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. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
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  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD6-06 
   
   
   
   
   
  Under a Stern Gaze 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in The Duchy of Urnst 
  Version 2.1 
   
   
  by Bill Benham & Roy Thalman 
  Circle Reviewer: John Jenks 
  Reviewers: Denise Mauldin, Brad Street, Jon Thompson 
  Playtesters: Jon Kruger, Pat Searles, Travis Woodall, Kevin Cox, Peter Williams, and  
  Matt Boone. 
   
   
  The Church of Wee Jas is looking outside their own ranks for adventurers to perform some 
  reconnaissance, but what could the Dark-eyed Goddess want done that couldn’t be done by her own 
  servants? A one-round Regional adventure set in the Duchy of Urnst for characters level 9-15 (APLs 10-
  16).  Of particular interest to those with connections to House Urlirel 
   
  Resources for this adventure include Complete Adventurer [Jesse Decker[; Complete Arcane [Richard 
  Baker], Monster Manual II [Dale Donovan & Penny Williams], Monster Manual III [Gwendolyn FM Kestres 
  & Kim Mohan], Return to the Tomb of Czutaz [David Thompson, F. Martin Knoff], Spell Compendium 
  [Matthew Sernett, Jeff Grubb & Mike McArtor]; Tomb of Czutaz [David Thompson, F. Martin Knoff], 
  URD4-03 Irreconcilable Differences [F. Martin Knoff].
  
  URD6-06 Under A Stern Gaze 
   
  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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session 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.  
  # 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 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
  URD6-06 Under A Stern Gaze 
   
  Page 2 
   
  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. 
   
  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 regional adventure, set in 
  the Duchy of Urnst.  Characters from the Duchy of Urnst 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) 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 that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
   
  House Urlirel died out over three hundred years ago 
  after lingering for many years after a terrible night 
  shrouded in mystery when over half of the house died or 
  disappeared in a rumored ritual of great power.  Three 
  years ago, the powerful lich, Czutaz Urlirel was freed 
  from her tomb by a group of adventurers and set out to 
  restore her house to power.  After freeing other undead 
  she made an aborted attempt at reclaiming house 
  Urlirel’s original third of the lands of Urnst.  Juma 
  Urlirel was returned to life and began to work on the 
  public face of the house while also using her magic to 
  restore others from the house who had slain themselves. 
   
  Eldoym Urlirel was a powerful mage who was very 
  knowledgeable about the far realms, and used his power 
  in the ritual.  His apprentice, Saphine Urlirel, resisted his 
  efforts to involve her in his alienist activities.  Instead she 
  followed the orders of her goddess and took her life 
  before the ritual took place.  This bought her many years 
  of peaceful rest in the company of the Ruby Sorceress 
  and spared her becoming an abomination in the eyes of 
  her Goddess. Saphine was entombed with many of her 
  worldly possessions including several gifts from her 
  family, friends, and a book and jewelry box from her 
  master Eldoym.  
   
  In CY 588 Torming Trapdodger, a rather adept tomb 
  raider, discovered the cairn of Saphine, and began 
  searching it for any valuable treasure. There was not 
  much in the way of valuables, as much of what was in the 
  tomb had rotted over the years, but Torming did discover 
  a book of some kind written in Ancient Suloise, and a 
  silver jewelry box containing several old and valuable 
  trinkets. Torming left the cairn with these two items, and 
  made his way to Nellix. He believed that the college 
  would be a good place to find a buyer for such antiques, 
  and he was correct. Only a couple days after making it 
  known that he wanted to sell two Maure-era antiques, 
  Preceptor Daclyn Aldracar approached the tomb raider 
  and negotiated the sale of the artifacts. 
   
  Daclyn donated the book and jewelry box to the 
  college library with the caveat that he would be assigned 
  to their study. Daclyn assigned the study of the box and 
  its contents to one of his students, a young mage named 
  Mayshan Reydriche, and kept the book for his own 
  study. Daclyn quickly realized the book was an 
  instructional 
  guide 
  to 
  the 
  Far 
  Realms/Alienist 
  knowledge the old Maure houses had possessed. With 
  
  URD6-06 Under A Stern Gaze 
   
  Page 3 
  such studies being strictly forbidden at the college, the 
  tome was locked away. 
   
  The jewelry box was still in the possession of 
  Mayshan. Mayshan quickly realized that the carvings on 
  the box were a diagram or spell blueprint that could be 
  used to unlock some arcane power. Realizing that if he 
  reported this to Daclyn the box would be locked away, he 
  submitted false reports on the historical relevance of the 
  carving. Over the course of several months Mayshan 
  unlocked the power of the box and became an alienist. 
  His arcane power grew quickly; so quickly in fact that it 
  drew the attention of several college members. He was 
  investigated and eventually expelled for his activities, but 
  the box was never returned to the college after his 
  departure. 
   
  Two years ago Saphine was revived by Juma Urlirel 
  and subsequently discovered that her tomb had been 
  robbed. Outraged, she began searching for those 
  responsible. So far all she has divined is that two objects, 
  given to her by her master, were taken by a halfling 
  named Torming, and that he is in the village of Sarigast 
  in Upper Eschen.  She was encouraged to hire 
  adventurers to seek out her items. 
   
  ADVENTURE SUMMARY 
  Preparation for Play: 
  Each PC receives a written summons to a meeting. 
  Depending on their affiliations, the PC may receive one 
  or more letters. 
   
  Introduction: 
  The PCs meet up in a dingy Leukish bar. Once there they 
  will be met by a shifty individual who will question the 
  PCs before revealing he is a member of the Guardians of 
  the Ruby Skull. 
   
  The mission is basically: go talk to Saphine Urlirel 
  and accept her offer, do as she asks, complete her 
  mission, and learn all you can about house Urlirel and 
  their operations. 
   
  They offer the PCs some money, and a copy of a flier 
  that Saphine put up. There should be no other interested 
  adventurers, as they tried to get all the fliers. 
   
  Encounter 1: Saphine Urlirel 
  Saphine is waiting for adventurers in an upscale café in 
  the richer parts of Leukish. When the PCs arrive she 
  chats with them before getting down to business. She 
  goes out of her way to make sure the PCs realize that she 
  is a real person. She does not hide her family name. 
   
  When they do begin talking about what was taken 
  from her, she gets very agitated at recounting the fact she 
  was robbed. She can tell the PCs the name and location of 
  the tomb raider that stole from her. She offers the PCs a 
  monetary reward for the return of the book. 
   
  Encounter 2: Torming “The Vulture” 
  Torming is staying in a small village southeast of Leukish. 
  He has just returned from another profitable delve and is 
  celebrating rather hard. The PCs will have to get his 
  attention and convince him to tell them about the raid on 
  Saphine’s tomb. Torming also has two fellow raiders with 
  him in the bar. 
   
  Torming can tell the PCs that he did in fact take a 
  book from the tomb; also there was a jewelry box. He 
  took both of the items to the College of Sages & Sorcery 
  and sold them to a professor named Daclyn. He got a tidy 
  sum for the two items. 
   
  If the PCs tell Torming who he stole from, he gets 
  quite nervous. If they further tell him she has now 
  returned to life, he will grow quite pale and insist on 
  leaving both the party and the village. 
   
  Encounter 3: Daclyn Aldracar 
  When the PCs reach Nellix and the college, it does not 
  take them long to find Daclyn. When they arrive he is 
  lecturing on the migration of the Suel into the Duchy 
  and the three original Maure houses. After the class is 
  over Daclyn will speak with the PCs. He is a teacher of 
  Suel history, and quite interested in the PCs purpose 
  here. When the book and box are brought up he will tell 
  them the situation with his former apprentice and the 
  book being locked away as he escorts them to the library. 
   
  Encounter 4: Shush! 
  The master curator, Bronys D’avros, will only allow the 
  PCs to take the book if they recover the box taken by 
  Mayshan, and she has reservations about letting it go 
  even then. Mayshan’s last known residence was a shop in 
  the city of Leukish, but that was 5 years ago.  
   
  The master curator can also give the PCs some 
  information about the rules of the college, specifically 
  about alienism.  
   
  Encounter 5: Mayshan Reydriche 
  The PCs return to Leukish and find where Mayshan is 
  living. It’s a curio shop called Phinneas Phinster’s 
  Oddities, Curios and Other Legitimately Wonderful 
  Knickknacks.   If they enter normally, they will 
  encounter Phinneas hawking his wares.  The PCs may 
  question him to learn Mayshan’s whereabouts or they can 
  re-enter the shop after dark.  Upon entering the 
  basement of the shop they will find Mayshan with one of 
  his “friends”.  The party can obtain the box through either 
  diplomacy or force.  If they choose diplomacy, they 
  bypass the traps on the box but must face an unusual ooze 
  (in 5C). 
  
  URD6-06 Under A Stern Gaze 
   
  Page 4 
   
  Encounter 6: The Librarian (Again) 
  The PCs, having recovered the box, exchange it or a 
  medallion found within the box, for the book, then begin 
  making their way back to Leukish.  
   
  Encounter 7: Linathrae 
  While at the college the PCs attracted the attention of an 
  elven student who does not wish the PCs to return the 
  book on alienism to House Urlirel. She has contacted an 
  associate, Linathrae, to recover the book. Linathrae, while 
  evil and an assassin, prefers not to kill his targets, instead 
  subduing them for interrogation and/or bounties. As 
  such, this encounter is EL +4 since the PCs are in no real 
  danger of dying.  
   
  Encounter 8: Saphine Urlirel (Again) 
  While the PCs were gone Saphine was contacted by 
  house Urlirel requesting an update on her progress. She 
  informed them that several people had come out to help 
  her, and she expects them back any time now. She was 
  instructed that, upon the PCs return, they will all be 
  teleported to meet with several member of the house, and 
  receive the personal thanks for helping out a member of 
  the house. 
   
  Also waiting for the PCs’ return with Saphine is Lady 
  Pyn, a powerful wizard and lich who will teleport them 
  all to meet with Czutaz. 
   
  Encounter 9: Czutaz Urlirel 
  This entire situation with the book, the box, and Saphine 
  has all been a buildup to this point. House Urlirel wants 
  the PCs to come visit them, so they can present 
  themselves as a house just as normal as any other noble 
  house in the duchy. This encounter is staged so that 
  Czutaz and the rest of the house appears flawed, but not 
  malicious, also they can fill the PCs in on some of what 
  has happened in the past two and a half centuries. 
   
  Conclusion 
  The PCs return to the church of Wee Jas and tell them 
  what they have learned. If everything goes to plan the 
  PCs earn the Favor of House Urlirel, Saphine Urlirel, The 
  Church of Wee Jas, the Guardians of the Ruby Skull, and 
  the College of Sages & Sorcery. 
   
   
  PREPARATION FOR PLAY 
  Before beginning the introductions, each PC should 
  receive an invitation/summons to Bardin’s Bar.  
   
  Player Handout 1 is the generic plea for aid given to 
  PCs that do not receive Player Handout 2. PCs that meet 
  any of the following qualifications should receive Player 
  Handout 2 instead: 
  • 
  Cleric with the Sun domain 
  • 
  Cleric with the Disciple of the Sun feat 
  • 
  Owner of an Bane (undead) weapon 
  • 
  Members of the Church of Pelor or Church of 
  Wee Jas Meta-Org. 
  • 
  Member of any other organization that requires 
  the destruction of undead. 
  • 
  Has a prestige class involving the hunting 
  and/or destruction of undead. 
  Player Handout 3 is an additional handout for PCs that 
  have openly supported House Urlirel in the past. If the 
  PCs have any favors from the House give them this 
  handout in addition to the other one they receive.  The 
  two handouts are delivered to the PC separately.  
   
  INTRODUCTION 
  Give the players a chance to read their handouts (above) 
  and then proceed: 
   
  Bardin’s Bar was nearly empty when you first arrived, 
  and only your compatriots and a couple dockworkers 
  have entered since. It’s just before nine bells: too late 
  for breakfast and too early for lunch. 
   
  Do character introductions at this point. 
   
  Only your conversation fills the air until interrupted 
  by the creak of the door as another patron enters. 
  This new fellow is tall, a few inches over six foot, and 
  muscular; the sounds of chainmail accompany his 
  approach to your table. His face remains hidden as he 
  looms at the table eyeing each of you. 
  (Pause) 
   
  In one fluid motion he sits and pulls back his 
  cowl. His face is that of a Suloise man in his mid 
  thirties with close cut hair and a scar running above 
  his left brow down to his cheekbone; another, fainter 
  scar can be seen paralleling the first, but is mostly 
  concealed by his hair.  
   
  “I am Elbaan” he says, “and thank you all for 
  coming. I have some questions for you, and then 
  would be glad to tell you what this is all about and 
  answer any questions you may have.” 
   
  Elbaan Kustir: Male Human Pal6/Hunter of the Dead4 
  Sense Motive +4 
  DMs should avoid asking PCs questions that might get 
  them disqualified from this mission. I.e. asking 
  supporters of House Urlirel if they are supporters of 
  
  URD6-06 Under A Stern Gaze 
   
  Page 5 
  House Urlirel. The PCs should not have to lie to get into 
  this module, if they choose to, that’s their problem. 
   
  The following questions can be asked in no 
  particular order, and can be rephrased as appropriate. But 
  before any questions are asked he will scan the entire 
  party and the room with detect evil to see if anything is 
  out of the ordinary.  If he detects evil, he will ask pointed 
  questions to figure out why. 
   
  Politics: 
  To any Suloise PCs:  
  • 
  Are you a member of a house/ what house? 
  To all PCs: 
  • 
  Do you support Lord Ellis as the ruler of the 
  Duchy? [Elbaan does not care whom the PCs 
  support.] 
  • 
  Whom did you support in the feud between 
  House Meissel and House Szabo? [Again he 
  doesn’t really care] 
   
  Experiences (to all PCs): 
  • 
  Did you partake in the explorations of Czutaz 
  Urlirel’s tomb? 
  • 
  What do you think was your most daring adventure? 
  • 
  What was your most humbling experience? 
  • 
  How frequently do you encounter undead in your 
  travels? 
  • 
  How do you handle hostile undead when you do 
  encounter them? 
   
  Religion (to all PCs): 
  • 
  Are any of you members of the skeptic movement? 
  [He will scowl at those who are but not exclude 
  them.] 
  • 
  What was the last temple or religious organization 
  you worked for? 
  • 
  Have you ever worked for the church of the dark 
  lady? [He already knows the answer to this, but there 
  may be some events at remote locations that he may 
  not be aware of.] 
   
  History (to all PCs): 
  • 
  How much do you know about the founding of the 
  Duchy? 
  • 
  What about the History of Urnst before the first 
  Duke? 
   
  Results:  If any PCs are open about their support of 
  House Urlirel, unable to explain why they detect as evil, 
  or reveal themselves as necromancers, Elbaan will tell 
  them they are not welcome on this mission.  Give such 
  PCs the option of swapping out their character or 
  attempting to join back up with the group after they leave 
  the Wee Jas Mausoleum.  Otherwise, Elbaan will be 
  satisfied with the PC’s answers.  
   
  After Elbaan concludes questioning the PCs he will 
  take them to the Wee Jas Mausoleum for an explanation 
  of the situation. 
   
  Elbaan rises.  “I am satisfied that you can be of 
  assistance to us. Let’s adjourn to somewhere a little 
  more private and I will explain what is needed of 
  you.” With that he turns and heads for the door, 
  replacing his hood as he does. 
   
  The path he takes leads away from the docks into 
  the heart of the city. After several blocks he stops and 
  glances back to make sure you have all arrived. He 
  nods 
  before 
  approaching 
  the 
  massive 
  stone 
  mausoleum on your right. The symbol of a grinning 
  skull has been worked into the stone on the front of 
  this building, and there are perhaps two-dozen 
  people, mostly Suel, waiting in line to reach the front 
  doors. Traveling down the line is what appears to be a 
  servant of the Dark Lady speaking with each citizen. 
  Elbaan ignores the line and proceeds directly to the 
  front door, where the doormen let him in without so 
  much as a word. 
   
  Inside the mausoleum much business is taking 
  place.  You overhear people organizing funerals and 
  seeking some sort of arbitration for a dispute. Perhaps 
  another two dozen commoners are inside, speaking 
  with many clergy members. The establishment is 
  veritably humming with activity.  
   
  Elbaan leads past all the public areas of the 
  temple and into a back meeting room. The meeting 
  room is very simple; a large table and several chairs 
  are the only furniture. At one end of the table is a 
  small stack of papers, and Elbaan approaches the 
  papers and speaks.  
   
  “Have a seat,” he says as he removes his hooded 
  cloak and unbuttons his vest, revealing a golden 
  medallion in the shape of a shield hanging in the 
  middle of his chest. A grinning skull with ruby eyes is 
  emblazoned on the shield.  
   
  “Not all clergy of the Stern Lady are lawyers and 
  undertakers, though those are the ones the populace 
  sees, and so we have that reputation. The members of 
  my order, the Guardians of the Ruby Skull, seek out 
  and destroy those that would try and steal more time 
  from our goddess. Put simply, we destroy undead 
  abominations wherever we find them. That is why I 
  have brought you all here.” 
   
  As he concludes, he begins handing each of you a 
  piece of paper from the top of the stack. The pages 
  seem to be some kind of flier. 
   
  Give the PCs Player Handout 4 
  
  URD6-06 Under A Stern Gaze 
   
  Page 6 
   
  “We have no quarrel with this Saphine Urlirel, but 
  some of her kin are abominations in the Stern Lady’s 
  eyes. The Guardians would like you to accept her 
  mission, and gather whatever information you can 
  about the activities of her house; particularly of 
  interest to us are the actions of the undead members 
  of House Urlirel.  Members of a certain assembly in 
  Leukish are upset by their recent activities and have 
  given us tacit approval to pursue our goals. 
   
  We have done our best to see that all of the fliers 
  were collected so no other adventurers will interfere. 
  And now, as promised, I will answer any questions 
  you may have for me.” 
   
  Questions for Elbaan: 
   
  Are you going to pay us? 
  “I am authorized to compensate each of you 400gp for 
  your services.” 
   
  Why do you hate undead so much? 
  “We, as mortals, are gifted a period of time on Oerth, 
  but when Death’s Guardian takes you from this place 
  it is Her will. The undead disrupt the natural balance 
  by stealing more time then they are allowed. It is our 
  duty by Her law to see them returned to Her care.” 
   
  What is Saphine Urlirel’s mission? 
  “I imagine that you will find that out from her.” 
  [Elbaan has no idea.] 
   
  Where is this Riverside Café? 
  Elbaan provides the PCs will directions. It is about a 
  quarter mile up the Nesser from the docks. 
   
  What do you know about this café? 
  Several prominent Leukish socialites frequent the 
  Riverside Café. It is a rather nice place to eat if you 
  are up for the cost and the company. 
   
  What type of company frequent this cafe? 
  Many nobles and members of the Honorable 
  Chamber; very upscale. 
   
  How big are the Guardians of the Ruby Skull? 
  We are perhaps a hundred members in groups of 
  three or four throughout the Duchy. 
   
  Is this mission a secret? 
  While I am sure that the liches know of our 
  contempt, you should conceal your contact with us; 
  otherwise they might conceal some exploitable 
  weakness. 
   
  As you rise to depart Elbaan speaks, “I must stress that 
  you are not to engage any member of House Urlirel. 
  If you were to get captured and divulge any 
  information about the Guardians or our plan it could 
  prove disastrous. We are not ready to move against 
  these liches yet.” 
   
  Development: It is now a little after nine bells, so the 
  PCs have just less than three hours to make the twenty-
  minute journey to the Riverside Café. 
   
  ENCOUNTER 1: SAPHINE 
  URLIREL 
  The Riverside Café sits above the western bank of the 
  river, but unlike a normal restaurant, this place has no 
  walls or windows.  
   
  It is, in fact, a very large and long gazebo. There 
  are several internal walls, but they do not provide any 
  privacy as they only reach the height of a halfling. 
   
  Entering the café you see it is fairly empty, 
  containing only a group of three people off to your 
  right and a single lady sitting alone in the back left 
  corner. 
   
  Just inside a servant girl meets you. “Welcome to 
  the Riverside; table for [number of PCs that went in 
  together]?” 
   
  The PCs need only to explain they are there to meet with 
  Saphine and they will be taken to see her. 
   
  The young woman sitting in the back is a textbook 
  example of Suel features from the old empire. She is 
  short, perhaps the height of a tall elf, slim, with long, 
  thin facial features, and dark azure eyes. Her blonde 
  hair is braided down to the small of her back, and 
  woven into it are four ribbons, two black and two 
  white. 
   
  She looks up as you approach the table, and 
  closes the book she was reading. “Please sit, sit,” she 
  says. “Thank you for coming, I am Saphine Urlirel.” 
   
  Saphine will start of the conversation by introducing 
  herself and greeting each PC. After the introductions 
  have been made, refreshments are brought and she will 
  simply chat with the PCs. Feel free to recycle the 
  questions from the introduction. 
   
  Once the PCs mention what work she has for them read 
  or paraphrase: 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 7 
  “Of course, the work. As you may or may not know 
  almost three hundred years ago House Urlirel ceased 
  to be, and according to the law of The Stern Lady I, 
  like many others, were entombed. And like many 
  others our tombs were pillaged, often by adventurers 
  like you. Now that I am alive I would like my 
  belongings returned to me, which I’m sure you can 
  understand.” 
   
  A DC 15 Sense Motive reveals that Saphine is actually 
  quite angry about what has happened to her. 
   
  “I have had some divinations performed, and located 
  the person responsible for robbing my tomb. The 
  culprit is a halfling named Torming Trapdodger. He 
  is currently in the village of Sarigast in the county of 
  Upper Eschen. I have also discovered that he is no 
  longer in possession of my belongings, but I am sure 
  he knows where they are.” 
   
  Questioning Saphine: * 
   
  How much are you going to pay us? 
  I have enough funds to pay you each 100gp. 
   
  Did your divinations reveal how long ago you were 
  robbed? 
  It was in CY 588. 
   
  Do you want us to hurt Torming? 
  No, but feel free to intimidate him to get the location 
  of the items. (And she will smile at this idea) 
   
  What are the items?  
  I do not know. 
   
  Then how do you know you were robbed? 
  When I awoke, my tomb had been thoroughly 
  searched with dusky footprints everywhere. There 
  were two obvious voids in the dust on one of the 
  stone tables within the tomb. I later asked Juma if she 
  could find out what was taken, but all the Stern Lady 
  would tell her was that the items were gifts from my 
  master after my death. 
   
  Your master? 
  At the time of my death I was apprenticed to a 
  powerful wizard by the name of Eldoym. 
   
  Can you tell us what happened to the Urlirels three 
  hundred years ago?* 
  No, Czutaz has ordered that I not speak of it. 
   
  How did you die?* 
  The dark-eyed goddess told me it was my time, and I 
  took my own life. 
   
  So you killed yourself?* 
  Yes. 
   
  *Saphine will not speak much about House Urlirel. 
  Czutaz has instructed her not to. If the PCs keep asking 
  about the house, its plans, location, members, etc., she 
  will simply state that the PCs are working for her, not 
  House Urlirel. 
   
  Development: The PCs now have enough information to 
  reach Encounter Two. Their mode of travel is irrelevant 
  as events in this adventure are not time dependent.    
   
