps a 
  bit wool-headed, but Jimmbly will be there to help him.  
  PREPARATION FOR PLAY 
  Before beginning play, it would be helpful to learn the 
  following about each PC at the table: name, race, class, 
  level 
  and 
  any 
  Principality 
  of 
  Ulek 
  regional 
  metaorganization memberships: specifically, The Web 
  and any of the  Principality of Ulek armed services 
  (Army, Navy, Mine Rangers). Also, ask if anyone is an 
  Aspirant Knight or a member of the Liegemen of the 
  Prince.  
  INTRODUCTION 
  Five days and nights of revelry have passed after the 
  official Naming Day of Crown Prince Saroenn 
  Corond. The port city of Gryrax, capital of the 
  Principality of Ulek, has been thronged with well-
  wishers for the young Prince and the royal family. 
  The final grand presentation was last night and the 
  ale flowed nearly as long as the great Jewel River to 
  the west. 
  PC Aspirant Knight, Liegeman or member of the Royal 
  Army of at least Corporal Rank or higher, will have been 
  given a place of honor at the Royal Dinner. If no PC 
  qualifies, modify the following as appropriate. 
  Seated together at the formal dinner last night, you 
  and your companions were toasted as friends and 
  loyal vassals of His Royal Majesty and his young 
  grandson. While your table was not the closest to 
  the front, it was nevertheless an honor to be 
  included in the celebration. 
  If any PC is an Aspirant Knight or member of the 
  Liegemen of the Prince, read the following as well. 
  In fact, <PC's Name> at one point the Prince himself 
  came down in-between courses and thanked you for 
  your support and hard work in protecting the 
  Principality. 
  ENCOUNTER ONE: A KNOCK 
  AT THE DOOR 
  After the party was finished, your group returned to 
  the suites set aside at The Boarhound, a very fine 
  establishment located in the Noble quarter. The 
  night passed uneventfully until the very early dawn, 
  when a persistent knock at your door and a 
  command to "Open in the name of the Prince!" 
  roused you from a dreamless sleep. 
   
  Outside, a fresh-faced dwarven boy wearing a 
  surcoat emblazoned with the Prince's heraldry stood 
  with an Adamantine Guardsman nearby. He quickly 
  handed you a piece of paper and asked that you 
  follow him immediately. 
  Pass Player Handout One and allow the players time to 
  react, cast spells, and so forth. The boy will say only that 
  he was instructed to hurry and ask that you follow him 
  and the guardsman to Pengellen's tower immediately. 
  Following the page and his escort, your group is 
  taken to a tall, slightly run-down tower over six 
  stories tall. Two additional Adamantine Guard wait 
  outside and open the door as you approach. 
  Inside, a young gnome sits upon a pile of cushions, a 
  number of scrolls and books around him opened to 
  seemingly random pages. The room is in complete 
  disarray, with broken tables, scorched walls, and a 
  heavy acrid smell in the air. 
  Two Adamantine Guard and three dwarven clerics of 
  Moradin are helping the gnome lad to search 
  through the tomes piled high around him. He seems 
  to be muttering under his breath and is startled as 
  you enter and approach.  
  "Oh hello! From the Prince? So good of you to come, 
  I'm..." he sniffles and looks around "I'm certainly 
  not Pengellen!" he wails and begins to sob. 
  One of the clerics rolls his eyes and moves to speak 
  with you. 
  "Greetings, I am Guardian Gulland Anvilbright. I'm 
  afraid young Jimmbly is... rather upset, but I can fill 
  you in." 
  "Approximately an hour ago, a messenger from the 
  palace arrived here at the tower with a summons for 
  Pengellen to appear. Apparently, there's some 
  commotion at the castle, and his expertise was 
  needed. Whether or not the situation here is a 
  coincidence, we've been unable to determine, but it's 
  not believed to be. Some time last night, a group of 
  four individuals presented themselves here with 
  questions for the Sage. When our young friend here 
  answered the door, they struck and a small pitched 
  battle occurred." 
  At this point, the gnome wails "I let them in! Let 
  them right in! I really AM a 'dirt-grubbing stones-
  for-brains not fit to scare varmints out of the 
  garden!' I don't even know what a varmint is!" he 
  
  ULP6-06 Mind Your Elders 
   
  Page 4 
  cries. 
  Gulland coughs and continues. "Yes, well... in any 
  case, the unknown persons subdued Jimmbly, and 
  were able to capture Pengellen and carry him off to 
  parts unknown. The messenger immediately alerted 
  the City Watch who informed the Adamantine 
  Guard. His Royal Highness' own Steward came 
  down and the messengers raced back with orders to 
  find suitable help. This is where you come in. Now... 
  before I go any further, I have to be sure you are who 
  you say you are and all that..." 
  At this point, he will cast detect magic, detect evil and, 
  perhaps surprisingly, discern shapechanger. If asked, he 
  explains that he besides being a priest; he is also a wizard 
  and hopes to one day study the deeper mysteries of 
  Moradin. 
  After Gulland casts his spells, he nods and asks you 
  to follow him to Pengellen's room. Along the way, he 
  pats Jimmbly on the shoulder. Wiping his nose on 
  his sleeve, Jimmbly stands and follows along behind 
  you as you go higher into the tower. The signs of 
  battle are even more evident here. 
  "He... he... tried to force them out, but they... they... 
  started casting... and then the big one, he knocked 
  me on the head and that's the last I remember. I 
  didn't really see them. It seems as if the whole house 
  was suddenly filled with shadows. The only thing I 
  remember seeing clearly was one of them, I think he 
  was half-human... er... half-elven... I think he had 
  some kind of holy symbol. It was... a purple 
  mushroom of some kind..." 
  A Knowledge: Religion check DC 40 or Bardic 
  Knowledge DC 55 would give the name of a very rarely 
  mentioned Drow Elf demigod Keptolo. Keptolo is the 
  drow god of male elegance and debauchery. 
  Jimmbly cannot remember much more, except that the 
  "creature" that hit him was muscular and had gray skin 
  and was using a spiked chain. If prodded, he believes 
  they spoke a few words of undercommon amongst 
  themselves and one even complained about the smell of 
  pumpkins in the room. 
  As you discuss the attack with Jimmbly, a hooded 
  figure steps out of the shadows. Gulland frowns, but 
  nods and closes the door behind him as he leaves. 
  "The symbol was of Keptolo, young one." 
  The man stepping out has a stylized spider tattoo 
  covering the left side of his face. His long black 
  cloak has a silver filigree of a web along the hems. 
  He holds his hands up in a non-threatening manner 
  and smiles. 
  "We have a short time, friends, so please... no 
  questions right now. The important thing is to find 
  Pengellen. The group you are looking for call 
  themselves "Her'tan d'lil Isto Velven" or The Night's 
  Blades. They are a group of UnderOerth spies and 
  mercenaries. They are not important, but whoever 
  hired them is. I can get you close to where I think 
  they will be... if they have Pengellen... well... do what 
  you will. If they do not, find out where he is. He 
  reaches into the folds of his cloak and pulls out six 
  pair of goggles. 
  "These will allow you to see in the dark. Time is of 
  the essence. Prepare yourselves." He turns to the 
  gnome sitting miserably on a chair nearby. 
  "Jimmbly, I'll return in a moment to take you to His 
  Highness. 
  Please 
  bring 
  Pengellen's 
  copy 
  of 
  "Dannilgris' Theories on the Gems of Ulaa" and any 
  notes on the creation of the Axe of Corond that you 
  may have come across." 
  Jimmbly nods and stands. "Please... save him if you 
  *sniff* can. He's a grumpy old dwarf... but... well... 
  he's *sniff* not that bad." Breaking down once again 
  he shuffles off downstairs once more. 
  The goggles he hands out are goggles of nightvision which 
  grant darkvision out to 60'. When everyone is ready, 
  Spyder will teleport to the UnderOerth. If questioned 
  about the happenings at the castle, he will impatiently 
  explain that something has happened with the Axe of 
  Corond, but that nobody was hurt. He doesn't know 
  anymore, but in the absence of Pengellen, the Prince will 
  have to rely on Jimmbly’s notes and whatever 
  information he (Spyder) can gather. 
  ENCOUNTER TWO: THE 
  NIGHT'S BLADES 
  As the momentary dizziness from teleporting fades, 
  you find yourselves in the middle of a small 
  underground cavern. Spyder walks over to a small 
  door with an arachnoid figure painted upon it in 
  glowing purple inks. 
  "This door opens onto one of the great UnderOerth 
  tunnels. Turn left and travel for about three 
  minutes. You will find that your quarry will be 
  entering a crossroads ahead. Now... 'how does he 
  know this?' you may think..." he grins. "I was able to 
  scry upon them and saw them heading this way. 
  They did not have Pengellen with them and the Sage 
  was hidden from me. You must hurry. When you 
  found Pengellen, return to this room. I will place a 
  spell here which will alert me. Someone will come 
  immediately to bring you back to Gryrax. Farewell." 
  Spyder teleports out after the door closes. Assuming the 
  PCs follow Spyder's directions, they will encounter The 
  Night's Blades ahead. 
  It is possible to diplomatically convince The Night's 
  Blades into telling who their employer was. They will 
  start at an initial attitude of Hostile, and it will take the 
  appropriate DC with the additional element of flattery for 
  Carrukt, to get them to indifferent. They aren't fools, and 
  will not trust the PCs. They will expect to be paid, and 
  either 5,000gp or 5,000gp worth of items will sway 
  Carrukt into turning over the map to Umbrage's lair 
  nearby. 
  When the PCs set out, continue with the following: 
  Moving down the corridor, it's not long until you 
  see a group of four individuals in the tunnels ahead. 
  Two drow, a half-elf with dark skin and pale hair, 
  
  ULP6-06 Mind Your Elders 
   
  Page 5 
  and a gray-skinned muscular humanoid with a 
  blank space where his eyes would be watch you 
  cautiously as you move forward. Both drow carry 
  rapiers, and one has a small crossbow in his hand. 
  The half-elf is dressed in velvet and satin robes and 
  carries a rapier as well. Around his neck is a stylized 
  purple mushroom holy symbol. The gray-skinned 
  humanoid sniffs the air around him and idly 
  switches his spiked chain from one hand to another. 
  Stepping forward, the half-elf bows. "Vendui, 
  surfacers... what brings dos to lil caverns?" He smiles 
  and watches you carefully. 
  If any of the PCs are dwarves wearing the colors of the 
  Principality, there will be no chance for discussion, as 
  they will attack immediately. 
  Looking closely at you, the half-drow scowls, and his 
  fingers flash rapidly. The others in his party pull 
  their weapons and move to attack. 
  If the PCs decide to speak, he will demand tribute for his 
  information before sharing that they are too late, their 
  employer has already taken delivery of the package. 
  Carrukt will explain that they were hired by an illithid 
  named Umbrage to recover Pengellen alive and 
  unharmed. Umbrage hopes to win favor with the Elder 
  Brain by presenting Pengellen so that his knowledge can 
  be consumed and make the Brain more powerful. He will 
  slyly point out that he also told of this deal to another 
  illithid, this one an outcast called Malevolence, and that 
  he believes the two will battle over the 'tasty morsel' that 
  is the Sage of Gryrax. 
  If The Night's Blades are defeated, the PCs can find a map 
  to Umbrage's lair on a piece of parchment in Carrukt's 
  belt. They've just returned and Carrukt sketched a quick 
  note about how to find it in case he ever needs to again. 
  This information will be in Player Handout 2: 
  Carrukt's Journal. 
   
  APL 6 (EL 8) 
  � An'jaluk:  Male elf (drow) Warlock 2; hp 17; see 
  Appendix Two 
  � Bar'jalil:  Male elf (drow) Rogue 2; hp 17; see 
  Appendix Two 
  � Carrukt:  Male half-elf (drow) Cleric 4; hp 31; see 
  Appendix Two 
  � Drogocht:  Male grimlock Fighter 2; hp 33; see 
  Appendix Two 
  APL 8 (EL 9) 
  � An'jaluk:  Male elf (drow) Warlock3/Mar1; hp 
  29; see Appendix Three 
  � Bar'jalil:  Male elf (drow) Rogue 3; hp 22; see 
  Appendix Three 
  � Carrukt:  Male half-elf (drow) Cleric 5; hp 38; see 
  Appendix Three 
  � Drogocht:  Male grimlock Fighter 3; hp 42; see 
  Appendix Three 
  APL 10 (EL 12) 
  � An'jaluk:  Male elf (drow) Warlock5/Marshall1; 
  hp 39; see Appendix Four 
  � Bar'jalil:  Male elf (drow) Rogue 6; hp 37; see 
  Appendix Four 
  � Carrukt:  Male half-elf (drow) Cleric 7; hp 52; see 
  Appendix Four 
  � Drogocht:  Male grimlock Fighter 6; hp 63; see 
  Appendix Four 
  APL 12 (EL 13) 
  � An'jaluk:  Male elf (drow) Warlock7/Marshall1; 
  hp 49; see Appendix Five 
  � Bar'jalil::  Male elf (drow) Rogue 7; hp 42; see 
  Appendix Five 
  � Carrukt::  Male half-elf (drow) Cleric 9; hp 64; 
  see Appendix Five 
  � Drogocht:  Male grimlock Fighter 7; hp 96; see 
  Appendix Five 
  Tactics:  An’jaluk attempts to hit as many PCs as possible 
  with his frightful blast in order to soften them up for 
  Carrukt’s spells (starting with fighter-types, since they 
  have low Will saves), then uses his wand of grease to help 
  Be’jalil get sneak attacks or readies to interrupt casters (a 
  character is denied their Dex bonus to AC while 
  balancing unless they have 5 ranks of Balance).  At APL 
  8+, An’jaluk uses his baleful utterance against holy 
  symbols and mundane items like belt buckles, hoping to 
  daze and deafen enemy spellcasters. 
  If Be’jalil is having trouble with a character that has 
  already been hit by a frightful blast, he may use the 
  “demoralize foe” application of Intimidate to force them 
  to flee (a shaken creature that becomes shaken is 
  frightened instead); otherwise, he puts a poisoned bolt 
  into wizards and rogues, then goes after victims of 
  An’jaluk’s grease or Carrukt’s spells.   
  Carrukt targets fighter-types with his enchantment spells 
  (preferably those An’jaluk has already hit with a frightful 
  blast) and readies to counter enemy casters once one or 
  more warriors are helpless or have fled.  At higher levels, 
  he uses Divine Metamagic to heighten his first spell to as 
  high a DC as possible.  At APL 12, Carrukt removes the 
  covering from  his shield (a move action), triggering the 
  symbol of sleep inscribed upon the face; he and his allies 
  are immune to the effect. 
  Drogocht will move in and target foes who have not 
  fallen ill or been effected by his allies' spells, taking care 
  to target divine casters first, or fighter-types if pressed. 
  ENCOUNTER THREE:  ANGRY 
  PURPLE DUDE 
  When the PCs move on, read or paraphrase the 
  following: 
  Following the notes found in the half-elf's journal, 
  you found yourself in front of a rusted iron door. 
  Instead of being locked, it stood slightly ajar.  
  
