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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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
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  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com. For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP8-02 
   
   
   
   
  Sundered Bonds 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.0 
   
  by Bill W. Baldwin 
  Reviewers: Principality of Ulek Triads 
  Circle Reviewer: Steven Conforti 
  Playtesters: Chris Reed, Dawn Reed, Gerry Ruiz, Shane Stephens, Yvette-Brown Losson 
   
  The charismatic freedom fighter, Scarred Fox, has been seen much lately in Ulek; drumming up support 
  for the war on the Pomarj and his crusade to rid the world of slavery. And the Principality’s recent 
  successes in their war have done much to bolster his cause. But the Mak is even now suing for peace 
  with Greyhawk, and soon he can turn his attentions elsewhere. The time for talk is over. The time for 
  action is at hand. And the enemies of both Axe and Fox are not the forgiving kind. An intensive combat, 
  Principality of Ulek regional adventure for character levels 2-15 (APLs 4-16), and Part Two of the Cry 
  Freedom series. 
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Mage 
  [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette], Complete Warrior [Andy Collins, 
  David Noonan, Ed Stark], Heroes of Battle [David Noonan, Will McDermott, Stephen Schubert], Fiendish 
  Codex II [Robin D. Laws, Robert J. Schwalb], Magic Item Compendium [Andy Collins, Eytan Bernstein, 
  Frank Brunner, Owen K. C. Stephens, John Snead], Monster Manual II [Ed Bonny, Jeff Grubb, Rich 
  Redman, Skip Williams, Steve Winter], Player’s Handbook II [David Noonan], Races of Stone [David 
  Noonan, Jesse Decker, Michelle Lyons], Spell Compendium [Mathew Sernett, Jeff Grubb, Mike McArtor]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). 
   
  You may also wish to have the PCs generate 
  6 to 8 pre-made Spot and Listen checks due to the 
  nature of Encounters 8 & 10.  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  ULP8-02 Sundered Bonds 
   
  Page 1 
  
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  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 Principality of Ulek. Characters native to 
  the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
  # 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 
   
  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 
   
  The Principality of Ulek has made amazing 
  gains in the last year, reclaiming the Disputed 
  Territories and launching an invasion into Pomarj 
  itself. For some this is a blessing. The freedom 
  fighter Scarred Fox has used the euphoria of 
  these successes to forward his cause of freeing all 
  from the depredations of the Slave Lords. He has 
  made the rounds of the major cities of the 
  Sheldomar shouting a cry of “Freedom,” and he 
  has gained much popular support with the masses 
  and a good deal of respect from those in power. 
  He has arranged for a clandestine meeting in but 
  a few days to solidify support for his fight against 
  the slavers. 
   
  But for others, Ulek’s success is an affront not 
  to be forgotten. Even now Turrosh Mak sues for 
  peace with the Free City of Greyhawk to better 
  turn his attentions south to these dwarven 
  ULP8-02 Sundered Bonds 
   
  Page 2 
  
  upstarts. His ally the Earth Dragon roars in its lair 
  at the infidels who would invade its land. Soon 
  there will be a reckoning. 
   
  Scarred Fox is not blind to this. He knows now 
  the time of talking is at an end. It is now a time for 
  action and he needs to return to his faithful band 
  of freedom fighters, the Chain Breakers, to spur 
  both them and their supporters into further action. 
  But his enemies and those of Ulek have grown 
  warier, and Scarred Fox will need the assistance 
  of heroes to return to the Pomarj. 
  ADVENTURE SUMMARY 
   
  There is no true introduction to this adventure. 
  It begins suddenly with Encounter 1 which serves 
  also as the introduction. 
  Encounter 1 – Roll for Initiative 
   
  The PCs are given a short history of their 
  recent events. Namely that they have been 
  trudging around the Mangrove Swamps of the 
  Adirole Peninsula for over 6 hours trying to track 
  down the ‘pack of giant swamp serpents’ that 
  having been plaguing a local fishing village. They 
  are on their way back when they stumble on their 
  lair and are immediately thrown into a fight (PCs 
  are assumed to have cast appropriate hour+ long 
  buff spells). 
   
  Unfortunately, the swamps beasts they fight 
  are not a pack of giant swamp serpents, but rather 
  a hydra (the villagers only ever saw it from the 
  neck up). 
   
  This encounter is designed to get things going 
  quickly and ‘wake the PCs up.’ 
   
  After the battle is over, the PCs find several 
  identified lesser magic items that they can use 
  during the rest of the adventure. 
  Encounter 2 – An Invitation to the Ball 
   
  The PCs have barely finished their fight in the 
  swamp when a royal Ulekian herald shows up 
  mysteriously and invites all of them to a ball at the 
  royal palace in Gryrax celebrating the heroes of 
  Ulek. He strongly advises they attend, but PCs 
  can opt out on this and leave the adventure with 
  the spoils of Encounter 1. 
  Encounter 3 – A Night at the Ball 
   
  The PCs arrive at the ball. After some role-
  playing opportunities they each receive a note 
  from either Prince Corond, Scarred Fox or a 
  metaorg, 
  requesting 
  a 
  private 
  meeting 
  immediately. 
  Encounter 4 – Behind Closed Doors 
  If the PCs accept the invitation, they are taken to a 
  meeting hall where they find the Prince and 
  several other important personages, and 4 other 
  groups of adventurers similar to themselves. They 
  also find their adventuring equipment has been 
  brought here. The PCs, as well as the other 4 
  groups of adventurers are asked to take on an 
  immediate assignment. The time has come for 
  Scarred Fox to return to his men, and the 
  adventurers are to escort him back, but certain 
  precautions are necessary as the Army of the 
  Reclamation’s victories have made the Pomarj 
  forces very wary. At this point, the Prince 
  introduces 5 Scarred Foxes (actually they are 
  disguise experts) and tells the adventurers that 
  each of the five groups will escort one, along with 
  carrying a vital message. No one will know which 
  Scarred Fox is the real one and he has been 
  asked to avoid combat or use his abilities to avoid 
  giving himself away. In reality, none of these is 
  actually the real Scarred Fox. Scarred Fox is using 
  a double ploy that only he and Magnus know 
  about. Scarred Fox had Magnus cast Trap the 
  Soul on him to place him safely inside a gem. The 
  vital message handed to the PCs contains the 
  gem and the message to shatter the gem. 
  Encounter 5 – The Earth Dragon Strikes Back 
   
  Angered at the ousting of his worshippers in 
  the Disputed Territories and the Invasion of his 
  homeland, the Earth Dragon has allied himself 
  with other worldly forces to strike back at his 
  enemies. And he sees the Heroes’ Ball as an 
  opportunity to kill many of Ulek’s elite. No sooner 
  are the PCs given their assignments than the 
  Earth Dragon’s attack begins. It starts with an 
  earthquake that rocks Gryrax. The earthquake 
  shatters the magical wards protecting the palace, 
  allowing a horde of Devils to teleport in and begin 
  wreaking havoc. A Pit Fiend and many lesser 
  minions appear in the meeting room to attack the 
  Prince. The PCs are ordered to follow Scarred Fox 
  to a teleportation room, their mission more 
  important than tossing their lives away against 
  such a dire threat, while the Prince and others 
  hold off the devils. 
  Encounter 6 – Hell’s Kitchen 
   
  The PCs are lead towards the teleportation 
  room but are forced to take a detour through the 
  royal kitchens to avoid some of the thicker fighting. 
  Once there, they are attacked by a group of 
  ULP8-02 Sundered Bonds 
   
  Page 3 
  
  Devils. The PCs may kill them, or simply try to 
  make it past them to get to the teleportation circle 
  just down the hall. 
  Encounter 7 – Ruined Runes 
   
  The PCs are teleported to an isolate ruin in 
  the Pomarj. It is one of the many locations the 
  Chain Breakers use to leave messages for one 
  another should they get separated. The faux 
  Scarred Fox reads the coded runes of the 
  message which indicates the next location the 
  group needs to travel to in order to find out the 
  actual location of the Chain Breakers. 
  Encounter 8 – Out Foxed? 
   
  The PCs arrive at a hidden cave in the Pomarj 
  in order to find the next clue to contacting the 
  Chain Breakers. The faux Scarred Fox explains 
  that once he triggers a signaling device, this will 
  alert the Chain Breakers to their presence here 
  and a group of them should arrive within a few 
  hours. Unfortunately, there is a traitor in the Chain 
  Breakers and he has arranged for a trap in hopes 
  of catching the returning Scarred Fox unawares. 
  When the signal is activated, a magical trap kills 
  the faux Scarred Fox (unless the PCs somehow 
  stop it first) and alerts a team of Earth Dragon 
  agents waiting to strike. Two minutes after Scarred 
  Fox is killed, the team arrives and attacks, hoping 
  to secure or destroy Scarred Foxes body in order 
  to prevent him from being raised. They do not 
  realize they have only killed a faux Scarred Fox. 
  Encounter 9 – The Reports of My Demise are 
  greatly Exaggerated 
   
  The runes may have been a trap, but they 
  also did their normal job of alerting the Chain 
  Breakers. Two hours after Encounter 7, they 
  arrive. Once the PCs hand them the message they 
  follow the instructions and release the real 
  Scarred Fox who thanks the PCs for delivering 
  him safely back to the Chain Breakers. 
  Optional Encounter 10 – Sundered Bonds
   
  Assuming enough time and the PCs are 
  willing, they can undertake an additional mission 
  for additional XP & gold at the cost of 1 extra TU. 
  Scarred Fox now realizes there is a traitor 
  amongst them and he has suspicions as to whom, 
  but needs proof. He has received information of a 
  slave caravan passing nearby and suspects this 
  information is actually a trap (it is). Fox wants to 
  take advantage of this opportunity by announcing 
  to a limited number of people that the Chain 
  Breakers will be attacking the caravan. In reality, 
  the Chain Breakers will use the diversion of the 
  trap to attack a large slave facility I the area. But to 
  complete the ruse, the caravan trap needs to be 
  trigger, if it is one, and the guilty party revealed. 
  Scarred Fox requests the PCs be the ones to 
  attack the caravan. He tells them they need only 
  trigger the trap and cause as much damage as 
  possible, but if things get too hairy, they can 
  retreat, as they are only really a diversion. Though 
  it would be nice if they could also free the slaves 
  the Pomarj forces will obviously be using as bait. 
   
  If the PCs accept the mission they are given 
  an opportunity to scout out the caravan before 
  attacking it. The caravan force appears fairly 
  normal, but there are elite troops flying in the night 
  sky above it. 
  PREPARATION FOR PLAY 
  The DM should check to see if any of the PCs 
  received “Honorary Chain Breaker” from ULP7-04 
  Broken Chains. 
   
  She should also verify if any of the PCs are 
  members of the following MetaOrgs: 
  • 
  Liegeman of Prince 
  • 
  Any branch of the Royal Military 
  • 
  Congregation of the Hills 
  • 
  Talons of Retribution 
  • 
  Guardians of the Soul Forged 
   
  The DM should familiarize herself with the 
  rules on Marsh Terrain (DMG, page 88) and 
  Hydras (MM, page 155). In addition, she should 
  study Encounter 8 & optional Encounter 10 as 
  these involve classed characters with complicated 
  options. 
   
  A new statistic has been added to the stat 
  blocks in the appendix of this adventure. The 
  “Bolster” statistic lists all additional sources for 
  bonuses the creature may gain due to prepping 
  before or in the pre-combat portions of the 
  encounter, such as buff spells. Bolster statistics 
  are usually listed in parenthesizes. This allows the 
  DM to more easily keep track of such buffs, 
  especially if a targeted dispel magic is thrown. 
   
  It is highly recommended that this adventure 
  not be run cold due to the complexity of the 
  encounters. 
  ULP8-02 Sundered Bonds 
   
  Page 4 
  
  INTRODUCTION 
  There is no true introduction to this adventure. It 
  begins suddenly with Encounter 1 which serves 
  also as the introduction. 
  ENCOUNTER 1: ROLE FOR 
  INITIATIVE 
  This portion of the adventure assumes the PCs, 
  for whatever reason, are already in the midst of an 
  adventure. It is designed to wake the players up 
  and shake them from the rut that is typical of 
  adventure introductions. Give them a brief moment 
  to introduce their characters to each other, but 
  don’t hint they are going to be dropped right into 
  the action. 
   
  For the last 7 hours you and your 
  companions have been slogging through the 
  labyrinthine mangrove swamps of the Adirole 
  Peninsula south of Gryrax. You’ve been 
  looking for the mob of “giant swamp serpents” 
  that have plagued the local fishing villages, but 
  so far all you have gotten to battle was biting 
  insects and the myriad slimy little creatures 
  that squirm around your feet and into your 
  boots as you sink knee deep into the muck. 
   
  You’d finally decided its time to call it quits 
  for the day and return to the slightly better 
  fetid shack amongst many fetid shacks that 
  the villagers kindly offered you as a base of 
  operations. But then one of your group spied 
  an odd glint of white and gold from amidst a 
  nearby copse of mangroves. 
   
  You had barely begun to investigate when 
  the enemy was upon you. A roiling mass of 
  great serpents broke the surface of the swamp 
  water, but it soon became obvious as the 
  creatures rose from the depths that this was 
  no ‘mob of giant swamp serpents.’ The 
  serpents were not snakes, but the multiple 
  serpentine heads of one of the swamps most 
  feared denizens. A hydra! 
   
  At this point the DM should ask the players to 
  roll for initiative. Allow the players to assume, 
  within reason, that they have cast any long 
  duration adventuring spells, such as mage armor, 
  endure elements, or heroes’ feast, that they would 
  normally have cast before trekking into a hot, 
  humid swamp searching for a mod of giant swamp 
  serpents. And give the non-spontaneous casters a 
  few minutes to select their spells. But do not allow 
  them more than a few minutes to avoid slowing 
  down the table. 
   
  Use DM AID: Map #1 to help with this 
  encounter. 
   
  Conditions: It is late in the afternoon on a hot, 
  cloudless day. The terrain on the map consists of 
  shallow bog, deep bog, some sand bars, and 
  heavy undergrowth (mangrove copses). See 
  Marsh Terrain on page 88 of the DMG. 
   