  ENCOUNTER TWO: TORMING 
  “THE VULTURE” 
  After departing Leukish it should only take the party a 
  couple days to arrive in Sarigast.  If the party chooses to 
  travel via magical means and arrive sooner there is no 
  change to this encounter. Once the PCs arrive in Sarigast 
  read the following: 
   
  The hamlet of Sarigast sits nestled in the lowlands 
  southeast of Leukish.  If ever there were a town that 
  exemplified the better qualities of country life in the 
  Duchy, this is it.  The town center is clean and well 
  kept.  A typical assortment of businesses lies within, 
  the butcher, seamstress, cobbler, a small alchemy 
  shop, and a lively inn named “The Naughty Norker”.   
   
  A DC 15 Gather Information check upon reaching town 
  will reveal that there is a rather “dashing” gentleman in 
  town named Torming who’s been known to brag about 
  his archeological exploits.  The check will further reveal 
  that he spins his yarns after a few good drinks.  The most 
  logical place to visit then is the inn.  Should the PCs wish 
  to visit the other establishments in town the various 
  proprietors will have no reliable firsthand knowledge of 
  Torming other than his genial nature and the fact that 
  he’s a halfling.  Once the PCs enter the Naughty Norker, 
  read or paraphrase the following: 
   
  The interior of the Naughty Norker is just as clean 
  and well kept as the town proper.  A tall, thin man of 
  about forty odd years stands behind the bar chatting 
  over a beer with what is most likely a farmer.  In the 
  back of the inn, seated at a private booth are a jauntily 
  dressed halfling and two smiling Suel men engaged 
  in some sort of drinking game.  They glance briefly in 
  your direction before returning to their conversation. 
  
  URD6-06 Under A Stern Gaze 
   
  Page 8 
   A small, unattractive young woman cleaning off a 
  tabletop looks up at your group and asks in a reedy 
  voice, “Please, have a seat.  Can I fetch you a drink?  
  Perhaps some stew?” 
   
  Any of the patrons present will identify the halfling as 
  Torming if asked.  Torming will continue drinking and 
  joking with the two young men at his table until the PCs 
  approach and begin speaking.  Torming’s general 
  behavior is as follows: 
   
  If greeted politely, Torming will introduce himself 
  and his two companions, Aalistan and Byrum.  No last 
  names are given.   
   
  Unless Torming is directly confronted about the 
  nature of the PCs’ visit he will ask those who approach 
  the table to participate in their drinking game.   
   
  Torming’s official reason for the festivities is, “A 
  bountiful harvest!” followed by a wink and a nudge to his 
  companions.  
   
  Once the PCs mention the missing Urlirel items, 
  Torming will still attempt a lighthearted demeanor.  
  Allow the PCs a DC 26 Sense Motive to notice his 
  discomfort.  His companions will also attempt to shake 
  off their drink as much as possible; they’re not quite so 
  good at hiding their unease (DC 15).  He’ll deny any 
  involvement with the acquisition of said items. 
   
  A DC 20 Diplomacy check or Intimidate check will 
  loosen Torming’s lips immediately.  Torming is also quite 
  willing to be bribed.  For 100 gp Torming will 
  nonchalantly mention: 
  • 
  That he “may” have seen a book and jewelry box 
  with the markings of House Urlirel.   
  • 
  The items they seek might be found at the 
  College of Sages and Sorcery in the possession 
  of man named Aldracar, but he doesn’t know 
  how they may have gotten there.  Wink wink.   
      
  Should anyone mention whom he stole the items from 
  Torming will pale visibly.  Should he also learn that 
  Saphine Urlirel has been raised from the dead, he will 
  whimper slightly and give the above information 
  concerning the stolen items.  Then he will excuse himself 
  from the table, return to his room, gather his things and 
  slip off into the night.   
   
  Torming will not initiate combat; he will simply try 
  to escape as soon as possible.  His companions will do the 
  same.      
   
  All APLs 
      
   Torming “The Vulture”: Halfling Rog8; hp 42; Bluff 
  +16 
  Aalsitan and Byrum: Suel Human Rog1 hp 7; Bluff +5 
  Developments:  At this juncture the PCs should have 
  the information needed to track the book and box back to 
  Nellix.  Should the PCs kill Torming before learning this 
  information they can cast speak with dead to gather the 
  information they need.  Torming will attempt a save 
  against the spell with a Will save modifier of +5.  Should 
  they fail in this regard the trail has now gone cold.  The 
  party must spend 1 TU beating the streets in Seltaren 
  tracking down Torming’s contacts if they wish to 
  continue.  Those who are members of the Rogues of 
  Seltaren or who are willing to use a favor with the Rogues 
  do not have to pay the TU cost.   
   
  At this point, the party may rest here for the night or 
  continue straight on to Nellix.        
   
  ENCOUNTER THREE:  THE 
  PROFESSOR 
  Should the PCs arrive in Nellix during the night, inform 
  them that the College is closed.  If the PCs arrive in the 
  daytime, dropping Daclyn’s name is enough to get them 
  directions to the lecture hall he is currently teaching in.  
  Upon entering, read or paraphrase the following: 
   
  As the door to the lecture hall opens, a high-pitched 
  squeal emanates from the hinges, causing a rapid 
  “head turning” effect from the 11 seated students and 
  a mildly-irritated look from the older gentlemen at 
  the podium.  The professor halts in mid sentence, 
  peering over the top of his glasses at you, “My, what 
  an eccentric mode of dress for class,” he chuckles.  He 
  continues, quite unperturbed, “What, good people, 
  leads you to disrupt the matriculation of my 
  students?” 
   
  Should the characters ask Daclyn about the book or the 
  box, he will stare at them quizzically and direct them to 
  wait in the back of class until he finishes lecturing.   
   
  The next three hours are devoted to the discussion of 
  ancient Suel history, in particular the Great Migration.  
  PCs with at least 4 ranks in Knowledge (History) will 
  have a rudimentary understanding of the class, but still 
  might be bored to tears.  Anyone else is most likely 
  totally lost or sleeping by the end of the lecture.   
   
  After what feels like an eternity, the professor ends 
  the lecture, dismissing his students.  He closes a huge 
  tome, picks up a large scroll case and proceeds in your 
  direction.  As he approaches your group, the last of 
  the students departs.  He begins, “I am Preceptor 
  Daclyn Aldracar, what do you seek of me?” 
   
  Daclyn Aldracar: Suel Human Wiz 9; hp 20. 
  
  URD6-06 Under A Stern Gaze 
   
  Page 9 
   
  Once the PCs ask him about the location of Saphine’s 
  items he relates the following: 
  • 
  He did indeed purchase a book and jewelry box 
  from Torming, although he did not know they 
  were looted from a tomb. 
  • 
  Daclyn studied the book and box with his 
  apprentice, Mayshan Reydriche 
  • 
  After a quick but exhaustive study, the book was 
  found to contain information about the far 
  realms, and filed away in the College library.     
  • 
  Mayshann took an unusual interest in the box 
  and was quite involved in studying runes and 
  glyphs etched in it.   
  • 
  Subsequently, Mayshan was dismissed from the 
  College for studying Alienism, the “science” of 
  interaction with the Far Realm.  Alienism is 
  strictly forbidden at the College. 
  • 
  When Mayshan left, he snuck the box out with 
  him.  Daclyn wrinkles his nose in disgust at 
  telling this story of Mayshann. 
   
  Upon learning that Saphine Urlirel lives and wants her 
  property back, Daclyn will agree to speak with the 
  Library on the PCs behalf.  He will express great 
  excitement at the thought of helping a Suel noble with 
  such intimate knowledge of the Duchy’s past. 
   
  Daclyn will ask the PCs to follow him to the Library 
  so they can speak with the Librarian. Proceed to 
  encounter four. 
   
   
   
  ENCOUNTER FOUR: SHUSH! 
   
  After a brief trip across campus the PCs are 
  introduced to the Master Curator of the College, Bronys 
  D’avros.  The PCs are asked to wait quietly in the library 
  while Daclyn tells the master curator what is going on.  
  After several minutes, Daclyn will return and gesture the 
  PCs into an archival room where the master curator 
  awaits.   
   
  As you enter the archivist’s study room you see a 
  slight, almost elfin Suel woman in flowing robes 
  standing at the head of a long table.  Her blonde hair 
  is lightly streaked with gray and tied back so as not to 
  hinder her while she reads.  Her age would appear to 
  be in the early to mid forties, though time has done 
  nothing to diminish her beauty.  She begins,  
   
  ”Lydia’s blessings upon you all today, I am Bronys 
  D’avros, Master Curator of the College.  Please, may I 
  have the courtesy of your names?”  
   
  <give the PCs a moment to respond>.   
   
  “Preceptor Daclyn has informed me of the nature of 
  your visit to the College.  These are indeed unusual 
  circumstances and a most unusual request.  I can and 
  will return this treatise to its rightful owner; it is only 
  right.  However, there is a situation I ask you to 
  remedy. 
   
  Daclyn’s 
  former 
  sophist, 
  Mayshan 
  Reydriche, departed the College in disgrace for 
  studies unbecoming a proper Suel wizard.  When he 
  left he took an article that belonged to the College.  
  Find Mayshan and return the item and I shall give 
  you the book.”  
   
  Bronys D’avros: Suel Human Wiz 7/Lor 6. 
  Bronys will briefly entertain questions before directing 
  the PCs to speak with Daclyn again.  Her time is quite 
  valuable. 
   
  What exactly are we looking for?  
  “What you seek is a jewelry box.  It is unique and 
  dangerous in its design.  Etched on the box and the 
  inside lid are a series of runes and glyphs. Mayshan 
  submitted several papers on the carvings indicating 
  that they were of little arcane significance, but in 
  hindsight I find that highly suspect.” 
   
  Where can we find Mayshan? 
  “I am unsure; I believe Daclyn can be of limited help 
  in that area.” 
   
  We were asked to return both items, if we give this box to 
  you, we’re not fulfilling our obligation. 
  “You 
  are 
  indeed 
  in 
  a 
  difficult 
  situation.  
  Unfortunately, you can either give your employer 
  back the book or perhaps nothing.  I am sorry; I 
  cannot permit that box to remain outside of 
  protective care.  I’m sure if you explained the nature 
  of its use, they would understand.  If not, you should 
  probably not be dealing with them in the first place.” 
   
  If the PCs contact Saphine via sending or some other 
  method, she will let them know that the book is more 
  important to her than the box.  There is no hard and fast 
  time limit, so they can teleport there and back taking a 
  day or so if need be.   
   
  Bronys insists in seeing the box returned so it can be 
  locked away. If the PCs agree to the College’s terms, 
  Daclyn will relay to the party that he last remembers 
  hearing about Mayshan working out of a curio shop 
  located in the merchant’s quarter of Leukish. He 
  remembers the shop having a very long name. Armed 
  with this information, the PCs can set out for Leukish.  
  
  URD6-06 Under A Stern Gaze 
   
  Page 10 
   
  Development: Once the PCs agree to return the box, and 
  get information about the curio shop in Leukish they can 
  proceed to Encounter Five A. 
   
  ENCOUNTER FIVE A: CURIOS 
  AND ODDITIES 
  The journey from Nellix back to Leukish can be as long 
  or as short as the players wish.  Upon their arrival in 
  Leukish, the curio shop is easily located (assuming the 
  PCs have the information given by Daclyn).  Once the 
  PCs find the shop, read the following: 
   
  After making your way down a rather lengthy side 
  street, a sign hangs before you, proudly proclaiming 
  in tightly-packed script, “Phinneas Phinnster’s Curios, 
  Oddities, 
  and 
  Other 
  Legitimately 
  Wonderful 
  Knickknacks”.  The badly cleaned windows display 
  shelves crammed with all manner of unusual items- 
  clockwork devices with no easily discernable 
  purpose, small animal fetishes from some lost corner 
  of Oerth, and a badly stuffed Cooshee.   
   
  If the PCs choose to enter the store during the day, 
  Phinneas is standing behind a counter towards the back 
  of the store looking over a ledger.  The tinkle of a small 
  bell tied to the front door alerts him to the PCs’ presence. 
   Unless a PC addresses him first as they enter, he will 
  state the following:   
   
  “Greetings friends!  I am Phinneas Phinnster, 
  welcome to my store.  Please, browse to your heart’s 
  content and let me know if you should require my 
  assistance.” 
   
  Phinneas Phinnster: Suel/Oeridian male Exp 12; 
  Bluff +20, Sense Motive +18. Spot +12       
  Phinneas is a slightly paunchy man of mixed Suel and 
  Oeridian descent.  He sports light brown hair combed 
  back with a light coating of rendered animal fat, a 
  friendly round face with a light mustache and a generally 
  pleasant demeanor.  He wears a light, comfortable robe 
  trimmed in purple and gold.  Phinneas is well spoken and 
  helpful towards his customers.   
   
  Once the subject of Mayshan or the jewelry box 
  comes up, Phinneas will feign ignorance on the subject 
  and attempt to steer the conversation towards his current 
  stock of items.  A DC 30 Diplomacy or Intimidate check 
  is required to get Phinneas to “open up” on the subject of 
  Mayshan. Should the PCs try to smooth negotiations 
  with a little gold (by either an outright bribe or buying a 
  bunch of his things) they will receive a +2 bonus on 
  Diplomacy checks per 100 gp offered/spent. This is a 
  guideline; if the PCs are polite and treat Phinneas with 
  respect he will be willing to help them (especially if they 
  buy stuff).  
   
  Alternatively, if the PCs are rude, demanding, pushy 
  or obnoxious Phinneas will warn Mayshan as soon as the 
  PCs are out of earshot. Phinneas is genuinely afraid of 
  angering Mayshan and giving him up to some strangers 
  who might wish to harm him does not fill Phinneas with 
  happy thoughts—especially if they fail and Mayshan 
  should survive and learn of Phinneas’ loose lips.  
  Phinneas is also a pragmatic man, should things go south 
  with Mayshan, he’ll gather his accumulated wealth and 
  head for the hills, so to speak.   
   
  If the PCs succeed with Diplomacy or Intimidate they 
  will learn the following information from Phinneas about 
  Mayshan:   
   
  Where is Mayshan? 
  “Mayshan keeps a private study in the sewers under 
  the shop.  He’s not a very…social person, you 
  understand.  He comes and goes through a door in my 
  cellar, usually to eat or find supplies for his studies.” 
   
  What is your connection to him? 
  “Mayshan came to me several years ago from Nellix 
  with some items for me to sell on his behalf.  Not an 
  uncommon request, I’m good at finding buyers for 
  the unusual.  At any rate, he provided me with some 
  profitable baubles so I was more than happy to do 
  business with him.  He asked to rent a room upstairs 
  and I was more than happy to do it.  He was a little 
  eccentric, but I got a bit extra each month in rent so it 
  seemed like a good deal.  After a year or so, he said his 
  “research” demanded different quarters.  He explored 
  the surrounding sewers around my shop and made 
  his current accommodations.  He still provides me 
  with items to sell, so I leave him alone.  It works out 
  for both of us.  You’re not going to hurt him are you?” 
   
  What can you tell us about him? 
  “He’s a wizard of some sort.  He spoke often of other 
  realms of existence, of great minds that could… 
  what’d he say… ”cleave the bounds of reality”.  Yes, I 
  believe that was the expression.  I don’t wish to speak 
  ill of the man, but he’s a bit addled if you ask me.  No 
  sane man wants the bounds of reality cleaved.” 
   
  Does he have any guards or traps? 
  “I’ve no idea.  By Pelor, the last thing I’d considered is 
  going to his abode and poking about.  I’ve never been 
  
  URD6-06 Under A Stern Gaze 
   
  Page 11 
  to his quarters.  I’ve got no need.  If you’ve a shred of 
  common sense you’ll leave him alone”. 
   
  Have you ever seen a jewelry box that belongs to him? 
  “No.  Forgive me, but I’ve neglected to rummage 
  through the man’s boudoir and look for heirlooms or 
  some such”. 
   
  If the PCs used intimidation or force to obtain the 
  information, Phinneas will wait until the PCs depart his 
  shop for Mayshan’s study, pick up a small brooch with a 
  sending spell stored in it, and send a message to Mayshan 
  that thugs are en route to rob him.  This will result in 
  Mayshan and his “pets” being fully prepped for combat 
  and shift their attitude from indifferent to hostile.  
   
  Returning Later: Should the PCs choose not to negotiate 
  with Phinneas and return later:   
   
  During the day Phinneas is in the Curio Shop.  In 
  the evening he is in his study and at night he goes to bed. 
   If a party is moving through the house give him listen 
  checks.  If he hears intruders, he will sneak out his 
  bedroom window and find the city watch (see below).   
   
  Above the shop is a hall with a study and a modest 
  bedroom.   The study has some mundane books and a 
  reading chair.    A DC 20 Search check will locate a ledger 
  in his desk. The ledger (among other things) mentions 
  items given and sold by “MR” as well as “MR’s” rent of the 
  study up to several months ago.  No other valuables will 
  be found (since Phinneas keeps his valuable jewelry and 
  his savings in the Leukish Bank).   
   
  If summoned, the city watch will enter and attempt 
  to arrest the PCs for breaking and entering.  Should the 
  party choose to fight the watch they should have little 
  trouble succeeding.    
   
  Should the PCs resist the watch or otherwise attack 
  Phinneas those who are identified in the act will gain 
  wanted status within the Duchy.  Check the appropriate 
  enmity on their AR.  
     
  Development: When the PCs make it into the basement 
  of the curio shop, proceed to Encounter Five B. 
   
  ENCOUNTER FIVE B: A DARK 
  AND SMELLY PLACE 
  Once the PCs descend into the basement they will find 
  an unlocked door that leads to the Leukish sewer: 
   
  Eighty feet down the sewer is a similar doorway 
  across the sewage channel with a wooden plank in front 
  of it that allows for a clean crossing.  This door is locked 
  (see below).  Opening the door without speaking the 
  proper command word will activate a silent alarm spell. 
  This will result in Mayshan beginning to prepare for 
  intruders (keep track of the time taken from this point 
  until they open the next door), but will not change his 
  attitude from Indifferent.   
   
  The PCs will see an unlit hallway descending down 
  at a gentle gradient for another seventy-five feet.  At the 
  end of the hallway is another locked door that leads into 
  Mayshan’s sanctuary.   
   
  Both doors have the following statistics:   
     Locked Wooden Doors: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18.  Open Locks DC 30. 
   
  Upon entering Mayshan’s sanctuary, read the following 
  text: 
   
  A large square room, forty feet to a side sits before 
  you. Ill kept wall hangings line the periphery of the 
  room. They depict scenes of twisted landscapes 
  inhabited by creatures that defy rational explanation. 
  A series of arcane glyphs are etched into the center of 
  the room, but do no glow with any magical energies. 
  Farthest from you is a bed, next to which is a series of 
  tables with various jars and beakers arraigned 
  haphazardly upon them.   A low, sickly light emanates 
  from a series of lanterns hanging from the ceiling. 
  The smell of this space is decidedly rank, a mix of 
  sweat, old food and something unplaceable.   
   
  Should the PCs manage to bypass Mayshan’s alarm spell 
  they find him reading at his desk, his “companion” 
  lounging nearby.  The PCs will get a surprise round 
  before he can act. 
   
  Should Mayshan be alerted either by Phinneas or his 
  alarm spell he will not be surprised and will be at the 
  back of the room with his minion(s) in front of him.  He 
  will have pre-cast spells on himself and his companion as 
  detailed in the tactics section.  
   
  Appearance: Mayshan is clearly of Suel descent.  He has 
  shoulder length reddish-blonde hair tied back in a messy 
  ponytail, fair skin covered in freckles, and a decidedly 
  unhealthy pallor from spending so much time 
  underground.  He wears a robe of sickly green trimmed 
  in shade of yellow akin to burnt mustard. His lammia 
  companion(s) have the rough physical shape of their 
  species (a female torso on a lion’s body) but the 
  similarities end there.  Their bodies are covered in oozing 
  sores and cilia-like tendrils. 
   
  Have the PCs roll initiative when they enter. If Mayshan 
  has not been attacked when he gets a chance to act, he 
  will state the following: 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 12 
  “What compels you to intrude upon my home?  State 
  your business quickly before I become a poor host.” 
   
   
  At this point, if the PCs have not initiated combat, 
  they can attempt Diplomacy to change Mayshan’s 
  attitude to friendly.  Mayshan starts out as indifferent 
  unless he received a warning from an intimidated 
  Phinneas (in which case he is hostile).  The party must 
  make a DC 30 (DC 40 if he is hostile) Diplomacy or 
  Intimidate check to change Mayshan’s attitude to 
  Friendly. This is NOT a rushed check (unless a PC 
  initiates combat).  If the PCs mention that the rightful 
  owner of the box is now alive, and would like her 
  possessions returned to her, they receive a +5 bonus to 
  diplomacy attempts. Feel free to give PCs that do a good 
  job of role-playing their efforts to convince Mayshan to 
  give up the box a bonus on their check. 
   
  Failing an Intimidate check will result in Mayshan 
  taking hostile action to remove the PCs for offending 
  him in his private chambers. Failing a diplomacy check 
  will result in his firm insistence that the PCs depart. 
   
  If Mayshan is made friendly the PCs can begin 
  bartering for the box.  Offering magical items (especially 
  items that augment summoning spells) would also be 
  helpful in convincing him to give up the jewelry box. 
  Feel free to have fun with this part of the encounter. If 
  you were a powerful, slightly kooky wizard, what would 
  you want for a prize possession? What logic could 
  persuade you to give up said item? He has an interest in 
  any animal companions as well.  Imagine what he could 
  do with them!  PCs may also offer Mayshan their item 
  access in lieu of actual goods.  Mayshan would want items 
  useful to a wizard.  Any items the PCs agree to give 
  Mayshan should be removed from the appropriate 
  characters MIL at this time. Item Access should be 
  crossed off, also, if used.  Should the party succeed in 
  parley and the ensuing barter session, skip over the 
  combat and the traps and proceed to the description of 
  the box (below). 
   
  Should the party’s efforts at negotiation fail, Mayshan 
  will have no compunctions about removing these 
  offensive individuals by force.  
   
  APL 10 (EL 13) 
  Mayshan Reydriche: Human Wiz7/Ali6; hp 66; see 
  Appendix One. 
  Advanced Pseudonatural Lamia: hp 98; see Appendix 
  One. 
  APL 12 (EL 15) 
  Mayshan Reydriche: Human Wiz7/ Ali 7; hp 71; see 
  Appendix One. 
  Advanced Pseudonatural Lamia (2): hp 98; see 
  Appendix One. 
  APL 14 (EL 17) 
  Mayshan Reydriche: Human Wiz 7/ Ali 10; hp 89; see 
  Appendix One. 
  Advanced Pseudonatural Lamia Rog 2 (2): hp 119; 
  see Appendix One. 
   APL 16 (EL 19) 
  Mayshan Reydriche: Human Wiz8/ Ali10; hp 94; see 
  Appendix One. 
  Advanced Pseudonatural Lamia Rog 4 (2): hp 126; 
  see Appendix One  
   
  Tactics: If Mayshan has prep time from the PCs 
  triggering the alarm, he and the lamias will have the 
  power-up suites detailed in Appendix 1. 
   
  At APLs 10-12, if Mayshan is caught unawares he 
  will cast Evard’s black tentacles in the first round.  On the 
  second round Mayshan will drop area of effect spells on 
  the party if they are all grappled by the Evard’s, otherwise 
  he will target any free PCs with disintegrate first.   
   
  At APLs 14-16 Mayshan will start by casting 
  timestop to maximize casting time for his power-up suite. 
   Mayshan will also have an additional pseudonatural 
  creature summoned as detailed in the power-up suites if 
  he has advanced warning. Also, at these APLs, Mayshan 
  has a ring of freedom of movement on underneath his 
  ring of counterspells.  He will remove the ring of 
  counterspells should it become necessary.  
   