  ULP6-06 Mind Your Elders 
   
  Page 6 
  A DC 30 Track check will show a number of tracks, the 
  most recent being a single individual medium humanoid. 
  Continuing on cautiously, you clearly hear the 
  sound ahead of stone rubbing against stone, almost 
  as if a large stone door is opening. 
  In truth, Malevolence is just ahead, having already cast 
  greater invisibility. Umbrage and his cronies have left their 
  lair and come out to investigate the noise and when the 
  party moves in, hopefully both sides will think the other 
  the reason. Malevolence will move into the room with 
  Pengellen. Close the door and cast arcane lock before 
  summoning his diabolical ally to delay the PCs. 
  A gaunt purple-skinned humanoid and two or three 
  dwarves stand ahead. Behind them a door swings 
  closed and for a moment you think you see a 
  dwarven male lying on an altar in the middle of a 
  large room. 
  A voice in your heads screeches in anger. "Who dares 
  interrupt Umbrage! The dwarf is mine! Mine to give 
  to the Elder!" 
  The two dwarves draw wicked-looking picks and 
  move to attack! 
   
  APL 6 (EL 9) 
  � Umbrage:  Male Illithid; hp 44, See Monster 
  Manual, Page 187 
  � Elgoin:  Male dwarf Fighter 2; hp 19; see Appendix 
  Two 
  � Farzheen:  Male dwarf Fighter 2; hp 19; see 
  Appendix Two 
  APL 8 (EL 11) 
  � Umbrage:  Male Illithid; hp 44, See Monster 
  Manual, Page 187 
  � Elgoin:  Male dwarf Fighter 3; hp 29; see Appendix 
  Three 
  � Farzheen:  Male dwarf Fighter 3; hp 29; see 
  Appendix Three 
  � Gandorrin:  Male dwarf Fighter 3; hp 29; see 
  Appendix Three 
  APL 10 (EL 13) 
  � Umbrage:  Male Illithid; hp 44, See Monster 
  Manual, Page 187 
  � Elgoin:  Male dwarf Fighter 5; hp 48; see Appendix 
  Four 
  � Farzheen:  Male dwarf Fighter 5; hp 48; see 
  Appendix Four 
  � Gandorrin:  Male dwarf Fighter 5; hp 48; see 
  Appendix Four 
  APL 12 (EL 15) 
  � Umbrage:  Male Illithid; hp 44, See Monster 
  Manual, Page 187 
  � Elgoin:  Male dwarf Fighter 7; hp 59; see Appendix 
  Five 
  � Farzheen:  Male dwarf Fighter 7; hp 59; see 
  Appendix Five 
  � Gandorrin:  Male dwarf Fighter 7; hp 59; see 
  Appendix Five 
   
  Tactics:  Umbrage is furious and has detected 
  Malevolence's presence, but not exact location. He 
  believes the PCs are with Malevolence and will continue 
  to keen in the PCs heads "Show yourself, coward!" not 
  realizing Malevolence has snuck around and already 
  entered the room. During this fight, Malevolence will 
  have attached an illithid brain sieve to Pengellen and is 
  standing by ready to absorb his knowledge. 
  If the Party is defeated, the PCs will awaken several 
  months later in a mass grave outside Greutam and receive 
  the "Illithid Experimentation" AR effect and lose 12 
  additional TUs. 
  ENCOUNTER FOUR:  WHAT'S 
  HE DOING HERE? 
  Keep very close tabs on how many rounds pass in this 
  fight and how long it takes for the PCs to open the door. 
  The door is a strong wooden door and has Hardness 5 and 
  20 hit points. The arcane lock adds 10 to the break DC, so 
  the total DC to break down the door is DC 35. A simple 
  knock spell will open the door, otherwise the PCs will 
  have to break or smash through. The hinges are located 
  on the opposite side of the door. 
  A 40' wide 'tunnel' is 60' long, it opens up into a larger 
  room 90' by 90' with two iron doors at the far end.  
  Making your way through the door, you see another 
  Illithid approximately 90 feet away down a wide 
  natural tunnel. This one is taller and more 
  menacing than the last. Before him, Pengellen lies 
  insensate on a stone table in a large room on the far 
  end. Attached to his head is a strange device 
  composed of many tubes and glass spheres. Pale 
  amber lights float overhead illuminating the entire 
  area. 
  A voice once more speaks directly into your heads. 
  "Ah... how unfortunate. I had hoped to make my 
  presence here a secret, but no matter. You have rid 
  me of an enemy, and for that I am grateful. However, 
  the secrets inside the Sage's mind are far too 
  delectable to go to the Elder Brain. I must have them 
  for myself!" 
  As you get ready to act, a diabolical figure appears at 
  the entrance to the room. 
  Describe the appropriate devil to the players, based on 
  APL. 
  "I am also not without friends and influence... as you 
  can see. Leave me be, and I freely let you return to 
  the surface. Interrupt me, and die." 
  Malevolence leans forward, his tentacles entering 
  the tubes and latching onto key spots on Pengellen's 
  head. The device glows a sickly green as the devil 
  moves forward, hissing. 
  DEVELOPMENT: Malevolence has cast a wall of force 
  
  ULP6-06 Mind Your Elders 
   
  Page 7 
  10' in front of the table. When the devil falls, or when the 
  wall is breached, he will detach himself immediately 
  from Pengellen and scowl. Go to Encounter Five. 
   
  APL 6 (EL 7) 
  � Vezzhhuuk:  Bearded Devil Fighter 2; hp 63; see 
  Appendix Two 
   
  APL 8 (EL 10) 
  � Sverrrssslll:  Chain Devil Fighter 2; hp 64; see 
  Appendix Three 
   
  APL 10 (EL 11) 
  � Maurganthes:  Barbed Devil; hp 126; see 
  Appendix Four 
   
  APL 12 (EL 14) 
  � Siimmurd:  Barbed Devil Fighter 1; hp 138; see 
  Appendix Five 
  � Desvrisht:  Barbed Devil Fighter 1; hp 138; see 
  Appendix Five 
   
  Tactics:  See individual entries for tactics. Also see 
  Appendix Six for some general notes on devils and their 
  abilities. The devils were instructed by Malevolence to 
  delay the PCs and not necessarily to kill them... but... if 
  the opportunity to "delay" a PC by killing him or her 
  presents itself, the devils are smart enough (and 
  bloodthirsty enough) to take it. 
  ENCOUNTER FIVE:  MIND OF 
  YOUR ELDERS 
  The moment the wall of force is breached or the devil has 
  fallen, read or paraphrase the following (dependent upon 
  how many rounds): 
  1 – 5 Rounds: 
  "Bah!" The voice in your head is filled with disgust. 
  "You have proven very worth adversaries! A few 
  moments more and all the knowledge of the 
  Principality would have been mine! I've only learned 
  a few things... especially interesting things about the 
  one you call Spyder... things his "family" will no 
  doubt be VERY interested in hearing. I will not 
  forget your interference." His laughter fades as he 
  quickly casts a spell and disappears into the 
  shadows. 
   
  6 – 10 Rounds: 
  "Almost!" The voice in your head is filled with 
  despair. "A few moments more and ALL of the 
  knowledge of the Principality would have been 
  mine! Of course, not all is lost. I've learned a few 
  things... especially interesting things about the one 
  you call Spyder... things his "family" will no doubt be 
  VERY interested in hearing. I will not forget your 
  interference." His laughter fades as he quickly casts 
  a spell and disappears into the shadows. 
   
  More than 10 Rounds: 
  "Too late!" The voice in your head is filled with 
  triumph. "You are too late and all the secrets of your 
  precious Principality are now mine. Especially 
  interesting are the things about the one you call 
  Spyder... things his "family" will no doubt be VERY 
  interested in hearing. No matter, I will still not 
  forget your interference." His laughter fades as he 
  quickly casts a spell and disappears into the 
  shadows. 
  If the PCs are of high enough level that they can inhibit 
  Malevolence from leaving easily, he will quickly try to 
  counteract whatever magics hold him to the area and 
  leave. His goal is to NOT get into a pitched battle at this 
  time. If there is no way for Malevolence to leave... he will 
  go all out to kill the party, especially those who have 
  earned his ire from the "Downward" series. After the first 
  PC death, he will speak to the PCs and will allow them to 
  retreat, taking their companion with them. 
  If they chose to stay and the Party is defeated, the PCs 
  will awaken several months later in a mass grave outside 
  Greutam and receive the "Illithid Experimentation" AR 
  effect and lose 12 additional TUs. 
   
  ALL APLs (EL 22) 
  � Malevolence:  Male Illithid Monk2/Wizard 12; 
  hp 155; see Appendix One 
  ENCOUNTER SIX:  EVAC 
  Hurrying back to Spyder's safehouse with the semi-
  conscious form of Pengellen, a male human in the 
  colors of the Talons of Retribution teleports into the 
  room. Nodding as he listens to your tale, he quickly 
  reads through a scroll and you find yourself in the 
  halls of the Soul Forge, the temple to Moradin in 
  Gryrax. 
  Groaning in pain, the Sage looks around. "Smells 
  like bloody incense in here... Fool of a gnome..." he 
  says, scowling, before passing into unconsciousness 
  once more. 
  A number of clerics will attend the Sage and usher the 
  PCs out, promising to give an update on Pengellen's 
  situation. 
   
  CONCLUSION A: SUCCESS! 
  Several days pass before you are summoned once 
  again to Pengellen's tower. A cheerful Jimmbly 
  answers the door at your knock and winces as a boot 
  comes flying from behind to smack him in the head. 
  "FOOL OF A GNOME! BLINDLY OPENIN' THE 
  
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  Page 8 
  DOOR IS WHAT GOT ME GONE IN THE FIRST 
  PLACE!" a voice roars from behind. 
  Rubbing the back of his head and smiling, Jimmbly 
  seems strangely content as he welcomes you in. 
  "Oh thank you so much for retrieving the Old Sage!" 
  he smiles. "As you can see, he's up and back to his 
  old self. Please, have a seat." He gestures and you can 
  see Pengellen on the far side of the table, one foot 
  bare and the other shod in a boot very similar to the 
  one that hit Jimmbly. 
  "Don't just stand there ya louts. Yer lettin' all that 
  blasted city-air inside!" 
  Around the room you can see boxes of books piled 
  on furniture off to the side. 
  "Now I've got ter move up to the castle! Ahhhhhh!" 
  He cries out as Jimmbly returns and splashes hot tea 
  on the dwarf's bare foot. 
  "BUMBLING FOOL OF A GNOME!" 
  The End 
   
  CONCLUSION B: RECOVERED 
  Several days pass before you are summoned once 
  again to Pengellen's tower. A worried-looking 
  Jimmbly peeks from the window before he answers 
  the door at your knock and winces as a boot comes 
  flying from behind to smack him in the head. 
  "BANANA CAKE! MELTING MONKEY SHIP-
  SHAPE!" a voice roars from behind. 
  Rubbing the back of his head and sniffling, Jimmbly 
  seems strangely worried as he welcomes you in. 
  "Oh, my friends," he sniffs, "Thank you so much for 
  retrieving the Old Sage! As you can see, he's not 
  quite back to his old self. Please, have a seat." He 
  gestures and you can see Pengellen on the far side of 
  the table, one foot bare and the other shod in a boot 
  very similar to the one that hit Jimmbly. 
  "Clockwork elephants? Double-brown gadfly in a 
  xorn's arm?" The sage's eyes wander around the 
  room. 
  Around the room you can see boxes of books piled 
  on furniture off to the side. 
  "We're going to have to move up to the castle, I'm 
  afraid. All this knowledge..." he sighs. "I won't be as 
  helpful as Pengellen, I'm sure. But I will definitely 
  try. I'm just such a fool of a gnome!" 
  The End 
   
  CONCLUSION C: FAILURE 
  Several days pass before you are summoned once 
  again to Pengellen's tower. A dejected Jimmbly 
  timidly peers out of the spy-hole in the door before 
  he answers your knock. 
  "Oh dear..." he sniffles. "Please, please come in..." 
  Pengellen lies on a bed in the middle of his living 
  room. All around you can see boxes of books piled 
  on furniture off to the side. 
  "I'm packing the last of his things to go to the Royal 
  Library. Myself, I think I'll go visit my mother and 
  father... I'm such a foolish little gnome." He sobs, 
  and buries his face in his hands, weeping quietly. 
  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 
  Negotiate with or Defeat the Night's Blades 
   
  APL 6: 240 xp. 
   
  APL 8: 270 xp. 
   
  APL 10:  360 xp. 
   
  APL 12:  390 xp 
  Encounter Three 
  Defeat Umbrage and his minions. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10:  330 xp. 
   
  APL 12:  450 xp 
  Encounter Five 
  Defeat Malevolence's diabolical ally. 
   
  APL 6: 210 xp. 
   