  Creatures: 
  The 
  players 
  have, 
  perhaps 
  unintentionally, encountered the beast in its lair. 
  This area is the stomping grounds of a fearsome 
  hydra (or hydras depending on APL). It is hungry 
  and eager to protect its lair and attacks the PCs on 
  sight. 
  APL 4 (EL 6) 
  Five-Headed Pyro-hydra (1): hp 60; see 
  Appendix 1. 
  APL 6 (EL 8) 
  Seven-Headed Pyro-hydra (1): hp 80; see 
  Appendix 2. 
  APL 8 (EL 10) 
  Nine-Headed Pyro-hydra (1): hp 105; see 
  Appendix 3. 
  APL 10 (EL 12) 
  Eleven-Headed Pyro-hydra (1): hp 125; see 
  Appendix 4. 
  APL 12 (EL 15) 
  Twelve-Headed Pyro-hydra of Legend (1): 
  hp 180; see Appendix 5. 
  APL 14 (EL 17) 
  Twelve-Headed Pyro-hydra of Legend (1): 
  hp 180; see Appendix 6. 
  Twelve-Headed Half-Black Dragon Pyro-
  hydra (1): hp 165; see Appendix 6. 
  APL 16 (EL 19) 
  Twelve-Headed Pyro-hydra of Legend (1): 
  hp 180; see Appendix 6. 
  Twelve-Headed Half-Black Dragon Pyro-
  hydra (1): hp 165; see Appendix 6. 
  Twelve-Headed Half-White Dragon Pyro-
  hydra (1): hp 165; see Appendix 6. 
  Twelve-Headed Half-Fiend Pyro-hydra (1): 
  hp 145; see Appendix 6. 
  ULP8-02 Sundered Bonds 
   
  Page 5 
  
   
  Tactics: Hydras a not intelligent and use 
  straight forward tactics. 
   
  APL 4-12: The hydra moves towards the 
  closest target and attacks. If possible, it stays in 
  the deep bog in order to take advantage of its 
  swim speed as it suffers the same penalty for 
  movement in shallow bog as any other creature. 
  Each of its heads attacks independently, choosing 
  targets at random within range unless one target 
  proves to be especially dangerous. A head bites 
  most of the time but uses it’s breathe weapon 
  about one-third of the time if it can. 
   
  If it cannot reach its targets, such as if they 
  are all flying out of range, it retreats under the 
  deep bog and waits for them to get closer. 
   
  APL 14: The hydras move towards the closest 
  target and attacks. If possible, the hydra of legend 
  stays in the deep bog in order to take advantage 
  of its swim speed as it suffers the same penalty for 
  movement in shallow bog as any other creature, 
  while the half-dragon hydra uses its fly speed to 
  close rapidly. Each of their heads attacks 
  independently, choosing targets at random within 
  range unless one target proves to be especially 
  dangerous. A head bites most of the time but uses 
  it’s breathe weapon about one-third of the time if it 
  can. The half-dragon seldom uses its draconic 
  breath unless it is the only way to reach prey. 
   
  If they cannot reach its targets, such as if they 
  are all flying out of range, they retreat under the 
  deep bog and wait for them to get closer. 
   
  APL 16: The hydras move towards the closest 
  target and attacks. If possible, the hydra of legend 
  stays in the deep bog in order to take advantage 
  of its swim speed as it suffers the same penalty for 
  movement in shallow bog as any other creature, 
  while the half-dragon hydras use their fly speed to 
  close rapidly. Each of their heads attacks 
  independently, choosing targets at random within 
  range unless one target proves to be especially 
  dangerous. A head bites most of the time but uses 
  it’s breathe weapon about one-third of the time if it 
  can. The half-dragon seldom uses its draconic 
  breath unless it is the only way to reach prey. 
   
  If they cannot reach its targets, such as if they 
  are all flying out of range, they retreat under the 
  deep bog and wait for them to get closer. 
   
  The half-fiend hydra is the smartest of the 
  hydras and is more likely to uses its attacks 
  intelligently. It starts off the battle with unholy 
  smite but then otherwise closes like its brethren. It 
  uses blasphemy if mobbed by lesser creatures 
  and darkness in order to gain concealment. 
   
  Treasure: If the PCs explore the area they 
  find that the gleam of white and gold they caught 
  before in the copse of mangroves was actually the 
  bleached bones of the hydra’s victims and its 
  treasure. 
   
  There are quite a few coins along with several 
  minor magic items. The items do not change with 
  the APL, but the coin does. The PCs have plenty 
  of time to identify the items before the next 
  encounter so the DM should just tell them what 
  they are and allow them to temporarily distribute 
  the items amongst themselves. 
  APL 4: L: 0 gp, C: 100 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 6: L: 0 gp, C: 200 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 8: L: 0 gp, C: 300 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 10: L: 0 gp, C: 500 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 12: L: 0 gp, C: 700 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 14: L: 0 gp, C: 800 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 16: L: 0 gp, C: 1,000 gp, M: 207 gp; 
  arcane scroll of seeking ray (13 gp), armor 
  crystal of bent sight (42 gp), charm of 
  countersong (33 gp), darkwood buckler (18 
  gp), eternal wand of detect magic (38 gp), 
  healing belt (63 gp). 
  ULP8-02 Sundered Bonds 
   
  Page 6 
  
   
  Development: If the PCs win, give them 
  enough time to explore the area and find the 
  treasure, then move immediately to Encounter 2. 
   
  If the PCs lose, go to Conclusion 1: What’s 
  Eating You? 
  ENCOUNTER 2: AN 
  INVITATION TO THE BALL 
  This encounter occurs just as the PCs finish 
  exploring the hydra’s den. 
   
  Having defeated the ‘mob of giant swamp 
  serpents’ and looted the den, you see there is 
  just enough sunlight left to make back to the 
  fishing village you rescued for the usual 
  celebration; 
  complete 
  with 
  food 
  of 
  questionable age, flat beer, amateur musicians 
  and a dance with the not-quite-homely mayor’s 
  daughter (or son) who smells vaguely of 3-day 
  old mackerel. 
   
  But before you can take a muddy step 
  towards tonight’s festivities, you hear the 
  sound of something approaching through the 
  swamp. What horror awaits you now? Did the 
  monster have a mate? Did the sounds of battle 
  draw something even worse? Weapons drawn 
  at the ready, you can only wonder in 
  anticipation as from around a copse of 
  mangroves come an immaculately dressed 
  young man with sharp features and a haughty 
  demeanor mounted on an equally immaculate 
  white horse. They both bear the livery of 
  Prince Corond of Ulek. 
   
  The young man pauses when he sees you, 
  clears his throat and unrolls an ornately 
  illuminated scroll, then begins to read: “To the 
  slayers of the dreaded hydra of Adirole. In 
  honor 
  of 
  your 
  courageous 
  deeds 
  in 
  safeguarding the citizens of the Principality of 
  Ulek, His Royal Highness Prince Olinstaad 
  Corond would like to extend a personal 
  invitation for you to attend the Heroes’ Ball at 
  the Royal Palace in Gryrax, three days hence. 
  There you will be honored along with other 
  heroes of the realm in a lavish ball.” 
   
  At this, the young man, having barely 
  glanced at you the whole time, rolls the scroll 
  back up and states, “I will inform His Royal 
  Highness that the invitation has been delivered 
  and you will be attending.” 
   
  This last statement seemed to be more of a 
  command than a question, and seemed to 
  carry an unspoken threat, though it could just 
  be the messenger’s haughtiness that gives 
  you that opinion. 
   
  Without another word, the young man 
  turns his horse about and rides it back into the 
  swamp, leaving you all with the same 
  unanswered question, ‘How do you keep a 
  white horse clean in a swamp?’ 
   
  Agents of the Prince have been keeping tabs 
  on the success of PCs in their mission to save the 
  fisher folk of the Adirole peninsula (along with 
  other adventurers elsewhere in the realm). After 
  scrying on the PCs and seeing their success, they 
  teleported the messenger to a nearby location to 
  deliver the message. If any of the PCs attempt to 
  follow 
  the 
  messenger, 
  they 
  find 
  he 
  has 
  disappeared (having been teleported back to the 
  palace). 
   
  After this brief interruption, the PCs are now 
  free to return to fishing village and receive their 
  hero’s welcome, such that it is. It takes about 2 
  days of travel to reach Gryrax from here, so the 
  PCs will likely make it there on the day of the ball. 
  Any PC who wishes may refuse the invitation. 
  Hand them their AR with the XP and treasure they 
  earned in Encounter 1 and politely ask them to 
  leave the table. This adventure is over for them. 
  ENCOUNTER 3: A NIGHT AT 
  THE BALL 
  When the PCs arrive in Gryrax, they may wish to 
  do a little information gathering. If they do, use the 
  following based on their Gather Information 
  results: 
   
  DC10: The Prince is holding a ball in honor of 
  the many heroes of the Principality. He’s never 
  done anything like that before, but I have heard 
  anyone who is anybody will be there. 
   
  DC15: I heard that freedom fighter, Scarred 
  Fox, will be honored at the ball. He is a handsome 
  rogue, isn’t he? 
   
  DC 18: Scarred Fox has been visiting many 
  important dignitaries in the Principality and its 
  close allies, drumming up support for the war 
  against the Slavers. But somehow he still 
  manages to make it to even some of the seedier 
  dives to get popular support, as well. 
  ULP8-02 Sundered Bonds 
   
  Page 7 
  
   
  DC 20: There are quite a few groups of well-
  known 
  adventurers 
  attending 
  the 
  ball. 
  It’s 
  supposed to be a formal affair but more likely than 
  not the uncouth lugs will be there in rusty chain 
  shirts and battle-dented axes. 
   
  DC 30: A lot of the people Scarred Fox has 
  been meeting with are scheduled to attend the 
  ball, as well. 
   
  After the PCs have had a chance to do some 
  carousing, rest up, spend some cash and do 
  whatever they want to before the ball, its time to 
  move on to the Ball proper. The ball is formal, but 
  wearing there adventuring gear is acceptable 
  considering the nature of the honor. 
   
  This section of the adventure can take as 
  much or as little time as the players want as it is 
  entirely role-playing. The ball is indeed a lavish 
  affair and most Principality dignitaries can be 
  found here. If a PC is looking for someone 
  specifically, odds are they can find them here. 
  There is great food, entertainment and dancing 
  into the wee hours. The DM should feel free to 
  elaborate on this part of the adventure as much as 
  he wants, describing the grandeur of the palace 
  ballroom, the many well-coiffed attendees and the 
  seemingly endless parade of delicious foods. 
   
  After the players have had a chance to mingle 
  and do whatever role-playing they wish, a waiter 
  steps up to each of them with a letter on a tray. 
  Give each player the appropriate note from Player 
  Handout 1: Notes at the Party. There are seven 
  separate handouts of which each PC should 
  receive only one. There is a handout for players 
  who are Honorary Chain Breakers; one for 
  members of the PoU military; one for Liegeman of 
  the Prince; one for the Talons of Retribution; one 
  for the Congregation of the Hills; one for the 
  Guardians of the Soul Forged; and one for 
  everyone else. 
   
  The handouts are invitations to a clandestine 
  meeting with Scarred Fox and the Prince. Give the 
  PCs a chance to read the handout then ask them 
  if they are going to attend. If they say no, the 
  adventure ends for them here. Else wise, continue 
  to the next encounter. 
  ENCOUNTER 4: BEHIND 
  CLOSED DOORS 
  (The author of this adventure would like to extend 
  his apologies to the judges of this adventure for 
  making them read aloud the following extended 
  cinematic sequences and dedicates them in the 
  name of Rene’ Aflonso.) 
   
  You follow the waiter as ordered and find 
  yourself in a hallway next to a large door. 
  Surprisingly, 
  you 
  see 
  your 
  adventuring 
  companions are here, as well. Before you can 
  ask each other about this, the door swings 
  open and you are quickly ushered in. As the 
  door swings shut behind you, it appears you 
  are now standing in a large meeting room. 
   
  Standing at the other end of the hall is 
  Prince Olinstaad Corond himself. With him are 
  Chaos Hawk, court wizard standing in for the 
  infirmed Pengellan, Magnus Loudrin, head of 
  the Talons of Retribution, Keeper Karin 
  Whytsmyth, head of the Church of Ulaa, 
  Commander of the Royal Army, Marshal 
  Augustus Clinkerfire, Admiral of the Fleet, 
  Tiberius 
  Mansfield 
  III, 
  General 
  Brunar 
  Blackhand, 
  head 
  of 
  Mine 
  Rangers, 
  and 
  Patriarch 
  Cedric 
  Rocksoul, 
  head 
  of 
  the 
  Guardians of the Soul Forged. And, like 
  statues lining the walls, stand a dozen of the 
  Prince’s vaunted Adamantine Guard. 
   
  One can only wonder at the significance of 
  so many powerful personages being behind 
  closed doors during the middle of a ball. But 
  as if that were not enough to wrap your head 
  around, you notice there are 5 tables set in 
  front of them. At each of 4 of these tables sits 
  a small group of 5 or 6 people, many of whom 
  you recognize as fellow adventurers. The fifth 
  table has no current occupants, but set in front 
  of each seat on the table is small pile of 
  equipment. It soon becomes obvious, as you 
  are escorted to the vacant table, that the 
  equipment is your own. The very same 
  adventuring equipment you left behind to 
  attend the ball. 
   
  As you sit, Prince Corond steps forward 
  and announces, “Good, we are all here at last. 
  Adventurers, we have called upon you to do 
  great service for the Principality. As you know, 
  we have ousted the vile forces of the Pomarj 
  and have begun our conquest of the Poor 
  March itself. We have met with much success, 
  but the enemy is not blind to the threat we 
  pose to him. Even now the Mak sues for peace 
  with the Domain of Greyhawk to better turn his 
  attentions back south, and the attack on the 
  village of Jewelside makes it clear that the 
  Earth Dragon has no intention of simply rolling 
  over to our forces.” 
  ULP8-02 Sundered Bonds 
   
  Page 8 
  
   
  “Victory will not be easy, and to gain it, we 
  need allies. Scarred Fox and his rebel band, 
  the Chain Breakers, is one such ally. He has 
  been doing much here in the Principality, and 
  free men everywhere owe him a debt. But he 
  has been away from the fight for too long, and 
  it is time for him to return. We know this…and 
  so do his enemies.” 
   
  “Therefore, his return is anticipated. The 
  Mak has many spies and we must assume that 
  our enemy knows of Fox’s plan to return. It is 
  for this reason we have summoned you all 
  here. You are to escort Scarred Fox safely 
  back to his men in the Pomarj. And before you 
  ask why so many of you are needed, perhaps I 
  should let Scarred Fox explain.” 
   
  With this, the Prince gestures and a rugged 
  looking, but handsome half-elf whom you 
  recognize as the legendary Scarred Fox, steps 
  out from an alcove behind the Prince. He is 
  followed shortly there after by another, and 
  then another, and then another, and another; 
  until there are no less than 5 Scarred Foxes 
  standing in front of you. 
   
  One of the Scarred Foxes clears his throat 
  and smiles. “Don’t worry,” he says with a glint 
  in his eye. “There is only one real Scarred Fox. 
  I am sure the ladies couldn’t stand any more. 
  But the rest of us are talented ruses set to foil 
  attempts at capturing such a handsome rogue 
  as myself. Each of your groups will escort one 
  of us via a different route which we will explain 
  only after having left this chamber. None of 
  you will know which of us are fakes until we 
  arrive at our destination. We are also the only 
  ones who know how to get there, so it is vital 
  you keep us alive either way. And in order to 
  add to the deception, we must refrain from 
  using our powers to help you as that would 
  surely give us away. So can I count of you 
  doughty adventurers to help us out?” 
   