  The lamia(s) will open with their spell storing 
  daggers.  Don’t forget that pseudonatural creatures have 
  true strike once per day and it can be used quite nicely 
  with the first dagger attack.  At all APLs the daggers 
  contain touch of idiocy.  The lamias will target obvious 
  spellcasters with the first dagger attack if possible.  The 
  lamias will follow up with Wisdom drain and use their 
  suggestion ability on whomever they’ve drained.  
   
  Remember that Mayshan will be looking to even up 
  the odds in the event he must fight.  Try to incapacitate 
  obvious physical threats first so the Lamias can focus on 
  casters.  Failing that, area of effect spells are a good fall 
  back as the lamias have SR and good reflex saves if the 
  situation is dire.      
   
  Information on Evard’s Black Tentacles from the 
  DnD FAQ (an official source): 
  Exactly how do the tentacles from an Evard’s black tentacles 
  spell attack creatures? For example, does a tentacle have a 
  miss chance when attacking an invisible opponent? Also, 
  how do you figure out where the individual tentacles 
  
  URD6-06 Under A Stern Gaze 
   
  Page 13 
  appear? Can more than one tentacle appear in the same 5-
  foot square? 
   
  Continued next page… 
  The Evard’s black tentacles spell creates a field of numerous 
  tentacles in a 20-foot radius spread. Tentacles sprout from all the 
  surfaces within the spread. The spell actually works something 
  like an entangle spell that’s capable of dealing bludgeoning 
  damage. The spell uses an opposed grapple check instead of a 
  saving throw to determine if creatures within its spread are 
  affected. Any creature inside the spread might become 
  grappled, as noted in the spell description. The spell does not 
  make an initial touch attack as with normal grappling attempts, 
  so it cannot miss, even if a creature is invisible or otherwise 
  concealed. The spell cannot grapple incorporeal creatures, and a 
  creature using a blink spell has a 50% chance to avoid being 
  grappled.  As noted earlier, the spell creates a field of numerous 
  tentacles. These tentacles fill up the spread, and it’s not 
  necessary to determine where any particular tentacle is. 
   Is a character who remains within the area of effect of an 
  Evard’s black tentacles spell subject to being grappled again 
  after avoiding the tentacles initially, or only upon entering 
  the area? 
  It appears that Evard’s black tentacles attack anyone: a) in the 
  spell’s area when the spell is cast, or b) anyone entering the area, 
  but not c) anyone within the area of the spell on later rounds 
  but free of the tentacles. Thus, if you avoid the initial attack or 
  free yourself from the grapple, the tentacles won’t attack you 
  again. 
   
  Traps: 
  If the PCs negotiated with Mashan for the jewelry box he 
  will deactivate the traps that protect it.  If the PCs 
  defeated Mayshan in combat they will have to deal with 
  the traps.   
   
  The traps are rigged to the lid of the chest that 
  contains the jewelry box unless otherwise specified.  The 
  traps occur in the order listed.  The prismatic spray will 
  cover the entire room plus the first two squares in the 
  hallway.     
  APL 10 (EL 9) 
   
  Bestow Curse Trap (2): CR 4; magic device; touch 
  trigger (alarm); automatic reset; spell effect; (bestow 
  curse, 5
  th-level Cleric, DC 14 Will save negates, -4 to all 
  saves.); Search DC 28; Disable Device DC 28.  
   
  Prismatic Spray Trap:  CR 8; magic device; 
  proximity trigger; automatic reset; spell effect (prismatic 
  spray, 13
  th -level wizard, DC 20 Reflex, Fortitude, or Will 
  save, depending on effect); Search DC 32; Disable Device 
  DC 32. 
   
  APL 12 (EL 10) 
   
  Finger of Death Trap:  CR 8; magic device; 
  proximity trigger; no reset; spell effect (finger of death, 
  13
  th –level wizard, DC 20 Fort save partial), Search DC 31; 
  Disable Device DC 31 
   
  Prismatic Spray Trap:  CR 8; magic device; 
  proximity trigger; automatic reset; spell effect (prismatic 
  spray, 13
  th -level wizard, DC 20 Reflex, Fortitude, or Will 
  save, depending on effect); Search DC 32; Disable Device 
  DC 32 
   
  APL 14 (EL 13) 
   
  Poisoned needle trap:  CR 13; mechanical; touch 
  trigger; repair reset; Atk +24 touch (1 plus poison, 
  needle); poison (dragon bile, DC 26 Fortitude save resists 
  (poison only), 3d6 Str, 0); Search DC 34; Disable Device 
  DC 34. 
   
  APL 16 (EL 15) 
   
  Poisoned needle trap (2 – one on the outer chest 
  and one on the jewelry box):  CR 13; mechanical; touch 
  trigger; repair reset; Atk +24 touch (1 plus poison, 
  needle); poison (dragon bile, DC 26 Fortitude save resists 
  (poison only), 3d6 Str, 0); Search DC 38; Disable Device 
  DC 38. 
   
  The Box: Saphine’s jewelry box is made out of wood with 
  small silver hinges and fittings; it measures almost a foot 
  across the front, eight inches to a side, and nine inches 
  tall with five of that being the box and four being the lid. 
  All of the external surfaces along with the inside of the 
  lid are covered with extremely detailed and complex 
  carvings. The carving depicts humanoid stick figures in 
  various poses, arcane symbols, words and phrases in 
  ancient Suloise, and all other free spaces are covered with 
  wave patterns that almost appear as though they are 
  meant to be a background. 
   
  Inside the box are some of Mayshan’s notes and a 
  golden medallion. There is no chain, but you can find 
  two holes where one could be threaded. The medallion is 
  in the shape of a griffon in profile with its wings and 
  head affixed to a stylized “S”. The beast’s eye appears to be 
  a small diamond. 
   
  This medallion is Saphine’s, though she doesn’t 
  know it. It was inside the box when Mayshan got it, and 
  Daclynn has simply forgotten it was ever in there. When 
  he first began studying the box Mayshan completely 
  ignored the medallion never mentioning it in any of his 
  reports, and it just slipped though the cracks until now.  
   
  Developments: Determine what, if anything, the PCs are 
  doing with the medallion.   
   
  If the PCs negotiated with Mayshan, proceed to 
  Encounter 5C for the fight with the “unpleasant mass.”  If 
  Mayshan was defeated in combat, the party can 
  proceed directly to Encounter 6. 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 14 
  ENCOUNTER 5C:  AN 
  UNPLEASANT MASS  
  As the PCs finish their negotiations with Mayshan he 
  will ask that they return to Phinneas’s store and inform 
  him that all is well.  This encounter is ONLY run if the 
  PCs successfully negotiated with Mayshan and did not 
  fight him.  Once the PCs depart and everyone enters the 
  main sewer read the following: 
   
  As you re-enter the Leukish sewers en route to 
  Phinneas’s curiously wonderful store, something 
  curious, but not especially wonderful occurs up 
  ahead.  The filth-covered masonry of a section of the 
  sewer wall up ahead on your left erupts in a spray of 
  foul liquid and dissolving stone.  
   
  (At APLs 10 and 12 read the following) 
   
  A fluid mass of green protoplasm pulsing with veins 
  of eldritch energy vomits forth from the new opening 
  in the sewer wall. 
   
  (at APLs 14 and 16 read the following instead) 
   
  A shapeless horror the size of a cottage, its body 
  consisting primarily of thick, translucent, iridescent 
  slime coating coils of opaque tissue that shift as 
  though constantly in a state of flux vomits forth from 
  the new opening in the sewer wall. Beneath its slimy 
  hide, bursts of energy occasionally flash, lighting 
  portions of its form momentarily. Sections of the ooze 
  periodically emit beams of light or crackling energy, 
  while other sections fade into smoke or vanish 
  altogether. 
   
  Draw a room that will fit the ooze in the section of the 
  map where the legend currently is using the ‘Ooze Entry’ 
  point as the crumbling wall. 
   
  APL 10 (EL 12) 
  Advanced Arcane Ooze: hp 364; see Appendix One. 
  APL 12 (EL 14) 
  Advanced Arcane Ooze: hp 405; see Appendix One. 
  APL 14 (EL 16) 
  Teratomorph:  hp 294; see Appendix One. 
  APL 16 (EL 18) 
  Advanced Teratomorph: hp 378; see Appendix One. 
  At APLs 10 and 12 the PCs are stumbling upon an arcane 
  ooze intent on consuming Mayshan.  It’s attracted by the 
  large amounts of arcane energy he generates through his 
  research and planar dealings.  At APLs 14 and 16 a 
  teratomorph has been attracted by Mayshan’s dealings 
  with the chaotic forces of the far realm.   
   
  Tactics:  The combat begins with the PCs all outside the 
  hallway leading to Mayshan’s study.  The creature is 40 
  feet ahead, halfway between the doorway to Phinneas’ 
  shop and where they stand now.  The hallway is 20 feet 
  wide, consisting of a 5-foot wide walkway on either side 
  of a 10-foot wide river of sewage that is 10-feet deep.  The 
  ooze begins combat half in and half out of the opening in 
  the wall.  Its tactics are simple; destroy everything in its 
  path.   Be sure to read Appendix 1 carefully for the 
  abilities of the creature. 
   
  The creature has enough gold to bring the party to 
  full treasure cap, but there will be no overcap gold in this 
  case. 
   
  Developments:  Once the PCs defeat the creature they 
  can continue on to encounter 6.  If questioned, neither 
  Phinneas nor Mayshan knows anything about the ooze 
  (but Mayshan can speculate as described above).  
    
  ENCOUNTER 6: THE 
  EXCHANGE 
  If the PCs teleport back to Nellix adjust the text to reflect 
  that the PCs arrive in the middle of a powerful 
  thunderstorm. 
   
  Your return to Nellix is marred by horrible rain that 
  makes your journey slow and the relief of a roadside 
  inn all the more rejuvenating. It has been two full 
  days since you saw the sun when the lights of Nellix 
  come into view, and within an hour you are trudging 
  up the hillside to the College of Sages and Sorcery. 
  With no one outside, your arrival goes unnoticed 
  until you rap on the door to the archives.  After 
  knocking, you are greeted by a young elven woman 
  who quickly ushers you to a warm dry study, before 
  going to fetch Director D’avros.  
   
  After a few minutes the Director arrives with a 
  large tome under her arm. “How did you fare? Did 
  you find Mayshan?” 
   
  She is very interested in anything Mayshan said, and how 
  they dealt with him. Also she has no problem handing 
  over the book if they offer her the box. 
   
  If the PCs bring up the medallion she will say that it 
  is a very interesting piece. Its style reflects that of the 
  Maure-era Suloise jewelry, and she would very much like 
  to have it for the archives. 
   
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 15 
  By the next morning the storm has broken and the 
  sun returned. You begin making your way back to 
  Leukish with the sun on your faces and the book in 
  tow. 
   
  Development: Proceed to Encounter 7. 
   
  ENCOUNTER 7: LINATHRAE 
  During their time running around retrieving the box to 
  exchange it for the book, the PCs attracted the attention 
  of an elven student within the college. She has contacted 
  some bounty hunters to retrieve the book from the PCs 
  so the Urlirels do not get their hands on it. 
   
  Teleporters:  If the PCs teleport or otherwise head 
  to Leukish immediately in a way that does not provide a 
  night on the road, the assassins attack them while they 
  are awaiting contact, ideally in an out of the way location 
  around town, but in an inn or other public place if 
  necessary.  Adjust the combat as needed. 
   
  Otherwise, this encounter happens as the PCs are 
  traveling to Leukish with the book in their possession:   
   
  Just as Pelor touches the horizon you find a well-
  suited spot to make camp. This small, flat clearing 
  bears the stone circle and flattened grass that marks 
  this as a well used campsite. 
   
  Allow the PCs to set up their campsite in a lightly 
  wooded area. Have the PCs make spot and listen checks 
  to see if they detect the archers.  If they do they may act 
  on the surprise round.  If undetected, the assassins will 
  study their opponents for three rounds so as to be able to 
  start with paralyzing attacks during their surprise round. 
   
  With dinner in your belly, and the last of the day’s 
  light fading, the shadows of the trees and shrubs grow 
  long. The crackle of the fire and your various 
  conversations are all that breaks the silence until the 
  sudden whistle of an arrow and an explosion of 
  arcane energy strikes (insert PC shot). 
   
  Linathrae is the leader of the assassins but she has the 
  same stat block as the other assassin(s) with her. Because 
  of their shadowdancer levels, each assassin (including 
  Linathrae) has a shadow companion.   
   
  APL 10 (EL 14) 
  Linathrae & Assassin (2): hp 72, 72; see Appendix 1.  
  Shadow Companions (2): hp 19, 19; MM 221* 
  APL 12 (EL 16) 
  Linathrae & Assassins (4): hp 72, 72, 72, 72; see 
  Appendix 1.  
  Shadow Companions (4): hp 19, 19; MM221* 
  APL 14 (EL 18) 
  Linathrae & Assassins (2): hp 92, 92; see Appendix 1.  
  Shadow Companions (2): hp 19, 19; MM221* 
  APL 16 (EL 20) 
  Linathrae & Assassins (4): hp 92, 92, 92, 92; see 
  Appendix 1.  
  Shadow Companions (4): hp 19, 19; MM221* 
  * As per the Shadowdancer prestige class (DMG), these 
  Shadow Companions use all the same statistics as 
  Shadows from the Monster Manual with the following 
  exceptions: They lose the ability to create spawn, and 
  they cannot be turned, rebuked, commanded, or 
  destroyed. 
   
  Background and Setup: Linathrae’s band is strictly non-
  lethal. Though they have assassin levels, they are bounty 
  hunter and item retrieval experts not murderers.  All of 
  their attacks will be for subdual. 
   
  This attack occurs at dusk to maximize shadowy 
  illumination. If they PCs have a campfire, this will also 
  increase the amount of shadows the assassins can hide in. 
  Basically, the assassins should be able to use their hide in 
  plain sight ability to hide wherever they please. [Note 
  that the daylight spell does not specifically eliminate 
  shadows.] 
   
  Tactics: Linathrae and her companions will try to remain 
  hidden as much as possible.  At APL 14-16 the assassins 
  start with improved invisibility and will use it to full 
  attack as long as they are not overly worried about being 
  targeted with area affect spells.  Otherwise they will use 
  their shadowdancer abilities to shoot on the run (see 
  below). 
   
  Shooting on the Run: The assassins have to move to 
  use skirmish dice but they have the ability to hide in 
  plain sight and the shot on the run feat.  Their standard 
  tactic is to move 10-15 ft, toward a PC so that they are at a 
  distance of thirty feet, and take a single shot. This shot 
  would get the benefits of both skirmish from moving 
  first, and sneak attack if they weren’t spotted. 
  Immediately after taking a shot they move the remainder 
  of their movement (up to a total of 35 feet) while hiding 
  again.  It is important to use all of their movement to 
  evade any area effect spells that would be targeted where 
  the shooter appeared. 
  
  URD6-06 Under A Stern Gaze 
   
  Page 16 
   
  Note that this is not “sniping” as listed in the PHB.  
  It is instead a strategy addressed in the DnD FAQ.  It is 
  resolved in three parts: 
  1. 
  Roll a hide check* as the assassin first moves.  If this 
  hide beats their target’s spot (and they are within 30 
  feet), they get to use their sneak attack dice. 
  2. 
  Roll a hide check (with a -20) as the assassin attacks.  
  If not spotted any PCs who readied will be forced to 
  attack the square instead of the assassin (50% miss 
  chance).   
  3. 
  If threatened have the Assassin tumble out of the 
  square as she moves away. 
  4. 
  Roll a hide check* as the assassin moves away.  If not 
  spotted the PCs won’t know where the assassin ends 
  up. 
  * If the assassin’s total movement for the round is 20 feet 
  or less they take no penalty on their hide check while 
  moving.  It they move 25-35 feet they have a -5 while 
  moving.  If they move 40 feet they have a -20. 
   
  Shadow 
  Companions: 
  Each 
  assassin 
  can 
  communicate with his, or her, shadow companion.  The 
  shadows will die quickly against magical weapons, so the 
  assassins have them start out attacking opponents blindly 
  from under the ground (they know if they are adjacent to 
  an opponent but have a 50% miss chance).  Alternatively, 
  if there are animal companions or other opponents that 
  are not in close proximity to someone with a magic 
  weapon, they might order a more direct attack.  If clearly 
  losing, the assassins will order their companions to 
  emerge and attack (especially if doing so might turn the 
  tide by providing them a flank or buying them another 
  round).   
   
  Death Attack: The assassins will not use their death 
  attacks; instead they will use the paralysis option to 
  remove PCs from the fight. 
   
  Spells: At APLs 10 & 12, the assassins don’t have that 
  much in the way of spells. They do have a single 
  invisibility that might be useful. Also they do have 
  shadow conjuration that could be use to create a 
  distraction, perhaps in conjunction with ghost sound. 
   
  At APLs 14 & 16, however, the assassins have many 
  more spells at their disposal. Most of these spells are 
  defensive of “buff” type spells that are factored into their 
  “power-up suites”, but take note that they begin the fight 
  with greater invisibility up for seven rounds. During 
  these rounds they will position themselves within 30 feet 
  of their target and make a full attack. 
   
  Development: If the PCs are defeated by Linathrae and 
  her companion(s), they will be left at their campsite and 
  only the box will be taken – Linathrae is disciplined and 
  was sent on a mission; she will not operate outside of it.  
  The PCs are tended to by travelers that come by 
  afterwards and wake as per normal D&D rules.   
   
  When the PCs arrive in Leukish, proceed to 
  Encounter Eight (even if the book was successfully 
  stolen). 
   
  ENCOUNTER 8 
  This encounter begins when the PCs return to Leukish, 
  after attempting to retrieve the book from the college.  
   
  While the PCs were gone, Saphine was contacted by 
  House Urlirel about her progress. She informed them 
  that the PCs, whom she described, are seeking out 
  Torming and the book for her, and they have yet to 
  return. Since the Urlirels want to influence the PCs, they 
  use their contacts to watch for the PCs’ return, and will 
  be notified within a few hours of them doing so. 
   
  If the PCs return during the night or in the evening, 
  this encounter begins the next evening, however if they 
  arrive in the morning, it begins that evening. 
   
  Just as you are sitting down to dinner a courier arrives 
  with a message addressed to your group.  
   
  “Friends, 
   
  I am so very relieved that you have returned. I do 
  hope that you were successful in your errand. 
  Arrangements have been made to give you proper 
  thanks this evening. At midnight please meet me 
  outside the café where we first met. 
   
   
  - Saphine Urlirel” 
   
  The messenger is a mixed human named Ernoh. He did 
  not see the face of the person who gave him the message 
  as she was wearing a hood, but she had a very sweet voice. 
   
  If the PCs follow the letter’s directions, and arrive at 
  the Riverside Café around midnight, read the following. 
   
  It is very dark tonight and, leaving the lights of the 
  city behind, you find yourselves in almost complete 
  darkness. Ahead a small lantern can be seen, and, 
  when you get closer, it appears to be hanging off the 
  side of an open-top carriage near the front. There are 
  two figures sitting in the carriage facing each other. 
  Saphine sits with her back to the front, her face 
  illuminated by the lantern. The other figure is sitting 
  in Saphine’s shadow and can only be seen as a black 
  silhouette. 
   
  Saphine turns toward your groups as you 
  approach. “Oh hello, thank you for coming. Please tell 
  me what has happened. Were you successful?” 
   
  PCs with darkvision see a small lean figure dressed 
  completely in black with a hood over her head.  The 
  other woman in the carriage is Lady Pyn Urlirel (Lich 
  Wiz 18 – 110 hp, standard wizard defensive spells cast – 
  
  URD6-06 Under A Stern Gaze 
   
  Page 17 
  including but not limited to greater mage armor, mind 
  blank, spell turning, spell immunity) who is there to 
  teleport the PCs to meet with Czutaz once their meeting 
  with Saphine is concluded.  If the PCs attempt to attack 
  Lady Pyn, she will take Saphine, and either dimension 
  door or teleport away.  Then they will investigate the PCs 
  and contact them individually if they find that any of 
  them would be sympathetic to House Urlirel or willing 
  to speak with them without violence.  Those that 
  attacked Lady Pyn receive ‘Wanted by the Duchy’ AR 
  entry and lose all favors with House Urlirel. 
   
  Speaking with Saphine 
  Saphine is not exactly comfortable sitting next to this 
  abomination (DC15 Sense Motive check to determine 
  that she is uncomfortable). So the conversation will be as 
  brief as she can make it. First off she wants to know all 
  about the PC’s adventure; she will ask them questions 
  that make them elaborate so she gets the entire story.  
   
  Whether they have the book or not doesn’t really 
  matter; if they do she will be very happy, but if they don’t 
  she will ask them to explain, and, for the most part, will 
  be satisfied with their answer (assuming they are telling 
  the truth) 
   
  Once the conversation is at an end, Lady Pyn will 
  stand and exit the carriage. When you feel the PCs are 
  ready, read the following. 
   
  The black clad figure moves to exit the carriage, and 
  makes her way to the ground. 
   
  “There are some people who would like to thank 
  you personally,” she says, her voice sweet and 
  calming.  
   
  “I’ve been sent to convey you to them, as the 
  journey would be rather perilous, and we would 
  rather their location remained a secret for the time 
  being. If you’d please join hands and form a circle 
  around me we will be on our way,” she says taking a 
  couple steps toward your group. 
   
  The PCs may refuse her request.  There are no 
  repercussions if they do so, although you might remind 
  neutral PCs that they were tasked by the Guardians of the 
  Ruby Skull to find out all they could about House Urlirel 
  before returning to them with information.  If the PCs 
  agree to go with her and form the circle continue. 
   
  Perhaps it is the proximity to this creature, or the 
  night, but you suddenly get a chill running through 
  your body as she begins the incantation. With the 
  uttering of the final words her sleeves are blown back 
  and she places a gaunt skeletal hand on [pick two PCs 
  standing on opposite sides of the circle] chests and there 
  is a gust of wind and a crack of thunder, and you are 
  gone. 
   
  If the PCs wish to resist the teleportation spell they are 
  free to do so.  Proceed to encounter 9 with all willing 
  players.  
   
  ENCOUNTER 9: MEETING 
  THE FAMILY 
  A blur of light and ringing ears accompany your 
  nauseating journey, but that all quickly passes as you 
  soon feel solid stone beneath your feet again. You 
  find yourselves standing on a carving of a griffon, one 
  talon raised; above you a dome of lights that almost 
  resembles the night sky. Around you stand a large 
  number of structures ranging from smaller homes to 
  larger storehouses. All of these are eclipsed in 
  grandeur by a single great cathedral. This structure 
  looks as though it could have been transported 
  directly from the old Suel Imperium. It is a single-
  storey structure, but its height would easily 
  accommodate a two-, or even three-, story home from 
  other cultures. A single set of double doors stretches 
  the height of the structure and stands open before 
  you. Two massive stained-glass windows flank the 
  doors, depicting golden griffons in flight.  
   
  Lady Pyn will attempt to move through the PCs and 
  make her way into the cathedral. If they hesitate she will 
  motion them to follow.  
   
  As you begin reading the following text, consider 
  drawing the room and placing miniatures on the table for 
  the PCs to reference. 
   
  The interior of the great cathedral is as grand as the 
  exterior. Though the lighting is dim, a row of pews 
  can be made out lining the main walkway leading up 
  to the raised platform in the back of the church. 
  Sitting atop this platform are three tables forming a 
  “U” with the open side facing the pews.  
   