  APL 8: 125 xp. 
   
  APL 10:  330 xp. 
   
  APL 12:  420 xp 
  Story Award 
  Recover Pengellen BEFORE he loses the majority of his 
  knowledge. 
   
  APL 6: 180 xp. 
   
  APL 8: 270 xp. 
   
  APL 10:  230 xp. 
   
  APL 12:  215 xp 
  Discretionary roleplaying award 
   
  APL 6: 100 xp. 
   
  APL 8: 100 xp. 
   
  APL 10:  100 xp. 
   
  APL 12:  100 xp 
  
  ULP6-06 Mind Your Elders 
   
  Page 9 
   
  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 adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 2: 
  APL 6: L: 155 gp, C: 0 gp, M: 2 +1 chain shirt (208 gp), 
  potion of cure light wounds (4 gp), wand of grease (62 gp), 
  scroll of web (12 gp), scroll of blur (12 gp), +1 heavy steel 
  shield (97 gp), wand of cure light wounds (62 gp), potion 
  of barkskin (25 gp), potion of cure moderate wounds (25 
  gp), dust of tracelessness (21 gp) 
  APL 8: L: 120 gp, C: 0 gp, M: 4 +1 chain shirt (416 gp), 
  2 potion of cure light wounds (8 gp), wand of grease (62 
  gp), scroll of web (12 gp), scroll of blur (12 gp), wand of 
  greater invisibility (5 charges) (175 gp), +1 buckler (97 
  gp), potion of invisibility (25 gp), +1 heavy steel shield (97 
  gp), wand of cure light wounds (62 gp) potion of barkskin 
  (25 gp), potion of cure moderate wounds (25 gp), dust of 
  tracelessness (21 gp) 
  APL 10: L: 93 gp, C: 0 gp, M: 4 +1 chain shirt (416 gp), 
  cloak of charisma +2 (333 gp), 2 potion of cure light 
  wounds (8 gp), wand of grease (62 gp), scroll of web (12 
  gp), scroll of blur (12 gp), wand of greater invisibility (5 
  charges) (175 gp), 5 +1 bane (aberration) poisoned bolt 
  (66 gp), 5 +1 bane (dwarf) poisoned bolt (66 gp), 5 +1 
  bane (elf) poisoned bolt (66 gp), 5 +1 base (human) 
  poisoned bolt (66 gp), +1 buckler (97 gp), potion of cat’s 
  grace (25 gp), potion of invisibility (25 gp), potion of fly 
  (62 gp), +1 heavy steel shield (97 gp), wand of cure light 
  wounds (62 gp), periapt of wisdom +2 (333 gp), potion of 
  enlarge person (21 gp), potion of cure moderate wounds 
  (25 gp), dust of tracelessness (21 gp), potion of barkskin +3 
  (50 gp), +1 spiked chain (194 gp) 
  APL 12: L: 93 gp, C: 0 gp, M: 4 +1 chain shirt (416 gp), 
  circlet of persuasion (375 gp), cloak of charisma +2 (333 
  gp), 2 potion of cure light wounds (8 gp), wand of grease 
  (62 gp), scroll of web (12 gp), scroll of blur (12 gp), scroll 
  of see invisibility (12 gp), scroll of fly (31 gp), wand of 
  greater invisibility (5 charges) (175 gp), 5 +1 anarchic 
  poisoned bolt (66 gp), 5 +1 bane (aberration) poisoned 
  bolt (66 gp), 5 +1 bane (dwarf) poisoned bolt (66 gp), 5 +1 
  bane (elf) poisoned bolt (66 gp), 5 +1 base (human) 
  poisoned bolt (66 gp), +1 buckler (97 gp), potion of cat’s 
  grace (25 gp), potion of invisibility (25 gp), potion of fly 
  (62 gp), +1 heavy steel shield (97 gp), wand of cure light 
  wounds (62 gp), periapt of wisdom +2 (333 gp), potion of 
  enlarge person (21 gp), potion of cure moderate wounds 
  (25 gp), dust of tracelessness (21 gp), potion of barkskin +4 
  (75 gp), +1 spiked chain (194 gp), amulet of health +2 
  (333 gp), cloak of resistance +1 (83 gp), javelin of 
  lightning (125 gp) 
   
  Encounter 3:   
  APL 6: L: 143 gp, C: 0 gp, M: 2 potion of cure light 
  wounds (8 gp). 
  APL 8: L: 200 gp, C: 0 gp, M: 3 potion of cure light 
  wounds (13 gp), 3 +1 light steel shield (290 gp). 
  APL 10: L: 118 gp, C: 0 gp, M: 3 +1 dire pick (583 gp), 3 
  +1 light steel shield (290 gp), 3 potion of cure light wounds 
  (13 gp), 3 potion of shield of faith +2 (13 gp), 3 potion of 
  bull’s strength (75 gp). 
  
  ULP6-06 Mind Your Elders 
   
  Page 10 
  APL 12: L: 30 gp, C: 0 gp, M: 3 +1 dire pick (583 gp), 3 
  +1 breastplate (338 gp), 3 +1 light steel shield (290 gp), 3 
  potion of cure light wounds (13 gp), 3 potion of shield of 
  faith +2 (13 gp), 3 potion of bull’s strength (75 gp). 
  Encounter 4:   
  APL 6: L: 0 gp, C: 0 gp 
  APL 8: L: 0 gp, C: 0 gp  
  APL 10: L: 0 gp, C: 0 gp  
  APL 12: L: 0 gp, C: 0 gp  
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 298 gp, C: 0 gp, M: 536 gp – Total: 834 gp 
  (900 gp) 
  APL 8: L: 320 gp, C: 0 gp. M: 1340 gp – Total: 1,660 
  gp (1,300 gp) 
  APL 10: L: 211 gp, C: 0 gp, M: 3,268 gp – Total: 3,479 
  gp (2,300 gp) 
  APL 12: L: 123 gp, C: 0 gp, M: 4,240 gp – Total: 4,363 
  gp (3,300 gp) 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Gratitude of Pengellen: For rescuing Pengellen, he 
  offers to share his unique collection of esoteric arcana 
  with you. You may either gain access to two of the 
  following spells from the Spell Compendium or one of the 
  following feats from Complete Arcane (circle the one(s) 
  selected): 
   
  Feats: Sudden Widen, Sudden Extend. 
   
  Spells: appraising touch, marked object, analyze portal, 
  assay spell resistance, know vulnerabilities, treasure scent, 
  interplanar telepathic bond, zone of revelation, make manifest. 
  � Gratitude of Jimmbly: You've rescued Jimmbly's 
  friend and mentor, Pengellen. Jimmbly has quite a few 
  contacts with the enchanters and tailors of the 
  Principality. You may spend this favor for access 
  (Frequency: Adventure) to purchase one of the following 
  magical articles of clothing: slippers of spider climbing, boots 
  of speed, robe of useful items, boots of striding and springing, 
  riding boots (Dungeon Master’s Guide II), vest of legends 
  (Dungeon Master’s Guide II). 
  � Foes Below: The Her'tan d'lil Isto Velven (also called 
  The Night's Blades) have fallen at your hands. 
  Unfortunately, there are quite a few more of these 
  outcast drow males and their allies about. 
  � Illithid Experimentation: You may have wished 
  you actually died, but instead you have been left to live in 
  a horrendous state.  You woke up several months after 
  your capture (costs an additional 12 TUs) in a shack on 
  the outskirts of Greutam with no recollection of how you 
  arrived there or what happened to you while you were 
  gone.  This has the following effects which can only be 
  removed by a wish or miracle spell (removing one effect 
  removes all of them): 
  • 
  You have access to Badge of Bondage feat (Dragon 
  #315). 
  • 
  You’ve permanently lost 2 points of Charisma due to 
  some serious scars and disfigurement on your body. 
  • 
  You suffer a -4 penalty on Will saves against mind-
  affecting spells and effects. 
  • 
  The illithid rune for “thrall” is seared into your 
  forehead.  An illithid in range of its telepathy can 
  detect the presence of that run even if it is physically 
  or magically hidden. 
  • 
  You are immune to the mind blast of mind flayers, 
  but you automatically fail the save against any other 
  spell or effect a mind flayer uses on you. 
  Item Access 
  APL 6 (all of the following): 
  • 
  Dust of Tracelessness (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Masterwork Dire Pick (Adventure; Complete Warrior) 
  • 
  Wand of Cure Light Wounds (CL 1st; Adventure; DMG) 
  • 
  Wand of Grease (CL 1st; Adventure; Dungeon Master’s 
  Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  Pearl of Power, 1st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Wand of Greater Invisibility (CL 7th; Adventure; DMG) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +1 Bane (Aberration) Bolts (Adventure; DMG; Limit 5) 
  • 
  +1 Bane (Dwarf) Bolts (Adventure; Dungeon Master’s 
  Guide; Limit 5) 
  • 
  +1 Bane (Elf) Bolts (Adventure; Dungeon Master’s Guide; 
  Limit 5) 
  • 
  +1 Bane (Human) Bolts (Adventure; Dungeon Master’s 
  Guide; Limit 5) 
  • 
  +1 Dire Pick (Adventure; Complete Warrior) 
   
  
  ULP6-06 Mind Your Elders 
   
  Page 11 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +1 Anarchic Bolts (Adventure; Dungeon Master’s Guide; 
  Limit 5) 
  • 
  Circlet of Persuasion (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
   
   
   
   
   
  
  ULP6-06 Mind Your Elders 
   
  Page 12 
  APPENDIX 1 – MALEVOLENCE 
   
  Malevelonce: 
  Male 
  Mind 
  Flayer 
  Mnk2/Wiz12; 
  Medium-size Aberration; HD 8d8+2d8+12d4+66; hp 155; 
  Init +8 (Dex, Improved Initiative); Spd 30 ft.; AC 21 
  (touch 18, flat-footed 17); Atks +17/+12 melee (1d4, 4 
  tentacles); SA Mind blast (DC 18), psionics, improved 
  grab, extract, flurry of blows, unarmed strike; SQ 
  telepathy 100 ft., evasion; SR 39; AL LE; SV Fort +12, Ref 
  +13, Will +22; Str 10, Dex 18, Con 16, Int 24, Wis 20, Cha 
  18. 
   
  Skills and Feats: Balance +6, Bluff +9, Concentration 
  +32, Decipher Script +19, Diplomacy +7, Hide +12, Jump 
  +2, Intimidate +23, Knowledge (Arcana) +30, Knowledge 
  (Dungeoneering) +20, Knowledge (Nature) +19, Listen 
  +17, Move Silently +12, Sleight of Hands +6, Spellcraft 
  +21, Spot +17, Tumble +17; Brew PotionB, Combat 
  Casting, Combat ReflexB, Dodge, Greater Spell Focus 
  (Enchantment), Improved Initiative, Mobility, Scribe 
  ScrollB, Silent SpellB, Spell Focus (Enchantment), 
  Stunning FistB, Weapon Finesse (tentacles). 
   
  Spells Known (4/6/6/6/4/4/3; base DC = 17 
  (enchantment 19) + spell level): 0 – daze, detect magic, detect 
  poison, read magic; 1st – charm person, charm person, color 
  spray, hypnotism, mage armor (pre-cast), shield; 2nd – 
  blindness/deafness, daze monster, detect thoughts, fox's cunning, 
  glitterdust, touch of idiocy; 3rd – arcane sight (pre-cast: 11 
  minutes left), clairaudience/clairvoyance (used), deep slumber, 
  dispel magic, nondetection (pre-cast: 11 hours left), suggestion; 
  4th – charm monster, crushing despair, greater invisibility (pre-
  cast: 11 rounds left), stoneskin (pre-cast: 110 minutes left); 5th – 
  dominate person, feeblemind, hold monster, teleport; 6th – mass 
  suggestion, shadow walk, true seeing (pre-cast: 11 minutes left). 
   
  Possessions: robe, bone dagger, ring of counterspell 
  (dimensional anchor), rod of meta-magic (silence). 
   
  Note: Also has contingency (dimension door) precast. 
  The trigger is if he is grappled. 
   
   
  
  ULP6-06 Mind Your Elders 
   
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   APPENDIX 2 – APL 6 
   
  ENCOUNTER 2  
   
   
   
  An’jaluk, Male Drow Warlock3: Medium humanoid 
  (elf); CR 4; HD 3d6+3; hp 17; Init +6; Spd 30 ft., climb 20 
  ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor); 
  Base Atk/Grp: +2/+1; Atk +1 melee (1d6-1/18-20, rapier) 
  or +4 ranged touch (2d6/x2 plus frightful blast, eldritch 
  blast); Full Atk +1 melee (1d6-1/18-20, rapier) or +4 
  ranged touch (2d6/x2 plus frightful blast, eldritch blast); 
  SA eldritch blast, frightful blast; SQ detect magic, DR 
  1/cold iron, elf traits, light blindness, spell-like abilities, 
  spiderwalk, SR 14; AL CE; SV Fort +2, Ref +3, Will +4 (+6 
  versus spells and spell-like abilities); Str 8, Dex 15, Con 
  12, Int 12, Wis 12, Cha 17.  Complete Arcane, page 5. 
   
  Skills & Feats: Concentration +7, Intimidate +9, Use 
  Magic Device +9; Ability Focus (eldritch blast), Improved 
  Initiative. 
   
  Detect Magic (Sp):  A 2nd level warlock can detect 
  magic at will, as the spell, with a caster level equal to his 
  warlock level. 
   
  Eldritch Blast (Sp):  An eldritch blast is a ray with a 
  range of 60 feet.  It is a ranged touch attack that affects a 
  single target, allowing no saving throw.  An eldritch blast 
  is the equivalent of a spell whose level is equal to one-half 
  the warlock’s class level (round down).  An eldritch blast 
  is subject to spell resistance, and deals half damage to 
  objects. 
   