  Before anyone can answer that, a gruff 
  looking dwarf adventurer at one of the other 
  tables slams his axe down and stands. “What’s 
  it pay?” he bellows. The room goes deathly 
  silent and all eyes turn to the dwarf who seems 
  oblivious. Quickly, one of his teammates 
  stands and bows courteously to the Prince. 
   
  “My apologies,” she says. “Our teammate 
  Grothguld is new to both the Principality and 
  our company. He does not understand…” 
   
  “The hell I don’t, woman!” the dwarf 
  interrupts. “Grothguld Irontooth don’t do 
  nuthin’ without getting paid fer it. Just cause 
  some hoity-toity dwarf cousin with an axe-
  handle rammed up his…” At this the dwarf 
  stops in mid sentence. He grasps at his throat 
  as if choking. A thin wisp of blue mist is 
  wrapped around his throat, its origin the 
  arcane fingers of Magnus Loudrim. 
   
  At this, the Prince signals the archmage to 
  cease. Magnus releases the spell and the 
  dwarf drops to his knees as he regains his 
  breath. 
   
  “Do not worry,” says the Prince calmly. “If 
  you will do nothing without being paid, then 
  you do not have to do anything. I wish to 
  extend an apology as it appears we erred in 
  extending this offer to you. As recompense, 
  you will be given lavish quarters here in the 
  palace until this affair is over.” 
   
  “Guards!” 
  the 
  Prince 
  snaps 
  briskly. 
  Immediately two of the Adamantine Guard are 
  at the dwarf’s side and he is quickly escorted 
  from the chamber. 
   
  “Now then,” says the Prince, “for Prince 
  and Country? What say you?” 
   
  “And,” Scarred Fox adds, “for Freedom 
  and the People?” 
   
  Any PC who decides they are not interested or 
  who asks for payment is escorted out of the 
  chamber and confined for the remainder of the 
  adventure. At the end of the adventure, they are 
  let go without word or explanation. 
   
  The PCs may ask questions now if they wish, 
  though, in order to maintain secrecy, there is little 
  more they will be told. Here is what they can find 
  out: 
  • 
  Only their Scarred Fox knows the route 
  they are to take and the codes they are to 
  use to meet with the Chain Breakers. For 
  security reasons, he will tell the PCs none 
  of this until the last moment necessary. 
  • 
  For security reasons, the PCs are to leave 
  on their adventure immediately. There will 
  be no time for shopping. However, an 
  additional week’s worth of supplies has 
  been provided with their equipment. 
  • 
  There is no other aid they will provide the 
  PCs at this moment. The PCs were 
  ULP8-02 Sundered Bonds 
   
  Page 9 
  
  chosen 
  because 
  of 
  their 
  skill 
  and 
  ingenuity. 
  • 
  Do not ask for aid in combat from Scarred 
  Fox as using his powers would surely give 
  him away to his enemies. 
  • 
  The only thing they will be told about their 
  destination is that it lies somewhere in the 
  Pomarj. 
  • 
  The groups chosen for this mission were 
  chosen 
  based 
  on 
  observations, 
  divinations, and investigations made of 
  several 
  adventuring 
  groups. 
  It 
  was 
  deemed, for reasons not fully revealed, 
  that your group would be an excellent 
  choice for this mission.  
   
  After a brief period of discussion, continue 
  with the following: 
   
  All 
  questions 
  being 
  answered. 
  It 
  is 
  apparent it is time for your mission to begin 
  when Magnus Loudrim, head of the Talons of 
  Retribution, steps forward. 
   
  “One more thing,” he announces. “I am 
  giving each of your Scarred Foxes a scroll 
  tube with a message in it. This message is very 
  important to the cause and needs to be 
  delivered to the Chain Breakers at all costs. 
  Even if you fail in your mission to escort the 
  Fox to his men, you must succeed in this one. 
  The tube is to remain sealed until delivered to 
  the Chain Breakers.” 
   
  With that, he hands a sealed tube to each 
  of the Scarred Foxes and they move to join 
  their assigned group. 
   
  In reality, none of the Scarred Foxes are 
  actually the real one. They are all talented 
  disguise artists and spies pretending to be 
  Scarred Fox. But only the real Scarred Fox and 
  Magnus Laudrim know this. Scarred Fox had 
  Magnus cast trap the soul on him and place him in 
  a gem. The gem had a note wrapped around it 
  and it was sealed in a scroll tube. This tube is 
  what was given to the PC’s Scarred Fox as the 
  important message to be delivered. If the PCs 
  break the seal and read the message, it simply 
  says, “Shatter this gem.” 
   
  For more information on the faux Scarred Fox 
  the PCs are escorting, refer to Appendix 9. 
   
  Give the PCs time to cast any preparatory 
  spells and equip themselves, then go immediately 
  to Encounter 5.  
  ENCOUNTER 5: THE EARTH 
  DRAGON STRIKES BACK 
  Excitement is palpable in the chamber, as the 
  assignments have now been completed and 
  each group is ready to conduct their mission. 
   
  Suddenly, a slight rumbling can be felt 
  beneath your feat. The chandeliers above your 
  head jingle and small pieces of loose masonry 
  fall from the walls with a clatter. Then all is 
  silent for a moment as the minor tremor 
  passes. 
   
  The 
  Prince 
  looks 
  quizzically 
  at 
  his 
  advisors, hoping for a simple explanation, but 
  Chaos Hawk’s wide-eyed gaze makes it 
  apparent something is wrong. 
   
  “Your 
  Highness!” 
  the 
  Court 
  Wizard 
  announces in excitement. “The palace wards! 
  They’ve been breached!” 
   
  Instantly, the Prince responds, “This is the 
  Earth Dragon’s doing! Magnus! Chaos! Repair 
  the wards! Call out the Adamantine Guard! Our 
  guests our in danger! Karin, can you tell where 
  the attack is coming from?” 
   
  An instant later, small popping sounds can 
  be heard coming from directions all about the 
  palace, accompanied shortly thereafter by 
  panicked screams. With a rush of wind and a 
  smell of rotten eggs, more popping sounds are 
  heard within the chamber you stand in. 
  Appearing from puffs of smoke are a score of 
  hideous 
  otherworld 
  creatures. 
  One 
  in 
  particular stands out. Cloaked in fire and as 
  tall as two humans, this hulking monster 
  spreads its batlike wings and cracks its 
  whiplike tail. Great scales cover its body like 
  armor. It smiles, revealing large fangs that drip 
  with a hissing venom. With a deep, rumbling 
  voice it states, “The Earth Dragon sends you 
  greetings, Prince Corond!” then steps forward 
  to attack. But it barely takes a step before it 
  slams into something hard and invisible. 
   
  “Your Highness,” Magnus Loudrim says, 
  lowering his hands from having just cast a 
  spell. “That won’t hold them for but a 
  moment.” 
   
  “No matter,” states the Prince. He draws 
  the legendary Axe of Corond and a nearly 
  forgotten battle-gleam can be seen shining in 
  his eyes. He turns abruptly to the gathered 
  adventurers and commands, “We have this 
  ULP8-02 Sundered Bonds 
   
  Page 10 
  
  fight! Your mission is paramount and cannot 
  be delayed by this distraction lest the enemy 
  use it to compromise the mission. Follow your 
  assigned charge and complete your mission! 
  GO NOW!” 
   
  The leader of the devils in this chamber is a 
  Pit Fiend and the others with him are lesser, if still 
  very powerful devils. It should be made clear to 
  the PCs that fighting these creatures would be 
  suicide for all but the most experienced. 
   
  This is an assault by the allies of the Earth 
  Dragon who are taking advantage of the gathering 
  of so many important enemies in one place. It is a 
  quick assaulted designed to make use of surprise, 
  cause as much death as possible, and then retreat 
  before the palace forces have had a chance to 
  organize. As such, the battle lasts only for a few 
  minutes. 
   
  The PCs may chose to stay and fight or help 
  others, but their efforts will have little effect on the 
  battle, and it will be in violation of a direct order 
  from the Prince. If any do disobey the Prince and 
  stay to fight, have them battle the creatures from 
  Encounter 6, and describe in lavish depiction the 
  epic battles the Prince and his advisors wage 
  alongside them. The Prince succeeds in repelling 
  his attackers at the same time the PCs defeat 
  theirs. After the battle, the PCs are reprimanded 
  for disobeying orders and jeopardizing the mission 
  but thanked for their help in the battle. They are 
  then sent immediately upon their mission. 
   
  If the PCs do decide to follow the Prince’s 
  command, their faux Scarred Fox leads them 
  immediately out of the meeting chamber as the 
  Prince and his minions engage the Baatezu. Go 
  immediately to Encounter 6. 
  ENCOUNTER 6: HELL’S 
  KITCHEN 
  As the battle engages behind you, Scarred Fox 
  hurriedly rushes you from the chamber. He 
  starts to head down a corridor, but the 
  intersection up ahead is quickly embroiled in 
  yet another battle between devils and the 
  Prince’s forces. Scarred Fox turns back 
  around, looks down several corridors and 
  commands, “This way,” as he heads down 
  one. “We’ll have to cut through the kitchen.” 
   
  Fox takes several more turns avoiding 
  various melees as they break out in the halls. 
  Then opens a door in one of them and steps in. 
  You enter a large, kitchen filled with still 
  simmering pots and cooking fires. The staff 
  that would otherwise be busy feeding the 
  palace guests have apparently all fled to safer 
  locals. Fox heads for another door on the other 
  side of the kitchen. 
   
  “We’re almost there,” he proclaims. Just 
  then, the door burst open wide and a cadre of 
  foul Baatezu step into the kitchen, blocking 
  your path. 
   
  The faux Scarred Foxes’ destination is a 
  teleportation room only 60 feet down a corridor 
  from the kitchen. The PCs do not need to defeat 
  all of the Baatezu to defeat this encounter, they 
  only have to reach the teleportation room with 
  Scarred Fox. The PCs do not need to be made 
  aware of this, however. Let them figure it out on 
  their own. Once there, a member of the Talons of 
  retribution is waiting for them. He immediately 
  teleports them to their destination and then turns 
  to defeat the devils. He is unaware of the PCs 
  current predicament and cannot help them till they 
  get to him. 
   
  Use DM’s Aid: Map #2 to aid in this 
  encounter. As ordered, the faux Scarred Fox 
  avoids combat or using any abilities that might 
  give him away. If it is relatively safe to do so, he 
  will do simple things such as pick up a dropped 
  weapon and toss it to the PC, or use a potion of 
  cure moderate wounds on a fallen PC. 
   
  Conditions: The kitchen has no other 
  occupants. The walls are well crafted reinforced 
  masonry. The ceiling is 15 feet high. There are 
  several large tables, various barrels, crates and 
  stacks of wood. Twelve foot chains dangle from 
  the ceiling above the tables, holding various 
  cooking utensils on hooks. A fire roars in the 
  fireplace. 
   
  Creatures: The PCs have to deal with a 
  powerful mixed group of baatezu. It is possible 
  they may find themselves overwhelmed. If this is 
  the case, the DM may offer assistance in the 
  following way: once, and only once during this 
  battle, an allied cleric (level = APL+3) stops briefly 
  to help them by casting a single spell he is 
  capable of casting before moving on to help 
  others. The DM can decide what spell will best 
  help the party. 
  APL 4 (EL 7) 
  Nupperibo (3): hp 16 each; see Appendix 1. 
  ULP8-02 Sundered Bonds 
   
  Page 11 
  
  Spined Devil (Spinagon) (2): hp 24 each; see 
  Appendix 1. 
  APL 6 (EL 9) 
  Chain Devil (Kyton) (1): hp 64; see Appendix 
  2. 
  Legion Devil (Merregon) (5): hp 27 each; see 
  Appendix 2. 
  APL 8 (EL 11) 
  Hellcat (Bezekra) (1): hp 72; see Appendix 3. 
  Bearded Devil (Barbazu) (4): hp 54 each; 
  see Appendix 3. 
  APL 10 (EL 13) 
  Orthon (3): hp 98 each; see Appendix 4. 
  Steel Devil (Bueroza) (6): hp 60 each; see 
  Appendix 4. 
  APL 12 (EL 16) 
  Ice Devil (Gelugon) (2): hp 168 each; see 
  Appendix 5. 
  Barbed Devil (Hamatula) (2): hp 144 each; 
  see Appendix 5. 
  APL 14 (EL 18) 
  Xerfilstyx (2): hp 195 each; see Appendix 6. 
  Ice Devil (Gelugon) (2): hp 168 each; see 
  Appendix 6. 
  APL 16 (EL 20) 
  Paeliryon (1): hp 270; see Appendix 7. 
  Horned Devil (Cornegon) (2): hp 195 each; 
  see Appendix 7. 
   
  Tactics: The baatezu are lawful evil, and most 
  of them are intelligent. They use coordinated 
  group tactics except where otherwise noted. The 
  devils where gated in rather than summoned and 
  can thus use their summon baatezu abilities if 
  pressed. Unless otherwise mentioned, all of the 
  devils fight to the death. 
  APL 4: The Spinegons have the Nupperibos form 
  a front line to engage the PCs in melee while they 
  use their spines as ranged attacks to stop enemy 
  spell casters and archers. One of them starts off 
  the battle with a stinking cloud, while the other one 
  saves his for emergencies. They use produce 
  flame to attack PCs who seem especially difficult 
  to hit with non-touch attacks. 
   
  The Spinegons only use their summon 
  baatezu ability if sorely pressed or the PCs prove 
  to be very powerful from the outset. 
  APL 6: On the first round, the Merregon’s all 
  attempt to use their summon baatezu ability to 
  increase their number. The Kyton animates the 
  chains hanging from the ceiling of the kitchen to 
  protect the Merregons while they summon. Once 
  they have increased their number, the Merregon’s 
  form a line and advance while the Kyton attacks 
  with its chains from safely behind the front line. 
  APL 8: On the first round the Bezekra attempts to 
  pounce on any target it can. If it can’t, it spends 
  the first round positioning itself for a charge, and 
  then charges on the second round. Half the 
  Barbazu attempt to summon another Barbazu 
  using their summon baatezu ability, while the other 
  half protect them. Then they switch places with the 
  other two attempting to summon their own 
  Barbazu while the first two enter battle frenzy and 
  attack. 
  APL 10: On the first round, the Bueroza form a line 
  in front of the Orthons and use both their haste 
  and chant abilities. On following rounds they use 
  greater 
  command 
  in 
  an 
  attempt 
  to 
  draw 
  spellcasters to them, then advance in formation. 
  The Orthons form a line behind the Bueroza, 
  activate their dimensional interference and use 
  their 
  hellfire 
  crossbows 
  at 
  any 
  targets of 
  opportunity. If the majority of the enemy close with 
  the Bueroza, the Orthons switch to their hellspears 
  and attack over the heads of the Bueroza. 
  APL 12: Both the Hamatulas and the Gelugons 
  have already been bolstered by unholy aura. 
   