  There are three chairs behind each table. Sitting 
  in the middle seat of the table to your left is a Suloise 
  woman wearing a silver holy symbol of a grinning 
  skull (Lady Savani). To her left sits a six and a half foot 
  tall humanoid with hairy skin, feral eyes, and a flat 
  nose and chin (A DC 11 Knowledge: Local check 
  identifies this figure as a hobgoblin). The third and 
  closest chair is empty, but Saphine quickly moves and 
  fills that seat. 
   
  Sitting at the right table in the chair closest to 
  your group is a wiry man with feral features 
  (Zakcaras). Next to him, a chair that at first appeared 
  
  URD6-06 Under A Stern Gaze 
   
  Page 18 
  to be empty is now occupied by a transparent figure, 
  features obscured by a ghostly hood. The wizard that 
  transported your group here quickly fills the 
  remaining chair next to this dark pair. As she does so 
  she removes her hood revealing the visage of an 
  animated corpse, her flesh decayed and her eyes long 
  gone, replaced by pinpoints of necromantic light. A 
  smile, at least you think it is a smile plays across her 
  “lips” as her gaze moves from you to the woman 
  standing behind the center table.  
   
  Like the other two, the center table has three 
  chairs, the one on your left sits empty, on the right 
  another gaunt corpse in black and gold robes eyes 
  your group (Lord Ceres). In the center stands a 
  woman, her skin is stretched tight across her face, her 
  piercing blue eyes remain, but they sit deep within 
  decaying sockets. She speaks, and her voice is deep 
  and raspy, but her words, tone, and mannerisms 
  convey a sense of joy and enthusiasm. “Greetings, I 
  am Lady Czutaz Urlirel, might I have your names?” 
   
  After the PCs introduce themselves she continues. 
   
  “We are very thankful for what you have done for 
  Saphine. Many have tried to locate belongings lost to 
  thieves or the passage of time, but few have met with 
  any success, and so you have our thanks, but on to the 
  matter at hand. I asked Lady Pyn to fetch you so that 
  we could conclude one bit of business and I could 
  propose another. 
   
  You have something we want, the ability to tell 
  the populace about us. In exchange I am offering the 
  knowledge that many in the Duchy so desperately 
  want to know. Our goals, our members, and our 
  history, what little there is of it, is yours, and what we 
  want in return is for you to tell the public what you 
  learn. We want the outside world to know we are not 
  all the monsters we have been made out to be. We 
  strike terror in the denizens of this land, and so we 
  hide here. But not all that bear our family name are as 
  I am, many are like Saphine and should be able to 
  take their rightful place as the nobles they are!” 
   
  PCs with spot checks over +15 will notice figures hiding 
  in the shadows around the edges of the room. These 
  figures are Hobgoblins.  
   
   
  Questions for Czutaz: 
   
  What the hell are you? 
  “Cursed into undeath, but scholars and the clergy 
  would call me, and many of my kin, liches”. 
   
  How did you become a lich? 
  “As you know the history of our House is incomplete. 
  In 5110 SD a ritual was performed; something went 
  terribly wrong and all the participants were killed. I 
  and many others next awoke in these accursed forms. 
  Bound into undeath, and we to this day have not 
  discovered why. 
   
  Later we discovered that this curse extended 
  beyond those involved in the ceremony to all the 
  living members of the house.” 
  (A DC 20 Sense Motive will determine that she is hiding 
  something.) 
   
  Then where did all these living Urlirels come from? 
  “Some of the more devout members of the house, like 
  Saphine, received a vision from the Stern Lady 
  instructing them to take their own lives and be spared 
  this curse.  We have since sought them out and 
  brought them back to replenish the House.” 
  (A DC 20 Sense Motive will determine that she is telling 
  the truth.) 
   
  So why didn’t the Stern Lady save everyone? 
  “She will not tell us, so we have to guess. Perhaps we 
  angered her; perhaps she wanted to make an example 
  of us. Whatever the case, she has turned us into the 
  thing she despises the most.” 
  (A DC 20 Sense Motive will determine that she is not 
  sure, but perhaps hiding something.) 
   
  Where are we? 
  “Far below the surface, near the Cairn Hills; we have 
  constructed a small but quaint country estate of sorts 
  here.” 
  (A DC 20 Sense Motive will determine that she is telling 
  the truth.) 
   
  Can I see if you are Evil? 
  “Of course, though I will save you the trouble, and 
  tell you that only my cousin Zakcaras here [gesturing 
  at the man with the feral features to her left] contains a 
  malign spirit. There are a few of our kin that harbor a 
  similar taint, though you will find the vast majority 
  follow 
  the 
  Stern 
  Lady’s 
  teaching of balance 
  [neutrality].” 
  Lady Czutaz, Pyn and Ceres are in fact evil also, but they 
  are concealing their alignment (and all divinations 
  directed at them) with a mind blank spell.  (A DC 30 
  Sense Motive will determine that she is hiding 
  something.) 
   
  Why would you allow Evil people to reside here? 
  “This estate is home to all Urlirels. All who are of the 
  House are welcome here. It’s not like we are the only 
  nobles with unclean souls or skeletons in the closet.” 
  
  URD6-06 Under A Stern Gaze 
   
  Page 19 
  (A DC 25 Sense Motive will determine that she is hiding 
  something.) 
   
  So what happened after the ritual? 
  “There are no historical records of what went on after 
  the ritual, but we have pieced together a little bit of 
  information. Most of us that were cursed awoke 
  entombed, but a select few made their way back out 
  into the world.  
   
  We, or more precisely, the church of Wee Jas 
  recovered the journal of one of the cursed. It states 
  that he had made contact with several other members 
  of the house that were also transformed, and their 
  concerns about reentering society. It goes on about 
  he could not make contact with many of the other 
  members of the house, and that as time went on he 
  began losing contact with some of the cursed 
  members. Then, through some taxing spell casting he 
  discovered that the remnants of the church of Wee 
  Jas were hunting down these transformed members 
  as if they were common undead abominations.” 
  (A DC 30 Sense Motive will determine that she is hiding 
  something.) 
   
  So what was this ritual all about? 
  We were attempting to protect our House and the 
  Duchy from the inimical invasions of the Baklunish 
  that had so recently devastated the homeland that we 
  had emigrated from.  Our House spent the long time 
  of the migration protecting our fellow travelers from 
  the harsh conditions and the predators as well as 
  ministering to the needy. 
  (A DC 35 Sense Motive will determine that she is hiding 
  something.) 
   
  What groups/ who would like to see you gone? 
  “Well the Duke didn’t like the idea that we might 
  legally own one third of the Duchy, yet we remain 
  loyal to him as the lawful ruler of the proper Urnst 
  state that remains. Many of the other nobles that 
  strive for power are threatened by the return of our 
  bloodline. Also the current church of Wee Jas sees 
  many of us as abominations in the eyes of the dark-
  eyed goddess, and would like nothing more then to 
  return us to the grave.” 
  (A DC 15 Sense Motive will determine that she is angry.  
  A DC 25 Sense Motive will reveal that this is partially 
  true.) 
   
  But you don’t really have a bloodline do you? 
  “We are the first generation of the second coming of 
  House Urlirel, and as we speak there are a few infants 
  about and several of the other women are with child. 
  It is just a matter of time before we are a strong 
  enough to seek marriages with other noble houses.” 
   
  How did Juma come back? 
  “We do not know; Juma contacted us when the House 
  began to re-emerge”.   
  (A DC 30 Sense Motive will determine that she is hiding 
  something.) 
   
  So the church of Wee Jas wiped you out once already? 
  “Yes after the ritual any of the transformed members 
  caught by their followers were executed for being 
  abominations.  
   
  And now rumors stir that they are going to try 
  again, but this time we are ready. Round two will go 
  to us.” 
  (A DC 30 Sense Motive will determine that she is hiding 
  something and that this is not entirely the truth.) 
   
  What makes you so confident? 
  “The church may have regained much of the 
  patronage and business they had before the temple 
  coalition revolt, but they are still physically weak. 
  The Guardians, as skilled as they may be, are too few 
  to take us on by themselves.” 
   
  The Guardians? 
  “The Guardians of the Ruby Skull; they are the 
  church’s undead slayers. They are the ones that 
  hunted and killed our members a thousand years ago 
  after the ritual.” 
  (A DC 20 Sense Motive will determine that she is telling 
  the truth.) 
   
  When the conversations reaches its end Czutaz motions 
  the PCs forward and asks that each one stand in front of 
  her to be saluted, then move to Saphine and receive a 
  token of thanks.  
   
  During this exchange Lady Savani, who has been 
  sitting next to Saphine, will plant a letter in one of the 
  PC’s pockets. If all of the PCs received the Favor of House 
  Urlirel introduction, then no one will receive the letter.  
   
  After everyone has been saluted, Lady Pyn will 
  teleport the party back to the carriage by the café. 
   
  Troubleshooting:  If the PCs try to attack the liches, 
  make it clear to them that there are a lot of powerful 
  creatures in this room.  They are in the heart of the 
  Urlirel fortress with no idea where they are and 
  surrounded by potential enemies.   
   
  Assume that the cathedral is warded by powerful 
  spells that any high level caster could and would cast.  
  Assume that all of the creatures in the room are similarly 
  protected with spells such as contingency, spell turning, 
  
  URD6-06 Under A Stern Gaze 
   
  Page 20 
  mind blank, nondetection, and wearing appropriate 
  magical items like a ring of counterspells for dimensional 
  magic, disintegrate, feeblemind and the like.   
   
  Needless to say if the PCs decide to fight, they will 
  likely take out one or two of the low level minions of the 
  Urlirels, but the high level Urlirels will escape.  The PCs 
  will be stabilized or subdued and returned to Leukish, 
  where they will be tended by the Guardians of the Ruby 
  Skull.   
   
  However, the Urlirels will use their resources to 
  fabricate a believable story about the PCs that results in 
  the PCs that participated in the fight (other than purely 
  curative actions while attempting to reason with other 
  PCs – use your judgment) receiving the ‘Wanted by the 
  Duchy’ AR entry and losing all favors with House Urlirel. 
   
  Development: The only thing left is to report back to the 
  Guardians of the Ruby Skull. Let the PCs decide how and 
  when they want to go there. If they decide to go in the 
  morning, give the player that received the letter Player 
  Handout 5, otherwise they will find it some time after 
  they give their report.  They may return to the Church of 
  Wee Jas after they find the letter should they wish to 
  speak to the Guardians of the Ruby Skull about the letter. 
   
   
  CONCLUSION 
  Reporting their findings doesn’t have to be a big 
  production, and can really take place off camera. If the 
  PCs wish to be secretive and send messages to Elbaan and 
  have a secret meeting improvise an encounter; if they 
  simply go to the temple of Wee Jas and ask for Elbaan 
  that works too. 
   
  The only potential problem is having supporters of 
  the Urlirels gaining access to the note from Lady Savani. 
  It may be necessary to take that PC aside and ask them 
  how they handle the note, and who they tell about it.  If 
  they tell any of the Urlirels about it (other than Saphine), 
  they will receive the appropriate AR entry. 
   
  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 5 (B&C) 
  Option A: Combat and Traps 
  Defeating Mayshan & Pets: 
  APL 10   
   
           390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
  Surviving or Disarming the trapped crate and box: 
  APL 10  
  270 XP 
  APL 12  
  330 XP 
  APL 14  
  390 XP 
  APL 16  
  450 XP 
   
  Option B: Negotiation and Combat 
  Successfully negotiating with Mayshan for the Jewelry 
  box: 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
  Defeating the Ooze after negotiating with Mayshan: 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  Encounter 7 
  Kept the book: 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
  APL 16  
  600 XP 
  Lost the book (3/4 reward): 
  APL 10  
  315 XP 
  APL 12  
  360 XP 
  APL 14  
  405 XP 
  APL 16  
  455 XP 
   
  Discretionary roleplaying award 
  APL 10  
  375 XP 
  APL 12 
  435 XP 
  APL 14 
  495 XP 
  APL 16 
  550 XP 
   
  Total possible experience: 
  APL 10  
  1350 XP 
  APL 12 
  1575 XP 
  APL 14 
  1800 XP 
  APL 16 
  2025 XP 
  
  URD6-06 Under A Stern Gaze 
   
  Page 21 
   
  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.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
  All APLs: Coin: 400 gp 
   
  Encounter 1:  
  All APLs: Coin: 100 gp 
   
  Encounter 5B: 
  APL 10:  Loot: 1.25 gp; Coin 0 gp; Magic: 3800gp – potion 
  of cure moderate wounds (25 gp ea), spell storing dagger 
  +1 (692 gp ea), headband of intellect +4 (1333 gp), vest of 
  resistance +3 (750 gp ea), ring of protection +2 (666 gp 
  ea), ring of counterspells (333 gp ea) 
  APL 12:  Loot: 1.25 gp; Coin 0 gp; Magic: 4517 gp – 2 
  potions of cure moderate wounds (25 gp ea), 2 spell 
  storing dagger +1 (692 gp ea), headband of intellect +4 
  (1333 gp), vest of resistance +3 (750 gp ea), ring of 
  protection +2 (333 gp ea), ring of counterspells (333 gp 
  ea)  
  APL 14:  Loot: 1.25 gp; Coin 0 gp; Magic: 4517 gp – 2 
  potions of cure moderate wounds (25 gp ea), 2 spell 
  storing dagger +1 (692 gp ea), headband of intellect +4 
  (1333 gp), vest of resistance +3 (750 gp ea), ring of 
  protection +3 (750 gp ea), ring of counterspells (333 gp 
  ea), ring of freedom of movement (3333 gp)  
  APL 16: Loot: 1.25 gp; Coin 0 gp; Magic: 7850 gp – 2 
  potions of cure moderate wounds (25 gp ea), 2 spell 
  storing dagger +1 (692 gp ea), headband of intellect +4 
  (1333 gp), vest of resistance +3 (750 gp ea), ring of 
  protection +3 (750 gp ea), ring of counterspells (333 gp 
  ea), ring of freedom of movement (3333 gp)  
   
  Encounter 7: 
  APL 10: Loot: 30 gp; Coin: 0 gp; Magic: 2533 – 2 merciful 
  composite longbow (16 str) +1 (725gp ea.), 2 gloves of 
  dexterity +2 (333gp ea.), 2 cloak of elvenkind (208 gp ea.);  
  APL 12: Loot: 60 gp; Coin: 0 gp; Magic: 5066.7 gp – 4 
  merciful composite longbow (16 str) +1 (725gp ea.), 4 
  gloves of dexterity +2 (333gp ea.), 4 cloak of elvenkind 
  (208 gp ea.) 
  APL 14: Loot: 30 gp; Coin: 0 gp; Magic: 4200 gp – 2 
  merciful composite longbow (16 str) +2 (1558 gp ea.), 2 
  headband of intellect +4 (1333gp ea.), 2 cloak of 
  elvenkind (208 gp ea.)  
  APL 16: Loot: 60 gp; Coin: 0 gp; Magic: 8460 gp – 4 
  merciful composite longbow (16 str) +2 (1558gp ea.), 4 
  headband of intellect +4 (1333 gp ea.), 4 cloak of 
  elvenkind (208 gp ea.)  
   
  Total Possible Treasure 
        APL 10: Loot: 31.25 gp; Coin: 500 gp; Magic: 6333.5 
  gp; Total: 6864.75 (cap 2300, overcap 4564.75) gp 
   
  APL 12: Loot: 61.25 gp; Coin: 500 gp; Magic: 9583.7 
  gp; Total: 10144.9 (cap 3300, overcap 6844.9) gp 
   
  APL 14: Loot: 31.2 gp; Coin: 500 gp; Magic: 14050.3 
  gp; Total: 14851.5 (cap 6600, overcap 7981.5) gp 
   
  APL 16: Loot: 61.25 gp; Coin: 500 gp; Magic: 20250 
  gp; Total: 20811.5 (cap 9900, overcap 10911.5) gp 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 22 
  Special 
  The Favors/ Influence rewards from this module are in a 
  slightly different format. The PCs will be awarded 
  multiple favors depending on the objectives completed 
  during their travels. Award favors separately for each PC 
  in the case that some accepted the invitation to 
  participate in Encounter 9 and others did not. Add up the 
  total number that they receive and note it on their AR: 
   
  Favors with the Guardians of the Ruby Skull: 
  • 
  Keeping secret the PCs connection to the 
  Guardians. (one favor) 
  • 
  Accurately reporting all interactions with 
  Saphine Urlirel (one favor). 
  • 
  Accurately reporting the meeting with Czutaz. 
  (one favor) 
  • 
  Delivering Lady Savani’s letter. (one favor) 
   
  Favors with House Urlirel: 
  • 
  Retrieving the book for Saphine. (one favor) 
  • 
  Returning either the box or the medallion to 
  Saphine. (one favor) 
  • 
  Presenting Czutaz to the Guardians in a 
  favorable light. (one favor) 
  • 
  Committing to spread the good name of House 
  Urlirel. (one favor) 
   
  Favors with the College of Sages and Sorcery: 
  • 
  Donating Saphine’s medallion to the College of 
  Sages and Sorcery (one favor). 
  • 
  Giving the jewelry box over to the College of 
  Sages and Sorcery (one favor). 
  • 
  Killing Mayshan (one favor). 
  • 
  Returning Mayshan’s Spellbook and any other 
  college property found with him. (one favor) 
   
  Here is what will appear on the AR, the number in 
  parentheses shows the point cost for that item: 
   
  Any of the following favors may be spent to receive the 
  regional access listed beneath them.  The favor cost is 
  listed in parentheses after each item. 
   
  ___ favor(s) with the Guardians of the Ruby Skull.  
  Spend for regional access to:  Bane (undead) weapon 
  enhancement (1); Scroll of Restoration (1); Scroll of 
  Disrupting Weapon (1); Phylactery of Undead Turning 
  (1); Casting of Resurrection for the cost of the material 
  component (can only be redeemed in an URD regional 
  adventure or if one additional TU is spent) (3). 
   
  ___ favor(s) with House Urlirel.  Spend for regional 
  access to: Wee Jas’s Book of Law (1); Figurine of 
  Wondrous Power: Bronze Griffon (1); Staff of Fire (2); 
  Staff of Frost (4).  As long as at least three favors are 
  retained, the PC is considered a “Friend of House Urlirel” 
  (see the Houses of the Duchy meta-org). 
   
  ___ favor(s) with the College of Sages and Sorcery. 
  Spend for regional access to:  Any two spells from the 
  PHB scribed into the PC’s spellbook for free (1); Any core 
  spell scribed into the PC’s spellbook at normal cost (1); 
  Rod of Extend (2); Lesser Rod of Quicken (2); Ring of 
  Wizardry (level 1) (2). 
   
  Wee Jas’ Book of Law: This item functions exactly like a 
  Boccob’s Blessed Book except for the large skull on the 
  cover. 
   
  Enmity of the Faithful Urlirel: Because of your actions 
  Czutaz is aware of Lady Savani’s betrayal. You have 
  exposed the faithful Urlirel’s existence, and there will be 
  repercussions.  
   
  Voice for the Dead: This PC has agreed to spread the 
  good name of House Urlirel. 
   
  Wanted by the Duchy: If this character passes 
  undisguised through Leukish, Nellix, Upper Seltaren, or 
  Splendorril, there is a 50% chance that someone reports 
  them as wanted. They are then captured by a crack team 
  of Shadow Bears (after the adventure) and sentenced, 
  losing 6 TU and 1,000 gp.  Disguised characters must 
  make a Disguise check (DC 10 + character level) or are 
  treated as if undisguised (above). Sentence served on AR 
  #: ___ 
  Please note that the PCs may not get access to the items 
  contained below unless they fight Mayshan – see the 
  treasure summary for Encounter 5B. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 10: 
  • 
  +1 Merciful Composite Longbow [16 Str] 
  (Adventure; DMG; 8,700 gp) 
  • 
  +1 Spell Storing Dagger (Adventure, DMG, 
  4,302 gp) 
  • 
  Headband of Intellect +4 (Adventure; DMG; 
  16,000 gp) 
  • 
  Vest of Resistance +3 (Adventure; CV; 9,000 gp) 
  • 
  Ring of Counterspells (Adventure; DMG; 4,000 
  gp) 
  • 
  Bracers of Armor +3 (Adventure; DMG; 9,000 
  gp) 
  
  URD6-06 Under A Stern Gaze 
   
  Page 23 
  • 
  Ring of Protection +2 (Adventure; DMG; 4,000) 
  • 
  Metamagic Rod of Lesser Extend (Adventure; 
  DMG; 3,000 gp)  
   
  APL 12 (all of APL 10 plus the following): 
  • 
  Cape of the Mountebank (Adventure; DMG; 
  10,080 gp)  
  • 
  Figurine of Wondrous Power, Onyx Dog 
  (Adventure; DMG; 15,500 gp) 
   
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  +2 Merciful Composite Longbow [16 Str] 
  (Adventure; DMG; 18,700 gp) 
  • 
  Bracers of Armor +4 (Adventure; DMG; 16,000 
  gp) 
  • 
  Ring of Protection +3 (Adventure; DMG; 9,000 
  gp) 
   
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  Staff of Frost (Adventure; DMG; 56,250 gp) 
  • 
  Ring of Freedom of Movement (Adventure; 
  DMG; 40,000 gp) 
  
  URD6-06 Under A Stern Gaze 
   
  Page 24 
  APPENDIX 1: NPCS 
  APL 10 
  ENCOUNTER 5B: A DARK AND 
  SMELLY PLACE 
  Mayshan Reydrich: Male Suel Wiz 7/Ali 6; CR 13; 
  Medium Humanoid (Human, Suel); HD13d4+29; hp 
  76 (61 plus 15 temporary); Init +5; Spd 30 ft.; AC 17 
  (touch 14, flat-footed 16); Base Atk +6/+1; Grp +5;  
   
  Atk +5 melee (touch spells) or +7 ranged (ranged 
  touch spells);  
   
  Full Atk; Atk +5/+0 melee (touch spells) or +7/+2 
  ranged (ranged touch spells);  
   
  SQ Alien blessing, summon alien, Mad Certainty, 
  Pseudonatural Familiar, Extra Summoning;  
   
  AL CN; SV Fort +10, Ref +9, Will +15; Str 8, Dex 
  12, Con 14, Int 21, Wis 12, Cha 11.  
   
  Skills and Feats: Concentration +18 (16 ranks, 2 
  con), Knowledge (arcana) +21 (16 ranks, 5 int), 
  Knowledge (dungeoneering) +9 (4 ranks, 5 int), 
  Knowledge (geography) +9 (4 ranks, 5 int), Knowledge 
  (history) +9 (4 ranks, 5 int), Knowledge (nobility) +10 
  (5 ranks, 5 int), Knowledge (religion) +9 (4 ranks, 5 
  int), Knowledge (the planes) +21 (16 ranks, 5 int), 
  Knowledge (local – core) +10 (5 ranks 5 int), 
  Knowledge (local – MR IV) +11 (6 ranks, 5 int), 
  Spellcraft +23 (16 ranks, 5 int, 2 syn); Augment 
  Summoning (3), Combat Casting (1), Greater Spell 
  Penetration (9), Improved Initiative (12), Scribe Scroll, 
  Silent Spell (wis5), Spell Focus (Conjuration) (1), Spell 
  Penetration (6), Sudden Maximize (ali3). Languages: 
  Common, Draconic, Dwarven, Elven, Ignan, Infernal, 
  Ancient Suloise. 
   