  Frightful Blast (Sp):  A creature struck by 
  An’jaluk’s eldritch blast must make a Will save (DC 17) or 
  become shaken for 1 minute.  Shaken creatures struck by 
  a frightful blast are not affected by the shaken aspect of 
  the blast but take damage normally.  This is a mind-
  affecting fear effect. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 3rd. 
   
  Spiderwalk (Sp):  For 24 hours, the warlock may 
  spider climb at will, as the spell.  He is also unaffected by 
  magical and mundane webs. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: rapier, +1 chain shirt, potion of cure light 
  wounds, wand of grease, scroll of web, scroll of blur. 
   
  Description: Description. 
   
  Be’jalil, Male Drow Rog3: Medium Humanoid (elf); CR 
  4; HD 3d6+3; hp 17; Init +7; Spd 30 ft.; AC 19, touch 13, 
  flat-footed 16 (+3 Dex, +5 armor, +1 shield); Base 
  Atk/Grp: +2/+2; Atk +3 melee (1d6/18-20, MW rapier) or 
  +6 ranged (1d4/19-20 plus poison, MW hand crossbow); 
  Full Atk +3 melee (1d6/18-20, MW rapier) or +6 ranged 
  (1d4/19-20 plus poison, MW hand crossbow); SA poison, 
  sneak attack +2d6; SQ elf traits, evasion, light blindness, 
  spell-like abilities, SR 14, trapfinding, trap sense +1; AL 
  CE; SV Fort +2, Ref +6, Will +2 (+4 versus spells and spell-
  like abilities); Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 
  10.   
   
  Skills & Feats: Bluff +6, Climb +6, Disable Device 
  +10, Escape Artist +8, Hide +5, Intimidate +8, Jump +7, 
  Listen +8, Move Silently +5, Search +8, Tumble +10; Point 
  Blank Shot, Rapid Reload.  CW 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds a drow 
  for 1 round.  On subsequent rounds, they are dazzled as 
  long as they remain in the affected area. 
   
  Poison (Ex):  Injury; Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 3rd. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Kuo-toan, Undercommon. 
   
  Possessions: MW hand crossbow, 4 poisoned bolts, 
  20 bolts, MW rapier, dagger, sap, +1 chain shirt, MW 
  buckler, potion of cure light wounds, potion of 
  invisibility.   
   
  Description: Description. 
   
  Carrukt, Male Half-elf (drow) Clr4 (Keptolo): 
  Medium humanoid (elf); CR 4; HD 4d8+8; hp 31; Init +0; 
  Spd 40 ft.; AC 18, touch 10, flat-footed 18 (+5 armor, +3 
  shield); Base Atk/Grp: +3/+4; Atk +5 melee (1d4+1/x2, 
  MW spiked gauntlet) or +0 melee (1d6+1/18-20, rapier), 
  or +3 ranged (1d8/19-20, light crossbow); Full Atk +5 
  melee (1d4+1/x2, MW spiked gauntlet) or +0 melee 
  (1d6+1/18-20, rapier) or +3 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead 4/day, spells; SQ half-elf 
  traits; SV Fort +6, Ref +1, Will +7; Str 12, Dex 10, Con 14, 
  Int 8, Wis 16, Cha 13. 
   
  Skills & Feats: Concentration +9; Divine Metamagic 
  (Heighten Spell) CD, Heighten Spell, Spell Focus 
  (Enchantment). 
   
  Languages: Common, Elven, Undercommon. 
   
  Spells Prepared (5/4+1/3+1, save DC = 13 + spell 
  level; enchantments 14+spell level): 0 – create water, cure 
  minor wounds x3, guidance; 1st – command x2, doom, 
  longstrider (already cast), shield of faith; 2nd – calm 
  emotions, enthrall*, hold person x2.  
   
  *Domain spell. Domains: Domination, Travel (act as 
  if under freedom of movement 4 rounds/day). 
   
   
  Possessions:  rapier, MW spiked gauntlet, light 
  crossbow, 10 bolts, 2 holy symbols, spell component 
  pouch, +1 chain shirt, +1 heavy steel shield, wand of cure 
  light wounds. 
   
  Description: Description. 
   
  Drogocht, Male Grimlock Ftr lvl 2: Medium 
  Humanoid; CR 3; HD 2d8+4+2d10+4; hp 33; Init +2 
  (Dex); Spd 30 ft.; AC 20, touch 12, flat-footed 18 (+2 Dex, 
  
  ULP6-06 Mind Your Elders 
   
  Page 14 
  +4 natural, +4 MW chain shirt); Base Atk/Grp: +4/+8; Atk 
  +10 melee (2d4+6, x2, MW spiked chain) or +8 melee/ +6 
  ranged (1d6+4, x2, throwing axe) or +8 ranged (1d6+4, x2, 
  javelin ) or +8 melee (1d3+4, x2, locked gauntlet); Full 
  Atk +10 melee (2d4+6, x2, MW spiked chain) or +8 
  melee/ +6 ranged (1d6+4, x2, throwing axe) or +8 ranged 
  (1d6+4, x2, javelin ) or +8 melee (1d3+4, x2, locked 
  gauntlet); SA n/a; SQ Blindsight 40 ft, immunities, scent; 
  AL N/E; SV Fort +5, Ref +5, Will +3; Str 19, Dex 14, Con 
  14, Int 13, Wis 10, Cha 6 
   
  Skills & Feats: Climb +9, Hide +16, Listen +7, Spot +3; 
  Exotic Weapon Prof.- spiked chain, w.f.- spiked chain, 
  combat expertise 
   
  Blindsight (Ex): Drogocht can sense all foes within 
  40 ft. as a sighted creature would. Beyond that range, all 
  creatures are treated as having total concealment to him.  
   
  Drogocht is susceptible to sound and scent-based 
  attacks, however, and is affected normally by loud noises 
  and sonic spells ( such as ghost sound or silence or 
  incense-heavy air ). Negating Drogocht's sense of smell 
  or hearing reduces this ability to normal Blindfight ( as 
  the feat ). If both senses are negated, Drogocht is 
  effectively blinded.  
   
  Immunities: Drogocht is immune to gaze attacks, 
  visual effects, illusions, and other forms of attack that rely 
  on sight.  
   
  Languages: Common, Undercommon 
   
  Possessions: “Thrasher“- MW spiked chain, MW chain 
  shirt, throwing ax, javelins (x2), spiked gauntlet (confers 
  a +10 bonus to resist disarm attempts with his spiked 
  chain), potion of barkskin, potion of cure moderate 
  wounds, dust of tracelessness. 
   
  Description: Drogocht is a muscular humanoid about 
  as tall as a human. He has thick, gray scaly skin and 
  blank, eyeless eye sockets. His body is riddled with scars 
  and emblazoned on his battered, blood-stained armor is a 
  picture of a swollen purple mushroom. He wields a nasty 
  barbed chain connected to his spiked gauntlet. 
   
  ENCOUNTER 3  
   
   
   
  Umbrage:  Male Illithid (Mind Flayer); hp 44, See 
  Monster Manual, Page 187 
   
  Elgoin, Male Dwarven Ftr 2: Medium humanoid; CR 2; 
  HD 2d10+6; hp 19; Init +1 (Dex); Spd 20 ft.; AC 17, touch 
  11, flat-footed 16 (+1 Dex, +5 MW breastplate, +1 light 
  shield); Base Atk/Grp: +2/+5; Atk +7 melee (1d8+3, x4, 
  MW dire pick) or +3 ranged (1d8, 19-20 x2, light 
  crossbow) or +5 melee (1d4+3, x2, spiked gauntlet); Full 
  Atk +7 melee (1d8+3, x4, MW dire pick) or +3 ranged 
  (1d8, 19-20 x2, light crossbow) or +5 melee (1d4+3, x2, 
  spiked gauntlet); SA n/a; SQ Darkvision 60 ft., dwarven 
  traits; AL N; SV Fort +6 (+8 vs. magic, +10 vs. magic & 
  poison attack), Ref +1 (+3 vs. magic), Will +1 (+3 vs. 
  magic); Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +0, Ride +5, Intimidate +1, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack 
   
  Languages: Common, dwarven 
   
  Possessions: MW dire pick, MW breastplate, light steel 
  shield, light crossbow, 10 bolts, spiked gauntlet, 
  tanglefoot bag, thunderstone, potion of cure light 
  wounds 
   
  Description: See Below. 
   
  Farzheen, Male Dwarven Ftr 2: Medium humanoid; 
  CR 2; HD 2d10+6; hp 19; Init +1 (Dex); Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16 (+1 Dex, +5 MW breastplate, +1 
  light shield); Base Atk/Grp: +2/+5; Atk +7 melee (1d8+3, 
  x4, MW dire pick) or +3 ranged (1d8, 19-20 x2, light 
  crossbow) or +5 melee (1d4+3, x2, spiked gauntlet); Full 
  Atk +7 melee (1d8+3, x4, MW dire pick) or +3 ranged 
  (1d8, 19-20 x2, light crossbow) or +5 melee (1d4+3, x2, 
  spiked gauntlet); SA n/a; SQ Darkvision 60 ft., dwarven 
  traits; AL N; SV Fort +6 (+8 vs. magic, +10 vs. magic & 
  poison attack), Ref +1 (+3 vs. magic), Will +1 (+3 vs. 
  magic); Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +0, Ride +5, Intimidate +1, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack 
   
  Languages: Common, dwarven 
   
  Possessions: MW dire pick, MW breastplate, light steel 
  shield, light crossbow, 10 bolts, spiked gauntlet, 
  tanglefoot bag, thunderstone, potion of cure light 
  wounds 
   
  Description: Physically, these dwarves look typical for 
  their kind but the look in their eyes is one of immovable 
  serenity and disassociation from reality around them. 
  With a telepathic command from Umbrage however, 
  their eyes suddenly gleam with the silent rage and evil of 
  their master. 
   
  ENCOUNTER 4 
  Vezzh, Male Bearded Devil Fighter 2: Medium 
  Outsider (Evil, Extraplanar, Lawful); CR  7; HD 
  6d8+2d10+26 (63 hp); Init +6; Spd 40 ft.; AC 19 (+2 Dex, 
  +7 natural), touch 12, flat-footed 17; Base Atk/Grp 
  +8/+10; Atk Glaive +11 melee (1d10+3 plus infernal 
  wound) or claw +10 melee (1d6+2); Full Atk Glaive 
  +11/+6 melee (1d10+3 plus infernal wound) or 2 claws 
  +10 melee (1d6+2); Space/Reach: 5 ft./5 ft. (10 ft. with 
  glaive); SA Infernal wound, beard, battle frenzy; SQ 
  Damage reduction 5/silver or good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 17, telepathy 100 
  ft.; AL LE; SV Fort +8, Ref +7, Will +7; Str 15, Dex 15, Con 
  17, Int 6, Wis 10, Cha 10 
   
  Skills & Feats: Climb +11, Diplomacy +2, Hide +11, 
  Listen +9, Move Silently +9, Sense Motive +9, Spot +9; 
  Improved Initiative, Power Attack, Weapon Focus 
  (glaive), Cleave, Improved Critical (glaive), Iron Will 
   
  
  ULP6-06 Mind Your Elders 
   
  Page 15 
  Vezzh stands 6 feet tall and weighs about 225 pounds. 
   
  Vezzh's natural weapons, as well as any weapons it wields, 
  are treated as evil-aligned and lawful-aligned for the 
  purpose of overcoming damage reduction. 
   
  Spell-Like Abilities: At will - greater teleport (self plus 
  50 pounds of objects only). Caster level 12th. 
   
  Infernal Wound (Su): The damage Vezzh deals with its 
  glaive causes a persistent wound. An injured creature 
  loses 2 additional hit points each round. The wound does 
  not heal naturally and resists healing spells. The 
  continuing hit point loss can be stopped by a DC 16 Heal 
  check, a cure spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a creature 
  damaged by Vezzh's glaive must succeed on a DC 16 
  caster level check, or the spell has no effect on the 
  injured character. A successful Heal check automatically 
  stops the continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability of the 
  bearded devil, not of the weapon. The check DC is 
  Constitution-based. 
   
  Beard (Ex): If Vezzh hits a single opponent with both 
  claw attacks, it automatically hits with its beard. The 
  affected creature takes 1d8+2 points of damage and must 
  succeed on a DC 16 Fortitude save or be infected with a 
  vile disease known as devil chills (incubation period 1d4 
  days, damage 1d4 Str). Damage is dealt each day until the 
  afflicted creature succeeds on three consecutive 
  Fortitude saves, the disease is cured magically, or the 
  creature dies. The save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, Vezzh can work 
  himtself into a battle frenzy similar to the barbarian’s rage 
  (+4 Strength, +4 Constitution, +2 morale bonus on Will 
  saves, -2 AC penalty). The frenzy lasts for 6 rounds, and 
  the bearded devil suffers no ill effects afterward. 
  
  ULP6-06 Mind Your Elders 
   
  Page 16 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 2  
   
   
   
  An'jaluk, Male Drow Warlock4/Marshal1: Medium 
  humanoid (elf); CR 6; HD 4d6+1d8+5; hp 29; Init +6 
  (+10); Spd 30 ft., climb 20 ft.; AC 17, touch 12, flat-footed 
  15 (+2 Dex, +5 armor); Base Atk/Grp: +3/+2; Atk +2 melee 
  (1d6-1/18-20, rapier) or +5 ranged touch (2d6/x2 plus 
  frightful blast, eldritch blast); Full Atk +2 melee (1d6-
  1/18-20, rapier) or +5 ranged touch (2d6/x2 plus frightful 
  blast, eldritch blast); SA baleful utterance, eldritch blast, 
  frightful blast; SQ deceive item, detect magic, DR 1/cold 
  iron, elf traits, light blindness, motivate Dexterity, spell-
  like abilities, spiderwalk, SR 16; AL CE; SV Fort +4, Ref 
  +3, Will +7 (+9 versus spells and spell-like abilities); Str 8, 
  Dex 15, Con 12, Int 12, Wis 12, Cha 18.  Complete 
  Arcane, page 5. 
   