  The Hamatulas form a front line to protect the 
  Gelugons. On the first round, one of the 
  Hamatulas uses order’s wrath while the others 
  uses unholy blight. If the enemy doesn’t close, 
  they attempt to use their summon baatezu ability 
  to summon bearded devils (use statistics for APL 
  8). They then close to engage others in grapples. 
   
  The Gelugons coordinate their tactics, one 
  uses summon baatezu to summon bearded devils 
  (use statistics for APL 8), while the other uses ice 
  storm to slow and confound the enemy. On round 
  two, they reverse this strategy. If given the 
  opportunity, they bolster their summoned allies 
  with unholy aura. They then use cone of cold and 
  other offensive spells until forced into melee. 
  APL 14: Both the Xerfilstyx and the Gelugons 
  have already been bolstered by unholy aura. 
  ULP8-02 Sundered Bonds 
   
  Page 12 
  
   
  The Xerfilxstyx take point using power word 
  blind on spell casters, then using Powerful Charge 
  to engage the enemy in melee. Once in melee 
  they use their breath weapons and attack 
  furiously. They only use their summon baatezu 
  ability if the Gelugons have been destroyed. 
   
  The Gelugons coordinate their tactics, one 
  uses summon baatezu to summon bearded devils 
  (use statistics for APL 8), while the other uses ice 
  storm to slow and confound the enemy. On round 
  two, they reverse the strategy. If given the 
  opportunity, they bolster their summoned allies 
  with unholy aura. They then use cone of cold with 
  no fear of catching the Xerfilstyx in them as they 
  are immune to cold. 
  APL 16: Both the Paeliryon and the Cornugons 
  have already pre-cast some spells before this 
  encounter starts. The Paeliryon was instructed to 
  use 
  its 
  blasphemies 
  only 
  on 
  important 
  personages, so avoids using it except as a last 
  resort. 
   
  The Paeliryon uses its invisibility to protect 
  itself while it uses its summon baatezu ability to 
  summon a Gelugon (use stats for APL 14). It 
  follows this up with empowered meteor swarm. 
  When done with this it activates its intoxicating 
  perfume and closes to use its Belittle ability. It then 
  uses its quicken hold monster in conjunction with 
  its retractable claws to attack outside its antilife 
  shell. 
   
  The Cornugons cast a lightning bolt and a 
  fireball respectively, then close to engage in 
  melee. 
   
  Development: If the PCs win, they can 
  continue on to the teleportation chamber safely. A 
  Talon of Retribution is waiting there to teleport 
  them to their next destination, and does so as 
  soon as the party has recomposed itself. 
   
  If the PCs lose or their Scarred Fox is slain, go 
  to Conclusion 2: The Last Supper. 
  ENCOUNTER 7: RUINED 
  RUNES 
  You finally made it to the chamber Scarred Fox 
  was leading you to; one of the palace’s 
  teleportation chambers. One of the Talons of 
  Retribution 
  hastily 
  rushes 
  you 
  into 
  the 
  chamber, tosses a lightning bolt down the hall 
  towards a group of fiends, then arcane locks 
  the door. In short order, he prepares the 
  teleportation circle, and transports you and 
  your charge to their destination. 
   
  The world shifts and the chaotic noise of 
  battle and austere walls of the palace are 
  replaced by the peaceful buzzing of insects 
  and the crumbled walls of an ancient ruin. It is 
  dark, save for the starlight shining in through 
  the collapsed roof. 
   
  The Talon states succinctly, “You are in 
  the Pomarj now. Be careful, and may Ulaa 
  guide you.” With that he does a quick 
  incantation and disappears, no doubt back 
  where he came from. You are now alone in 
  enemy territory with your charge. 
   
  The PCs have been teleported to the ruins of 
  an ancient keep at the foothills of the Drachenburg 
  Mountains. This is the first stop in their journey to 
  reach the Chain Breakers. The Chain Breakers 
  are constantly on the move from one safe location 
  to another, staying only a few days in one area. 
  Whenever they move on to a new location, they 
  leave behind a secret code of rune carved rocks 
  that tell those few who know how to read them 
  where their next stop will be. Members of the 
  Chain Breakers who become separated from the 
  main group use these signs to find their way back 
  to the group. The last stone has a depression in it 
  for holding water. The level of evaporation in this 
  stone gives a clue as to how long it has been 
  since the Chain Breakers where last here. There 
  is a tiny about of water in the bottom of this one, 
  indicating the Chain Breakers left here about a 
  week ago. 
   
  The party’s Scarred Fox does not explain this 
  unless pressured, as the less the PCs know about 
  how the Chain Breakers work, the better. As soon 
  as the Talon leaves he goes to the hidden location 
  in this ruin to find the arrangement of stones that 
  tells the next location to travel to. He tells the PCs 
  to get some rest, as it is not safe to travel the 
  Pomarj at night. 
   
  In the morning, he leads them towards their 
  next destination, a cave a day’s travel to the north. 
  ENCOUNTER 8: OUT 
  FOXED? 
  After a day’s travel north, Scarred Fox leads 
  you down a gorge and into a large cave that 
  would have been nearly impossible to find 
  without knowing where to look. 
  ULP8-02 Sundered Bonds 
   
  Page 13 
  
   
  The inside of the cave looks well used by a 
  large number of personnel. The floor has been 
  smoothed 
  out, 
  there 
  are 
  several 
  stone 
  benches, tables and chairs, as well as straw 
  mattresses and sanitary facilities. The air still 
  carries the scent of people. This place has 
  been occupied within the last few days. 
   
  Scarred Fox has noticed this and his 
  spirits obviously pick up. He moves over to a 
  small 
  stone 
  shelf 
  and 
  examines 
  the 
  arrangement of several marked rocks lying on 
  it. After looking at the last one, he looks elated. 
   
  Scarred Fox turns to you and states, “The 
  Chain Breakers are near. All I need do now is 
  alert them to our presence and they will send 
  guides to lead us to their current camp. In only 
  a few hours, we will all be safe with the Chain 
  Breakers and our real work can begin.” 
   
  If asked about this last bit, the faux Scarred 
  Fox does not elaborate. His next action is to walk 
  over to a small rune etched in the wall. A 
  successful Knowledge (religion) check (DC 14), 
  identifies this as the Rune of Pursuit, the holy 
  symbol of Trithereon, god of liberty. He explains 
  this is how he alerts the nearby Chain Breakers he 
  is here. He places his hand on the rune and says, 
  “Freedom.” 
   
  Unfortunately, a trap has been set up next to 
  the symbol by the forces of the Pomarj and a 
  traitor in the Chain Breakers. It appears as nothing 
  more than one more mug on a shelf of mugs (note 
  that it has a non-detection spell on it). When 
  Scarred Fox touches the symbol and states the 
  command word, it activates a magical trap. 
  All APLs (EL 10) 
  Disintegrate/Non-Detection Trap (1): magic 
  device; command word/location trigger; no 
  reset; spell effect (disintegrate, 20th-level 
  wizard, +10 ranged touch, Fort DC 20 save for 
  5d6 damage; non-detection, 20th-level wizard); 
  Search DC 34; Disable Device DC 34. 
   
  Assuming the PCs do not interfere with 
  Scarred Fox or somehow disarm the trap, it goes 
  off, successfully hitting and disintegrating the faux 
  Scarred Fox. The trap also signals a team of Earth 
  Dragon agents waiting for the trap to be triggered.  
   
  If the PCs managed to disarm the trap without 
  setting it off, the Pormarj agents are still alerted by 
  another agent scrying on the location at that 
  moment. The DC to detect this scrying is equal to 
  the APL +12. If the PCs also have some way of 
  defeating the scrying, they have successfully 
  defeated this encounter and gain full experience, 
  but no treasure for it. 
   
  Conditions: The faux Scarred Fox has lit the 
  many torches in the cave before proceeding on. 
  The cavern section is well lit, but the entry tunnel 
  is in shadow. The cavern is natural and arches up 
  to about 20 feet in height. The floor has been 
  smoothed out and provides no hindrance to 
  movement. 
   
  Creatures: Two minutes after the trap is 
  triggered, a team of Pomarj agents are teleported 
  to a location 90 feet from the entrance to the cave. 
  This is a precaution against spells such as 
  anticipate teleport and other area wards. Their 
  mission is to make sure Scarred Fox is destroyed, 
  finish the job if he isn’t and kill anyone else they 
  find. 
  APL 4 (EL 6) 
  Hurock Shroon, male hobgoblin druid 5: hp 
  45; see Appendix 1. 
  Hardhead, 
  medium 
  earth 
  elemental 
  companion: hp 36; see Appendix 1. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  1/rogue 1: hp 16; see Appendix 1. 
  Uglucks Globner, male hobgoblin monk 2: 
  hp 16; see Appendix 1. 
  APL 6 (EL 8) 
  Hurock Shroon, male hobgoblin druid 7: hp 
  63; see Appendix 2. 
  Hardhead, 
  medium 
  earth 
  elemental 
  companion: hp 36; see Appendix 2. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  2/rogue 1: hp 25; see Appendix 2. 
  Uglucks Globner, male hobgoblin fighter 
  1/monk 2: hp 25; see Appendix 2. 
  APL 8 (EL 10) 
  Hurock Shroon, male hobgoblin druid 
  7/earth dreamer 2: hp 75; see Appendix 3. 
  Hardhead, 
  medium 
  earth 
  elemental 
  companion: hp 36; see Appendix 3. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  2/rogue 3: hp 39; see Appendix 3. 
  Uglucks Globner, male hobgoblin fighter 
  3/monk 2: hp 44; see Appendix 3. 
  ULP8-02 Sundered Bonds 
   
  Page 14 
  
  APL 10 (EL 12) 
  Hurock Shroon, male hobgoblin druid 
  7/earth dreamer 4: hp 87; see Appendix 4. 
  Hardhead, 
  medium 
  earth 
  elemental 
  companion: hp 36; see Appendix 4. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  2/rogue 4/master thrower 1: hp 53; see 
  Appendix 4. 
  Uglucks Globner, male hobgoblin fighter 
  5/monk 2: hp 63; see Appendix 4. 
  APL 12 (EL 14) 
  Hurock Shroon, male hobgoblin druid 
  8/earth dreamer 5: hp 99; see Appendix 5. 
  Hardhead, 
  medium 
  earth 
  elemental 
  companion: hp 36; see Appendix 5. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  2/rogue 4/master thrower 3: hp 69 (87); see 
  Appendix 5. 
  Uglucks 
  Globner, 
  male 
  hobgoblin 
  fighter5/monk 2/exotic weapon master 2: 
  hp 82 (100); see Appendix 5. 
  APL 14 (EL 16) 
  Hurock Shroon, male hobgoblin druid 
  10/earth dreamer 5: hp 120 (150); see 
  Appendix 6. 
  Hardhead, 
  large 
  earth 
  elemental 
  companion: hp 80; see Appendix 6. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  2/rogue 4/master thrower 5: hp 85 (107); see 
  Appendix 6. 
  Uglucks Globner, male hobgoblin fighter 
  5/monk 2/exotic weapons master 3: hp 99 
  (121); see Appendix 6. 
  APL 16 (EL 18) 
  Hurock Shroon, male hobgoblin druid 
  12/earth dreamer 5: hp 45; see Appendix 7. 
  Hardhead, 
  large 
  earth 
  elemental 
  companion: hp 36; see Appendix 7. 
  Krixus 
  Ourg, 
  male 
  hobgoblin 
  fighter 
  4/rogue 4/master thrower 5: hp 16; see 
  Appendix 7. 
  Uglucks Globner, male hobgoblin fighter 
  7/monk 2/exotic weapon master 3: hp 16; 
  see Appendix 7. 
   
  Tactics:  
  Just prior to being teleported to 
  their starting location, the agents spend time 
  casting some of their longer lasting buff spells. 
  When they arrive, they continue prepping for battle 
  while traveling to the entrance, though their tactics 
  may change depending on whether or not they are 
  detected during their approach. If the faux Scarred 
  Fox is still alive, they target him whenever 
  possible. 
  APL 4: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally II to summon a small earth elemental which he 
  bolsters by using his summoner’s totem and 
  casting charge of the triceratops on it. Krixus 
  drinks his potion of invisibility and sneaks up to the 
  entrance of the cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of bull’s strength 
  and sneaks 15 feet more into the cave. Uglocks 
  drinks his potion of enlarge person and moves to 
  the cave mouth. 
   
  On round 4, Hurock casts bull’s strength on 
  Hardhead, 
  sends 
  him 
  and 
  the 
  two 
  other 
  elementals double moving through the rock walls 
  towards the cavern, then moves to the cavern 
  entrance. Krixus sneaks another 30 feet down the 
  entrance. 
  Uglucks 
  drinks 
  his 
  potion 
  of 
  displacement then sneaks 15 feet down the 
  entrance. 
   
  On round 5, Hurock moves into the cavern to 
  a position he can cast spells. Krixus sneaks 15 
  feet more into the cavern then throws a javelin at 
  the nearest target. The elementals all move out of 
  the cavern walls and attack the nearest targets. 
  Uglucks moves to the cavern and attacks any 
  target he can reach. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then casts produce flame and 
  attacks from a distance. Hurock avoids melee if 
  possible. Krixus throws javelins until he runs out or 
  is engaged in melee. He then uses his falchion 
  and tries to create a flank with the elementals or 
  Uglucks to get his sneak attack damage. Uglucks 
  tries to position himself to control the battle field 
  with his 10-reach reach. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  ULP8-02 Sundered Bonds 
   
  Page 15 
  
  he uses his wild shape ability to turn into a hawk 
  and fly away. 
  APL 6: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally IV to summon a medium earth elemental 
  which he bolsters by using his summoner’s totem 
  and casting charge of the triceratops on it. Krixus 
  drinks his potion of invisibility and sneaks up to the 
  entrance of the cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of bull’s strength 
  and sneaks 15 feet more into the cave. Uglocks 
  drinks his potion of enlarge person and moves to 
  the cave mouth. 
   
  On round 4, Hurock casts bull’s strength on 
  Hardhead, 
  sends 
  him 
  and 
  the 
  two 
  other 
  elementals double moving through the rock walls 
  towards the cavern, then moves to the cavern 
  entrance. Krixus sneaks another 30 feet down the 
  entrance. 
  Uglucks 
  drinks 
  his 
  potion 
  of 
  displacement then sneaks 15 feet down the 
  entrance. 
   