  Spells Prepared (4/6/5/5/5/4/2/2 base DC = 15 + 
  spell level, Conjuration = 16 + spell level): 0—[detect 
  magic, detect poison, open/close, prestidigitation]; 
  1st—[lesser orb of acid, mage armor(2), magic missile, 
  protection from evil, ray of enfeeblement]; 2nd—[false 
  life, glitterdust, resist energy, scorching ray, see 
  invisibility]; 3rd—[dispel magic (2), displacement, 
  fireball, protection from energy]; 4th—[invisibility 
  (greater), silent dispel magic (2), stone skin, wall of 
  fire]; 5th—[cone of cold, dominate person, silent 
  evard’s black tentacles, wall of force]; 6th—[bigby’s 
  forceful hand, disintegrate]; 7th—[finger of death, 
  summon monster VII]. 
   
  Possessions: headband of intellect +4, vest of 
  resistance +3, ring of protection +2, ring of 
  counterspells (dispel magic, greater), spell component 
  pouch (2), scholar’s outfit. 
   
  Spellbook: 
  1st—charm 
  person, 
  color 
  spray, 
  comprehend languages, endure elements, enlarge 
  person, hypnotism, lesser orb of acid, lesser orb of 
  sound, mage armor, magic missile, protection from 
  evil, ray of enfeeblement, reduce person, shield, 
  summon monster I, true strike; 2nd—alter self, 
  blindness/deafness, blur, darkvision, detect thoughts, 
  false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, 
  mirror image, obscure object, protection from arrows, 
  resist energy, scare, scorching ray, see invisibility, 
  spectral hand, summon monster II, summon swarm, 
  touch of idiocy, web; 3rd— daylight, deep slumber, 
  dispel magic, displacement, fireball, fly, haste, 
  lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon 
  monster III, tongues, vampiric touch; 4th—arcane eye, 
  crushing despair, dimension door, enervation, evard’s 
  black 
  tentacles, 
  fireshield, 
  globe 
  of 
  lesser 
  invulnerability, ice storm, invisibility (greater), locate 
  creature, 
  phantasmal 
  killer, 
  polymorph, 
  Rary’s 
  mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th—baleful 
  polymorph, break enchantment, cloudkill, cone of 
  cold, 
  contact 
  other 
  plane, 
  dominate 
  person, 
  feeblemind, hold monster, mind fog, overland flight, 
  passwall, prying eyes, summon monster V, telekinesis, 
  teleport, wall of force, wall of stone, waves of fatigue; 
  6th—acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, repulsion, shadow walk, 
  summon monster VI, wall of iron; 7th—finger of 
  death, power word blind, reverse gravity, waves of 
  exhaustion, vision. 
   
  Precast: false life, mage armor 
   
  Power-up Suite: (Prepared - resist energy (fire), 
  protection from energy (electricity), stone skin, see 
  invisibility, summon monster VII); SQ: DR/10 
  adamantine, resist fire 30, protection from electricity 
  (120), see invisibility  
   
  Summon Monster VII: 
  Pseudonatural Girallon: CR 7; Large Outsider; HD 
  7d10+34; hp 78; Init +3; Spd 40 ft; AC 16 (touch 12, flat-
  footed 16) [-1 size, +3 Dex, +4 Natural]; Base Atk +7; 
  Grp +19;  
   
  Atk +14 melee (1d4+8 claw);  
   
  Full Atk 4 claws +14 melee (1d4+8) and bite +9 
  melee (1d8+4);  
   
  Space/Reach 10ft/10ft; SA true strike, Rend 
  2d4+16; SQ Darkvision 60ft, low-light vision, scent, DR 
  
  URD6-06 Under A Stern Gaze 
   
  Page 25 
  5/magic, resist 5 acid, electricity, SR 17, Alternate 
  Form;  
   
  AL CE; SV Fort +9, Ref +8, Will +5; Str 26, Dex 17, 
  Con 18, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats:  Climb +16, Move Silently +8, 
  Spot +6; Iron Will, Toughness (2). 
   
  Rend(Ex):  A girallon that hits with two or more 
  claw attacks latches onto the opponent’s body and tears 
  the flesh.  This attack automatically deals an extra 
  2d4+16 points of damage.   
   
  Skills: A girallon has a +8 racial bonus on Climb 
  checks and can always take a 10 on climb checks even 
  if rushed or threatened.   
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Pseudonatural Lamia, advanced: CR 9; Large 
  Outsider; HD 13d10+26; hp 117; Init +3; Spd 60 ft; AC 
  19 (touch 13, flat-footed 16) [[+3 Dex, –1 size, +7 
  natural]]; Base Atk +13; Grp +21;  
   
  Atk +17 melee touch (1d4 Wisdom drain) or +18 
  melee (1d4+4/19-20 +1 spell storing dagger) or +17 
  claw (1d4+4); 
   
  Full Atk; +17 melee touch (1d4 Wisdom drain) or 
  +18/+13 melee (1d4+4/19-20 +1 spell storing dagger) 
  and 2 claws +17 (1d4+4);  
   
  Space/Reach 10ft/5ft; SA true strike, Wisdom 
  drain, Spell-like abilities, Spell storing dagger (touch of 
  idiocy DC 17); SQ DR 10/magic, resist 15 
  acid/electricity, SR 23, darkvision 60ft, low-light 
  vision, Alternate form;  
   
  AL CE; SV Fort +9, Ref +11, Will +8; Str 18, Dex 
  16, Con 12, Int 13, Wis 15, Cha 12. 
   
  Skills and Feats: Bluff +17, Concentration +13, 
  Diplomacy +3, Disguise +1, Hide +14, Intimidate +3, 
  Spot +14; Dodge, Iron Will, Mobility, Spring Attack, 
  Improved Toughness 
   
  Wisdom Drain (Su):  A lamia drains 1d4 points of 
  Wisdom each time it hits with a melee touch attack. 
  (Unlike with other kinds of ability drain attacks, a 
  lamia does not heal any damage when it uses its 
  Wisdom drain).  Lamias try to use this power early in 
  an encounter to make foes more susceptible to charm 
  monster and suggestion. 
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Spell-like Abilities:  At will—disguise self, 
  ventriloquism;  3/day—charm monster (DC 15), major 
  image (DC 14), mirror image, suggestion (DC 14); 
  1/day—deep slumber (DC 14).  Caster level 13
  th.  The 
  save DCs are Charisma based   
   
  Possessions:  potion of cure moderate wounds, +1 
  spell storing dagger 
   
  Power up Suite: (From Mayshan-mage armor), 
  AC 23, touch 13, flat-footed 20.   
   
  ENCOUNTER 5C:  AN UNPLEASANT 
  MASS 
  Arcane Ooze, advanced: CR 12; Huge ooze; HD 
  27d10+216; hp 364; Init -5; Spd 20 ft, Climb 20ft; AC 3 
  (touch 3, flat-footed 3); Base Atk +20; Grp +35;  
   
  Atk +25 slam (2d6+10+2d6 acid;  
   
  Space/Reach 
  15ft/15ft 
  SA 
  Acid, 
  Constrict 
  2d6+10+2d6 acid, improved grab, spell siphon DC 25 
  Fort; SQ Blindsight 60ft, immunity to magic, ooze 
  traits;  
   
  AL N; SV Fort +17, Ref +4, Will +4; Str 25, Dex 1, 
  Con 26, Int -, Wis 1, Cha 1. 
   
  Skills and Feat:  Climb +15  
   
  Acid (Ex):  An arcane ooze secretes a digestive 
  acid that dissolves only flesh.  Any successful hit in 
  melee or a constrict attack by the creature deals and 
  additional 2d6 points of acid damage. 
   
  Constrict (Ex):  An arcane ooze deals automatic 
  slam damage ad acid damage with a successful grapple 
  check. 
   
  Improved Grab (Ex):  To use this ability, an 
  arcane ooze must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Spell Siphon (Su):  An arcane ooze exerts a 
  strange pull on arcane spell energy.  Any time an 
  arcane spellcaster begins his turn within 60ft of an 
  
  URD6-06 Under A Stern Gaze 
   
  Page 26 
  arcane ooze, he must make a DC 25 Fortitude save or 
  lose a random spell of the highest spell level that he 
  has available.  For every spell lost in this manner, the 
  arcane ooze gains temporary hit points equal to 5 x the 
  level of the spell lost.  These temporary hit points are 
  lost after 1 hour.  Line of effect between the spellcaster 
  and the arcane ooze is necessary in order for this ability 
  to work.  The save DC is constitution based. 
   
  Immunity to Magic (Ex):  An arcane ooze is 
  immune to any spell or spell like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below: 
   
  A magical attack that deals electricity damage 
  increases the arcane ooze’s speed as if it had been 
  affected by a haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of an amount of damage equal to half the 
  acid damage that the spell would have normally 
  caused. 
   
  Skills:  An arcane ooze has a +8 racial bonus on 
  climb checks and can always take choose to take 10 on 
  a climb check, even if rushed or threatened.     
   
  Possessions: None. 
   
  ENCOUNTER 7:  LINTHRAE 
  Assassins: Male/Female Wood Elf Scout 5/ 
  Assassin 3/ Shadowdancer 4; CR 12; Medium 
  Humanoid (Elf); HD 5d8+3d6+4d8+12;hp 72; Init +6; 
  Spd 40 ft; AC 18, touch 15, flat-footed 18 (+3 Armor, +5 
  Dex, +1 when skirmishing); Base Atk +8; Grp +11;   
   
  Atk +11 melee (1d4+3 dagger) or +14 ranged 
  (1d8+1d6+4 merciful comp. longbow);  
   
  Full Atk +14/+9 ranged (1d8+1d6+4 merciful 
  comp. longbow); 
   
  SA: death attack (DC 15), hide in plain sight, 
  poison use, shadow illusion, shadow jump, skirmish 
  +2d6, sneak attack +2d6, summon shadow; SQ battle 
  fortitude, darkvision, evasion, fast movement, poison 
  resistance +1, trackless step, trapfinding, uncanny 
  dodge, improved uncanny dodge;  
   
  AL NE; SV Fort +5, Ref +16, Will +4; Str 16, Dex 
  21, Con 12, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Disguise +9, Hide +25, Jump +17, 
  Move Silently +20, Perform (Dance) +8, Search +16, 
  Sense Motive +9, Spot +10, Survival +9, Tumble +22; 
  Combat Reflexes, Dodge, Mobility, Point Blank Shot, 
  Shot on the Run, Track 
   
  Languages: Common, Elven, Sylvan 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a +10 foot enhancement bonus to her base 
  land speed. See the monk class feature, page 41 of the 
  Player’s Handbook. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Hide in Plain Sight (Su): A shadowdancer can 
  use the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3rd level, she can create visual illusions from 
  surrounding shadows. This ability’s effect is identical 
  to that of the arcane spell silent image and may be 
  employed once per day. 
   
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is that 
  the magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can jump 
  up to a total of 20 feet each day in this way; this may be 
  a single jump of 20 feet or two jumps of 10 feet each. 
  This amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. 
   
  Spells Known (3/1; base DC = 12 + spell level): 
  1st—[disguise self, ghost sound, true strike]; 2nd—
  [cat’s grace, invisibility]. 
   
  Possessions: masterwork studded leather armor, 
  dagger, +1 merciful composite longbow (Str 16), 60 
  arrows; gloves of dexterity +2, cloak of elvenkind 
  
  URD6-06 Under A Stern Gaze 
   
  Page 27 
  APL 12 
  ENCOUNTER 5B:  A DARK AND 
  SMELLY PLACE 
  Mayshan Reydrich: Male Suel Wiz 7/Ali 7; CR 14; 
  medium humanoid (Human, Suel); HD14d4+28; hp 78 
  (63 plus 15 temporary); Init +5; Spd 30 ft.; AC 17 (touch 
  13, flat-footed 16) +2 Deflection, +4 Armor, +1 Dex; 
  Base Atk +6/+1; Grp +5;  
   
  Atk +5 melee (touch spells) or +7 ranged (Ranged 
  touch spells);  
   
  Full Atk; Atk +5/+0 melee (touch spells) or 
  +7/+2ranged (ranged touch spells);  
   
  SQ alien blessing, summon alien, mad certainty, 
  pseudonatural familiar, extra summoning;  
   
  AL CN; SV Fort +10, Ref +9, Will +15; Str 8, Dex 
  12, Con 14, Int 21, Wis 12, Cha 11.  
   
  Skills and Feats: Concentration +19, Knowledge 
  (arcana) 
  +22, 
  Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge (geography) +10, Knowledge (history) +9, 
  Knowledge (nobility) +10, Knowledge (religion) +9, 
  Knowledge (the planes) +22, Knowledge (local – core) 
  +10, Knowledge (local – MR IV) +11, Spellcraft +24; 
  Augment Summoning, Combat Casting, Greater Spell 
  Penetration, Improved Initiative, Scribe Spell, Still 
  Spell, Silent Spell, Spell Focus (Conjuration), Spell 
  Penetration, Sudden Maximize. Languages: Common, 
  Draconic, Dwarven, Elven, Ignan, Infernal, Ancient 
  Suloise. 
   
  Spells Prepared (4/6/5/5/5/4/3/3 base DC = 15 + 
  spell level, Conjuration = 16 + spell level): 0—detect 
  magic, detect poison, open/close, prestidigitation; 
  1st—lesser acid orb, mage armor(3), magic missile, ray 
  of enfeeblement; 2nd—false life, glitterdust, resist 
  energy, scorching ray, see invisibility; 3rd—dispel 
  magic (2), displacement, fireball, protection from 
  energy; 
  4th—invisibility 
  (greater), 
  silent 
  dispel 
  magic(2), stone skin, wall of fire; 5th—cone of cold, 
  dominate person, silent evard’s black tentacles, wall of 
  force, 
  cloudkill; 
  6th—bigby’s 
  forceful 
  hand, 
  disintegrate, greater dispel magic; 7th—finger of 
  death, prismatic spray, summon monster VII 
   
  Possessions: headband of intellect +4, vest of 
  resistance +3, ring of protection +2, ring of 
  counterspells (dispel magic, greater), spell component 
  pouch (2), scholar’s outfit. 
   
   
  Spellbook: 1st—charm person, color spray, 
  comprehend languages, endure elements, enlarge 
  person, hypnotism, lesser acid orb, lesser sonic orb, 
  mage armor, magic missile, protection from evil, ray of 
  enfeeblement, reduce person, shield, summon monster 
  I, true strike; 2nd—alter self, blindness/deafness, blur, 
  darkvision, detect thoughts, false life, flaming sphere, 
  fox’s cunning, glitterdust, invisibility, knock, locate 
  object, melf’s acid arrow, mirror image, obscure object, 
  protection from arrows, resist energy, scare, scorching 
  ray, see invisibility, spectral hand, summon monster II, 
  summon swarm, touch of idiocy, web; 3rd— daylight, 
  deep slumber, dispel magic, displacement, fireball, fly, 
  haste, lightning bolt, magic circle against evil, phantom 
  steed, protection from energy, secret page, slow, 
  summon monster III, tongues, vampiric touch; 4th—
  arcane eye, crushing despair, dimension door, 
  enervation, evard’s black tentacles, fireshield, globe of 
  lesser invulnerability, ice storm, invisibility (greater), 
  locate creature, phantasmal killer, polymorph, Rary’s 
  mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th—baleful 
  polymorph, break enchantment, cloudkill, cone of 
  cold, 
  contact 
  other 
  plane, 
  dominate 
  person, 
  feeblemind, hold monster, mind fog, overland flight, 
  passwall, prying eyes, summon monster V, telekinesis, 
  teleport, wall of force, wall of stone, waves of fatigue; 
  6th—acid fog, bigby’s forceful hand, circle of death, 
  contingency, disintegrate, greater dispel magic, 
  repulsion, shadow walk, summon monster VI, wall of 
  iron; 7th—finger of death, power word blind, reverse 
  gravity, waves of exhaustion, vision, prismatic spray. 
  Precast: false life, mage armor 
  Power-up Suite: (Prepared- false life, resist energy 
  (fire), protection from energy (electricity), stone skin, 
  see invisibility summon monster VII); SQ: DR/10 
  Adamantine, resist fire 30, protection from electricity 
  (120), see invisibility 
   
  Summon Monster VII: 
  Pseudonatural Girallon: CR 7; Large Outsider; HD 
  7d10+34; hp 72; Init +3; Spd 40 ft’ AC 16 (touch 12, flat-
  footed 16); Base Atk +7; Grp +19;  
   
  Atk +14 melee (1d4+8 claw);  
   
  Full Atk 4 claws +14 melee (1d4+8) and bite +9 
  melee (1d8+4);  
   
  Space/Reach 10ft/10ft SA true strike, Rend 
  2d4+16; SQ Darkvision 60ft, low-light vision, scent, DR 
  5/magic, resist 5 acid, electricity, SR 17, Alternate 
  Form;  
   
  AL CE; SV Fort +9, Ref +8, Will +5; Str 26, Dex 17, 
  Con 18, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats:  Climb +16, Move Silently +8, 
  Spot +6; Iron Will, Toughness(2) 
   
  Rend(Ex):  A girallon that hits with two or more 
  claw attacks latches onto the opponent’s body and tears 
  the flesh.  This attack automatically deals an extra 
  2d4+16 points of damage.   
  
  URD6-06 Under A Stern Gaze 
   
  Page 28 
   
  Skills: A girallon has a +8 racial bonus on Climb 
  checks and can always take a 10 on climb checks even 
  if rushed or threatened.   
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Pseudonatural Lamia, advanced: CR 9; Large 
  Outsider; HD 13d10+26; hp 117; Init +3; Spd 60 ft; AC 
  19 (touch 13, flat-footed 16) [[+3 Dex, –1 size, +7 
  natural]]; Base Atk +13; Grp +21;  
   
  Atk +17 melee touch (1d4 Wisdom drain) or +18 
  melee (1d4+4/19-20 +1 Spell storing dagger) or +17 
  claw (1d4+4); 
   
  Full Atk; +17 melee touch (1d4 Wisdom drain) or 
  +18/+13 melee (1d4+4/19-20 +1 Spell storing dagger) 
  and 2 claws +17 (1d4+4); Space/Reach 10ft/5ft  
   
  SA true strike, Wisdom drain, Spell-like abilities, 
  Spell storing dagger (touch of idiocy DC 17); SQ 
  Damage 
  reduction 
  10/magic, 
  Resist 
  15 
  Acid/Electricity, SR 23, Darkvision 60ft, low-light 
  vision, Alternate form;  
   
  AL CE; SV Fort +9, Ref +11, Will +8; Str 18, Dex 
  16, Con 12, Int 13, Wis 15, Cha 12. 
   
  Skills and Feats: Bluff +17, Concentration +13, 
  Diplomacy +3, Disguise +1, Hide +14, Intimidate +3, 
  Spot +14; Dodge, Iron Will, Mobility, Spring Attack, 
  Improved Toughness 
   
  Wisdom Drain (Su):  A lamia drains 1d4 points of 
  Wisdom each time it hits with a melee touch attack. 
  (Unlike with other kinds of ability drain attacks, a 
  lamia does not heal any damage when it uses its 
  Wisdom drain).  Lamias try to use this power early in 
  an encounter to make foes more susceptible to charm 
  monster and suggestion. 
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Spell-like Abilities:  At will—disguise self, 
  ventriloquism;  3/day—charm monster (DC 15), major 
  image (DC 14), mirror image, suggestion (DC 14); 
  1/day—deep slumber (DC 14).  Caster level 13
  th.  The 
  save DCs are Charisma based   
   
  Possessions:  potion of cure, moderate wounds, +1 
  spell storing dagger 
   
  Power up Suite: (From Mayshan-mage armor), AC 23, 
  touch 13, flat-footed 20.   
   
  ENCOUNTER 5C:  AN UNPLEASANT 
  MASS 
  Arcane Ooze, advanced: CR 14; Huge ooze; 
  HD 30d10+240; hp 405; Init -5; Spd 20 ft, Climb 20ft; 
  AC 3 (touch 3, flat-footed 3); Base Atk +21; Grp +36;  
   
  Atk +26 slam (2d6+10+2d6 acid); Space/Reach 
  15ft/15ft  
   
  SA Acid, Constrict 2d6+10+2d6 acid, improved 
  grab, spell siphon DC 25 Fort; SQ Blindsight 60ft, 
  immunity to magic, ooze traits;  
   
  AL N; SV Fort +18, Ref +5, Will +5; Str 25, Dex 1, 
  Con 26, Int -, Wis 1, Cha 1. 
   
  Skills and Feats:  Climb +15  
   
  Acid (Ex): An arcane ooze secretes a digestive acid 
  that dissolves only flesh.  Any successful hit in melee 
  or a constrict attack by the creature deals and 
  additional 2d6 points of acid damage. 
   
  Constrict (Ex): An arcane ooze deals automatic 
  slam damage ad acid damage with a successful grapple 
  check. 
   
  Improved Grab (Ex):  To use this ability, an 
  arcane ooze must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Spell Siphon (Su):  An arcane ooze exerts a 
  strange pull on arcane spell energy.  Any time an 
  arcane spellcaster begins his turn within 60ft of an 
  arcane ooze, he must make a DC 25 Fortitude save or 
  lose a random spell of the highest spell level that he 
  has available.  For every spell lost in this manner, the 
  arcane ooze gains temporary hit points equal to 5 x the 
  level of the spell lost.  These temporary hit points are 
  lost after 1 hour.  Line of effect between the spellcaster 
  and the arcane ooze is necessary in order for this ability 
  to work.  The save DC is constitution based. 
   
  Immunity to Magic (Ex):  An arcane ooze is 
  immune to any spell or spell like ability that allows 
  
  URD6-06 Under A Stern Gaze 
   
  Page 29 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below: 
   
  A magical attack that deals electricity damage 
  increases the arcane ooze’s speed as if it had been 
  affected by a haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of an amount of damage equal to half the 
  acid damage that the spell would have normally 
  caused. 
   
  Skills:  An arcane ooze has a +8 racial bonus on 
  climb checks and can always take choose to take 10 on 
  a climb check, even if rushed or threatened. 
   
  ENCOUNTER 7:  LINTHRAE 
  Assassins: Male/Female Wood Elf Scout 5/ Assassin 
  3/ Shadowdancer 4; CR 12; Medium Humanoid (Elf); 
  HD 5d8+5 plus 3d6+3 plus 4d8+4; hp 77; Init +6; Spd 
  40 ft; AC 18, touch 15, flat-footed 18 (+3 Armor, +5 Dex, 
  +1 when skirmishing); Base Atk +8; Grp +11;   
   
  Atk +11 melee (1d4+3 dagger) or +14 ranged 
  (1d8+1d6+4 merciful comp. longbow);  
   
  Full Atk +14/+9 ranged (1d8+1d6+4 merciful 
  comp. longbow); 
   
  SA: death attack (DC 15), hide in plain sight, 
  poison use, shadow illusion, shadow jump, skirmish 
  +2d6, sneak attack +2d6, summon shadow; SQ battle 
  fortitude, darkvision, evasion, fast movement, poison 
  resistance +1, trackless step, trapfinding, uncanny 
  dodge, improved uncanny dodge;  
   
  AL NE; SV Fort +5, Ref +16, Will +4; Str 16, Dex 
  21, Con 12, Int 14, Wis 12, Cha 8.  
   
  Skills and Feats: Disguise +9, Hide +25, Jump +17, 
  Move Silently +20, Perform (Dance) +8, Search +16, 
  Sense Motive +9, Spot +10, Survival +9, Tumble +22; 
  Combat Reflexes, Dodge, Mobility, Point Blank Shot, 
  Shot on the Run, Track 
   
  Languages: Common, Elven, Sylvan 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a +10 foot enhancement bonus to her base 
  land speed. See the monk class feature, page 41 of the 
  Player’s Handbook. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Hide in Plain Sight (Su): A shadowdancer can 
  use the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3rd level, she can create visual illusions from 
  surrounding shadows. This ability’s effect is identical 
  to that of the arcane spell silent image and may be 
  employed once per day. 
   