  Skills & Feats: Bluff +9, Concentration +8, Diplomacy 
  +13, Intimidate +12, Listen +7, Sense Motive +5, Spot +7, 
  Use Magic Device +11; Ability Focus (eldritch blast), 
  Improved Initiative, Skill Focus (Diplomacy). 
   
  Baleful Utterance (Sp):  By uttering a word of the 
  Dark Speech, a warlock can affect an area or object with a 
  shatter spell.  If the object is held or worn by a creature, 
  that creature must make a DC 16 Fortitude save or be 
  dazed for 1 round and deafened for 1 minute. 
   
  Deceive Item (Ex):  When making a Use Magic 
  Device check, a 4th level warlock can take 10, even if 
  distracted or threatened. 
   
  Detect Magic (Sp):  A 2nd level warlock can detect 
  magic at will, as the spell, with a caster level equal to his 
  warlock level. 
   
  Eldritch Blast (Sp):  An eldritch blast is a ray with a 
  range of 60 feet.  It is a ranged touch attack that affects a 
  single target, allowing no saving throw.  An eldritch blast 
  is the equivalent of a spell whose level is equal to one-half 
  the warlock’s class level (round down).  An eldritch blast 
  is subject to spell resistance, and deals half damage to 
  objects. 
   
  Frightful Blast (Sp):  A creature struck by 
  An’jaluk’s eldritch blast must make a Will save (DC 18) or 
  become shaken for 1 minute.  Shaken creatures struck by 
  a frightful blast are not affected by the shaken aspect of 
  the blast but take damage normally.  This is a mind-
  affecting fear effect. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Motivate Dexterity (Ex):  As a swift action, 
  An’jaluk grants all allies within 60 feet (including 
  himself) who can hear and understand him a +4 
  circumstance bonus to Dexterity checks, Dexterity-based 
  skill checks, and Initiative checks.  This bonus is lost if he 
  is dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to make himself heard or understood by his allies. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 3rd. 
   
  Spiderwalk (Sp):  For 24 hours, the warlock may 
  spider climb at will, as the spell.  He is also unaffected by 
  magical and mundane webs. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: rapier, +1 chain shirt, potion of cure 
  light wounds, wand of grease, scroll of web, scroll of blur, 
  wand of greater invisibility (5 charges). 
   
  Description: Description. 
   
  Be’jalil, Male Drow Rog4: Medium Humanoid (elf); CR 
  5: HD 4d6+4; hp 22; Init +4 (+8); Spd 30 ft.; AC 21, touch 
  14, flat-footed 17 (+4 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +3/+3; Atk +4 melee (1d6/18-20, MW rapier) or 
  +8 ranged (1d4/19-20 plus poison, MW hand crossbow); 
  Full Atk +4 melee (1d6/18-20, MW rapier) or +8 ranged 
  (1d4/19-20 plus poison, MW hand crossbow); SA poison, 
  sneak attack +2d6; SQ elf traits, evasion, light blindness, 
  spell-like abilities, SR 15, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +2, Ref +8, Will +2 (+4 
  versus spells and spell-like abilities); Str 10, Dex 18, Con 
  12, Int 14, Wis 13, Cha 10.   
   
  Skills & Feats: Bluff +7, Climb +7, Disable Device +11, 
  Escape Artist +10 (+14), Hide +7 (+11), Intimidate +9, 
  Jump +8, Listen +9, Move Silently +6 (+10), Search +9, 
  Tumble +12 (+16); Point Blank Shot, Rapid Reload.  CW 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Poison (Ex): Injury; Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours. 
   
  Spell-like Abilities (Sp): 1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 4th. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Kuo-toan, Undercommon. 
   
  Possessions: MW hand crossbow, 6 poisoned bolts, 20 
  bolts, MW rapier, dagger, sap, +1 chain shirt, +1 buckler, 
  potion of cure light wounds, potion of invisibility.   
   
  Description: Description. 
   
   
  Carrukt, Male Half-elf (drow) Clr5 (Keptolo): 
  Medium humanoid (elf); CR 5; HD 5d8+10; hp 38; Init +0 
  (+4); Spd 40 ft.; AC 18, touch 10, flat-footed 18 (+5 armor, 
  +3 shield); Base Atk/Grp: +3/+4; Atk +5 melee (1d4+1/x2, 
  MW spiked gauntlet) or +0 melee (1d6+1/18-20, rapier), 
  or +3 ranged (1d8/19-20, light crossbow); Full Atk +5 
  melee (1d4+1/x2, MW spiked gauntlet) or +0 melee 
  (1d6+1/18-20, rapier) or +3 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead 4/day, spells; SQ half-elf 
  traits; SV Fort +6, Ref +1, Will +7; Str 12, Dex 10, Con 14, 
  Int 8, Wis 16, Cha 13. 
   
  Skills 
  & 
  Feats: 
  Concentration 
  +10; 
  Divine 
  
  ULP6-06 Mind Your Elders 
   
  Page 17 
  Metamagic (Heighten Spell) CD, Heighten Spell, Spell 
  Focus (Enchantment). 
   
  Languages: Common, Elven, Undercommon. 
   
  Spells Prepared (5/4+1/3+1/2+1, save DC = 13 + spell 
  level; enchantments 14+spell level): 0 – create water, cure 
  minor wounds x3, guidance; 1st – command x2, doom, 
  longstrider (already cast), shield of faith; 2nd – calm 
  emotions, enthrall*, hold person x2; 3rd – dispel magic, 
  fly*, prayer 
   
  *Domain spell. Domains: Domination, Travel (act as 
  if under freedom of movement 5 rounds/day). 
   
   
  Possessions:  rapier, MW spiked gauntlet, light 
  crossbow, 10 bolts, 2 holy symbols, spell component 
  pouch, +1 chain shirt, +1 heavy steel shield, wand of cure 
  light wounds, pearl of power I. 
   
  Description: Description. 
   
  Drogocht, Male Grimlock Ftr lvl 3: Medium 
  Humanoid; CR 4; HD 2d8+4+3d10+6; hp 42; Init +2 
  (Dex); Spd 30 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, 
  +4 natural, +5 chain shirt); Base Atk/Grp: +5/+9; Atk +11 
  melee (2d4+6, x2, MW spiked chain) or +9 melee/ +7 
  ranged (1d6+4, x2, throwing axe) or +9 ranged (1d6+4, x2, 
  javelin ) or +9 melee (1d3+4, x2, locked gauntlet); Full 
  Atk +11 melee (2d4+6, x2, MW spiked chain) or +9 
  melee/ +7 ranged (1d6+4, x2, throwing axe) or +9 ranged 
  (1d6+4, x2, javelin ) or +9 melee (1d3+4, x2, locked 
  gauntlet); SA n/a; SQ Blindsight 40 ft, immunities, scent; 
  AL N/E; SV Fort +5, Ref +6, Will +4; Str 19, Dex 14, Con 
  14, Int 13, Wis 10, Cha 6 
   
  Skills & Feats: Climb +9, Hide +17, Listen +8, Spot +4; 
  Exotic Weapon Prof.- spiked chain, w.f.- spiked chain, 
  combat expertise 
   
  Blindsight (Ex): Drogocht can sense all foes within 
  40 ft. as a sighted creature would. Beyond that range, all 
  creatures are treated as having total concealment to him.  
   
  Drogocht is susceptible to sound and scent-based 
  attacks, however, and is affected normally by loud noises 
  and sonic spells ( such as ghost sound or silence or 
  incense-heavy air ). Negating Solongarn’s sense of smell 
  or hearing reduces this ability to normal Blindfight ( as 
  the feat ). If both senses are negated, Solongarn is 
  effectively blinded.  
   
  Immunities: Drogocht is immune to gaze attacks, 
  visual effects, illusions, and other forms of attack that rely 
  on sight.  
   
  Languages: Common, Undercommon 
   
  Possessions: “Thrasher“- MW spiked chain, throwing 
  ax, javelins (x2), spiked gauntlet ( confers a +10 bonus to 
  resist disarm attempts with his spiked chain ), chain shirt 
  +1, potion of barkskin, potion of cure moderate wounds, 
  dust of tracelessness. 
   
  Description: Drogocht is a muscular humanoid about 
  as tall as a human. He has thick, gray scaly skin and 
  blank, eyeless eye sockets. His body is riddled with scars 
  and emblazoned on his battered, blood-stained armor is a 
  picture of a swollen purple mushroom. He wields a nasty 
  barbed chain connected to his spiked gauntlet. 
   
   
  ENCOUNTER 3  
   
   
   
  Umbrage:  Male Illithid (Mind Flayer); hp 44, See 
  Monster Manual, Page 187 
   
  Elgoin, Male Dwarven Ftr 3: Medium humanoid; CR 3; 
  HD 3d10+9; hp 29; Init +1 (Dex); Spd 20 ft.; AC 18, touch 
  11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 light 
  steel shield); Base Atk/Grp: +3/+6; Atk +8 melee (1d8+3, 
  x4, MW dire pick) or +4 ranged (1d8, 19-20 x2, light 
  crossbow) or +6 melee (1d4+3, x2, spiked gauntlet); Full 
  Atk +8 melee (1d8+3, x4, MW dire pick) or +4 ranged 
  (1d8, 19-20 x2, light crossbow) or +6 melee (1d4+3, x2, 
  spiked gauntlet); SA n/a; SQ Darkvision 60 ft., dwarven 
  traits; AL N; SV Fort +7 (+9 vs. magic, +11 vs. magic & 
  poison attack), Ref +2 (+4 vs. magic), Will +2 (+4 vs. 
  magic); Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +1, Ride +5, Intimidate +2, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave 
   
  Languages: Common, dwarven 
   
  Possessions: MW dire pick, MW breastplate, light 
  crossbow, 10 bolts, spiked gauntlet, tanglefoot bag, 
  thunderstone, light steel shield +1, potion of cure light 
  wounds 
   
  Description: See below. 
   
  Farzheen:  Male Dwarven Ftr 3: Medium humanoid; 
  CR 3; HD 3d10+9; hp 29; Init +1 (Dex); Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 
  light steel shield); Base Atk/Grp: +3/+6; Atk +8 melee 
  (1d8+3, x4, MW dire pick) or +4 ranged (1d8, 19-20 x2, 
  light crossbow) or +6 melee (1d4+3, x2, spiked gauntlet); 
  Full Atk +8 melee (1d8+3, x4, MW dire pick) or +4 ranged 
  (1d8, 19-20 x2, light crossbow) or +6 melee (1d4+3, x2, 
  spiked gauntlet); SA n/a; SQ Darkvision 60 ft., dwarven 
  traits; AL N; SV Fort +7 (+9 vs. magic, +11 vs. magic & 
  poison attack), Ref +2 (+4 vs. magic), Will +2 (+4 vs. 
  magic); Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +1, Ride +5, Intimidate +2, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave 
   
  Languages: Common, dwarven 
   
  Possessions: MW dire pick, MW breastplate, light 
  crossbow, 10 bolts, spiked gauntlet, tanglefoot bag, 
  thunderstone, light steel shield +1, potion of cure light 
  wounds 
   
  Description: See below. 
   
  Gandorrin,  Male Dwarven Ftr 3: Medium humanoid; 
  
  ULP6-06 Mind Your Elders 
   
  Page 18 
  CR 3; HD 3d10+9; hp 29; Init +1 (Dex); Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 
  light steel shield); Base Atk/Grp: +3/+6; Atk +8 melee 
  (1d8+3, x4, MW dire pick) or +4 ranged (1d8, 19-20 x2, 
  light crossbow) or +6 melee (1d4+3, x2, spiked gauntlet); 
  Full Atk +8 melee (1d8+3, x4, MW dire pick) or +4 ranged 
  (1d8, 19-20 x2, light crossbow) or +6 melee (1d4+3, x2, 
  spiked gauntlet); SA n/a; SQ Darkvision 60 ft., dwarven 
  traits; AL ?; SV Fort +7 (+9 vs. magic, +11 vs. magic & 
  poison attack), Ref +2 (+4 vs. magic), Will +2 (+4 vs. 
  magic); Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +1, Ride +5, Intimidate +2, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave 
   
  Languages: Common, dwarven 
   
  Possessions: MW dire pick, MW breastplate, light 
  crossbow, 10 bolts, spiked gauntlet, tanglefoot bag, 
  thunderstone, light steel shield +1, potion of cure light 
  wounds 
   
  Description: Physically, these dwarves look typical for 
  their kind but the look in their eyes is one of immovable 
  serenity and disassociation from reality around them. 
  With a telepathic command from Umbrage however, 
  their eyes suddenly gleam with the silent rage and evil of 
  their master.  
   
  ENCOUNTER 4 
   
  Sverrrssslll, Male Chain Devil Fighter 2; 
  Medium Outsider (Evil, Extraplanar, Lawful); HD 
  8d8+2d10+18 (64 hp); Init +6 (Dex); Spd 30 ft.; AC 25 (+2 
  Dex, +8 natural, +5 armor), touch 12, flat-footed 23; Base 
  Atk/Grp: +10/+12; Atk: Chain +12 melee (2d4+2/19-20); 
  Full Atk 2 chains +12 melee (2d4+2/19-20); Space/Reach: 
  5 ft./5 ft. (10 ft. with chains); SA Dancing chains, 
  unnerving gaze; SQ: Damage reduction 5/silver or good, 
  darkvision 60 ft., immunity to cold, regeneration 2, spell 
  resistance 18; SV: Fort +8, Ref +8, Will +8; Str 15, Dex 15, 
  Con 15, Int 6, Wis 10, Cha 12 
   
  Skills and Feats: Climb +13, Craft (blacksmithing) +17, 
  Escape Artist +13, Intimidate +12, Listen +13, Spot +13, 
  Use Rope +2 (+4 with bindings); Alertness, Improved 
  Critical (chain), Improved Initiative, Iron Will, Power 
  Attack, Cleave 
   
  Description: Sverrrsslll is a medium humanoid 
  wrapped in chains instead of clothing. He is 6 feet tall 
  and weighs about 300 pounds, chains included. Unlike 
  most kytons, Sverrsssll's chains are rusted and crumbling, 
  nevertheless, he fights with uncommon glee at the 
  promise of a fresh kill. 
    