  On round 5, Hurock moves into the cavern to 
  a position he can cast spells. Krixus sneaks 15 
  feet more into the cavern then throws a javelin at 
  the nearest target. The elementals all move out of 
  the cavern walls and attack the nearest targets. 
  Uglucks moves to the cavern and attacks any 
  target he can reach with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then casts produce flame and 
  attacks from a distance. Hurock avoids melee if 
  possible. Krixus throws javelins until he runs out or 
  is engaged in melee. He then uses his falchion 
  and tries to create a flank with the elementals or 
  Uglucks to get his sneak attack damage. Uglucks 
  tries to position himself to control the battle field 
  with his 20-foot reach. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape ability to turn into a hawk 
  and fly away. 
  APL 8: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally IV to summon a medium earth elemental 
  which he bolsters by using his summoner’s totem 
  and casting charge of the triceratops on it. Krixus 
  drinks his potion of invisibility and sneaks up to the 
  entrance of the cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of bull’s strength 
  and sneaks 15 feet more into the cave. Uglocks 
  drinks his potion of enlarge person and moves to 
  the cave mouth. 
   
  On round 4, Hurock casts bull’s strength on 
  Hardhead, 
  sends 
  him 
  and 
  the 
  two 
  other 
  elementals double moving through the rock walls 
  towards the cavern, then moves to the cavern 
  entrance. Krixus sneaks another 30 feet down the 
  entrance. 
  Uglucks 
  drinks 
  his 
  potion 
  of 
  displacement then sneaks 15 feet down the 
  entrance. 
   
  On round 5, Hurock moves into the cavern to 
  a position he can cast spells. Krixus sneaks 15 
  feet more into the cavern then throws a javelin at 
  the nearest target. The elementals all move out of 
  the cavern walls and attack the nearest targets. 
  Uglucks moves to the cavern and attacks any 
  target he can reach with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then casts produce flame and 
  attacks from a distance and uses earth bind to 
  bring fliers back down to the elementals. Hurock 
  avoids melee if possible. Krixus throws javelins 
  until he runs out or is engaged in melee. He then 
  uses his falchion and tries to create a flank with 
  the elementals or Uglucks to get his sneak attack 
  damage. Uglucks tries to position himself to 
  control the battle field with his 20-foot reach. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape ability to turn into a hawk 
  and fly away. 
  APL 10: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally V to summon a large earth elemental which he 
  bolsters by using his summoner’s totem and 
  casting greater magic fang on it. Krixus drinks his 
  potion of invisibility and sneaks up to the entrance 
  of the cavern. 
  ULP8-02 Sundered Bonds 
   
  Page 16 
  
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of cat’s grace and 
  sneaks 15 feet more into the cave. Uglocks 
  activates his belt of growth and moves to the cave 
  mouth. 
   
  On round 4, Hurock moves up to the cave 
  mouth and casts mass bull’s strength on 
  everyone, then sends the elementals double 
  moving through the rock walls towards the cavern. 
  Krixus delays until Hurock casts his spell, then 
  sneaks another 30 feet down the entrance. 
  Uglucks also waits for Hurock, then drinks his 
  potion of displacement then sneaks 15 feet down 
  the entrance. 
   
  On round 5, Hurock moves into the cavern to 
  a position he can cast spells. Krixus sneaks 15 
  feet more into the cavern then throws a javelin at 
  the nearest target. The elementals all move out of 
  the cavern walls and attack the nearest targets. 
  Uglucks moves to the cavern and attacks any 
  target he can reach with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then casts offensive ranged 
  spells and attacks from a distance and uses earth 
  bind to bring fliers back down to the elementals. 
  Hurock avoids melee if possible. Krixus rapid 
  throws javelins until he runs out or is engaged in 
  melee. If he has trouble hitting with his rapid shot 
  he switches to sneaky shot. Krixus then uses his 
  falchion and tries to create a flank with the 
  elementals or Uglucks to get his sneak attack 
  damage. Uglucks tries to position himself to 
  control the battle field with his 20-foot reach and 
  trip attack. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape ability to turn into a hawk 
  and fly away. 
  APL 12: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally VI to summon a huge earth elemental which 
  he bolsters by using his summoner’s totem and 
  casting greater magic fang on it. Krixus drinks his 
  potion of invisibility and sneaks up to the entrance 
  of the cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of cat’s grace and 
  sneaks 15 feet more into the cave. Uglocks 
  activates his belt of growth and moves to the cave 
  mouth. 
   
  On round 4, Hurock moves up to the cave 
  mouth and casts aura of vitality on Hardhead, 
  Krixus, Uglocks and the summoned elementals, 
  then sends the elementals double moving through 
  the rock walls towards the cavern. Krixus delays 
  until Hurock casts his spell, then sneaks another 
  30 feet down the entrance. Uglucks also waits for 
  Hurock, then drinks his potion of displacement and 
  sneaks 15 feet down the entrance. 
   
  One round 5, Hurock uses his earth glide 
  ability and enters the rock wall. The elementals 
  move into positions below the PCs. Krixus and 
  Uglucks wait. 
   
  On round 6, Hurock uses his earth sight ability 
  and studies the opposition. Everyone else waits. 
   
  On round 7, Hurock uses mobile spellcasting 
  to move out of the wall, cast a spell, then retreat 
  into the earth. Krixus sneaks 15 feet more into the 
  cavern then throws a javelin at the nearest target. 
  The elementals all move out of the cavern floors 
  and attack the nearest targets. Uglucks moves to 
  the cavern and attacks any target he can reach 
  with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then continues using mobile 
  spellcasting to attack with offensive ranged spells 
  and retreat into the rock. He uses earth bind to 
  bring fliers back down to the elementals. Hurock 
  avoids melee if possible. Krixus rapid throws force 
  javelins until engaged in melee. If he has trouble 
  hitting with his rapid shot he switches to sneaky 
  shot. Krixus then uses his falchion and tries to 
  create a flank with the elementals or Uglucks to 
  get his sneak attack damage. Uglucks tries to 
  position himself to control the battle field with his 
  20-foot reach and trip attack. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape or earth glide ability to turn 
  into a hawk and fly away. 
  APL 14: On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally VII to summon a greater earth elemental 
  which he bolsters by using his summoner’s totem 
  and casting greater magic fang on it. Krixus drinks 
  ULP8-02 Sundered Bonds 
   
  Page 17 
  
  his potion of invisibility and sneaks up to the 
  entrance of the cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of cat’s grace and 
  sneaks 15 feet more into the cave. Uglocks 
  activates his belt of growth and moves to the cave 
  mouth. 
   
  On round 4, Hurock moves up to the cave 
  mouth and casts aura of vitality on Hardhead, 
  Krixus, Uglocks and the summoned elementals, 
  then sends the elementals double moving through 
  the rock walls towards the cavern. Krixus delays 
  until Hurock casts his spell, then sneaks another 
  30 feet down the entrance. Uglucks also waits for 
  Hurock, then drinks his potion of displacement and 
  sneaks 15 feet down the entrance. 
   
  One round 5, Hurock uses his earth glide 
  ability and enters the rock wall. The elementals 
  move into positions below the PCs. Krixus and 
  Uglucks wait. 
   
  On round 6, Hurock uses his earth sight ability 
  and studies the opposition. Everyone else waits. 
   
  On round 7, Hurock uses mobile spellcasting 
  to move out of the wall, cast bombardment, then 
  retreat into the earth. Krixus sneaks 15 feet more 
  into the cavern then throws a javelin at the nearest 
  target. The elementals all move out of the cavern 
  floors and attack the nearest targets. Uglucks 
  moves to the cavern and attacks any target he can 
  reach with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He then continues using mobile 
  spellcasting to attack with offensive ranged spells 
  and retreat into the rock. He uses earth bind to 
  bring fliers back down to the elementals. Hurock 
  avoids melee if possible. Krixus rapid throws force 
  javelins using his trip shot trick until engaged in 
  melee. He uses the speed ability of his armor 
  every round he can get a full attack in. If he has 
  trouble hitting with his rapid shot he switches to 
  sneaky shot. Krixus then uses his falchion and 
  tries to create a flank with the elementals or 
  Uglucks to get his sneak attack damage. Uglucks 
  tries to position himself to control the battle field 
  with his 20-foot reach and trip attack. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape or earth glide ability to turn 
  into a hawk and fly away. 
  APL 16:  On the first round, Hurock, Hardhead, 
  Krixus and Uglocks double move towards the 
  entrance to the cave leaving them approximately 
  30 feet from the entrance. 
   
  On round 2, Hurock casts summon nature’s 
  ally VII to summon a greater earth elemental 
  which he bolsters by using his summoner’s totem 
  and casting greater magic fang on it. Krixus drinks 
  his potion of invisibility, activates his boots of 
  speed, and sneaks up to the entrance of the 
  cavern. 
   
  On round 3, Hurock repeats what he did on 
  round 2. Krixus drinks his potion of cat’s grace and 
  sneaks 15 feet more into the cave. Uglocks 
  activates his belt of growth and moves to the cave 
  mouth. 
   
  On round 4, Hurock moves up to the cave 
  mouth and casts aura of vitality on Hardhead, 
  Krixus, Uglocks and the summoned elementals, 
  then sends the elementals double moving through 
  the rock walls towards the cavern. Krixus delays 
  until Hurock casts his spell, then sneaks another 
  30 feet down the entrance. Uglucks also waits for 
  Hurock, then drinks his potion of displacement and 
  sneaks 15 feet down the entrance. 
   
  One round 5, Hurock uses his earth glide 
  ability and enters the rock wall. The elementals 
  move into positions below the PCs. Krixus and 
  Uglucks wait. 
   
  On round 6, Hurock uses his earth sight ability 
  and studies the opposition. Everyone else waits. 
   
  On round 7, Hurock uses mobile spellcasting 
  to move out of the wall, cast bombardment, then 
  retreat into the earth. Krixus sneaks 15 feet more 
  into the cavern then throws a javelin at the nearest 
  target. The elementals all move out of the cavern 
  floors and attack the nearest targets. Uglucks 
  moves to the cavern and attacks any target he can 
  reach with his spiked chain. 
   
  Once the battle is finally joined, Hurock orders 
  the elementals to block attackers from reaching 
  the hobgoblins. He casts cast in stone, then 
  continues using mobile spellcasting to attack with 
  offensive ranged spells and retreat into the rock. 
  He uses earth bind to bring fliers back down to the 
  elementals. If his allies are having trouble hitting 
  targets, he casts brilliant aura. Hurock avoids 
  melee if possible. Krixus rapid throws force 
  javelins using his trip shot trick until engaged in 
  melee. If he has trouble hitting with his rapid shot 
  he switches to sneaky shot. Krixus then uses his 
  falchion and tries to create a flank with the 
  elementals or Uglucks to get his sneak attack 
  damage. Uglucks tries to position himself to 
  ULP8-02 Sundered Bonds 
   
  Page 18 
  
  control the battle field with his 20-foot reach and 
  trip attack, and activates the blink ability of his 
  armor. 
   
  Krixus and Uglucks fight to the death. If 
  Hurock is the only one left and is obviously losing, 
  he uses his wild shape or earth glide ability to turn 
  into a hawk and fly away. 
  Development: If the PCs win, continue to 
  Encounter 9. 
   
  If the PCs lose, the Pomarj agents leave them 
  for dead and take the message and the faux 
  Scarred Fox’s remains with them. A few hours 
  later the Chain Breakers show up and recover the 
  PCs, healing and resurrecting them as necessary. 
  Go to Conclusion 3: Six Feet Under. 
  ENCOUNTER 9: THE 
  REPORTS OF MY DEMISE 
  ARE GREATLY 
  EXAGGERATED 
  Regardless of whether the trap is triggered in 
  Encounter 8, the faux Scarred Fox’s signal to the 
  Chain Breakers is still sent. Two hours after the 
  signal is triggered, a contingent of 4 Chain 
  Breakers arrives at the cavern. They are lead by 
  Scarred Fox’s second-in-command, Scarlet Crow. 
  She is accompanied by Gentle Owl, their highest 
  ranking priest of Tritherion and two additional body 
  guards. 
   
  Scarlet Crow doesn’t know Scarred Fox’s full 
  plan, but knows he is far too adept at Pomarj traps 
  to have been killed by such an obvious one. She is 
  confident, if saddened, that it was not the real 
  Scarred Fox that was killed. 
   
  When the PCs hand her the tube read the 
  following: 
   
  The attractive auburn-haired woman opens 
  the tube and removes its contents; a single 
  scroll and a large gem. Scarlet Crow reads the 
  scroll, places the gem on the ground, takes a 
  large rock and smashes it. The gem almost 
  seems to explode with swirling light that 
  rapidly coalesces into humanoid form. The 
  light fades away leaving behind a half-elf 
  whose face you have become very familiar 
  with. 
   
  Scarred Fox grins and stretches. “Do you 
  have any idea how cramped it was in there?” 
  he chortles. “Here I swore I would never let 
  anyone else ever imprison me and I go and do 
  it myself.” 
   
  Scarlet Crow lunges towards her leader, 
  wrapping her arms around him, and burying 
  her head in his shoulder. 
   
  Scarred Fox answers any questions the PCs 
  may have about what has been going on. He then 
  invites them all back to the Chain Breakers for a 
  welcoming celebration. Gentle Owl heals any 
  wounds and removes any ill effects a 14th-level 
  cleric could. He also casts raise dead or 
  resurrection on the faux Scarred Fox and any PCs 
  that may need it. 
   
  If the PCs wish to continue, go to Encounter 
  10. Otherwise go to Conclusion 4: Feast of 
  Freedom. 
  OPTIONAL ENCOUNTER 10: 
  SUNDERED BONDS 
  Time and player desire willing, the PCs are offered 
  the opportunity to help the Chain Breakers in one 
  final mission. This is an optional encounter that 
  costs the PCs 1 additional TU. Only run it if there 
  is time remaining. 
   
  You have all spent the last several days 
  celebrating the return of Scarred Fox with the 
  Chain Breakers. You are well rested and 
  healed of your injuries. 
   
  You are woken in the wee hours of the 
  morning by Scarred Fox himself, who shushes 
  you to silence. In a low whisper he states, “My 
  friends, you have done much for both me and 
  your prince, but I would ask you one last 
  favor.” 
   
  If the PCs agree to help, Scarred Fox 
  continues: 
   
  “The events that have transpired since the 
  Ball of Heroes has made it obvious there is a 
  traitor in our midst. I believe I know who it is, 
  but I must be sure before I act. Fortunately, an 
  opportunity has arisen to do just that.” 
   
  “We have received information that Pomarj 
  slavers are moving three wagonloads of slaves 
  from the coast to the Mines of Lost Souls. I 
  have informed the Chain Breakers we will be 
  attacking the caravan and freeing the slaves. 
  But I have let only a few select people know 
  when and where. In truth, I believe this to be a 
  trap meant to lure me out, as it is way too 
  ULP8-02 Sundered Bonds 
   
  Page 19 
  
  tempting a target. If I am right, then triggering 
  the trap will prove who the traitor is.” 
   
  “Yet triggering the trap could cost many 
  casualties amongst my men. You have proven 
  yourselves to be very capable in a tight spot. I 
  would have you go in our stead. What say 
  you?” 
   