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is that 
  the magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can jump 
  up to a total of 20 feet each day in this way; this may be 
  a single jump of 20 feet or two jumps of 10 feet each. 
  This amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. 
   
  Spells Known (3/1; base DC = 12 + spell level): 
  1st—[disguise self, ghost sound, true strike]; 2nd—
  [cat’s grace, invisibility]. 
   
  Possessions: masterwork studded leather armor, 
  dagger, +1 merciful composite longbow (Str 16), 60 
  arrows, gloves of dexterity +2, cloak of elvenkind. 
  
  URD6-06 Under A Stern Gaze 
   
  Page 30 
  APL 14 
  ENCOUNTER 5B:  A DARK AND 
  SMELLY PLACE 
  Mayshan Reydrich: Male Suel Wiz 7/Ali 10; CR 17; 
  medium humanoid (human, Suel); HD17d4+37; hp 94 
  (79 plus 15 temporary); Init +5; Spd 30 ft.; AC 19 (touch 
  13, flat-footed 16); Base Atk +8/+3; Grp +8;  
   
  Atk +7 melee (touch spells) or +9 ranged (ranged 
  touch spells);  
   
  Full Atk; Atk +7/+2 melee (touch spells) or +9/+4 
  ranged (ranged touch spells);  
   
  SQ alien blessing, summon alien, mad certainty, 
  pseudonatural familiar, extra summoning, insane 
  certainty, timeless body, alien transcendence;  
   
  AL CN; SV Fort +11, Ref +10, Will +17; Str 8, Dex 
  12, Con 14, Int 22, Wis 12, Cha 11.  
   
  Skills and Feats: Concentration +22, Knowledge 
  (arcana) 
  +2), 
  Knowledge 
  (dungeoneering) 
  +1), 
  Knowledge (geography) +10, Knowledge (history) +10, 
  Knowledge (nobility) +11, Knowledge (religion) +10, 
  Knowledge (the planes) +25, Knowledge (local – core) 
  +11, Knowledge (local – MR IV) +12, Spellcraft +27; 
  Augment Summoning, Combat Casting, Greater Spell 
  Penetration, Improved Familiar, Improved Initiative, 
  Quicken spell, Still Spell, Silent Spell, Spell Focus 
  (Conjuration), Spell Penetration, Sudden Maximize. 
  Languages: Common, Draconic, Dwarven, Elven, 
  Ignan, Infernal, Ancient Suloise. 
   
  Spells Prepared (4/6/6/5/5/5/4/3/2/1) base DC = 
  16 + spell level, Conjuration = 17 + spell level): 0—
  detect 
  magic, 
  detect 
  poison, 
  open/close, 
  prestidigitation; 1st—lesser acid orb, mage armor(3), 
  magic missile, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility, 
  protection from arrows; 3rd—dispel magic (2), 
  displacement, fireball, protection from energy, haste; 
  4th—invisibility (greater), silent dispel magic(2), stone 
  skin, wall of fire, silent lightning bolt; 5th—quickened 
  true strike, dominate person, silent evard’s black 
  tentacles, wall of force, cloudkill;  6th—contingency, 
  disintegrate, 
  greater 
  dispel 
  magic, 
  anticipate 
  teleportation, greater; 7th—finger of death, prismatic 
  spray, forcecage.  8th—maze, power word stun.  9th—
  timestop, summon monster IX. 
   
  Possessions: headband of intellect +4, vest of 
  resistance +3, ring of protection +3, ring of 
  counterspells (dispel magic, greater), ring of freedom 
  of movement, spell component pouch(2), scholar’s 
  outfit. 
   
   
  Spellbook: 1st—charm person, color spray, 
  comprehend languages, endure elements, enlarge 
  person, hypnotism, lesser acid orb, lesser sonic orb, 
  mage armor, magic missile, protection from evil, ray of 
  enfeeblement, reduce person, shield, summon monster 
  I, true strike; 2nd—alter self, blindness/deafness, blur, 
  darkvision, detect thoughts, false life, flaming sphere, 
  fox’s cunning, glitterdust, invisibility, knock, locate 
  object, melf’s acid arrow, mirror image, obscure object, 
  protection from arrows, resist energy, scare, scorching 
  ray, see invisibility, spectral hand, summon monster II, 
  summon swarm, touch of idiocy, web; 3rd—daylight, 
  deep slumber, dispel magic, displacement, fireball, fly, 
  haste, lightning bolt, magic circle against evil, phantom 
  steed, protection from energy, secret page, slow, 
  summon monster III, tongues, vampiric touch; 4th—
  arcane eye, crushing despair, dimension door, 
  enervation, evard’s black tentacles, fireshield, globe of 
  lesser invulnerability, ice storm, invisibility (greater), 
  locate creature, phantasmal killer, polymorph, Rary’s 
  mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th—baleful 
  polymorph, break enchantment, cloudkill, cone of 
  cold, 
  contact 
  other 
  plane, 
  dominate 
  person, 
  feeblemind, hold monster, mind fog, overland flight, 
  passwall, prying eyes, summon monster V, telekinesis, 
  teleport, wall of force, wall of stone, waves of fatigue; 
  6th—acid fog, anticipate teleportation, greater, Bigby’s 
  forceful 
  hand, 
  circle 
  of 
  death, 
  contingency, 
  disintegrate, greater dispel magic, repulsion, shadow 
  walk, summon monster VI, wall of iron; 7th—finger of 
  death, power word blind, reverse gravity, waves of 
  exhaustion, vision, prismatic spray, forcecage.  8th—
  maze, power word stun; 9th—timestop, power word 
  kill. 
   
  Precast: anticipate teleportation, greater, false life, 
  contingency (displacement if directly targeted by 
  melee or ranged attacks), mage armor 
   
  Power-up Suite: (Prepared- resist energy (fire), 
  protection from energy (electricity), summon monster 
  IX, stone skin, see invisibility, timestop);  
  SQ: DR/10 Adamantine, resist fire 30, protection from 
  electricity (120), see invisibility. 
   
  Summon Monster IX (1d3): 
  Pseudonatural Dire Tiger: CR 10; Large Outsider; HD 
  16d8+80; hp 156; Init +2; Spd 40 ft AC 17 (touch 12, 
  flat-footed 16); Base Atk +12; Grp +26;  
   
  Atk +22 melee (2d4+10 claw);  
   
  Full Atk 2 claws +22 melee (2d4+10) and bite +16 
  melee (2d4+5);  
   
  Space/Reach 10ft/5ft SA true strike, Rake 2d4+4; 
  Improved Grab, Pounce SQ, low-light vision, scent, DR 
  
  URD6-06 Under A Stern Gaze 
   
  Page 31 
  10/magic, resist 15 acid, electricity, SR 25, Alternate 
  Form;  
   
  AL CN; SV Fort +15, Ref +12, Will +11; Str 31, Dex 
  15, Con 21, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats:  Hide +7, Jump +14, Listen +6, 
  Move Silently +11, Spot +67, Swim +10; Alertness, 
  Improved Natural Attack (claw), Improved Natural 
  Attack (bite), Run, Stealthy, Weapon Focus (claw) 
   
  Improved Grab (Ex):  To use this ability, a dire 
  tiger must hit with its bite attack.  It can then initiate a 
  grapple check as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks  
   
  Rake (Ex):  Attack Bonus +18 melee, damage 
  2d4+5.   
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Pseudonatural Lamia, advanced Rog 2: CR 11; large 
  outsider; HD 13d10+26 plus 2d6+4; hp 129; Init +3; Spd 
  60 ft; AC 19 (touch 13, flat-footed 16); Base Atk +14; 
  Grp +22;  
   
  Atk +18 melee touch (1d4 Wisdom drain) or +19 
  melee (1d4+4/19-20 +1 spell storing dagger) or +18 
  claw (1d4+4); 
   
  Full Atk; +18 melee touch (1d4 Wisdom drain) or 
  +19/+14 melee (1d4+4/19-20 +1 spell storing dagger) 
  and 2 claws +18 (1d4+4);  
   
  SA true strike, Wisdom drain, spell-like abilities, 
  spell storing dagger (touch of idiocy DC 17);  SQ 
  Damage 
  reduction 
  10/magic, 
  Resist 
  15 
  Acid/Electricity, SR 25, Darkvision 60ft, low-light 
  vision, Alternate form;  
   
  AL CE; SV Fort +9, Ref +14, Will +8; Str 18, Dex 
  16, Con 12, Int 13, Wis 15, Cha 12. 
   
  Skills and Feats: Bluff +19, Concentration +15, 
  Diplomacy +3, Disguise +1, Hide +16, Intimidate +4, 
  Spot +16; Dodge, Iron Will, Mobility, Spring Attack, 
  Improved Toughness, Elusive Target.  
   
  Wisdom Drain (Su):  A lamia drains 1d4 points of 
  Wisdom each time it hits with a melee touch attack. 
  (Unlike with other kinds of ability drain attacks, a 
  lamia does not heal any damage when it uses its 
  Wisdom drain).  Lamias try to use this power early in 
  an encounter to make foes more susceptible to charm 
  monster and suggestion. 
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Spell-like Abilities:  At will—disguise self, 
  ventriloquism;  3/day—charm monster (DC 15), major 
  image (DC 14), mirror image, suggestion (DC 14); 
  1/day—deep slumber (DC 14).  Caster level 13
  th.  The 
  save DCs are Charisma based   
   
  Possessions:  potion of cure moderate wounds, +1 
  spell storing dagger 
   
  Power up Suite: (From Mayshan-mage armor), AC 23, 
  touch 13, flat-footed 20.   
   
  ENCOUNTER 5C:  AN UNPLEASANT 
  MASS 
  Teratomorph: 
  CR 
  16; 
  Gargantuan 
  ooze; 
  HD 
  28d10+140 (294hp); Init -3; Spd 30ft, fly 50ft (poor), 
  Swim 90ft; AC 3 (touch 3, flat-footed 3); Base Atk +21; 
  Grp +44; Space/Reach 20ft/20ft 
   
  Atk Slam +28 (4d6+16 plus entropic touch; 
  Space/Reach 15ft/15ft 
   
  SA Entropic touch, portalwake, warp reality; SQ 
  Blindsight 240ft. detect law, dimensional instability, 
  immunities, ooze traits, SR 32;  
   
  AL N; SV Fort +14, Ref +6, Will +4; Str 32, Dex 5, 
  Con 20, Int -, Wis 1, Cha 1. 
   
  Skills and Feats:  None 
   
  Entropic Touch (Su): The entropic energy that 
  surges through a teratomorph’s shapeless body causes 
  horrible transformations in living creatures that come 
  into contact with it. If a creature struck by a 
  teratomorph’s slam attack fails a Fortitude saving 
  throw (DC 29) its body transforms in some way 
  causing one of the following effects: 
   
  1d20 
  Result 
  
  URD6-06 Under A Stern Gaze 
   
  Page 32 
  1 - 7 
  Physical mutation. The touch of a 
  teratomorph transforms the opponent’s 
  anatomy, resulting in 1d6 point or 
  Strength drain or Dexterity drain (50% 
  chance for each) 
  8 – 13 
  Tissue Annihilation. The touch of the 
  ooze causes tiny portions of the 
  opponent’s anatomy to vanish, resulting 
  in 2d4 points of Constitution drain. 
  14 – 18 
  Transformation. The opponent goes 
  through a transformation as though 
  affected by a polymorph any object spell 
  (caster level 20
  th). This painful process 
  deals 5d20 points of non-lethal damage. 
  The DM can randomly determine the 
  subject’s new form or choose a 
  particular form. 
  19 
  Bonding. The ooze sticks to the target 
  and automatically succeeds at a grapple 
  check. Each round thereafter, the 
  teratomorph can attempt a new grapple 
  check 
  to 
  do 
  4d6+16 
  points 
  of 
  bludgeoning damage. The opponent 
  must succeed at a new Fortitude saving 
  throw (DC 29) each round that the 
  teratomorph deals damage to avoid the 
  further effects of the entropic touch. (If 
  this result comes up more than once, 
  roll again.) 
  20 
  Absorption. The opponent is entirely 
  absorbed by the ooze. An absorbed 
  creature dies instantly and leaves 
  behind no trace of a body, so only a 
  miracle, true resurrection, or wish spell 
  can restore them to life. Absorbing a 
  creature grants the ooze a new 
  permanent Hit Dice. 
   
   
  Portalwake (Su): The presence of a teratomorph 
  places tremendous strain on the borders between the 
  planes, causing tears and rips to appear nearby. Each 
  round, one creature within a 120-foot radius of the 
  teratomorph, chosen at random, must make a Reflex 
  saving throw (DC 19) or be moved to a random plane as 
  through by a plane shift spell. 
   
  Warp Reality (Su): The potent chaotic energy 
  that surges through and out of a teratomorph’s body 
  can have amazing effects on the surrounding terrain. 
  When the monsters is at rest, the energy is calm, but 
  when the monster moves or attacks, the energy lashes 
  out in a 120-foot emanation. These ripples of chaos 
  cause the surrounding terrain to warp and writhe, 
  imposing a –4 circumstance penalty on attack rolls and 
  Dexterity checks for all creatures in the area except the 
  teratomorph. 
   
  Every round that this reality warp persists, there is 
  a 10% chance that the chaotic energy manifests in a 
  more dramatic manner. Such chaos manifestations 
  duplicate spell effects Roll 1d20 and refer to the 
  appropriate line on the following table to determine 
  the spells effects produced. All these effects function as 
  the spells of the same names (caster level 20
  th; save DC 
  10+spell level), except that they affect all the 
  appropriate targets (except the teratomorph) within 
  the warp reality area and last for one round. 
   
   
   
  Blindsight (Ex): A teratomorph is blind, but its 
  entire body is a primitive sensory organ that can 
  ascertain prey by scent be vibration. This ability 
  enables it to discern objects and creatures within 240 
  feet. A teratomorph usually does not need to make 
  Spot or Listen check to notice creatures within range 
  of its blindsight. 
   
  Detect Law (Su): A teratomorph has a continual 
  detect law ability (as the spell) with a range of 20 feet. 
   
  Dimensional Instability (Su): Each time an 
  opponent strikes a teratomorph with a weapon, there is 
  a chance that the portions of the creature’s body struck 
  simply doesn’t exist at that instant. Any melee or 
  ranged attack directed at the teratomorph has a 20% 
  miss chance that cannot be avoided with spells such as 
  true seeing or true strike. Dimensional anchor negates 
  this ability, reducing the miss chance to 0% for the 
  duration of the effect. 
   
  Immunities (Ex): A teratomorph is immune to 
  mind-affecting effects, lightning, acid, and all spells 
  with the chaotic descriptor. 
   
  ENCOUNTER 7:  LINTHRAE 
  Assassins: Male/Female Wood Elf Scout 5/ Assassin 
  7/ Shadowdancer 4; CR 16; Medium Humanoid (Elf); 
  HD 5d8+7d6+4d8+16;hp 92; Init +6; Spd 40 ft; AC 18, 
  touch 15, flat-footed 18 (+3 Armor, +5 Dex, +1 when 
  skirmishing); Base Atk +11; Grp +14;   
  1d20 
  Result 
  1–4  
  Entangle and obscuring mist 
  5–8 
  Color spray and glitterdust 
  9–12  
  Stinking cloud and spike growth 
  13–14 
  Spike stones and cloudkill 
  15–16  
  Insect plague and mindfog 
  17–18  
  Acid fog and transmute rock to mud 
  19 
  Fire storm and reverse gravity 
  20 
  Earthquake and prismatic spray (roll once 
  for all affected characters) 
  
  URD6-06 Under A Stern Gaze 
   
  Page 33 
   
  Atk +14 melee (1d4+3 dagger) or +18 ranged 
  (1d8+1d6+5 merciful comp. longbow);  
   
  Full Atk +18/+13/+8 ranged (1d8+1d6+5 merciful 
  comp. 
  longbow) 
  or 
  +16/+16/+11/+6 
  ranged 
  (1d8+1d6+5 merciful comp. longbow); 
   
  SA Death Attack (DC 21), Hide in Plain Sight, 
  Poison Use, Shadow Illusion, Shadow Jump, Skirmish 
  +2d6, Sneak Attack +4d6, Summon Shadow; SQ Battle 
  Fortitude, Darkvision, Evasion, Fast Movement, Poison 
  Resistance +3, Trackless Step, Trapfinding, Uncanny 
  Dodge, Improved Uncanny Dodge;  
   
  AL NE; SV Fort +5, Ref +16, Will +4; Str 16, Dex 
  21, Con 12, Int 18, Wis 12, Cha 8.  
   
  Skills and Feats: Disguise +9, Hide +29, Jump +21, 
  Move Silently +24, Perform (Dance) +8, Search +22, 
  Sense Motive +9, Spot +14, Survival +9 (+2 when 
  following tracks), Tumble +26; Combat Reflexes, 
  Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot 
  on the Run, Track 
   
  Languages: Common, Elven, Sylvan 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a +10 foot enhancement bonus to her base 
  land speed. See the monk class feature, page 41 of the 
  Player’s Handbook. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Hide in Plain Sight (Su): A shadowdancer can 
  use the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3rd level, she can create visual illusions from 
  surrounding shadows. This ability’s effect is identical 
  to that of the arcane spell silent image and may be 
  employed once per day. 
   
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is that 
  the magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can jump 
  up to a total of 20 feet each day in this way; this may be 
  a single jump of 20 feet or two jumps of 10 feet each. 
  This amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. 
   
  Spells Known (4/4/3/1; base DC = 14 + spell level): 
  1st—[disguise self, feather fall, ghost sound, true 
  strike]; 2nd—[alter self, cat’s grace, Fox’s Cunning, 
  invisibility]; 3
  rd – [deep slumber, false life, magic circle 
  against good]; 4
  th – [dimension door, greater 
  invisibility]. 
   
  Power-Up Suite: (Status – cat’s grace, false life, 
  greater invisibility, Magic Circle vs Good); hp 92+13 
  temp, AC 20+2 vs Good PCs, Ranged Attack +20, 
  Ranged Full attack w/ Rapid Shot +18/+18/+13/+8 
  (modified by Point Blank Shot and invisibility), Saves: 
  Reflex +2, all +2 vs Good PCs, Hide +31, Move 
  Silently+26, Tumble +28, 
   
   Spells remaining: 4/3/1 greater invisibility has 5 
  rounds remaining. 
   
  Possessions: masterwork studded leather armor, 
  dagger, +2 merciful composite longbow (Str 16), 60 
  arrows; headband of intellect +4, cloak of elvenkind 
  
  URD6-06 Under A Stern Gaze 
   
  Page 34 
  APL 16 
  ENCOUNTER 5B:  A DARK AND 
  SMELLY PLACE 
  Mayshan Reydrich: male Suel Wiz8/Ali10; CR 18; 
  medium humanoid (human, Suel); HD18d4+42 (36 
  con, 6 alienist); hp 101 (86 plus 15 temporary); Init +5; 
  Spd 30 ft.; AC 19 (touch 13,flat-footed 16); Base Atk 
  +9/+4; Grp +8;  
   
  Atk +8 melee (touch spells) or +9 ranged (ranged 
  touch spells);  
   
  Full Atk +8/+3 melee (touch spells) or +10/+5 
  ranged (ranged touch spells);  
   
  SQ alien blessing, summon alien, mad certainty, 
  pseudonatural familiar, extra summoning insane 
  certainty, timeless body, alien transcendence;  
   
  AL CN; SV Fort +11, Ref +10, Will +18; Str 8, Dex 
  12, Con 14, Int 22, Wis 12, Cha 11.  
   
  Skills and Feats: Concentration +23, Knowledge 
  (arcana) 
  +26, 
  Knowledge 
  (dungeoneering) 
  +12, 
  Knowledge (geography) +10, Knowledge (history) +11, 
  Knowledge (nobility) +11, Knowledge (religion) +10, 
  Knowledge (the planes) +26, Knowledge (local – core) 
  +11, Knowledge (local – MR IV) +12, Spellcraft +28; 
  Combat Casting, Augment Summoning, Greater Spell 
  Penetration, Improved Familiar, Improved Initiative, 
  Quicken Spell, Still Spell, Silent Spell, Spell Focus 
  (Conjuration), Spell Penetration, Sudden Maximize, 
  Sudden 
  Still. 
  Languages: 
  Common, 
  Draconic, 
  Dwarven, Elven, Ignan, Infernal, Ancient Suloise. 
   
  Spells Prepared (4/6/6/5/5/5/5/3/3/3) base DC = 
  16 + spell level, Conjuration = 17 + spell level): 0—
  detect 
  magic, 
  detect 
  poison, 
  open/close, 
  prestidigitation; 1st—lesser acid orb, mage armor (3), 
  magic missile, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy, scorching ray, see invisibility, 
  protection from arrows; 3rd—dispel magic (2), 
  displacement, fireball, protection from energy haste; 
  4th—invisibility (greater), silent dispel magic(2), stone 
  skin, wall of fire, silent lightning bolt; 5th—quickened 
  true strike, dominate person, silent evard’s black 
  tentacles, wall of force, cloudkill; 6th—contingency, 
  disintegrate, 
  greater 
  dispel 
  magic, 
  anticipate 
  teleportation, greater; 7th—finger of death, prismatic 
  spray, forcecage;  8th—maze, power word stun, 
  quickened evard’s black tentacles;  9th—timestop, hold 
  monster, mass, summon monster IX. 
   
  Possessions: headband of intellect +4, vest of 
  resistance +3, ring of protection +3, ring of 
  counterspells (dispel magic, greater), ring of freedom 
  of movement, spell component pouch (2), scholar’s 
  outfit. 
   
   
  Spellbook: 1st—charm person, color spray, 
  comprehend languages, endure elements, enlarge 
  person, hypnotism, lesser orb of acid, lesser orb of 
  sound, mage armor, magic missile, protection from 
  evil, ray of enfeeblement, reduce person, shield, 
  summon monster I, true strike; 2nd—alter self, 
  blindness/deafness, blur, darkvision, detect thoughts, 
  false life, flaming sphere, fox’s cunning, glitterdust, 
  invisibility, knock, locate object, melf’s acid arrow, 
  mirror image, obscure object, protection from arrows, 
  resist energy, scare, scorching ray, see invisibility, 
  spectral hand, summon monster II, summon swarm, 
  touch of idiocy, web; 3rd—daylight, deep slumber, 
  dispel magic, displacement, fireball, fly, haste, 
  lightning bolt, magic circle against evil, phantom steed, 
  protection from energy, secret page, slow, summon 
  monster III, tongues, vampiric touch; 4th—arcane eye, 
  crushing despair, dimension door, enervation, evard’s 
  black 
  tentacles, 
  fireshield, 
  globe 
  of 
  lesser 
  invulnerability, ice storm, invisibility (greater), locate 
  creature, 
  phantasmal 
  killer, 
  polymorph, 
  Rary’s 
  mnemonic enhancer, reduce person (mass), scrying, 
  shout, stone skin, wall of fire, wall of ice; 5th—baleful 
  polymorph, break enchantment, cloudkill, cone of 
  cold, 
  contact 
  other 
  plane, 
  dominate 
  person, 
  feeblemind, hold monster, mind fog, overland flight, 
  passwall, prying eyes, summon monster V, telekinesis, 
  teleport, wall of force, wall of stone, waves of fatigue; 
  6th—acid fog, anticipate teleportation, greater, bigby’s 
  forceful 
  hand, 
  circle 
  of 
  death, 
  contingency, 
  disintegrate, greater dispel magic, repulsion, shadow 
  walk, summon monster VI, wall of iron; 7th—finger of 
  death, power word blind, reverse gravity, waves of 
  exhaustion, vision, prismatic spray, forcecage;  8th—
  maze, power word stun;  9th—timestop, power word 
  kill, energy drain, hold monster, mass. 
   