  Possessions: +1 chain shirt, potion of haste. 
   
  Languages: Infernal and Common. 
   
  A chain devil’s natural weapons, as well as any weapons it 
  wields, are treated as evil-aligned and lawful-aligned for 
  the purpose of overcoming damage reduction. 
   
  Dancing Chains (Su): A chain devil’s most awesome 
  attack is its ability to control up to four chains within 20 
  feet as a standard action, making the chains dance or 
  move as it wishes. In addition, a chain devil can increase 
  these chains length by up to 15 feet and cause them to 
  sprout razor-edged barbs. These chains attack as 
  effectively as the devil itself. If a chain is in another 
  creature’s possession, the creature can attempt a DC 15 
  Will save to break the chain devil’s power over that chain. 
  If the save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or until 
  the chain leaves the creature’s possession. The save DC is 
  Charisma-based. 
   
  Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. 
  A chain devil can make its face resemble one of an 
  opponent’s departed loved ones or bitter enemies. Those 
  who fail their saves take a -2 penalty on attack rolls for 
  1d3 rounds. The save DC is Charisma-based. 
   
  Regeneration (Ex): Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and spells 
  or effects with the good descriptor. A chain devil that 
  loses a piece of its body regrows it in 2d6x10 minutes. 
  Holding the severed member against the stump enables 
  it to reattach instantly. 
   
  Skills: Chain devils have a +8 racial bonus on Craft checks 
  involving metalwork. 
   
   
  
  ULP6-06 Mind Your Elders 
   
  Page 19 
   APPENDIX 4 – APL 10 
   
  ENCOUNTER 2  
   
   
   
  An’jaluk, Male Drow Warlock6/Marshal1: Medium 
  humanoid (elf); CR 9; HD 6d6+1d8+7; hp 39; Init +6 
  (+11); Spd 30 ft., climb 20 ft.; AC 17, touch 12, flat-footed 
  15 (+2 Dex, +5 armor); Base Atk/Grp: +4/+3; Atk +3 melee 
  (1d6-1/18-20, rapier) or +6 ranged touch (3d6/x2 plus 
  frightful blast, eldritch blast); Full Atk +3 melee (1d6-
  1/18-20, rapier) or +6 ranged touch (3d6/x2 plus frightful 
  blast, eldritch blast); SA baleful utterance, eldritch blast, 
  eldritch chain, frightful blast; SQ deceive item, detect 
  magic, DR 1/cold iron, elf traits, light blindness, motivate 
  Dexterity, spell-like abilities, spiderwalk, SR 18; AL CE; 
  SV Fort +5, Ref +4, Will +8 (+9 versus spells and spell-like 
  abilities); Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 20.  
  Complete Arcane, page 5. 
   
  Skills & Feats: Bluff +10, Concentration +9, 
  Diplomacy +14, Intimidate +14, Listen +7, Sense Motive 
  +5, Spot +7, Use Magic Device +13; Ability Focus 
  (eldritch blast), Improved Initiative, Point Blank Shot, 
  Skill Focus (Diplomacy). 
   
  Baleful Utterance (Sp):  By uttering a word of the 
  Dark Speech, a warlock can affect an area or object with a 
  shatter spell.  If the object is held or worn by a creature, 
  that creature must make a DC 17 Fortitude save or be 
  dazed for 1 round and deafened for 1 minute. 
   
  Deceive Item (Ex):  When making a Use Magic 
  Device check, a 4th level warlock can take 10, even if 
  distracted or threatened. 
   
  Detect Magic (Sp):  A 2nd level warlock can detect 
  magic at will, as the spell, with a caster level equal to his 
  warlock level. 
   
  Eldritch Blast (Sp):  An eldritch blast is a ray with a 
  range of 60 feet.  It is a ranged touch attack that affects a 
  single target, allowing no saving throw.  An eldritch blast 
  is the equivalent of a spell whose level is equal to one-half 
  the warlock’s class level (round down).  An eldritch blast 
  is subject to spell resistance, and deals half damage to 
  objects. 
   
  Eldritch Chain (Sp):  An’jaluk’s eldritch blast may 
  jump to a second target within 30 feet of the initial target; 
  he must make a second ranged touch attack to hit the 
  additional target.  The second target takes damage as 
  suffers the effect of his frightful blast as normal. 
   
  Frightful Blast (Sp):  A creature struck by An’jaluk’s 
  eldritch blast must make a Will save (DC 19) or become 
  shaken for 1 minute.  Shaken creatures struck by a 
  frightful blast are not affected by the shaken aspect of the 
  blast but take damage normally.  This is a mind-affecting 
  fear effect. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Motivate Dexterity (Ex):  As a swift action, 
  An’jaluk grants all allies within 60 feet (including 
  himself) who can hear and understand him a +4 
  circumstance bonus to Dexterity checks, Dexterity-based 
  skill checks, and Initiative checks.  This bonus is lost if he 
  is dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to make himself heard or understood by his allies. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 3rd. 
   
  Spiderwalk (Sp):  For 24 hours, the warlock may 
  spider climb at will, as the spell.  He is also unaffected by 
  magical and mundane webs. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: rapier, +1 chain shirt, cloak of charisma 
  +2, potion of cure light wounds, wand of grease, scroll of 
  web, scroll of blur, wand of greater invisibility (5 
  charges). 
   
  Description: Description. 
   
  Be’jalil, Male Drow Rog7: Medium Humanoid (elf); CR 
  8: HD 7d6+7; hp 37; Init +4 (+9); Spd 30 ft.; AC 21, touch 
  14, flat-footed 17 (+4 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +5/+5; Atk +6 melee (1d6/18-20, MW rapier) or 
  +10 ranged (1d4/19-20 plus poison, MW hand crossbow); 
  Full Atk +6 melee (1d6/18-20, MW rapier) or +8/+8 
  ranged (1d4/19-20 plus poison, MW hand crossbow); SA 
  poison, sneak attack +4d6; SQ elf traits, evasion, light 
  blindness, spell-like abilities, SR 18, trapfinding, trap 
  sense +2, uncanny dodge; AL CE; SV Fort +3, Ref +9, Will 
  +3 (+5 versus spells and spell-like abilities); Str 10, Dex 18, 
  Con 12, Int 14, Wis 13, Cha 10.   
   
  Skills & Feats: Bluff +9, Climb +9, Disable Device +13, 
  Escape Artist +12 (+17), Hide +8 (+13), Intimidate +11, 
  Jump +10, Listen +11, Move Silently +7 (+12), Search +11, 
  Tumble +14 (+19); Point Blank Shot, Rapid ReloadCW, 
  Rapid Shot. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Poison (Ex): Injury; Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 7th. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Kuo-toan, Undercommon. 
   
  Possessions: MW hand crossbow, 20 bolts, 5 poisoned 
  bolts, 5 poisoned +1 bane (aberration) bolts, 5 poisoned 
  +1 bane (dwarf) bolts, 5 poisoned +1 bane (elf) bolts, 5 
  poisoned +1 bane (human) bolts, MW rapier, dagger, sap, 
  +1 chain shirt, +1 buckler, potion of cure light wounds, 
  potion of cat’s grace, potion of invisibility, potion of fly.   
   
  Description: Description. 
   
   
  Carrukt, Male Half-elf (drow) Clr7 (Keptolo): 
  
  ULP6-06 Mind Your Elders 
   
  Page 20 
  Medium humanoid (elf); CR 7; HD 7d8+14; hp 52; Init +0 
  (+5); Spd 40 ft.; AC 18, touch 10, flat-footed 18 (+5 armor, 
  +3 shield); Base Atk/Grp: +5/+6; Atk +7 melee (1d4+1/x2, 
  MW spiked gauntlet) or +2 melee (1d6+1/18-20, rapier), 
  or +5 ranged (1d8/19-20, light crossbow); Full Atk +7 
  melee (1d4+1/x2, MW spiked gauntlet) or +2 melee 
  (1d6+1/18-20, rapier) or +5 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead 8/day, spells; SQ half-elf 
  traits; SV Fort +7, Ref +2, Will +9; Str 12, Dex 10, Con 14, 
  Int 8, Wis 18, Cha 13. 
   
  Skills & Feats: Concentration +12; Divine Metamagic 
  (Heighten Spell) CD, Extra Turning, Heighten Spell, 
  Spell Focus (Enchantment). 
   
  Languages: Common, Elven, Undercommon. 
   
  Spells Prepared (5/5+1/4+1/3+1/2+1, save DC = 14 + spell 
  level; enchantments 15+spell level): 0 – create water, cure 
  minor wounds x3, guidance; 1st – command x2, doom x2, 
  longstrider (already cast), shield of faith; 2nd – calm 
  emotions, enthrall*, hold person x3; 3rd – bestow curse, 
  dispel magic, fly*, prayer; 4th – cure critical wounds, 
  dominate person*, hold person (Heightened) 
   
  *Domain spell. Domains: Domination, Travel (act as if 
  under freedom of movement 7 rounds/day).  
   
  Possessions:  rapier, MW spiked gauntlet, light 
  crossbow, 10 bolts, 2 holy symbols, spell component 
  pouch, +1 chain shirt, +1 heavy steel shield, wand of cure 
  light wounds, periapt of wisdom +2. 
   
  Description: Description. 
   
  Drogocht, Male Grimlock Ftr lvl 4/ Exotic 
  Weaponmaster 1: Medium Humanoid; CR 6; HD 
  2d8+4+4d10+8+1d10+2; hp 63; Init +2 (Dex); Spd 30 ft.; 
  AC 21, touch 12, flat-footed 19 (+2 Dex, +4 natural, +5 
  chain shirt); Base Atk/Grp: +7/+11; Atk +13 melee 
  (2d4+7, x2, +1 spiked chain) or +11 melee or +9 ranged 
  (1d6+4, x2, throwing axe) or +9 ranged (1d6+4, x2, javelin 
  ) or +11 melee (1d3+4, x2, locked gauntlet); Full Atk 
  +13/+8 melee (2d4+7, x2, +1 spiked chain) or +11/+6 
  melee or +9/+4 ranged (1d6+4, x2, throwing axe) or 
  +11/+6 ranged (1d6+4, x2, javelin ) or +11/+6 melee 
  (1d3+4, x2, locked gauntlet) or +11/+11/+6 melee (2d4+7, 
  x2, +1 spiked chain) or +9/+9/+4 melee or +9/+4 ranged 
  (1d6+4, x2, throwing axe) or +9/+4 ranged (1d6+4, x2, 
  javelin ) or +7/+7/+2 melee (1d3+4, x2, locked gauntlet); 
  SA exotic weapon stunt- flurry of blows; SQ Blindsight 40 
  ft, immunities, scent; AL N/E; SV Fort +8, Ref +6, Will 
  +4; Str 19, Dex 14, Con 14, Int 13, Wis 10, Cha 6 
   
  Skills & Feats: Climb +9, Hide +17, Listen +8, Spot +4, 
  Craft: Weaponsmithing +3, Intimidate +3; Exotic 
  Weapon Prof.- spiked chain, w.f.- spiked chain, combat 
  expertise, improved disarm, power attack 
   
  Blindsight (Ex): Drogocht can sense all foes within 
  40 ft. as a sighted creature would. Beyond that range, all 
  creatures are treated as having total concealment to him.  
   
  Drogocht is susceptible to sound and scent-based 
  attacks, however, and is affected normally by loud noises 
  and sonic spells (such as ghost sound or silence or 
  incense-heavy air ). Negating Drogocht's sense of smell 
  or hearing reduces this ability to normal Blindfight ( as 
  the feat). If both senses are negated, Solongarn is 
  effectively blinded.  
   
  Immunities: Drogocht is immune to gaze attacks, 
  visual effects, illusions, and other forms of attack that rely 
  on sight.  
   
  Exotic Weapon Stunt: Flurry of blows (Ex): 
  When wielding a one-handed or two-handed weapon or a 
  spiked chain, Drogocht can elect to use a full round 
  action to make a flurry of strikes. When doing so, he may 
  make one extra attack at his full base attack bonus, but 
  this attack takes a -2 penalty, as does each other attack 
  made that round  and until his next turn. The extra attack 
  can be with either end of the double weapon.  
   
  Languages: Common, Undercommon 
   
  Possessions: Throwing ax, javelins (x2), spiked gauntlet 
  ( confers a +10 bonus to resist disarm attempts with his 
  spiked chain ), chain shirt +1, potion of enlarge person, 
  potion of cure moderate wounds, dust of tracelessness, 
  potion of barkskin +3, “Thrasher”- +1 spiked chain. 
   
  Description: Drogocht is a muscular humanoid about 
  as tall as a human. He has thick, gray scaly skin and 
  blank, eyeless eye sockets. His body is riddled with scars 
  and emblazoned on his battered, blood-stained armor is a 
  picture of a swollen purple mushroom. He wields a nasty 
  barbed chain connected to his spiked gauntlet. 
   
  ENCOUNTER 3  
   
   
   
  Umbrage:  Male Illithid (Mind Flayer); hp 44, See 
  Monster Manual, Page 187 
   
  Elgoin, Male Dwarven Ftr 5: Medium humanoid; CR 5; 
  HD 5d10+15; hp 48; Init +1 (Dex); Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 
  light steel shield); Base Atk/Grp: +5/+8; Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); Full Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); SA n/a; SQ 
  Darkvision 60 ft., dwarven traits; AL ?; SV Fort +7 (+9 vs. 
  magic, +11 vs. magic & poison attack), Ref +1 (+3 vs. 
  magic), Will +1 (+3 vs. magic); Str 17, Dex 12, Con 16, Int 
  10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +3, Ride +5, Intimidate +4, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash 
   
  Languages: Common, dwarven 
   
  Possessions: MW breastplate, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: See below. 
  