  If the PCs decline the offer, Scarred Fox 
  thanks them. Go to Conclusion 4: Feast of 
  Freedom. 
   
  If they accept, Scarred Fox imparts the 
  following information: 
  • 
  Discuss this with no one save himself and 
  Scarlet Crow, who is above reproach. 
  • 
  The ambush on the caravan is set to take 
  place tonight at a ravine well suited for 
  such things. The PCs should have plenty 
  of time to prepare their ambush. 
  • 
  The caravan is only known to be guarded 
  by goblins. If it is not a trap, they should 
  prove no threat to the PCs. Otherwise it is 
  hard to tell what they might face, but there 
  have been rumors of an elite force of 
  goblins trained to deal with the Chain 
  Breakers. The PCs should be on their 
  guard. 
  • 
  The PC’s mission is to trigger the trap, 
  and if possible, free the slaves. They are 
  not required to defeat the ambushers and 
  if things get too hairy, they should 
  withdraw. No one will think less of them. 
  After all, this is a threat meant to take on 
  all the Chain Breakers. 
  • 
  Do not return to this camp after the 
  mission. The Chain Breakers will have 
  moved to a new location by then. We will 
  find you afterwards and escort you to the 
  new camp. 
  Once the PCs have readied themselves, Scarred 
  Fox gives them directions to the ambush sight. 
  The PCs have roughly 12 hours to prepare for the 
  ambush. Allow them any reasonable preparations 
  during this time. Once they are prepared, read the 
  following: 
   
  It is near midnight when the inky blackness 
  of the overcast, moonless night is broken by 
  distant lights. You spy what must be the torch 
  lights of the slave caravan enter the other end 
  of the ravine. They will be here in about 20 
  minutes. 
   
  Allow the PCs to take any additional 
  preparatory actions they wish at this point then 
  continue. 
   
  The slave caravan rumbles around a curve 
  in the ravine and comes fully into view below 
  you. Some 2 dozen torch bearing goblins in 
  light armor escort three caged wagons each 
  bearing some 3 dozen slaves of varying races. 
  The wagons slowly creak forward as goblins 
  talk in their guttural language. 
   
  The torches each goblin bears are actually 
  javelins with a continual flame spell cast on the 
  butt end and held like a torch. A successful Spot 
  check (DC 12 plus distance) reveals this. 
   
  Conditions: The area is mostly rugged hills 
  and ravines with occasional scrub. Finding hiding 
  places is easy here. The sky is overcast and there 
  is no moon. Visibility is only about 20 feet of 
  shadowy illumination if there is no light source. It is 
  a slightly balmy evening with a light breeze. The 
  edge of the ravine is 20 feet above the bottom 
  which has been smoothed out to form a road. The 
  slope of the ravine is fairly steep, costing double 
  movement to go down and triple movement to go 
  up. Refer to DM’s etc. etc. 
   
  There are also 3 wagons. Each wagon is 
  essentially a wooden cage on wheels. It is drawn 
  by 2 mules, has a front bench for the driver and a 
  solid top for guards to ride. Each wagon has 36 
  slaves crammed in it. The bars are wooden (Break 
  DC 20, hardness 5, hp 30). A door in the back has 
  a poor quality lock on is (Open Lock DC 20). 
   
  Creatures: There are 24 goblin warriors here. 
  They should pose no serious threat to the PCs. 
  The real threat is from the Night Hunters, an elite 
  band of goblins trained to deal with enemy strike 
  forces and commandoes. 
   
  The Night Hunters consist of 6 elite Goblins. 
  Glubox, Huluck, and Glibulex are each mounted 
  on dire bats, with Hobb, Knobb and Lupex 
  mounted behind them as passengers. They are 
  flying stealthily above the caravan, about 240 feet 
  in the air. They fly in a loose formation about 50 
  feet apart from each other. Because of the 
  darkness and distance, it is nearly impossible for 
  the PCs to spot them without a strong light source. 
  Of course, the same is true for the Night Hunters. 
  They are not likely to spot the PCs unless they are 
  foolish enough to have a light source going. 
   
  Hearing them is possible but still difficult. The 
  Night Hunters know this is the ambush location, 
  and are currently communicating only in sign 
  ULP8-02 Sundered Bonds 
   
  Page 20 
  
  language (or Rary’s Telepathic Bond at higher 
  APLs). To hear them, the PCs must succeed in a 
  Listen check opposed by the dire bats’ Move 
  Silently check and adjusted for distance. The 
  chance the Night Hunters have of hearing the PCs 
  depends entirely upon the actions of the PCs. 
   
  The 108 slaves are a mix of humans, half-
  elves, dwarves, gnomes and halflings. All are 
  starved and exhausted. They can take only 1 
  move action every round. 
   
  The dire bats are mostly just mounts. While 
  mounted, they do as their riders instruct. If their 
  riders have dismounted and are still alive, they 
  hover around their positions defending them. 
  Once their riders have been killed, they flee. 
   
  The EL for this encounter has been adjusted 
  downward 
  to 
  account 
  for 
  the 
  amount 
  of 
  preparation and planning available to the PCs. 
  APL 4 (EL 7) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox Nugrot, male goblin sorcerer 3: hp 
  12; see Appendix 1. 
  Nibble, bat familiar: hp 6; see Appendix 1. 
  Huluck Throne, female goblin cleric 3: hp 
  18; see Appendix 1. 
  Glibulex the Lance, female goblin fighter 3: 
  hp 28; see Appendix 1. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 2 (3): hp 14; see Appendix 1. 
  Dire Bat (3): hp 36; see Appendix 1. 
  APL 6 (EL 9) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox Nugrot, male goblin sorcerer 5: hp 
  20; see Appendix 2. 
  Nibble, bat familiar: hp 10; see Appendix 2. 
  Huluck Throne, female goblin cleric 5: hp 
  30; see Appendix 2. 
  Glibulex the Lance, female goblin fighter 5: 
  hp 47; see Appendix 2. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 4 (3): hp 28; see Appendix 2. 
  Dire Bat (3): hp 36; see Appendix 2. 
  APL 8 (EL 11) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox Nugrot, male goblin sorcerer 7: hp 
  28; see Appendix 2. 
  Nibble, imp familiar: hp 14; see Appendix 3. 
  Huluck Throne, female goblin cleric 7: hp 
  42; see Appendix 3. 
  Glibulex the Lance, female goblin fighter 7: 
  hp 66; see Appendix 3. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 6 (3): hp 42; see Appendix 3. 
  Advanced Dire Bat (3): hp 63; see Appendix 
  3. 
  APL 10 (EL 13) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox Nugrot, male goblin sorcerer 8/fate 
  spinner 2: hp 40; see Appendix 4. 
  Nibble, imp familiar: hp 20; see Appendix 4. 
  Huluck Throne, female goblin cleric 10: hp 
  60; see Appendix 4. 
  Glibulex the Lance, female goblin fighter 
  8/cavalier 1: hp 85; see Appendix 4. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 8 (3): hp 56; see Appendix 4. 
  Advanced Dire Bat (3): hp 63; see Appendix 
  4. 
  APL 12 (EL 15) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  ULP8-02 Sundered Bonds 
   
  Page 21 
  
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox Nugrot, male goblin sorcerer 8/fate 
  spinner 4: hp 50; see Appendix 5. 
  Nibble, imp familiar: hp 25; see Appendix 5. 
  Huluck Throne, female goblin cleric 12: hp 
  72; see Appendix 5. 
  Glibulex the Lance, female goblin fighter 
  8/cavalier 3: hp 104; see Appendix 5. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 10 (3): hp 70; see Appendix 5. 
  Advanced Dire Bat (3): hp 100; see Appendix 
  5. 
  APL 14 (EL 17) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox 
  Nugrot, 
  male 
  goblin 
  sorcerer 
  10/fate spinner 4: hp 56; see Appendix 6. 
  Nibble, imp familiar: hp 28; see Appendix 6. 
  Huluck Throne, female goblin cleric 14: hp 
  84; see Appendix 6. 
  Glibulex the Lance, female goblin fighter 
  8/cavalier 6: hp 157; see Appendix 6. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 12 (3): hp 84; see Appendix 6. 
  Advanced Dire Bat (3): hp 100; see Appendix 
  6. 
  APL 16 (EL 19) 
  Goblin Warrior (24): 1 hp each; everburning 
  javelin; see Monster Manual, page 133. 
  Human Slave (108): 1 hp each. 
  Mule (6): 22 hp each; see Monster Manual, 
  page 276. 
  Glubox 
  Nugrot, 
  male 
  goblin 
  sorcerer 
  12/fate spinner 4: hp 64; see Appendix 7. 
  Nibble, imp familiar: hp 32; see Appendix 7. 
  Huluck Throne, female goblin cleric 16: hp 
  96; see Appendix 7. 
  Glibulex the Lance, female goblin fighter 
  8/cavalier 8: hp 194; see Appendix 7. 
  Hobb, 
  Knobb 
  & 
  Lupex, 
  male 
  goblin 
  duskblade 14 (3): hp 98; see Appendix 7. 
  Advanced Dire Bat (3): hp 120; see Appendix 
  7. 
  Tactics:  
  All APLs: These tactics are general tactics used at 
  all APLs. More specific tactics are listed below for 
  each APL. As with all tactics, the creatures change 
  their tactics to adapt to the situation. 
   
  The goblins know that the ambush will occur 
  sometime during their 40 minute trip through the 
  ravine, though they don’t know exactly when. The 
  goblins are under simple orders. When the 
  ambush occurs, they are to hurl their everburning 
  javelins in the direction of their attackers, then 
  guard the prisoners. They are cowardly, however, 
  and once they have thrown their javelins, they run 
  away. 
   
  If the PCs have done nothing obvious to give 
  themselves away, they are likely to gain a surprise 
  round. Once the Night Hunters are aware of the 
  PCs, they immediately dive down towards a 
  location where they can each come in from a 
  different direction. Note that double moving and 
  casting spells while mounted requires a successful 
  Concentration check (DC 10 + spell level). Glubox 
  ends his move approximately 70 feet above the 
  PCs and 80 feet from the middle of the party. 
  Huluck ends her move 100 feet above the PCs 
  and 80 feet from the middle of the party. Glibulex 
  ends her move 10 feet above the party and 80 feet 
  from their middle. The 3 Duskblades ready an 
  action to fast dismount (Ride check DC 20) on the 
  following round when their riders are above the 
  party, use their safewing emblems (or rings of 
  feather falling at higher levels) to float to the 
  ground, casting an offensive spell as they do so 
  (assuming they succeed on the fast dismount). 
  Otherwise they just float down into position. 
   
  On the second full round, Glubox dives 
  towards the party for 80 feet (this is a standard 
  move while diving), casts an offensive spell (which 
  requires the Concentration check mentioned 
  above), then levels off at 30 feet above the PC 
  and flies away as part of a double move. He 
  continues using this tactic as long as he can. 
   
  Hulock dives towards the PCs for 80 feet, then 
  hovers as she readies an action to use her Divine 
  Counterspell ability to counterspell the first PC that 
  ULP8-02 Sundered Bonds 
   
  Page 22 
  
  attempts to cast a spell. She likes nothing more 
  than to see the look of frustration on a 
  spellcaster’s face when his spells are disrupted. 
  She continues this tactic, using her spells and 
  Dampen Spell ability as needed to aid in the 
  disruption of spell-casting. 
   
  Glibulex charges the heaviest armored PC 
  using Ride-by Attack and Spirited Charge. He 
  continues using Ride-by Attack and Powerful 
  Charge as much as he can. 
   
  In all cases, these three attempt to end their 
  moves in areas of darkness where the PCs cannot 
  target them, or at least in shadowy illuminated 
  areas to gain concealment. The dusk blades 
  attempt to dismount in positions that allow them to 
  surround the PCs.  
  APL 4: During the positioning round, Hulock casts 
  shield of faith on herself and Glibulex drinks her 
  potion of bull’s strength. The others simply wait. 
  Nibble hovers around his master, looking for 
  danger. 
   
  On round 2, Glubox activates his arcanist’s 
  gloves and casts ray of clumsiness on any 
  obvious archers or spellcasters. On following 
  rounds he uses lesser orbs of fire combined with 
  either his arcanist’s gloves or burning veil. Hulock 
  moves into a position to counterspell. Glibulex 
  uses Ride-by Attack and Spirited Charge. The 
  duskblades use their readied actions to dismount 
  and, if their fast dismount works, they each cast 
  ray of enfeeblement on any strong looking 
  characters in the party. On following rounds, they 
  engage the enemy in melee, using blade of blood 
  to enhance their attacks. They are skilled 
  tacticians and use flanking and other combat 
  techniques to their maximum advantage. 
  APL 6: During the positioning round, Hulock casts 
  shield of faith on herself and Glibulex drinks her 
  potion of bull’s strength. The others simply wait. 
  Nibble hovers around his master, looking for 
  danger. 
   
  On round 2, Glubox activates his arcanist’s 
  gloves and casts ray of clumsiness on any 
  obvious archers or spell casters. On following 
  rounds he uses lesser orbs of fire and magic 
  missiles combined with either his arcanist’s gloves 
  or burning veil. Hulock moves into a position to 
  counterspell. Glibulex uses Ride-by Attack and 
  Spirited Charge, combined with the Dire Bat’s 
  Wingover feat to position himself for another 
  charge at the end of each pass. The duskblades 
  use their readied actions to dismount and, if their 
  fast 
  dismount 
  works, 
  each 
  cast 
  ray 
  of 
  enfeeblement on any strong looking characters in 
  the party. On following rounds, they engage the 
  enemy in melee, using Arcane Channel with 
  shocking grasp and blade of blood to enhance 
  their attacks. They are skilled tacticians and use 
  flanking and other combat techniques to their 
  maximum advantage. 
  APL 8: During the positioning round, Glubox casts 
  arcane sight on himself to help select targets, 
  Hulock casts shield of faith on herself and Glibulex 
  drinks 
  her 
  potion 
  of 
  bull’s 
  strength. 
  The 
  duskblades cast animalistic power on themselves. 
  Nibble dives invisibly towards the PCs. 
   
  On round 2, Glubox casts ray of clumsiness 
  on any obvious archers or spell casters. On 
  following rounds he uses scorching ray combined 
  with his burning veil. Hulock moves into a position 
  to counterspell. Glibulex uses Ride-by Attack and 
  Spirited Charge, combined with the Dire Bat’s 
  Wingover feat to position himself for another 
  charge at the end of each pass. The duskblades 
  use their readied actions to dismount and, if their 
  fast 
  dismount 
  works, 
  each 
  cast 
  ray 
  of 
  enfeeblement on any strong looking characters in 
  the party, followed by a quick casting of ray of 
  enfeeblement on anyone they might have missed 
  (they quick cast even if they fail their fast dismount 
  attempt). On following rounds, they engage the 
  enemy in melee, using Arcane Channel with 
  shocking grasp and blade of blood to enhance 
  their attacks. They are skilled tacticians and use 
  flanking and other combat techniques to their 
  maximum advantage. Nibble stays invisible, 
  strategically 
  scattering 
  caltrops 
  about 
  the 
  battlefield. He avoids combat except to save his 
  master. 
  APL 10: During the positioning round, Glubox casts 
  shield on himself, Hulock casts shield of faith on 
  herself and Glibulex drinks her potion of bull’s 
  strength. The duskblades cast animalistic power 
  on themselves. Nibble dives invisibly towards the 
  PCs. 
   