  Precast: anticipate teleportation greater, false life, 
  mage armor, contingency (displacement if directly 
  targeted by melee or ranged attacks) 
   
  Power-up Suite: (Prepared- resist energy (fire), 
  protection from energy (electricity), stone skin, see 
  invisibility);  
  SQ: DR/10 Adamantine, resist fire 30, protection from 
  electricity (120), see invisibility. 
   
  Summon Monster IX (1d3): 
  Pseudonatural Dire Tiger: CR 10; large outsider; HD 
  16d8+84; hp 156; Init +2; Spd 40 ft AC 17 (touch 12, 
  flat-footed 16) [-1 size, +2 Dex, +6 Natural]; Base Atk 
  +12; Grp +26;  
   
  Atk +22 melee (2d4+10 claw); Full Atk 2 claws +22 
  melee (2d4+10) and bite +16 melee (2d4+5);  
  
  URD6-06 Under A Stern Gaze 
   
  Page 35 
  Space/Reach 10ft/5ft; SA true strike, Rake 2d4+4; 
  Improved Grab, Pounce SQ, low-light vision, scent, DR 
  10/magic, resist 15 acid, electricity, SR 25, Alternate 
  Form;  
   
  AL CN; SV Fort +15, Ref +12, Will +11; Str 31, Dex 
  15, Con 21, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats:  Hide +7, Jump +14, Listen +6, 
  Move Silently +11, Spot +67, Swim +10; Alertness, 
  Improved Natural Attack (claw), Improved Natural 
  Attack (bite), Run, Stealthy, Weapon Focus (claw) 
   
  Improved Grab (Ex):  To use this ability, a dire 
  tiger must hit with its bite attack.  It can then initiate a 
  grapple check as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks  
   
  Rake(Ex):  Attack Bonus +18 melee, damage 
  2d4+5.   
   
  True Strike (Su): Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Pseudonatural Lamia, advanced Rog 4:; CR 13; large 
  outsider; HD 13d10+30 +4d6; hp 126; Init +3; Spd 60 ft; 
  AC 19 (touch 13, flat-footed 16) [[+3 Dex, –1 size, +7 
  natural]]; Base Atk +16; Grp +24;  
   
  Atk +20 melee touch (1d4 Wisdom drain) or +21 
  melee (1d4+4/19-20 +1 spell storing dagger) or +20 
  claw (1d4+4); 
   
  Full Atk; +20 melee touch (1d4 Wisdom drain) or 
  +21/+16 melee (1d4+4/19-20 +1 spell storing dagger) 
  and 2 claws +20 (1d4+4);  
   
  SA true strike, Wisdom drain, spell-like abilities, 
  spell storing dagger (touch of idiocy DC 17); SQ 
  damage reduction 10/magic, resist 15 acid/electricity, 
  SR 27, darkvision 60ft, low-light vision, alternate form;  
   
  AL CE; SV Fort +9, Ref +14, Will +8; Str 18, Dex 
  16, Con 12, Int 13, Wis 15, Cha 12. 
  Skills and Feats: Bluff +20, Concentration +16, 
  Diplomacy +5, Disguise +3, Hide +17, Intimidate +5, 
  Spot +17; Dodge, Iron Will, Mobility, Spring Attack, 
  Improved Toughness, Elusive Target  
   
  Wisdom Drain (Su):  A lamia drains 1d4 points of 
  Wisdom each time it hits with a melee touch attack. 
  (Unlike with other kinds of ability drain attacks, a 
  lamia does not heal any damage when it uses its 
  Wisdom drain).  Lamias try to use this power early in 
  an encounter to make foes more susceptible to charm 
  monster and suggestion. 
   
  True Strike (Su):  Once per day, a pseudonatural 
  creature can gain a +20 insight bonus on a single attack 
  roll.  In addition, the creature suffers no miss chance 
  against a target that has concealment or total 
  concealment when making this attack.   
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form as determined by the DM).  Despite the 
  alien appearance, its abilities remain unchanged.  
  Other creatures receive a –1 morale penalty on their 
  attack rolls against a psuedonatural creature when it is 
  in this alternate form. 
   
  Spell-like Abilities:  At will—disguise self, 
  ventriloquism;  3/day—charm monster (DC 15), major 
  image (DC 14), mirror image, suggestion (DC 14); 
  1/day—deep slumber (DC 14).  Caster level 13
  th.  The 
  save DCs are Charisma based   
   
  Possessions:  potion of cure moderate wounds, +1 
  spell storing dagger 
  Power up Suite: (From Mayshan-mage armor), AC 23, 
  touch 13, flat-footed 20.   
   
  ENCOUNTER 5C:  AN UNPLEASANT 
  MASS 
  Teratomorph: 
  CR 
  18; 
  Gargantuan 
  ooze; 
  HD 
  36d10+180 (378hp); Init -3; Spd 30ft, fly 50ft (poor), 
  Swim 90ft; AC 3 (touch 3, flat-footed 3); Base Atk +27; 
  Grp +51;  
   
  Atk Slam +35 (4d6+18 plus entropic touch); 
  Space/Reach 20ft/20ft 
   
  SA Entropic touch, portalwake, warp reality; SQ 
  Blindsight 240ft. detect law, dimensional instability, 
  immunities, ooze traits, SR 32;  
   
  AL N; SV Fort +17, Ref +9, Will +7; Str 34, Dex 5, 
  Con 20, Int -, Wis 1, Cha 1. 
   
  Skills and Feats:  None 
   
  Entropic Touch (Su): The entropic energy that 
  surges through a teratomorph’s shapeless body causes 
  horrible transformations in living creatures that come 
  into contact with it. If a creature struck by a 
  teratomorph’s slam attack fails Fortitude saving throw 
  (DC 29) its body transforms in some way causing one 
  of the following effects: 
  1d20 
  Result 
  
  URD6-06 Under A Stern Gaze 
   
  Page 36 
  1 - 7 
  Physical mutation. The touch of a 
  teratomorph transforms the opponent’s 
  anatomy, resulting in 1d6 point or 
  Strength drain or Dexterity drain (50% 
  chance for each) 
  8 – 13 
  Tissue Annihilation. The touch of the 
  ooze causes tiny portions of the 
  opponent’s anatomy to vanish, resulting 
  in 2d4 points of Constitution drain. 
  14 – 18 
  Transformation. The opponent goes 
  through a transformation as though 
  affected by a polymorph any object spell 
  (caster level 20
  th). This painful process 
  deals 5d20 points of non-lethal damage. 
  The DM can randomly determine the 
  subject’s new form or choose a 
  particular form. 
  19 
  Bonding. The ooze sticks to the target 
  and automatically succeeds at a grapple 
  check. Each round thereafter, the 
  teratomorph can attempt a new grapple 
  check 
  to 
  do 
  4d6+16 
  points 
  of 
  bludgeoning damage. The opponent 
  must succeed at a new Fortitude saving 
  throw (DC 29) each round that the 
  teratomorph deals damage to avoid the 
  further effects of the entropic touch. (If 
  this result comes up more than once, 
  roll again.) 
  20 
  Absorption. The opponent is entirely 
  absorbed by the ooze. An absorbed 
  creature dies instantly and leaves 
  behind no trace of a body, so only a 
  miracle, true resurrection, or wish spell 
  can restore them to life. Absorbing a 
  creature grants the ooze a new 
  permanent Hit Dice. 
   
   
  Portalwake (Su): The presence of a teratomorph 
  places tremendous strain on the borders between the 
  planes, causing tears and rips to appear nearby. Each 
  round, one creature within a 120-foot radius of the 
  teratomorph, chosen at random, must make a Reflex 
  saving throw (DC 19) or be moved to a random plane as 
  through by a plane shift spell. 
   
  Warp Reality (Su): The potent chaotic energy 
  that surges through and out of a teratomorph’s body 
  can have amazing effects on the surrounding terrain. 
  When the monsters is at rest, the energy is calm, but 
  when the monster moves or attacks, the energy lashes 
  out in a 120-foot emanation. These ripples of chaos 
  cause the surrounding terrain to warp and writhe, 
  imposing a –4 circumstance penalty on attack rolls and 
  Dexterity checks for all creatures in the area except the 
  teratomorph. 
   
  Every round that this reality warp persists; there is 
  a 10% chance that the chaotic energy manifests in a 
  more dramatic manner. Such chaos manifestations 
  duplicate spell effects Roll 1d20 and refer to the 
  appropriate line on the following table to determine 
  the spells effects produced. All these effects function as 
  the spells of the same names (caster level 20
  th; save DC 
  10+spell level), except that they affect all the 
  appropriate targets (except the teratomorph) within 
  the warp reality area and last for one round. 
   
   
   
  Blindsight (Ex): A teratomorph is blind, but its 
  entire body is a primitive sensory organ that can 
  ascertain prey by scent be vibration. This ability 
  enables it to discern objects and creatures within 240 
  feet. A teratomorph usually does not need to make 
  Spot or Listen check to notice creatures within range 
  of its blindsight. 
   
  Detect Law (Su): A teratomorph has a continual 
  detect law ability (as the spell) with a range of 20 feet. 
   
  Dimensional Instability (Su): Each time an 
  opponent strikes a teratomorph with a weapon, there is 
  a chance that the portions of the creature’s body struck 
  simply doesn’t exist at that instant. Any melee or 
  ranged attack directed at the teratomorph has a 20% 
  miss chance that cannot be avoided with spells such as 
  true seeing or true strike. Dimensional anchor negates 
  this ability, reducing the miss chance to 0% for the 
  duration of the effect. 
   
  Immunities (Ex): A teratomorph is immune to 
  mind-affecting effects, lightning, acid, and all spells 
  with the chaotic descriptor. 
   
  ENCOUNTER 7:  LINTHRAE 
  Assassins: Male/Female Wood Elf Scout 5/ Assassin 
  7/ Shadowdancer 4; CR 16; Medium Humanoid (Elf); 
  HD 5d8+7d6+4d8+16;hp 92; Init +6; Spd 40 ft; AC 18, 
  touch 15, flat-footed 18; Base Atk +11; Grp +14;   
   
  Atk +14 melee (1d4+3 dagger) or +18 ranged 
  (1d8+1d6+5 merciful comp. longbow);  
  1d20 
  Result 
  1–4  
  Entangle and obscuring mist 
  5–8 
  Color spray and glitterdust 
  9–12  
  Stinking cloud and spike growth 
  13–14 
  Spike stones and cloudkill 
  15–16  
  Insect plague and mindfog 
  17–18  
  Acid fog and transmute rock to mud 
  19 
  Fire storm and reverse gravity 
  20 
  Earthquake and prismatic spray (roll once 
  for all affected characters) 
  
  URD6-06 Under A Stern Gaze 
   
  Page 37 
   
  Full Atk +18/+13/+8 ranged (1d8+1d6+5 merciful 
  comp. 
  longbow) 
  or 
  +16/+16/+11/+6 
  ranged 
  (1d8+1d6+5 merciful comp. longbow); 
   
  SA Death Attack (DC 21), Hide in Plain Sight, 
  Poison Use, Shadow Illusion, Shadow Jump, Skirmish 
  +2d6, Sneak Attack +4d6, Summon Shadow; SQ Battle 
  Fortitude, Darkvision, Evasion, Fast Movement, Poison 
  Resistance +3, Trackless Step, Trapfinding, Uncanny 
  Dodge, Improved Uncanny Dodge;  
   
  AL NE; SV Fort +5, Ref +16, Will +4; Str 16, Dex 
  21, Con 12, Int 18, Wis 12, Cha 8.  
   
  Skills and Feats: Disguise +9, Hide +29, Jump +21, 
  Move Silently +24, Perform (Dance) +8, Search +22, 
  Sense Motive +9, Spot +14, Survival +9 (+2 when 
  following tracks), Tumble +26; Combat Reflexes, 
  Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot 
  on the Run, Track 
   
  Languages: Common, Elven, Sylvan 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a +10 foot enhancement bonus to her base 
  land speed. See the monk class feature, page 41 of the 
  Player’s Handbook. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Hide in Plain Sight (Su): A shadowdancer can 
  use the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the open 
  without anything to actually hide behind. She cannot, 
  however, hide in her own shadow. 
   
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3rd level, she can create visual illusions from 
  surrounding shadows. This ability’s effect is identical 
  to that of the arcane spell silent image and may be 
  employed once per day. 
   
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is that 
  the magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can jump 
  up to a total of 20 feet each day in this way; this may be 
  a single jump of 20 feet or two jumps of 10 feet each. 
  This amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. 
   
  Spells Known (4/4/3/1; base DC = 14 + spell level): 
  1st—[disguise self, feather fall, ghost sound, true 
  strike]; 2nd—[alter self, cat’s grace, Fox’s Cunning, 
  invisibility]; 3
  rd – [deep slumber, false life, magic circle 
  against good]; 4
  th – [dimension door, greater 
  invisibility]. 
   
  Power-Up Suite: (Status – cat’s grace, false life, 
  greater invisibility, Magic Circle vs Good); hp 92+13 
  temp, AC 20+2 vs Good PCs, Ranged Attack +20, 
  Ranged Full attack w/ Rapid Shot +18/+18/+13/+8 
  (modified by Point Blank Shot and invisibility), Saves: 
  Reflex +2, all +2 vs Good PCs, Hide +31, Move 
  Silently+26, Tumble +28, Spells remaining: 4/3/1, 
  greater invisibility has 5 rounds remaining. 
   
  Possessions: masterwork studded leather armor, 
  dagger, +2 merciful composite longbow (Str 16), 60 
  arrows, headband of intellect +4, cloak of elvenkind. 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 38 
  APPENDIX 2: NEW RULES 
  NEW PRESTIGE CLASSES  
   
  Alienist (Complete Arcane) 
   
  Hit Die: d4. 
  Requirements 
  To qualify to become an alienist, a character must fulfill 
  all the following criteria. 
   
  Alignment: Any nonlawful. 
   
  Skills: Knowledge (the planes) 8 ranks. 
   
  Feat: Augment Summoning. 
   
  Spells: Able to cast at least one summoning spell 
  of 3rd level or higher. 
   
  Special: Must have made peaceful contact with an 
  alienist or a pseudonatural creature. 
  Class Skills 
  The alienist's class skills (and the key ability for each 
  skill) are Concentration (Con), Gather Information 
  (Cha), Knowledge (all skills, taken individually) (Int), 
  Listen (Wis), Profession (Wis), Spellcraft (Int), and 
  Spot (Wis). See Chapter 4 of the Player's Handbook for 
  skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the alienist 
  prestige class. 
   
  Weapon and Armor Proficiency: Alienists gain 
  no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known: At each level, the 
  alienist gains new spells per day (and spells known, if 
  applicable) as if she had also gained a level in a 
  spellcasting class to which she belonged before adding 
  the prestige class level. She does not, however, gain any 
  other benefit a character of that class would have 
  gained (improved chance of turning or destroying 
  undead, metamagic or item creation feats, and so on). If 
  she had more than one spellcasting class before 
  becoming an alienist, she must decide to which class to 
  add each level for the purpose of determining spells 
  per day and spells known. 
   
  Familiar Abilities: Levels of alienist stack with 
  levels of any class that provide access to a familiar. Add 
  levels from this class and the class that granted access 
  to the familiar together and refer to the table on page 
  53 of the Player's Handbook to determine the familiar's 
  natural armor, Intelligence, and special abilities. If a 
  character had levels in multiple classes that grant 
  access to a familiar before becoming an alienist, she 
  must decide to which class to add each level for the 
  purpose of determining the abilities of her familiar. 
  This ability does not grant an alienist a familiar if she 
  does not already have one. 
   
  Summon Alien: Whenever an alienist would use 
  any summon monster spell to summon a celestial or 
  fiendish 
  creature, 
  she 
  instead 
  summons 
  a 
  "pseudonatural" version of that creature. For example, 
  by casting summon monster IV, she could summon a 
  pseudonatural dire wolf. This adds the pseudonatural 
  template to the summoned creature.  An alienist gives 
  up the ability to summon nonpseudonatural creatures 
  with a summon monster spell. For instance, the 
  alienist described above couldn't summon a mephit or 
  howler with summon monster IV. 
   
  Alien Blessing (Ex): An alienist of 2nd level and 
  higher gains a +1 insight bonus on all saving throws, 
  but she permanently loses 2 points of Wisdom. 
   
  Metamagic Secret: An alienist listens to the 
  secret voices whispering from beyond time's end, and 
  profits thereby. At 3rd and 7th level, she can choose 
  any metamagic feat as a bonus feat. 
   
  Mad Certainty (Ex): At 4th level and above, an 
  alienist's mad certainty in the power of entities beyond 
  the reach of normal space and time lend her an 
  unnatural fortitude, granting her an additional 3 hit 
  points. However, constantly dwelling on such beings is 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Familiar abilities, summon alien 
  +1 level of existing spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Alien blessing 
  +1 level of existing spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Metamagic secret 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Mad certainty 
  +1 level of existing spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Pseudonatural familiar 
  +1 level of existing spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Extra summoning 
  +1 level of existing spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Metamagic secret 
  +1 level of existing spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Insane certainty 
  +1 level of existing spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Timeless body 
  +1 level of existing spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Alien transcendence 
  +1 level of existing spellcasting class 
  
  URD6-06 Under A Stern Gaze 
   
  Page 39 
  mentally corrosive, and the alienist's mind begins to 
  fracture. She takes a –4 penalty on all Bluff, Diplomacy, 
  and Handle Animal checks made to influence 
  nonpseudonatural creatures. 
   
  Pseudonatural Familiar: Beginning at 5th level, 
  an alienist's familiar, if any, gains the pseudonatural 
  template in addition to the powers and abilities normal 
  for a familiar of the appropriate level. This does not 
  replace the familiar-the original slowly takes on 
  pseudonatural aspects, which become fully active at 
  this point. From this point on, newly summoned 
  familiars already possess the pseudonatural template. If 
  an alienist has no familiar, this ability has no effect. 
   
  Extra Summoning: From 6th level on, an alienist 
  gains one extra spell slot at her highest spell level. This 
  slot can be used only for a summon monster spell. As 
  an alienist becomes able to learn higher-level spells, 
  the extra slot migrates up to the new highest level. 
   
  Insane Certainty (Ex): Beginning at 8th level, an 
  alienist's mad certainty crystallizes into a truly chilling 
  mania. She gains an additional 3 hit points, but her 
  mental faculties continue to fracture. Her penalty on 
  Bluff, Diplomacy, and Handle Animal checks made to 
  influence nonpseudonatural creatures increases to –10. 
   
  Timeless Body (Ex): At 9th level and higher, an 
  alienist learns the secret of perpetual youth. She no 
  longer takes ability penalties for aging and cannot be 
  magically aged (see Table 6-5: Aging Effects on page 
  109 of the Player's Handbook). Any penalties she 
  might have already taken, however, remain in place. 
  Bonuses still accrue, but an alienist is stolen away by 
  horrible entities when her time is up, and she is never 
  seen again. 
   
  Alien Transcendence (Su): Beginning at 10th 
  level, an alienist, through long association with alien 
  entities and intense study of insane secrets, transcends 
  her mortal form and becomes an alien creature. Her 
  type changes to "outsider." Additionally, an alienist 
  gains damage reduction 10/magic and resistance to 
  electricity 10. 
   
  Upon achieving transcendence, an alienist's 
  appearance undergoes a minor physical change, usually 
  growing a small tentacle or other strange growth, such 
  as an extra appendage, organ, eye, or enigmatic lump. 
  An alienist can hide this abnormality in a robe or hood, 
  but the alien growth is not under the alienist's control 
  and sometimes moves, twitches, opens, or otherwise 
  animates of its own accord. This applies a -4 penalty on 
  Disguise checks made to conceal an alienist's nature. 
   
  Anyone who shares an alienist's predilection for 
  study of the Far Realms immediately recognizes her 
  transcendent nature, and she gains a +2 circumstance 
  modifier on all Charisma-based skill and ability checks 
  when interacting with such beings. She gains a +2 
  circumstance modifier on Intimidate checks against all 
  other creatures to whom she reveals her abnormal 
  nature. 
   
  Scout (CAdv p10-13) 
   
  Abilities: Dexterity helps scouts become stealthy 
  and overcome their lack of access to heavy armor. 
  Wisdom also is important because it affects many 
  skills, especially Spot and Listen, that most scouts 
  consider vital to their ability to survive in the wild and 
  to detect enemies efficiently. 
   
  Alignment: Any. Scouts in military service are 
  usually lawful. 
   
  Hit Die: d8. 
   
  Starting Gold: 5d4 × 10 gp. 
  Class Skills 
  A scout’s class skills (and the key ability for each skill) 
  are Balance (Dex), Climb (Sir), Craft (Int), Disable 
  Device (Int), Escape Artist (Dex), Hide (Dex), Jump 
  (Str), Knowledge (dungeoneering) (Int), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), Listen 
  (Wis),Move Silently (Dex), Ride (Dex), Search (Int), 
  Speak Language (n/a), Spot (Wis), Survival (Wis), 
  Swim. (Str), Tumble (Dex), and Use Rope (Dex). 
   
  Skill Points at 1st Level: (8 + Int modifier) × 4. 
   
  Skill Points at Each Additional Level: 8 + Int 
  modifier. 
  Class Features 
   
  Weapon and Armor Proficiency: Scouts are 
  proficient with all simple weapons, plus the handaxe, 
  throwing axe, short sword, and shortbow. Scouts are 
  proficient with light armor, but not with shields. 
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet 
  away from where she was at the start of her turn. The 
  extra damage  
  
  URD6-06 Under A Stern Gaze 
   
  Page 40 
  applies only to attacks made after the scout has moved 
  at least 10 feet. The skirmish ability cannot be used 
  while mounted. The extra damage applies only to 
  attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 
  17th level). 
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits are 
  not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made 
  while skirmishing, but only if the target is within 30 
  feet. 
   
  At 3rd level, a scout gains a +1 competence bonus 
  to Armor Class during any round in which she moves 
  at least 10 feet. The bonus applies as soon as the scout 
  has moved 10 feet, and lasts until the start of her next 
  turn. This bonus improves by 1 for every four levels 
  gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and 
  +5 at 19th level). 
   
  A scout loses this ability when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  If she gains the skirmish ability from another class, the 
  bonuses stack. 
   
  Trapfinding (Ex): A scout can use the Search skill 
  to locate traps with a DC higher than 20, and she can 
  use Disable Device to bypass a trap or disarm magic 
  traps. See the rogue class feature, page 50 of the Player’s 
  Handbook. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  +1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 
  at 20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a 
  scout cannot be caught flat-footed and reacts to danger 
  before her senses would normally allow her to do so. 
  See the barbarian class feature, page 26 of the Player’s 
  Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a 
  scout’s gains a +10 foot enhancement bonus to her base 
  land speed. At 11th level, this bonus increases to +20 
  feet. See the monk class feature, page 41 of the Player’s 
  Handbook. 
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a 
  scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s 
  Handbook. 
   