  ULP6-06 Mind Your Elders 
   
  Page 21 
   
  Farzheen, Male Dwarven Ftr 5: Medium humanoid; 
  CR 5; HD 5d10+15; hp 48; Init +1 (Dex); Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 
  light steel shield); Base Atk/Grp: +5/+8; Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); Full Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); SA n/a; SQ 
  Darkvision 60 ft., dwarven traits; AL ?; SV Fort +7 (+9 vs. 
  magic, +11 vs. magic & poison attack), Ref +1 (+3 vs. 
  magic), Will +1 (+3 vs. magic); Str 17, Dex 12, Con 16, Int 
  10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +3, Ride +5, Intimidate +4, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash 
   
  Languages: Common, dwarven 
   
  Possessions: MW breastplate, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: See below. 
   
  Gandorrin, Male Dwarven Ftr 5: Medium humanoid; 
  CR 5; HD 5d10+15; hp 48; Init +1 (Dex); Spd 20 ft.; AC 18, 
  touch 11, flat-footed 17 (+1 Dex, +5 MW breastplate, +2 
  light steel shield); Base Atk/Grp: +5/+8; Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); Full Atk +10 melee 
  (1d8+4, x4, MW dire pick) or +6 ranged (1d8, 19-20 x2, 
  light crossbow) or +8 melee (1d4+3, x2, spiked gauntlet) 
  or +8 melee (1d3+3, x2, light shield); SA n/a; SQ 
  Darkvision 60 ft., dwarven traits; AL ?; SV Fort +7 (+9 vs. 
  magic, +11 vs. magic & poison attack), Ref +1 (+3 vs. 
  magic), Will +1 (+3 vs. magic); Str 17, Dex 12, Con 16, Int 
  10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +3, Ride +5, Intimidate +4, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash 
   
  Languages: Common, dwarven 
   
  Possessions: MW breastplate, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: Physically, these dwarves look typical for 
  their kind but the look in their eyes is one of immovable 
  serenity and disassociation from reality around them. 
  With a telepathic command from Umbrage however, 
  their eyes suddenly gleam with the silent rage and evil of 
  their master.  
   
  ENCOUNTER 4 
   
  Maurganthes:  Barbed Devil; hp 126, See Monster 
  Manual. 
   
  
  ULP6-06 Mind Your Elders 
   
  Page 22 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 2  
   
   
   
  An’jaluk, Male Drow Warlock8/Marshal1: Medium 
  humanoid (elf); CR 10; HD 8d6+1d8+9; hp 49; Init +7 
  (+12); Spd 30 ft., climb 20 ft.; AC 18, touch 13, flat-footed 
  15 (+3 Dex, +5 armor); Base Atk/Grp: +6/+5; Atk +5 melee 
  (1d6-1/18-20, rapier) or +9 ranged touch (4d6/x2 plus 
  frightful blast or beshadowed blast, eldritch blast); Full 
  Atk +5/+0 melee (1d6-1/18-20, rapier) or +9 ranged touch 
  (4d6/x2 plus frightful blast or beshadowed blast, eldritch 
  blast); SA baleful utterance, eldritch blast, eldritch chain, 
  frightful blast; SQ deceive item, detect magic, DR 2/cold 
  iron, elf traits, fiendish resilience I, light blindness, 
  motivate Dexterity, spell-like abilities, spiderwalk, SR 20; 
  AL CE; SV Fort +5, Ref +5, Will +9 (+10 versus spells and 
  spell-like abilities); Str 8, Dex 16, Con 12, Int 12, Wis 12, 
  Cha 20.  Complete Arcane, page 5. 
   
  Skills & Feats: Bluff +13, Concentration +10, 
  Diplomacy +17, Intimidate +18, Listen +7, Sense Motive 
  +5, Spot +7, Use Magic Device +17; Ability Focus 
  (eldritch blast), Improved Initiative, Point Blank Shot, 
  Skill Focus (Diplomacy). 
   
  Baleful Utterance (Sp):  By uttering a word of the 
  Dark Speech, a warlock can affect an area or object with a 
  shatter spell.  If the object is held or worn by a creature, 
  that creature must make a DC 17 Fortitude save or be 
  dazed for 1 round and deafened for 1 minute. 
   
  Beshadowed Blast (Sp):  A creature struck by 
  An’julak’s eldritch blast must make a Fortitude save (DC 
  21) or be blinded for 1 round. 
   
  Deceive Item (Ex):  When making a Use Magic 
  Device check, a 4th level warlock can take 10, even if 
  distracted or threatened. 
   
  Detect Magic (Sp):  A 2nd level warlock can detect 
  magic at will, as the spell, with a caster level equal to his 
  warlock level. 
   
  Eldritch Blast (Sp):  An eldritch blast is a ray with a 
  range of 60 feet.  It is a ranged touch attack that affects a 
  single target, allowing no saving throw.  An eldritch blast 
  is the equivalent of a spell whose level is equal to one-half 
  the warlock’s class level (round down).  An eldritch blast 
  is subject to spell resistance, and deals half damage to 
  objects.  An’julak may make his eldritch blast a frightful 
  blast or a beshadowed blast, but not both at once. 
   
  Eldritch Chain (Sp):  An’jaluk’s eldritch blast may 
  jump to a second target within 30 feet of the initial target; 
  he must make a second ranged touch attack to hit the 
  additional target.  The second target takes damage as 
  suffers the effect of his frightful blast as normal. 
   
  Fiendish Resilience I (Su):  Once per day as a free 
  action, An’jaluk can gain fast healing 1 for 2 minutes. 
   
  Frightful Blast (Sp):  A creature struck by 
  An’jaluk’s eldritch blast must make a Will save (DC 19) or 
  become shaken for 1 minute.  Shaken creatures struck by 
  a frightful blast are not affected by the shaken aspect of 
  the blast but take damage normally.  This is a mind-
  affecting fear effect. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Motivate Dexterity (Ex):  As a swift action, 
  An’jaluk grants all allies within 60 feet (including 
  himself) who can hear and understand him a +4 
  circumstance bonus to Dexterity checks, Dexterity-based 
  skill checks, and Initiative checks.  This bonus is lost if he 
  is dazed, unconscious, stunned, paralyzed, or otherwise 
  unable to make himself heard or understood by his allies. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 3rd. 
   
  Spiderwalk (Sp): For 24 hours, the warlock may 
  spider climb at will, as the spell.  He is also unaffected by 
  magical and mundane webs. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Possessions: rapier, +1 chain shirt, circlet of 
  persuasion, cloak of charisma +2, potion of cure light 
  wounds, wand of grease, scroll of web, scroll of blur, 
  scroll of see invisibility, scroll of fly,  wand of greater 
  invisibility (5 charges). 
   
  Description: Description. 
   
  Be’jalil, Male Drow Rog8: Medium Humanoid (elf); CR 
  9: HD 8d6+8; hp 42; Init +4(+9); Spd 30 ft.; AC 21, touch 
  14, flat-footed 17 (+4 Dex, +5 armor, +2 shield); Base 
  Atk/Grp: +6/+6; Atk +7 melee (1d6/18-20, MW rapier) or 
  +11 ranged (1d4/19-20 plus poison, MW hand crossbow); 
  Full Atk +7/+2 melee (1d6/18-20, MW rapier) or 
  +9/+9/+4 ranged (1d4/19-20 plus poison, MW hand 
  crossbow); SA poison, sneak attack +4d6; SQ elf traits, 
  evasion, improved uncanny dodge, light blindness, spell-
  like abilities, SR 19, trapfinding, trap sense +2; AL CE; SV 
  Fort +3, Ref +10, Will +4 (+6 versus spells and spell-like 
  abilities); Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 10.   
   
  Skills & Feats: Bluff +10, Climb +10, Disable Device 
  +14, Escape Artist +13(+18), Hide +8 (+13), Intimidate 
  +12, Jump +11, Listen +13, Move Silently +8 (+13), Search 
  +12, Tumble +15 (+20); Point Blank Shot, Rapid 
  ReloadCW , Rapid Shot. 
   
  Light Blindness (Ex):  Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) blinds drow for 
  1 round.  On subsequent rounds, they are dazzled as long 
  as they remain in the affected area. 
   
  Poison (Ex):  Injury; Fort DC 13, unconscious 1 
  minute/unconscious 2d4 hours. 
   
  Spell-like Abilities (Sp):  1/day:  dancing lights, 
  darkness, faerie fire.  Caster level 8th. 
   
  Languages: Common, Drow Sign Language, Elven, 
  Kuo-toan, Undercommon. 
   
  Possessions: MW hand crossbow, 20 bolts, 5 poisoned 
  bolts, 5 poisoned +1 anarchic bolts, 5 poisoned +1 bane 
  
  ULP6-06 Mind Your Elders 
   
  Page 23 
  (aberration) bolts, 5 poisoned +1 bane (dwarf) bolts, 5 
  poisoned +1 bane (elf) bolts, 5 poisoned +1 bane (human) 
  bolts, MW rapier, dagger, sap, +1 chain shirt, +1 buckler, 
  potion of cure light wounds, potion of cat’s grace, potion 
  of invisibility, potion of fly.   
   
  Description: Description. 
   
  Carrukt, Male Half-elf Clr9 (Keptolo): Medium 
  humanoid (elf); CR 9; HD 9d8+18; hp 64; Init +0 (+5); Spd 
  40 ft.; AC 18, touch 10, flat-footed 18 (+5 armor, +3 
  shield); Base Atk/Grp: +6/+7; Atk +8 melee (1d4+1/x2, 
  MW spiked gauntlet) or +3 melee (1d6+1/18-20, rapier), 
  or +6 ranged (1d8/19-20, light crossbow); Full Atk +8/+3 
  melee (1d4+1/x2, MW spiked gauntlet) or +3/-2 melee 
  (1d6+1/18-20, rapier) or +6 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead 9/day, spells; SQ half-elf 
  traits; SV Fort +8, Ref +3, Will +10; Str 12, Dex 10, Con 14, 
  Int 8, Wis 18, Cha 14. 
   
  Skills 
  & 
  Feats: 
  Concentration 
  +12; 
  Divine 
  Metamagic (Heighten Spell) CD, Extra Turning, Greater 
  Spell Focus (Enchantment), Heighten Spell, Spell Focus 
  (Enchantment). 
   
  Languages: Common, Elven, Undercommon. 
   
  Spells Prepared (5/5+1/5+1/4+1/3+1/1+1, save DC = 
  14 + spell level; enchantments 16+spell level): 0 – create 
  water, cure minor wounds x3, guidance; 1st – command 
  x2, doom x2, longstrider (already cast), shield of faith; 
  2nd – calm emotions, enthrall*, hold person x4; 3rd – 
  bestow curse, dispel magic x2, fly*, prayer; 4th – cure 
  critical wounds, dominate person*, hold person 
  (Heightened) x2; 5th – greater command*, greater 
  command. 
   
  *Domain spell. Domains: Domination, Travel (act as 
  if under freedom of movement 9 rounds/day). 
   
   
  Possessions:  rapier, MW spiked gauntlet, light 
  crossbow, 10 bolts, 2 holy symbols, spell component 
  pouch, +1 chain shirt, covered +1 heavy steel shield with 
  shield of sleep inscribed upon face, wand of cure light 
  wounds, periapt of wisdom +2 
   
  Description: Description. 
   
  Drogocht, Male Grimlock Ftr lvl 4/ Brb 1/Exotic 
  Weaponmaster 2: Medium Humanoid; CR 8; HD 
  2d8+5+4d10+9+2d10+5+1d12+3; hp 96; Init +2 (Dex); Spd 
  40 ft.; AC 21, touch 12, flat-footed 19 (+2 Dex, +4 natural, 
  +5 chain shirt); Base Atk/Grp: +9/+14; Atk +16 melee 
  (2d4+8, x2, +1 spiked chain) or +14 melee or +11 ranged 
  (1d6+5, x2, throwing axe) or +11 ranged (1d6+5, x2, 
  javelin ) or +11 melee (1d3+4, x2, locked gauntlet); Full 
  Atk +16/+11 melee (2d4+8, x2, +1 spiked chain) or +14/+9 
  melee or +11/+6 ranged (1d6+5, x2, throwing axe) or 
  +11/+6 ranged (1d6+4, x2, javelin ) or +14/+9 melee 
  (1d3+4, x2, locked gauntlet) or +14/+14/+9 melee (2d4+8, 
  x2, +1 spiked chain) or +12/+12/+7 melee or +11/+6 
  ranged (1d6+5, x2, throwing axe) or +11/+6 ranged 
  (1d6+4, x2, javelin ) or +12/+12/+7 melee (1d3+4, x2, 
  locked gauntlet); SA exotic weapon stunt- flurry of blows, 
  exotic weapon stunt- trip attack; SQ Blindsight 40 ft, 
  immunities, scent, rage 1/day, fast movement; AL N/E; 
  SV Fort +12, Ref +6, Will +4; Str 20, Dex 14, Con 16, Int 
  13, Wis 10, Cha 6 
   
  Skills & Feats: Climb +11, Hide +17, Listen +10, Spot 
  +4, Craft: Weaponsmithing +3, Intimidate +7; Exotic 
  Weapon Prof.- spiked chain, w.f.- spiked chain, combat 
  expertise, improved disarm, power attack, cleave 
   
  Blindsight (Ex): Drogocht can sense all foes within 
  40 ft. as a sighted creature would. Beyond that range, all 
  creatures are treated as having total concealment to him.  
   
  Drogocht is susceptible to sound and scent-based 
  attacks, however, and is affected normally by loud noises 
  and sonic spells (such as ghost sound or silence or incense-
  heavy air). Negating Drogocht's sense of smell or hearing 
  reduces this ability to normal Blindfight ( as the feat ). If 
  both senses are negated, Drogocht is effectively blinded. 
   
  Immunities: Drogocht is immune to gaze attacks, 
  visual effects, illusions, and other forms of attack that rely 
  on sight.  
   