  On round 2, Glubox casts reciprocal gyre on 
  any obvious targets, using his maximum Spin Fate 
  to enhance the DC and Fickle Finger of Fate if the 
  target saves. On following rounds he uses either 
  more reciprocal gyres or orb of fire combined with 
  his burning veil. Hulock moves into a position to 
  counterspell. Glibulex uses Ride-by Attack and 
  Spirited Charge, combined with the Dire Bat’s 
  Wingover feat to position himself for another 
  charge at the end of each pass. The duskblades 
  use their readied actions to dismount and, if their 
  fast 
  dismount 
  works, 
  each 
  cast 
  ray 
  of 
  ULP8-02 Sundered Bonds 
   
  Page 23 
  
  enfeeblement on any strong looking characters in 
  the party, followed by a quick casting of ray of 
  enfeeblement on anyone they might have missed 
  (they quick cast even if they fail their fast dismount 
  attempt). On following rounds, they engage the 
  enemy in melee, using surestrike and Arcane 
  Channel with shocking grasp to enhance their 
  attacks. They are skilled tacticians and use 
  flanking and other combat techniques to their 
  maximum advantage. Nibble remains invisible and 
  pulls animals out of his bag of tricks whenever he 
  can (no more than one animal is allowed at a 
  time). He avoids combat except to protect his 
  master. 
  APL 12:  During the positioning round, Glubox 
  casts arcane sight and rapid casts shield on 
  himself, Hulock casts zone of revelation in the 
  middle of the PCs and Glibulex drinks her potion 
  of bull’s strength. The duskblades cast animalistic 
  power on themselves. Nibble dives invisibly 
  towards the PCs. 
   
  On round 2, Glubox rapid casts glitterdust on 
  concealed enemies, then casts chain lightning on 
  any obvious targets, using his maximum Spin Fate 
  to enhance the DC. On following rounds he uses 
  reciprocal gyres on highly magical targets he sees 
  using his arcane sight, throwing in Fickle Finger of 
  Fate if necessary. Hulock moves into a position to 
  counterspell. Glibulex uses Ride-by Attack and 
  Spirited Charge, combined with the Dire Bat’s 
  Wingover feat to position himself for another 
  charge at the end of each pass. The duskblades 
  use their readied actions to dismount and, if their 
  fast 
  dismount 
  works, 
  each 
  cast 
  ray 
  of 
  enfeeblement on any strong looking characters in 
  the party, followed by a quick casting of ray of 
  enfeeblement on anyone they might have missed 
  (they quick cast even if they fail their fast dismount 
  attempt). On following rounds, they engage the 
  enemy in melee, using surestrike, Arcane Strike, 
  and Arcane Channel with vampiric touch to 
  enhance their attacks. They are skilled tacticians 
  and use flanking and other combat techniques to 
  their 
  maximum 
  advantage. 
  Nibble 
  remains 
  invisible outside of the zone of revelation and pulls 
  animals out of his bag of tricks whenever he can 
  (no more than one animal is allowed at a time). He 
  avoids combat except to protect his master. 
  APL 14:  During the positioning round, Glubox 
  casts globe of invulnerability and rapid casts 
  arcane sight on himself, Hulock casts zone of 
  revelation in the middle of the PCs and Glibulex 
  drinks 
  her 
  potion 
  of 
  bull’s 
  strength. 
  The 
  duskblades cast animalistic power on themselves. 
  Nibble dives invisibly towards the PCs. 
   
  On round 2, Glubox casts radiant assault on 
  any obvious targets, using his maximum Spin Fate 
  to enhance the DC. On following rounds he uses 
  heightened reciprocal gyres on highly magical 
  targets he sees using his arcane sight, throwing in 
  Fickle Finger of Fate if necessary. Hulock moves 
  into a position to counterspell. Glibulex uses Ride-
  by Attack and Spirited Charge, combined with the 
  Dire Bat’s Wingover feat to position himself for 
  another charge at the end of each pass. The 
  duskblades use their readied actions to dismount 
  and, if their fast dismount works, each cast ray of 
  enfeeblement on any strong looking characters in 
  the party, followed by a quick casting of ray of 
  enfeeblement on anyone they might have missed 
  (they quick cast even if they fail their fast dismount 
  attempts). On following rounds, they engage the 
  enemy in melee, using surestrike, Arcane Strike, 
  and Arcane Channel with vampiric touch to 
  enhance their attacks. They are skilled tacticians 
  and use flanking and other combat techniques to 
  their 
  maximum 
  advantage. 
  Nibble 
  remains 
  invisible outside of the zone of revelation and pulls 
  animals out of his bag of tricks whenever he can 
  (no more than one animal is allowed at a time). He 
  avoids combat except to protect his master. 
  APL 16:  During the positioning round, Glubox 
  casts globe of invulnerability and rapid casts 
  arcane sight on himself. Hulock casts zone of 
  revelation in the middle of the PCs and Glibulex 
  drinks 
  her 
  potion 
  of 
  bull’s 
  strength. 
  The 
  duskblades cast animalistic power on themselves. 
  Nibble dives invisibly towards the PCs. 
   
  On round 2, Glubox casts heightened radiant 
  assault on any obvious targets, using his 
  maximum Spin Fate to enhance the DC. On 
  following rounds he uses chained reciprocal gyre, 
  then heightened reciprocal gyres on highly 
  magical targets he sees using his arcane sight, 
  throwing in Fickle Finger of Fate if necessary. 
  Hulock moves into a position to counterspell. If 
  she is sorely pressed, she swoops down to the 
  ground near the slave wagons and casts heat 
  drain, hoping for it to effect at least one wagonload 
  of slaves, the mules, his bat, and perhaps a few 
  PCs. Glibulex uses Ride-by Attack and Spirited 
  Charge, combined with the Dire Bat’s Wingover 
  feat to position himself for another charge at the 
  end of each pass. The duskblades use their 
  readied actions to dismount and, if their fast 
  dismount works, each cast ray of enfeeblement on 
  any strong looking characters in the party, 
  ULP8-02 Sundered Bonds 
   
  Page 24 
  
  followed by a quick casting of ray of enfeeblement 
  on anyone they might have missed (they quick 
  cast even if they fail their fast dismount attempts). 
  On following rounds, they engage the enemy in 
  melee, using surestrike, Arcane Strike, and 
  Arcane Channel with vampiric touch or channeled 
  pyroblast to enhance their attacks. They are 
  skilled tacticians and use flanking and other 
  combat techniques to their maximum advantage. 
  Nibble remains invisible outside of the zone of 
  revelation and pulls animals out of his bag of tricks 
  whenever he can (no more than one animal is 
  allowed at a time). He avoids combat except to 
  protect his master. 
  Development: If the PCs survive their mission, go 
  to Conclusion 6: Cry of Freedom. If they fail, go 
  to Conclusion 5: Cry for Freedom. 
  CONCLUSION 
  Below are the various results of the adventure 
  depending on the actions of the PCs. 
  CONCLUSION 1: WHAT’S EATING 
  YOU? 
   
  This conclusion occurs if the PCs were 
  defeated in Encounter 1. Fortunately, certain 
  powerful individuals were scrying on them and 
  later recover what remains of the bodies. There is 
  not enough remaining for a raise dead. A 
  resurrection is required. 
  CONCLUSION 2: LAST SUPPER 
   
  This conclusion occurs if the PCs were 
  defeated in Encounter 6. The remains of the dead 
  are easily recovered and will normally only require 
  a raise dead. 
  CONCLUSION 3: SIX FEET UNDER 
   
  This conclusion occurs if the PCs were 
  defeated in Encounter 8. Fortunately, the Chain 
  Breakers show up a few hours later and recover 
  the bodies. Unfortunately, the ambush squad has 
  taken the gem with the real Scarred Fox in it. 
  CONCLUSION 4: FEAST OF FREEDOM 
   
  This conclusion occurs if the PCs were 
  successful in their mission. It occurs whether they 
  choose to continue on to optional Encounter 10 or 
  not. 
   
  With 
  rousing 
  applause, 
  Scarred 
  Fox 
  returns to the Chain Breakers. A great feast is 
  set and you are treated as quests of honor. 
  Scarred Fox informs you he will have his men 
  escort you back to the Principality in a few 
  days when it is safe. A mission well done, you 
  can sit back and relax for a few days before 
  heading home for more rewards…or can you? 
   
  If the PCs obeyed Prince Olinstaad’s order to 
  leave on their mission immediately despite the 
  attacking devils, they receive Loyal Defender of 
  the Crown, Order of the Adamantine Axe, and 
  Favor of the Chain Breakers on their AR. If they 
  are also a member of Liegeman of the Prince, the 
  Royal Army, the Royal Navy, the Mine Rangers, 
  the Congregation of the Hills, the Talons of 
  Retribution, or the Guardians of the Soul Forged, 
  they also receive Favor of the Hierarchy on their 
  AR. 
   
  If the PCs disobeyed Prince Corond’s order to 
  leave on their mission immediately, and stayed to 
  fight by his side, they receive only Brave 
  Defender of the Crown and Favor of the Chain 
  Breakers on their AR. 
  CONCLUSION 5: CRY FOR FREEDOM 
  You return to the Chain Breakers defeated but 
  your efforts where not completely in vain. It 
  seems Scarred Fox did not just use your 
  efforts to root out a traitor, but he took 
  advantage of the fact that the eyes of the 
  Pomarj where elsewhere, and lead a daring 
  raid on the Mines of Lost Souls itself. 
  Thousands of slaves have been freed from the 
  clutches of the Slave Lords and a traitor has 
  been dealt with. 
   
  This conclusion occurs if the PCs were 
  defeated in optional Encounter 10. The Chain 
  Breakers are able to recover any bodies after the 
  battle for purposes of a raise dead. Any PC that 
  was captured receives Captured on their AR. 
   
  Regardless of whether or not they were 
  defeated, the PCs still completed the first part of 
  their mission, i.e. to trigger the trap if there is one. 
  So the PCs receive Honorary Chain Breaker on 
  their AR. The DM should select an appropriate 
  animalistic name for the PC that the PC is willing 
  to accept and right it in the space provided on the 
  AR. Some examples of Chain Breaker names 
  include: prancing leopard, curious maggot, soaring 
  eagle, rooting boar, and wounded ox. If the PC 
  already has Honorary Chain Breaker from ULP7-
  ULP8-02 Sundered Bonds 
   
  Page 25 
  
  04 Broken Chains, then they receive Chain 
  Breaker on their AR instead. 
   
  If the PCs somehow managed to free all 108 
  slaves without any of the slaves being killed, they 
  receive Boon of Freedom on their AR. 
  CONCLUSION 6: CRY OF FREEDOM 
  Victory! You have defeated the ambush meant 
  for the Chain Breakers and freed the caravan 
  slaves. When you return to the Chain Breakers 
  you are greeted with whoops of joy and a 
  celebration already in progress. It seems 
  Scarred Fox did not just use your efforts to 
  root out a traitor, but he took advantage of the 
  fact that the eyes of the Pomarj where 
  elsewhere, and lead a daring raid on the Mines 
  of Lost Souls itself. Thousands of slaves have 
  been freed from the clutches of the Slave 
  Lords today and a traitor has been dealt with. 
  There is much to celebrate before you return 
  home. 
   
  This conclusion occurs if the PCs were 
  successful in optional Encounter 10. 
   
  The PCs receive Honorary Chain Breaker on 
  their AR. The DM should select an appropriate 
  animalistic name for the PC that the PC is willing 
  to accept and write it in the space provided on the 
  AR. Some examples of Chain Breaker names 
  include: prancing leopard, curious maggot, soaring 
  eagle, rooting boar, and wounded ox. If the PC 
  already has Honorary Chain Breaker from ULP7-
  04 Broken Chains, then they receive Chain 
  Breaker on their AR instead. 
   
  If the PCs were able to free all 108 slaves 
  without any of the slaves being killed, they receive 
  Boon of Freedom on their AR. 
   
  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 1: Roll for Initiative 
  The PCs defeated the hydra(s). 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
  Encounter 6: Hell’s Kitchen 
  The PCs made it to the teleportation circle with the 
  faux 
  Scarred 
  Fox 
  and 
  teleported 
  to 
  their 
  destination. 
   
  APL 4: 202 xp. 
   
  APL 6: 279 xp. 
   
  APL 8: 337 xp. 
   
  APL 10: 405 xp. 
   
  APL 12: 472 xp. 
   
  APL 14: 540 xp. 
   
  APL 16: 607 xp. 
  Encounter 9: Out Foxed? 
  The PCs successfully returned Scarred Fox to the 
  Chain Breakers. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
  Story Award 
  The PCs successfully complete all parts of this 
  adventure. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  ULP8-02 Sundered Bonds 
   
  Page 26 
  
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
  Discretionary Roleplaying Award 
   
  APL 4: 68 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 113 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 158 xp. 
   
  APL 14: 180 xp. 
   
  APL 16: 203 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  Optional Encounter 10: Sundered Bonds  
  Total possible experience 
  The PCs defeated the Night Hunters. 
   
  APL 4: 338 xp. 
   
  APL 6: 450 xp. 
   
  APL 8: 563 xp. 
   
  APL 10: 675 xp. 
   
  APL 12: 788 xp. 
   
  APL 14: 900 xp. 
   