  Bonus Feats: At 4th level and every four levels 
  thereafter (8th, 12th, 16th, and 20th level), a scout 
  Table 1-2: The Scout 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Skirmish (+1d6), trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Battle fortitude +1, uncanny dodge 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step 
  4th 
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5th 
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6, +1 AC) 
  6th 
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
  7th 
  +5 
  +2 
  +5 
  +2 
  Skirmish (+2d6, +2 AC) 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Camouflage, bonus feat 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Skirmish (+3d6, +2 AC) 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Blindsense 30 ft. 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC) 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Bonus feat 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Skirmish (+4d6, +3 AC) 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Hide in plain sight 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Skirmish (+4d6, +4 AC) 
  16th 
  +12/+7/+1 
  +5 
  +10 
  +5 
  Bonus feat 
  17th 
  +12/+7/+1 
  +5 
  +10 
  +5 
  Skirmish (+5d6, +4 AC) 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Free movement 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Skirmish (+5d6, +5 AC) 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  Battle fortitude +3, blindsight 30 ft., bonus feat 
  
  URD6-06 Under A Stern Gaze 
   
  Page 41 
  gains a bonus feat, which must be selected from the 
  following list: Acrobatic, Agile, Alertness, Athletic, 
  Blind-Fight, Brachiation†, Combat Expertise, Danger 
  Sense†, Dodge, Endurance, Far Shot, Great Fortitude, 
  Hear the Unseen†, Improved Initiative, Improved 
  Swimming†, Iron Will, Lightning Reflexes, Mobility, 
  Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reconnoiter†, Rapid Reload, Shot on the Run, Skill 
  Focus, Spring Attack, Track. She must meet all the 
  perquisites for the feat. 
  † New feat described in Chapter 3 of Complete 
  Adventurer. 
   
  Evasion (Ex): Beginning at 5th level, a scout can 
  avoid damage from certain attacks with a successful 
  Reflex save. See the monk class feature, page 41 of the 
  Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
  This ability does not let her move more quickly rough 
  terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through 
  terrain or undergrowth that has been magically 
  manipulated to impede motion. 
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s 
  Handbook. She loses this benefit when wearing 
  medium or heavy armor hen carrying a medium or 
  heavy load. 
   
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability functions 
  as described on page 306 of the Monster Manual. 
   
  Hide in Plain Sight (Ex): Beginning at 14th level, 
  a scout can use the Hide skill in natural terrain even 
  while being observed. See the ranger class feature, page 
  48 of the Player’s Handbook. A scout loses this benefit 
  when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
   
  Free Movement (Ex): At 18th level and higher, a 
  scout can slip out of bonds, grapples, and even the 
  effects of confining spells easily. This ability duplicates 
  the effect of a freedom of movement spell, except that 
  it is always active. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Blindsight (Ex): A 20th-level scout gains the 
  blind-sight ability out to 30 feet. Her senses become so 
  acute that she can maneuver and fight flawlessly even 
  in total darkness. Invisibility, darkness, and most kinds 
  of concealment are irrelevant, though the scout must 
  have line of effect to a creature or object to discern it. 
   
  NEW TEMPLATES 
  Pseudonatural Creature 
  Past the timeless eons that lie between the stars, 
  pseudonatural creatures dwell beyond the planes as we 
  know them, nestled in far realms of insanity. When 
  summoned to the Material Plane they often take on the 
  form and abilities of familiar creatures, though they are 
  more gruesome in appearance than their earthly 
  counterparts. Alternatively, they might appear in a 
  manner 
  more 
  consistent 
  with 
  their 
  origins, 
  manifesting as masses of writhing tentacles or other 
  even more terrible forms. 
  Creating a Pseudonatural Creature 
  "Pseudonatural" is an acquired template that can be 
  added to any corporeal creature (referred to hereafter 
  as the base creature). A pseudonatural creature uses all 
  the base creature's statistics and abilities except as 
  noted here. Even though the creature's type changes, 
  do not recalculate Hit Dice, base attack bonus, or skill 
  points. 
   
  Size and Type: The creature's type changes to 
  outsider. Size is unchanged. 
   
  Special Attacks: A pseudonatural creature retains 
  all the special attacks of the base creature and also gains 
  the following attack. 
   
  true strike (Su): Once per day, the creature can 
  make a normal attack with a +20 insight bonus on a 
  single attack roll. In addition, the creature can attack a 
  concealed target without suffering a miss chance with 
  this attack. 
   
  Special Qualities: A pseudonatural creature 
  retains all the special qualities of the base creature and 
  also gains the following. 
   
  Resistance (Ex): A pseudonatural creature has 
  resistance to acid and electricity based on the base 
  creature's Hit Dice (see the table below). 
   
  Damage Reduction (Ex): A pseudonatural 
  creature gains damage reduction based on the base 
  creature's Hit Dice (see the table below). 
   
  Spell Resistance (Ex): A pseudonatural creature 
  gains spell resistance equal to 10 + the base creature's 
  HD (maximum 25). 
  Hit Dice 
  Electricity, 
  Acid 
  Resistance 
  Damage 
  Reduction 
  1-3 
  5 
  - 
  4-7 
  5 
  5/magic 
  8-11 
  10 
  5/magic 
  12+ 
  15 
  10/magic 
  
  URD6-06 Under A Stern Gaze 
   
  Page 42 
   
  Alternate Form (Su): As a standard action, a 
  pseudonatural creature can take the form of a 
  grotesque, tentacled mass (or another appropriately 
  gruesome form, as determined by the DM). Despite the 
  alien appearance, its abilities remain unchanged. Other 
  creatures receive a –1 morale penalty on their attack 
  rolls against pseudonatural creatures in this alternate 
  form. 
   
  Abilities: Same as the base creature, but 
  Intelligence is at least 3. 
   
  Environment: Any land and underground. 
   
  Challenge Rating: Up to 3 HD, as base creature; 4 
  HD to 11 HD, as base creature +1; 12+ HD, as base 
  creature +2. 
   
  NEW CREATURES  
   
   
   
  Arcane Ooze 
  Huge Ooze 
  Hit Dice: 15d10+120 (202 hp) 
  Initiative: –5 
  Speed: 20 ft. (4 squares), climb 20 ft.   
  Armor Class: 3 (–2 size, –5 Dex), touch 3, flat-footed 3  
  Base Attack/Grapple: +11/+24  
  Attack: Slam +14 melee (2d6+7 plus 2d6 acid) 
  Full Attack: Slam +14 melee (2d6+7 plus 2d6 acid) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Acid, constrict 2d6+7 plus 2d6 acid, 
  improved grab, spell siphon 
  Special Qualities: Blindsight 60 ft., immunity to 
  magic, ooze traits 
  Saves: Fort +13, Ref +0, Will +0 
  Abilities: Str 22, Dex 1, Con 26, Int —, Wis 1, Cha 1 
  Skills: Climb +13 
  Feats: — 
  Environment: Underground 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 16–30 HD (Huge); 31–45 HD 
  (Gargantuan) 
  Level Adjustment: — 
   
  The creature resembles a fluid mass of green 
  protoplasm.  Within its immense bulk, glowing veins 
  throb and pulse with eldritch light.  Created in ancient 
  times, arcane oozes have long since outlived their 
  original purpose and their long-forgotten creators. The 
  bizarre creatures have a strange affinity for arcane 
  magic. Immune to most arcane magic, arcane oozes 
  drain arcane energy from nearby spellcasters. Some 
  speculate that these oozes were created to combat a 
  rival group of arcane spellcasters, but scant evidence 
  backs any such conclusion. Others suggest arcane 
  oozes arose as a natural response to some cataclysmic 
  event caused by arcane magic. Adherents of these later 
  theories claim that one day arcane oozes will drown 
  out all arcane magic in the world. 
   
  An arcane ooze measures 15 feet across and 3 feet 
  thick.  It weighs as much as 20,000 pounds. 
  COMBAT 
   
  An arcane ooze attacks by grabbing and squeezing 
  its prey. It moves instinctively toward the nearest 
  creature capable of casting arcane spells. It can only 
  detect such creatures (or any creature) if they are 
  within 60 feet.  If attacked by creatures that it cannot 
  detect (because they are too far away), the ooze 
  instinctively retreats. 
  An arcane ooze can travel easily on vertical surfaces, 
  and it lurks on such surfaces, attempting to catch prey 
  by surprise.  
   
  Acid (Ex): An arcane ooze secretes a digestive acid 
  that dissolves only flesh. Any successful hit in melee 
  combat or a constrict attack by the creature deals an 
  extra 2d6 points of acid damage. 
   
  Constrict (Ex): An arcane ooze deals automatic 
  slam damage and acid damage with a successful grapple 
  check. 
   
  Improved Grab (Ex): To use this ability, an arcane 
  ooze must hit with its slam 
  attack. It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity.  If it 
  wins the grapple check, it establishes a hold and can 
  constrict. 
   
  Spell Siphon (Su): An arcane ooze exerts a 
  strange pull on arcane spell energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an arcane 
  ooze, he must make a DC 25 Fortitude save or lose a 
  random spell of the highest spell level that he has 
  available. For every spell lost by a victim in this 
  manner, the arcane ooze gains temporary hit points 
  equal to 5 × the level of the lost spell. These temporary 
  hit points are lost after 1 hour.  Line of effect between 
  the spellcaster and the arcane ooze is necessary in 
  order for this ability to work. The save DC is 
  Constitution-based. 
   
  Immunity to Magic (Ex): An arcane ooze is 
  immune to any spell or spell-like ability that allows 
  spell resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted 
  below.  A magical attack that deals electricity damage 
  increases an arcane ooze’s speed as if it had been 
  affected by the haste spell for 3 rounds. 
   
  A magical attack that deals acid damage heals an 
  arcane ooze of an amount of damage equal to half the 
  acid damage that the spell would normally have 
  caused.  Skills: An arcane ooze has a +8 racial bonus on 
  
  URD6-06 Under A Stern Gaze 
   
  Page 43 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  Teratomorph  
  (As presented in MM2, and *modified according to the 
  3.5 conversion document) 
  Gargantuan Ooze 
  Hit Dice: 28d10+140 (294hp)* 
  Init: -3 
  Speed: 30ft, fly 50ft (poor), Swim 90ft 
  AC: 3 (-4 size, -3 Dex) touch 3, flat-footed 3 
  Base Attack/ Grapple: +21/ +44 
  Attack: Slam +28 (4d6+16 plus entropic touch) 
  Space/Reach: 20ft / 15ft* 
  SA: Entropic touch, portalwake, warp reality 
  SQ: Blindsight 240ft. detect law, dimensional 
  instability, immunities, ooze traits, SR 32 
  Saves: Fort +14, Ref +6, Will +4 
  Abilities: Str 32, Dex 5, Con 20, Int -, Wis 1, Cha 1 
  Environment: Any aquatic and underground 
  Organization: Solitary 
  CR: 16 
  Alignment: Always neutral 
   
  Teratomorphs lurk in the watery depths of the sea 
  and in underground caverns. Normally, they spend 
  most of their time floating in underwater currents, but 
  sometimes 
  these 
  currents 
  wash 
  them 
  ashore. 
  Occasionally they come ashore of their own volition to 
  search for food.  
   
  A teratomorph is a shapeless horror the size of a 
  cottage. Its body consists primarily of thick, 
  translucent, iridescent slime coating coils of opaque 
  tissue that shift and most, as though constantly in a 
  state of flux. Beneath its slimy hide, bursts of energy 
  occasionally flash, lighting portions of its form 
  momentarily. Sections of the ooze periodically emit 
  beams of light or crackling energy, while other 
  sections fade into smoke or vanish altogether. 
   
  A teratomorph gains nutrients by infesting 
  creatures with the force of chaos. The very act of 
  transforming another creature with its entropic touch 
  sustains and nurtures the ooze’s growth. But a creature 
  does not have to come in contact with a teratomorph to 
  experience its entropic effects. In fact, the monster’s 
  very presence can unravel reality and tear holes in the 
  fabric between planes. Unlucky creatures that pass too 
  close to a teratomorph sometimes find themselves 
  transported to other planes with not means of 
  returning. 
   
  Powerful spellcasters have long sought ways to 
  harness the powers of the teratomorph. Unfortunately, 
  portions of the ooze that are separated from the main 
  body do not last long, dissolving into nothingness after 
  only a few hours. The otherworldly matter that makes 
  up the body of a teratomorph remains unstable until 
  enough of it is concentrated in one place that its mass 
  defeats the internal forces working to tear it apart. This 
  effect probably explains why teratomorphs smaller 
  than Gargantuan are never encountered. When such a 
  creature reaches 84 Hit Dice, it immediately splits into 
  two smaller oozes, each with 28 Hit Dice. 
  Combat 
   
  The teratomorph is a mindless creature. When it 
  isn’t eating it is on the move looking for something to 
  eat. It surges forth to attack any Small or larger 
  creature that passes within range of its blindsight, but 
  it ignores creatures smaller than this. 
   
  A teratomorph attacks by extruding a massive 
  wave of chaotic protoplasm to smash its prey. Not only 
  dies this attack deal extensive bludgeoning damage, it 
  also infuses the creature touched with raw chaos. 
   
  Entropic Touch (Su): The entropic energy that 
  surges through a teratomorph’s shapeless body causes 
  horrible transformations in living creatures that come 
  into contact with it. If a creature struck by a 
  teratomorph’s slam attack fails a Fortitude saving 
  throw (DC 29) its body transforms in some way 
  causing one of the following effects: 
   
  1d20 
  Result 
  1 - 7 
  Physical mutation. The touch of a 
  teratomorph transforms the opponent’s 
  anatomy, resulting in 1d6 point or 
  Strength drain or Dexterity drain (50% 
  chance for each) 
  8 – 13 
  Tissue Annihilation. The touch of the 
  ooze causes tiny portions of the 
  opponent’s anatomy to vanish, resulting 
  in 2d4 points of Constitution drain. 
  14 – 18 
  Transformation. The opponent goes 
  through a transformation as though 
  affected by a polymorph any object spell 
  (caster level 20
  th). This painful process 
  deals 5d20 points of non-lethal damage. 
  The DM can randomly determine the 
  subject’s new form or choose a 
  particular form. 
  19 
  Bonding. The ooze sticks to the target 
  and automatically succeeds at a grapple 
  check. Each round thereafter, the 
  teratomorph can attempt a new grapple 
  check 
  to 
  do 
  4d6+16 
  points 
  of 
  bludgeoning damage. The opponent 
  must succeed at a new Fortitude saving 
  throw (DC 29) each round that the 
  teratomorph deals damage to avoid the 
  
  URD6-06 Under A Stern Gaze 
   
  Page 44 
  further effects of the entropic touch. (If 
  this result comes up more than once, 
  roll again.) 
  20 
  Absorption. The opponent is entirely 
  absorbed by the ooze. An absorbed 
  creature dies instantly and leaves 
  behind no trace of a body, so only a 
  miracle, true resurrection, or wish spell 
  can restore them to life. Absorbing a 
  creature grants the ooze a new 
  permanent Hit Dice. 
   
   
  Portalwake (Su): The presence of a teratomorph 
  places tremendous strain on the borders between the 
  planes, causing tears and rips to appear nearby. Each 
  round, one creature within a 120-foot radius of the 
  teratomorph, chosen at random, must make a Reflex 
  saving throw (DC 19) or be moved to a random plane as 
  through by a plane shift spell. 
   
  Warp Reality (Su): The potent chaotic energy 
  that surges through and out of a teratomorph’s body 
  can have amazing effects on the surrounding terrain. 
  When the monsters is at rest, the energy is calm, but 
  when the monster moves or attacks, the energy lashes 
  out in a 120-foot emanation. These ripples of chaos 
  cause the surrounding terrain to warp and writhe, 
  imposing a –4 circumstance penalty on attack rolls and 
  Dexterity checks for all creatures in the area except the 
  teratomorph. 
   
  Every round that this reality warp persists, there is 
  a 10% chance that the chaotic energy manifests in a 
  more dramatic manner. Such chaos manifestations 
  duplicate spell effects Roll 1d20 and refer to the 
  appropriate line on the following table to determine 
  the spells effects produced. All these effects function as 
  the spells of the same names (caster level 20
  th; save DC 
  10+spell level), except that they affect all the 
  appropriate targets (except the teratomorph) within 
  the warp reality area and last for one round. 
   
  Blindsight (Ex): A teratomorph is blind, but its 
  entire body is a primitive sensory organ that can 
  ascertain prey by scent be vibration. This ability 
  enables it to discern objects and creatures within 240 
  feet. A teratomorph usually does not need to make 
  Spot or Listen check to notice creatures within range 
  of its blindsight. 
   
  Detect Law (Su): A teratomorph has a continual 
  detect law ability (as the spell) with a range of 20 feet. 
   
  Dimensional Instability (Su): Each time an 
  opponent strikes a teratomorph with a weapon, there is 
  a chance that the portions of the creature’s body struck 
  simply doesn’t exist at that instant. Any melee or 
  ranged attack directed at the teratomorph has a 20% 
  miss chance that cannot be avoided with spells such as 
  true seeing or true strike. Dimensional anchor negates 
  this ability, reducing the miss chance to 0% for the 
  duration of the effect. 
   
  Immunities (Ex): A teratomorph is immune to 
  mind-affecting effects, lightning, acid, and all spells 
  with the chaotic descriptor. 
   
  NEW SPELLS 
  Anticipate Teleportation 
  Reference: Spell Compendium, page 13. 
   
  Abjuration 
   
  Level: Sorcerer/wizard 3 
   
  Components: V, S, F 
   
  Casting Time: 10 minutes 
   
  Range: One willing creature touched  
   
  Area: 5-ft./level radius emanation from touched 
  creature 
   
  Duration: 24 hours 
   
  Saving Throw: None 
   
  Spell Resistance: No 
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell’s area. Any teleportation spell or 
  effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restrictions below), the creature’s size, and how many 
  other creatures (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the arrival 
  of the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or ready actions. The teleporting creature does not 
  perceive this delay. Since a teleporting creature doesn’t 
  necessarily arrive at the precise location it intends, the 
  spell also functions against a creature that arrives in 
  range even though its intended destination was 
  elsewhere. For a creature that intends to teleport into 
  1d20 
  Result 
  1–4  
  Entangle and obscuring mist 
  5–8 
  Color spray and glitterdust 
  9–12  
  Stinking cloud and spike growth 
  13–14 
  Spike stones and cloudkill 
  15–16  
  Insect plague and mindfog 
  17–18  
  Acid fog and transmute rock to mud 
  19 
  Fire storm and reverse gravity 
  20 
  Earthquake and prismatic spray (roll once 
  for all affected characters) 
  
  URD6-06 Under A Stern Gaze 
   
  Page 45 
  range but inadvertently arrives outside the spell’s area, 
  the spell gives the recipient awareness that a creature 
  has attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of its imminent arrival. The spell 
  has no effect on creatures attempting to teleport away 
  from the spell’s area, although if their destination is 
  within the area, the spell will affect their reentry as 
  normal.  
   
  Focus: A tiny hourglass of platinum and crystal 
  costing at least 500 gp, which must be carried or worn 
  by the spell’s recipient while the spell is in effect. 
   
  Anticipate Teleportation, greater 
  Reference: Spell Compendium, page 13. 
   
  Abjuration 
   
  Level: Sorcerer/wizard 6 
  This spell functions like anticipate teleportation, 
  except that greater anticipate teleportation identifies 
  the  type of the arriving creature (and any companions 
  accompanying it) and creates a delay of 3 rounds, 
  providing the recipient with even more warning and 
  preparation time. 
   
  Focus: A tiny hourglass of platinum and crystal 
  filled with diamond dust, costing at least 1,000 gp. The 
  hourglass must be carried or worn by the spell’s 
  recipient while the spell is in effect. 
   
  Orb of Acid, Lesser 
  Reference: Spell Compendium, page 151. 
   
  Conjuration (Creation) [Acid]  
   
  Level: Sorcerer/wizard 1, warmage 1  
   
  Components: V, S  
   
  Casting Time: 1 standard action  
   
  Range: Close (25 ft. + 5 ft./2Ievels)  
   
  Effect: One orb of acid  
   
  Duration: Instantaneous  
   
  Saving Throw: None  
   
  Spell Resistance: No  
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Orb of Sound, Lesser 
  Reference: Spell Compendium, page 151. 
   
  Conjuration (Creation) [Sonic] 
   
  Level: Sorcerer/wizard 1 
   
  Effect: One orb of sonic energy 
   
  This spell functions like lesser orb of acid, except 
  that it deals 1d6 points of sonic damage, plus an 
  additional 1d6 points of damage per two caster levels 
  beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th 
  level, and the maximum of 5d6 at 9th level or higher. 
   
  NEW FEATS  
   
   
   
   
  Sudden Maximize [Metamagic]  
  Reference: Complete Arcane, page 83. 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Sudden Still [Metamagic]  
  Reference: Complete Arcane, page 83. 
  You can cast a spell without gestures or special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell normally if 
  you have it. 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 46 
   
  DM AIDE 1 – MAP OF PHINNEAS’ SHOP 
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 47 
  PLAYER HANDOUT 1 
   
  Dear Adventurer, 
   
  It has come to my attention that you are a 
  known and capable adventurer. I am in need of 
  accomplished adventurers to put their skills to use 
  in taking the first steps toward purging the land of 
  a great evil. If you are interested please meet me 
  tomorrow morning nine bells at Bardin’s Bar near 
  the docks in Leukish. You may want to dress nice. 
     
   
   
   
   
  A prospective employer 
  
  URD6-06 Under A Stern Gaze 
   
  Page 48 
  PLAYER HANDOUT 2 
   
   
   
  Holy Warrior, 
  The Guardians of the Ruby Skull, an order of templars within 
  the church of the Stern Lady, seek your assistance with eliminating 
  a mutual threat. An undead scourge has risen to a level that we can 
  no longer abide. We would like to speak with you tomorrow at 
  nine bells in Bardin’s Bar near the docks. There will be other 
  adventurers there that do not know all the facts, and we would 
  appreciate it if you did not let on who our target is. 
  Elbaan Kus’tir 
  Guardians of the Ruby Skull 
  
  URD6-06 Under A Stern Gaze 
   
  Page 49 
  PLAYER HANDOUT 3 
   
   
   
  Greetings from the Lady Urlirel, 
   
  We have recently discovered a plot within the church of the 
  stern lady that threatens our very existence. A faction within 
  the church, the guardians of the ruby skull, is currently 
  gathering adventurers to infiltrate our house and spy on us. 
  We have arranged to have your name placed on that list. It 
  is our hope that you can infiltrate and spy on them while 
  complying with whatever mission they wish to send you on. I 
  assure you that complying with their wishes will not harm or 
  endanger the house, but whatever intelligence you can 
  gather about the church could prove to be very 
  advantageous. Go, and let nothing be known about your 
  mission for us. 
   
  Lady Czutaz Urlirel, Leader and Shepard of House Urlirel. 
   
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 50 
  PLAYER HANDOUT 4 
   
  Adventurers Wanted 
   My name is Saphine Urlirel, and I have been 
  robbed. I am looking for some capable people 
  willing to track down the thief and retrieve 
  what is rightfully mine. I will entertain any 
  applicants this Moonday in the Riverside Café 
  from nine bells to twelve bells. Compensation 
  will be given; Applicants should be prepared to 
  move quickly. 
   
     
   
  - Saphine Urlirel 
   
   
  
  URD6-06 Under A Stern Gaze 
   
  Page 51 
  PLAYER HANDOUT 5 
   
   
  To the Church of the Stern Lady, 
  Several of us here still serve the lady of book and 
  bone, and do not wish to follow this abomination 
  anymore. Lady Czutaz - her goals may be pure, but her 
  spirit is not.  Her form most assuredly bears an intolerable 
  taint, and we faithful Urlirels do not feel she should be the 
  one that leads this house into the next chapter of our 
  history. 
  In one week hence I shall journey to your temple in 
  Leukish to seek a meeting. I will wear a white scarf and 
  use the phrase - My cousin was killed.  
  Lady Savani Urlirel 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Duchy of Urnst/URD6-06 - Under A Stern Gaze.pdf