  Exotic Weapon Stunt: Flurry of blows (Ex): 
  When wielding a one-handed or two-handed weapon or a 
  spiked chain, Drogocht can elect to use a full round 
  action to make a flurry of strikes. When doing so, he may 
  make one extra attack at his full base attack bonus, but 
  this attack takes a -2 penalty, as does each other attack 
  made that round and until his next turn. The extra attack 
  can be with either end of the double weapon.  
   
  Exotic Weapon Stunt: Trip Attack (Ex): Drogocht 
  can use a one-handed or two-handed exotic weapon to 
  make a trip attack. If he is tripped during his own trip 
  attempt, he can NORMALLY drop the weapon to avoid 
  being tripped. If the exotic weapon already allows 
  Drogocht to make trip attacks, he gets to add a +2 bonus 
  on any trip attempt. Note: The locked gauntlet avoids 
  him dropping his weapon if he is tripped.  
   
  Languages: Common, Undercommon 
   
  Possessions: Throwing ax, javelins (x2), spiked gauntlet 
  ( confers a +10 bonus to resist disarm attempts with his 
  spiked chain ), chain shirt +1, potion of bull's strength, 
  potion of cure moderate wounds, dust of tracelessness, 
  potion of barkskin +4, “Thrasher”- +1 spiked chain, 
  amulet of health, cloak of resistance +1, javelin of 
  lightning 
   
  Description: Drogocht is a muscular humanoid about 
  as tall as a human. He has thick, gray scaly skin and 
  blank, eyeless eye sockets. His body is riddled with scars 
  and emblazoned on his battered, blood-stained armor is a 
  picture of a swollen purple mushroom. He wields a nasty 
  barbed chain connected to his spiked gauntlet. 
   
   
  ENCOUNTER 3  
   
   
   
  Umbrage:  Male Illithid (Mind Flayer); hp 44, See 
  Monster Manual, Page 187 
   
  Elgoin, Male Dwarven Ftr 7: Medium humanoid; CR 7; 
  HD 7d10+21; hp 59; Init +5 (Dex, Imp. Init.); Spd 20 ft.; 
  
  ULP6-06 Mind Your Elders 
   
  Page 24 
  AC 19, touch 12, flat-footed 18 (+1 Dex, +6 breastplate +1, 
  +2 light steel shield); Base Atk/Grp: +5/+8; Atk +12 melee 
  (1d8+4, x4, MW dire pick) or +8 ranged (1d8, 19-20 x2, 
  light crossbow) or +12 melee (1d4+3, x2, spiked gauntlet) 
  or +10 melee (1d3+3, x2, light shield); Full Atk +12 melee 
  (1d8+4, x4, MW dire pick) or +8 ranged (1d8, 19-20 x2, 
  light crossbow) or +10 melee (1d4+3, x2, spiked gauntlet) 
  or +10 melee (1d3+3, x2, light shield); SA n/a; SQ 
  Darkvision 60 ft., dwarven traits; AL N; SV Fort +9 (+11 
  vs. magic, +13 vs. magic & poison attack), Ref +2 (+4 vs. 
  magic), Will +2 (+4 vs. magic); Str 17, Dex 12, Con 16, Int 
  10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +5, Ride +5, Intimidate +6, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash, 
  improved initiative 
   
  Languages: Common, dwarven 
   
  Possessions: breastplate +1, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: See below. 
  Farzheen, Male Dwarven Ftr 7: Medium humanoid; 
  CR 7; HD 7d10+21; hp 59; Init +5 (Dex, Imp. Init.); Spd 
  20 ft.; AC 19, touch 12, flat-footed 18 (+1 Dex, +6 
  breastplate +1, +2 light steel shield); Base Atk/Grp: +5/+8; 
  Atk +12 melee (1d8+4, x4, MW dire pick) or +8 ranged 
  (1d8, 19-20 x2, light crossbow) or +12 melee (1d4+3, x2, 
  spiked gauntlet) or +10 melee (1d3+3, x2, light shield); 
  Full Atk +12 melee (1d8+4, x4, MW dire pick) or +8 
  ranged (1d8, 19-20 x2, light crossbow) or +10 melee 
  (1d4+3, x2, spiked gauntlet) or +10 melee (1d3+3, x2, light 
  shield); SA n/a; SQ Darkvision 60 ft., dwarven traits; AL 
  N; SV Fort +9 (+11 vs. magic, +13 vs. magic & poison 
  attack), Ref +2 (+4 vs. magic), Will +2 (+4 vs. magic); Str 
  17, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +5, Ride +5, Intimidate +6, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash, 
  improved initiative 
   
  Languages: Common, dwarven 
   
  Possessions: breastplate +1, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: See below. 
  Gandorrin, Male Dwarven Ftr 7: Medium humanoid; 
  CR 7; HD 7d10+21; hp 59; Init +5 (Dex, Imp. Init.); Spd 
  20 ft.; AC 19, touch 12, flat-footed 18 (+1 Dex, +6 
  breastplate +1, +2 light steel shield); Base Atk/Grp: +5/+8; 
  Atk +12 melee (1d8+4, x4, MW dire pick) or +8 ranged 
  (1d8, 19-20 x2, light crossbow) or +12 melee (1d4+3, x2, 
  spiked gauntlet) or +10 melee (1d3+3, x2, light shield); 
  Full Atk +12 melee (1d8+4, x4, MW dire pick) or +8 
  ranged (1d8, 19-20 x2, light crossbow) or +10 melee 
  (1d4+3, x2, spiked gauntlet) or +10 melee (1d3+3, x2, light 
  shield); SA n/a; SQ Darkvision 60 ft., dwarven traits; AL 
  N; SV Fort +9 (+11 vs. magic, +13 vs. magic & poison 
  attack), Ref +2 (+4 vs. magic), Will +2 (+4 vs. magic); Str 
  17, Dex 12, Con 16, Int 10, Wis 12, Cha 8 
   
  Skills & Feats: Climb +5, Ride +5, Intimidate +6, 
  Craft: Weaponsmithing +3 (+5 if stone or metal); Exotic 
  Weapon Prof.- dire pick, w.f.- dire pick, power attack, 
  cleave, power critical: dire pick, improved shield bash, 
  improved initiative 
   
  Languages: Common, dwarven 
   
  Possessions: breastplate +1, light crossbow, 10 bolts, 
  spiked gauntlet, tanglefoot bag, thunderstone, light steel 
  shield +1, dire pick +1, potion of cure light wounds, 
  potion of bulls strength, potion of shield of faith +2 
   
  Description: Physically, these dwarves look typical for 
  their kind but the look in their eyes is one of immovable 
  serenity and disassociation from reality around them. 
  With a telepathic command from Umbrage however, 
  their eyes suddenly gleam with the silent rage and evil of 
  their master.  
   
  ENCOUNTER 4 
   
  Siimurd: Barbed Devil Ftr 1, Medium Outsider (Evil, 
  Extraplanar, Lawful); CR 12; HD: 12d8+1d10+78 (138 hp); 
  Init +10 (Dex); Spd 30 ft.; AC 30 (+6 Dex, +13 natural, +1 
  armor), touch 16, flat-footed 24; Base Atk/Grp: +13/+23; 
  Atk: +19 melee (2d8+6 plus fear, claw); Full Atk +19/+19 
  melee (2d8+6 plus fear, claws); SA fear, improved grab, 
  impale 3d8+9; SQ Barbed defense, damage reduction 
  10/good, darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, spell 
  resistance 23, spell-like abilities, telepathy 100 ft.; AL LE; 
  SV Fort +14, Ref +14, Will +12; Str 23, Dex 23, Con 23, Int 
  12, Wis 14, Cha 18 
   
  Skills & Feats: Concentration +21, Diplomacy +6, 
  Hide +21, Intimidate +21, Knowledge (any one) +16, 
  Listen +19, Move Silently +21, Search +16, Sense Motive 
  +17, Spot +19, Survival +2 (+4 following tracks); 
  Alertness, Cleave, Dodge, Improved Grapple, Improved 
  Initiative, Iron Will, Power Attack 
   
  Languages: Infernal, Celestial, and Draconic 
   
  Possessions: bracers of armor +1. 
   
  Description: Siimurd is about 7 feet tall and weighs 
  about 300 pounds. 
   
   
  Fear (Su): A creature hit by Siimurd must succeed on a 
  DC 20 Will save or be affected as though by fear (caster 
  level 9th). Whether or not the save is successful, that 
  creature cannot be affected by Siimurd's fear ability for 24 
  hours. The save DC is Charisma-based. 
   
  
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  Page 25 
  Improved Grab (Ex): To use this ability, Siimurd must hit 
  with a claw attack. He can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can impale the opponent on its barbed body. 
   
  Impale (Ex): Siimurd deals 3d8+9 points of piercing 
  damage to a grabbed opponent with a successful grapple 
  check. 
   
  Barbed Defense (Su): Any creature striking Siimurd with 
  handheld weapons or natural weapons takes 1d8+6 points 
  of piercing and slashing damage from the devil's barbs. 
  Note that weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way. 
   
  Spell-Like Abilities: At will - greater teleport (self plus 50 
  pounds of objects only), hold person (DC 16), major 
  image (DC 17), scorching ray (2 rays only). 1/day – 
  order’s wrath (DC 18), unholy blight (DC 18). Caster level 
  12th. The save DCs are Charisma-based. 
   
  Tactics: 
  Siimurd eagerly fights with his claws, trying to impale his 
  opponents. He uses hold person to immobilize those who 
  avoid their hug attacks. His natural weapons, as well as 
  any weapons he wields, are treated as evil-aligned and 
  lawful-aligned for the purpose of overcoming damage 
  reduction. 
  Desvrisht: Barbed Devil Ftr 1, Medium Outsider (Evil, 
  Extraplanar, Lawful); CR 12; HD: 12d8+1d10+78 (138 hp); 
  Init +10 (Dex); Spd 30 ft.; AC 30 (+6 Dex, +13 natural, +1 
  armor), touch 16, flat-footed 24; Base Atk/Grp: +13/+23; 
  Atk: +19 melee (2d8+6 plus fear, claw); Full Atk +19/+19 
  melee (2d8+6 plus fear, claws); SA fear, improved grab, 
  impale 3d8+9; SQ Barbed defense, damage reduction 
  10/good, darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, spell 
  resistance 23, spell-like abilities, telepathy 100 ft.; AL LE; 
  SV Fort +14, Ref +14, Will +12; Str 23, Dex 23, Con 23, Int 
  12, Wis 14, Cha 18 
   
  Skills & Feats: Concentration +21, Diplomacy +6, 
  Hide +21, Intimidate +21, Knowledge (any one) +16, 
  Listen +19, Move Silently +21, Search +16, Sense Motive 
  +17, Spot +19, Survival +2 (+4 following tracks); 
  Alertness, Cleave, Dodge, Improved Grapple, Improved 
  Initiative, Iron Will, Power Attack 
   
  Languages: Infernal, Celestial, and Draconic 
   
  Possessions: bracers of armor +1. 
   
  Description: Desvrisht is about 7 feet tall and weighs 
  about 300 pounds. 
   
   
  Fear (Su): A creature hit by Desvrisht must succeed on a 
  DC 20 Will save or be affected as though by fear (caster 
  level 9th). Whether or not the save is successful, that 
  creature cannot be affected by Desvrisht's fear ability for 
  24 hours. The save DC is Charisma-based. 
   
  Improved Grab (Ex): To use this ability, Desvrisht must 
  hit with a claw attack. He can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can impale the opponent on its barbed body. 
   
  Impale (Ex): Desvrisht deals 3d8+9 points of piercing 
  damage to a grabbed opponent with a successful grapple 
  check. 
   
  Barbed Defense (Su): Any creature striking Desvrisht 
  with handheld weapons or natural weapons takes 1d8+6 
  points of piercing and slashing damage from the devil's 
  barbs. Note that weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way. 
   
  Spell-Like Abilities: At will - greater teleport (self plus 
  50 pounds of objects only), hold person (DC 16), major 
  image (DC 17), scorching ray (2 rays only). 1/day - order’s 
  wrath (DC 18), unholy blight (DC 18). Caster level 12th. 
  The save DCs are Charisma-based. 
   
  Tactics: Desvrisht eagerly fights with his claws, trying to 
  impale his opponents. He uses hold person to immobilize 
  those who avoid his hug attacks. His natural weapons, as 
  well as any weapons he wields, are treated as evil-aligned 
  and lawful-aligned for the purpose of overcoming 
  damage reduction. 
  
  ULP6-06 Mind Your Elders 
   
  Page 26 
  DM AID: NEW RULES 
  NEW ITEMS 
  Dire Pick (Complete Warrior) 
  A dire pick resembles a heavy pick, but with longer shaft and a more massive head. A dire pick is too large to use in one 
  hand without special training ( the appropriate Exotic Weapon Proficiency feat ). A character can use the dire pick two-
  handed as a martial weapon.  
  
  ULP6-06 Mind Your Elders 
   
  Page 27 
  PLAYER HANDOUT #1 – SUMMONS 
   
   
  You are summoned immediately before His Royal Highness, Lord of the Peaks of 
  Haven, Warden... 
  (it seems as if the ink was spilled at this point) 
   
  Come to Pengellen's Tower. NOW. 
   
  ~ Prince Olinstaad Corond 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ULP6-06 Mind Your Elders 
   
  Page 28 
  PLAYER HANDOUT #2 – JOURNAL NOTE 
   
  A quick note at the end of a journal... written in Undercommon. 
   
  M~ contacted. 
  U~ paid for the dwarf, including bonus. His lair is very close to the Crossroads, about 
  ten minutes south at a normal walk there is a large rust-covered door with svirfneblin 
  runes for danger. Through that door (it is probably locked) and down the third left 
  hand tunnels, there's a skeleton of a darkmantle trapped inside the wall. Past that 
  there is a hidden door, I am sure. 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/596/Normal Scenarios/ULP6-06 - Mind Your Elders (APL 6-12)/ULP6-06 - Mind Your Elders.pdf