  APL 16: 1,013 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 1: Roll for Initiative 
  APL 4: L: 0 gp, C: 100 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 6: L: 0 gp, C: 200 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 8: L: 0 gp, C: 300 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  ULP8-02 Sundered Bonds 
   
  Page 27 
  
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 10: L: 0 gp, C: 500 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 12: L: 0 gp, C: 700 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 14: L: 0 gp, C: 800 gp, M: 207 gp; arcane 
  scroll of seeking ray (13 gp), armor crystal of 
  bent sight (42 gp), charm of countersong (33 
  gp), darkwood buckler (18 gp), eternal wand 
  of detect magic (38 gp), healing belt (63 gp). 
  APL 16: L: 0 gp, C: 1,000 gp, M: 207 gp; 
  arcane scroll of seeking ray (13 gp), armor 
  crystal of bent sight (42 gp), charm of 
  countersong (33 gp), darkwood buckler (18 
  gp), eternal wand of detect magic (38 gp), 
  healing belt (63 gp). 
  Encounter 6: Hell’s Kitchen 
  APL 4: L: 8 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 173 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 165 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 1 gp, C: 0 gp, M: 0 gp. 
  APL 14: L: 1 gp, C: 0 gp, M: 0 gp. 
  APL 16: L: 3 gp, C: 0 gp, M: 750 gp; bracers of 
  armor +3 (750 gp). 
  Encounter 9: Out Foxed? 
  APL 4: L: 197 gp, C: 0 gp, M: 535 gp; +1 hide 
  armor (110 gp), least weapon crystal of return 
  (25 gp), potion of bull’s strength (25 gp), 2x 
  potion of cure light wounds (4 gp ea.), potion 
  of displacement (63 gp), potion of enlarge 
  person (21 gp), potion of invisibility (25 gp), 
  summoner’s totem (258 gp). 
  APL 6: L: 234 gp, C: 0 gp, M: 926 gp; +1 hide 
  armor (110 gp), lesser weapon crystal of 
  return (83 gp), +2 periapt of wisdom (333 gp), 
  potion of bull’s strength (25 gp), potion of cure 
  light wounds (4 gp ea.), potion of cure 
  moderate 
  wounds 
  (25 
  gp), 
  potion 
  of 
  displacement (63 gp), potion of enlarge 
  person (21 gp), potion of invisibility (25 gp), 
  summoner’s totem (258 gp). 
  APL 8: L: 169 gp, C: 0 gp, M: 1,601 gp; +1 
  cloak of resistance (83 gp), +1 heavy wooden 
  shield (96 gp), lesser weapon crystal of return 
  (83 gp), 2x +1 mithral shirt (175 gp ea.), +2 
  periapt of wisdom (333 gp), potion of bull’s 
  strength (25 gp), potion of cure light wounds 
  (4 gp ea.), potion of cure moderate wounds 
  (25 gp), potion of displacement (63 gp), potion 
  of enlarge person (21 gp), potion of invisibility 
  (25 gp), +1 red dragonhide breastplate (217 
  gp), +1 scimitar (193 gp), summoner’s totem 
  (258 gp). 
  APL 10: L: 29 gp, C: 0 gp, M: 2,756 gp; belt of 
  growth (250 gp), +2 cloak of resistance (333 
  gp), crimson dragonhide bracers (417 gp), +1 
  heavy wooden shield (96 gp), lesser weapon 
  crystal of return (83 gp), 2x +1 mithral shirt 
  (175 gp ea.), +2 periapt of wisdom (333 gp), 
  potion of cat’s grace (25 gp), 2x potion of cure 
  moderate wounds (25 gp), potion of cure 
  serious 
  wounds 
  (63 
  gp), 
  potion 
  of 
  displacement (63 gp), potion of invisibility (25 
  gp), +1 red dragonhide breastplate (217 gp), 
  +1 scimitar (193 gp), summoner’s totem (258 
  gp). 
  APL 12: L: 61 gp, C: 0 gp, M: 5,597 ; +1 
  adamantine spiked chain (444 gp), belt of 
  growth (250 gp), +2 cloak of resistance (333 
  gp), crimson dragonhide bracers (417 gp), +1 
  falchion (198 gp), gloves of endless javelins 
  (583gp), +1 heavy wooden shield (96 gp), 
  lesser weapon crystal of return (83 gp), 2x +1 
  mithral shirt (175 gp ea.), +4 periapt of wisdom 
  (1,333 gp), potion of cure moderate wounds 
  (25 gp), potion of cure serious wounds (63 
  gp), potion of displacement (63 gp), potion of 
  invisibility (25 gp), +2 red dragonhide full plate 
  (883 gp), +1 scimitar (193 gp), summoner’s 
  totem (258 gp). 
  APL 14: L: 61 gp, C: 0 gp, M: 8,808 gp; +1 
  adamantine living chain (610 gp), belt of 
  growth (250 gp), crimson dragonhide bracers 
  (417 gp), +1 falchion (198 gp), gloves of 
  endless javelins (583gp), +2 heavy red 
  dragonhide shield (390 gp), lesser weapon 
  crystal of return (83 gp), +3 mithral shirt (842 
  gp), +6 periapt of wisdom (3,000 gp), potion of 
  cure moderate wounds (25 gp), potion of cure 
  serious 
  wounds 
  (63 
  gp), 
  potion 
  of 
  displacement (63 gp), potion of invisibility (25 
  gp), +2 red dragonhide full plate (883 gp), +1 
  ULP8-02 Sundered Bonds 
   
  Page 28 
  
  scimitar (193 gp), +2 speed mithral shirt (925 
  gp), summoner’s totem (258 gp). 
  APL 16: L: 61 gp, C: 0 gp, M: 14,617 gp; +1 
  adamantine living chain (610 gp), belt of 
  growth (250 gp), +3 blinking mithral shirt 
  (2,092 gp), boots of speed (1,000 gp), crimson 
  dragonhide bracers (417 gp), +1 falchion (198 
  gp), gloves of endless javelins (583gp), +2 
  heavy red dragonhide shield (390 gp), lesser 
  weapon crystal of return (83 gp), +2 mithral 
  shirt (425 gp), pearl of power 6th level (3,000 
  gp), +6 periapt of wisdom (3,000 gp), potion of 
  cure moderate wounds (25 gp), potion of cure 
  serious 
  wounds 
  (63 
  gp), 
  potion 
  of 
  displacement (63 gp), potion of invisibility (25 
  gp), +3 red dragonhide full plate (1,300 gp), 
  +2 ring of protection (667 gp), +1 scimitar (193 
  gp), summoner’s totem (258 gp). 
  Optional Encounter 10: Sundered Bonds 
  APL 4: L: 400 gp, C: 0 gp, M: 542 gp; 
  arcanist’s gloves (42 gp), burning veil (83 gp), 
  3x +1 chain shirt (108 gp ea.), 24x 
  everburning javelin (9 gp ea.), potion of bull’s 
  strength (25 gp), potion of protection from 
  arrows (25 gp), 6x safewing emblem (21 gp 
  ea.). 
  APL 6: L: 203 gp, C: 0 gp, M: 1,797 gp; 
  arcanist’s gloves (42 gp), 3x +1 breastplate 
  (113 gp ea.), burning veil (83 gp), dispelling 
  cord (83 gp), 24x everburning javelin (9 gp 
  ea.), 2x +1 full plate (221 gp), 3x +1 light steel 
  shield (97 gp ea.), potion of bull’s strength (25 
  gp), potion of cure light wounds (4 gp), potion 
  of fly (63 gp), 6x safewing emblem (21 gp ea.), 
  +1 vest of resistance (83 gp). 
  APL 8: L: 173 gp, C: 0 gp, M: 3,248 gp; bag of 
  endless caltrops (67 gp), 3x +1 breastplate 
  (113 gp ea.), burning veil (83 gp), +2 cloak of 
  charisma (333 gp), +1 cloak of resistance (83 
  gp), dispelling cord (83 gp), 24x everburning 
  javelin (9 gp ea.), 2x +1 full plate (221 gp), +1 
  lance (193 gp), 3x +1 light steel shield (97 gp 
  ea.), potion of bull’s strength (25 gp), 2x potion 
  of cure moderate wounds (25 gp ea.), potion 
  of fly (63 gp), potion of remove blindness (63 
  gp), 3x +1 rapier (193 gp), ring of feather 
  falling (183 gp), 5x safewing emblem (21 gp 
  ea.), weapon crystal of energy assault, least 
  electrical (50 gp). 
  APL 10: L: 173 gp, C: 0 gp, M: 6,081 gp; bag 
  of tricks, tan (525 gp), burning veil (83 gp), +2 
  cloak of charisma (333 gp), +2 cloak of 
  resistance (333 gp), +3 cloak of resistance 
  (750 gp), dispelling cord (83 gp), 24x 
  everburning javelin (9 gp ea.), 2x +1 full plate 
  (221 gp), +1 lance (193 gp), 3x +1 light steel 
  shield (97 gp ea.), +2 gloves of dexterity (333 
  gp), 3x +1 mithral breastplate (438 gp ea.), 
  potion of bull’s strength (25 gp), 3x potion of 
  cure moderate wounds (25 gp ea.), potion of 
  heroism (63 gp), potion of fly (63 gp), potion of 
  remove blindness (63 gp), 3x +1 rapier (193 
  gp), ring of feather falling (183 gp), 4x 
  safewing emblem (21 gp ea.), weapon crystal 
  of energy assault, least electrical (50 gp). 
  APL 12: L: 272 gp, C: 0 gp, M: 9,686 gp; 3x +1 
  adamantine rapier (252 gp ea.), bag of tricks, 
  tan (525 gp), burning veil (83 gp), circlet of 
  rapid casting (1,250 gp), +2 cloak of charisma 
  (333 gp), 2x +2 cloak of resistance (333 gp), 
  dispelling cord (83 gp), 24x everburning 
  javelin (9 gp ea.), +1 full plate (221 gp), 3x +1 
  heavy mithral shield (85 gp ea.), +1 lance (193 
  gp), +2 gloves of dexterity (333 gp), 3x +1 
  mithral breastplate (438 gp ea.), +1 mithral full 
  plate (958 gp), +4 periapt of wisdom (1,333 
  gp), potion of bull’s strength (25 gp), 6x potion 
  of cure moderate wounds (25 gp ea.), potion 
  of heroism (63 gp), potion of fly (63 gp), potion 
  of remove blindness (63 gp), 4x ring of feather 
  falling (183 gp), safewing emblem (21 gp ea.), 
  weapon crystal of energy assault, least 
  electrical (50 gp). 
  APL 14: L: 272 gp, C: 0 gp, M: 18,291 gp – 
  Total: ; +1 adamantine lance (585 gp), 3x +1 
  adamantine rapier (252 gp ea.), +4 amulet of 
  health (1,333 gp), bag of tricks, tan (525 gp), 
  burning veil (83 gp), circlet of rapid casting 
  (1,250 gp), +4 cloak of charisma (1,333 gp), 
  4x +1 cloak of resistance (83 gp), +2 cloak of 
  resistance (333 gp), dispelling cord (83 gp), 
  24x everburning javelin (9 gp ea.), +1 full plate 
  (221 gp), 3x +2 headband of intellect (333 gp 
  ea.), 3x +2 heavy mithral shield (418 gp ea.), 
  +2 gloves of dexterity (333 gp), 3x +2 mithral 
  breastplate (688 gp ea.), +1 mithral full plate 
  (958 gp), +6 periapt of wisdom (3,000 gp), 
  potion of bull’s strength (25 gp), 6x potion of 
  cure moderate wounds (25 gp ea.), potion of 
  heroism (63 gp), potion of remove blindness 
  (63 gp), riding boots (1,000 gp), 5x ring of 
  feather falling (183 gp), +1 ring of protection 
  (167 gp), weapon crystal of energy assault, 
  lesser electrical (250 gp). 
  APL 16: L: 272 gp, C: 0 gp, M: 28,812 gp – 
  Total: ; 3x +1 adamantine rapier (252 gp ea.), 
  +2 amulet of health (333 gp), bag of tricks, tan 
  ULP8-02 Sundered Bonds 
   
  Page 29 
  
  (525 gp), burning veil (83 gp), circlet of rapid 
  casting (1,250 gp), +6 cloak of charisma 
  (3,000 gp), 4x +1 cloak of resistance (83 gp), 
  +2 cloak of resistance (333 gp), dispelling 
  cord (83 gp), 24x everburning javelin (9 gp 
  ea.), +1 full plate (221 gp), goggles of draconic 
  vision (1,200), 3x +2 headband of intellect 
  (333 gp ea.), 3x +4 heavy mithral shield (1,418 
  gp ea.), +4 gloves of dexterity (1,333 gp), 3x 
  Kyton armor (1,092 gp ea.), +1 light mace 
  (192 gp), +1 mithral full plate (958 gp), +6 
  periapt of wisdom (3,000 gp), potion of bull’s 
  strength (25 gp), 6x potion of cure moderate 
  wounds (25 gp ea.), potion of heroism (63 gp), 
  potion of remove blindness (63 gp), riding 
  boots (1,000 gp), 5x ring of feather falling (183 
  gp), 4x +1 ring of protection (167 gp), ring of 
  vanishing 
  (2,500 
  gp), 
  +1 
  slow 
  burst 
  adamantine lance (834 gp), weapon crystal of 
  energy assault, lesser electrical (250 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 205 gp, C: 100 gp, M: 742 gp – 
  Total: 1,047 gp (650 gp). 
  APL 6: L: 407 gp, C: 200 gp, M: 1,133 gp – 
  Total: 1,740 gp (900 gp). 
  APL 8: L: 172 gp, C: 300 gp, M: 1,601 gp – 
  Total: 2,073 gp (1,300 gp). 
  APL 10: L: 194 gp, C: 500 gp, M: 2,963 gp – 
  Total: 3,658 gp (2,300 gp). 
  APL 12: L: 62 gp, C: 700 gp, M: 5,804 gp – 
  Total: 6,566 gp (3,300 gp). 
  APL 14: L: 62 gp, C: 800 gp, M: 9,015 gp – 
  Total: 9,877 gp (6,600 gp). 
  APL 16: L: 64 gp, C: 1,000 gp, M: 15,574 gp – 
  Total: 16,638 gp (9,900 gp). 
  Optional Encounter 10: Sundered Bonds 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 400 gp, C: 0 gp, M: 542 gp – Total: 
  942 gp (325 gp). 
  APL 6: L: 203 gp, C: 0 gp, M: 1,797 gp – Total: 
  2,000 gp (450 gp). 
  APL 8: L: 173 gp, C: 0 gp, M: 3,248 gp – Total: 
  3,421 gp (650 gp). 
  APL 10: L: 173 gp, C: 0 gp, M: 6,081 gp – 
  Total: 6,254 gp (1,150 gp). 
  APL 12: L: 272 gp, C: 0 gp, M: 9,686 gp – 
  Total: 9,958 gp (1,650 gp). 
  APL 14: L: 272 gp, C: 0 gp, M: 18,291 gp – 
  Total: 18,563 gp (3,300 gp). 
  APL 16: L: 272 gp, C: 0 gp, M: 28,812 gp – 
  Total: 29,084 gp (4,950 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Loyal Defender of the Crown: You have shown 
  unwavering loyalty to the crown of the Principality 
  of Ulek. As a reward, Prince Olinstaad Corond and 
  his visiting royal guests use their resources to help 
  you find an item you are looking for. Choose 1 
  item on this AR (including the AR for the bonus 
  round) or on any previous AR from an adventure 
  set within the Sheldomar Valley. You now have 
  Access: Any to this item. This does not change 
  any other limits imposed on purchasing this item 
  on the AR. Note the item chosen below: 
  __________________________ 
  Brave Defender of the Crown: You have 
  disobeyed a direct order from the Prince of Ulek in 
  order to safeguard the lives of dignitaries and the 
  crown. While the crown cannot openly reward 
  such disobedience, its members are still grateful 
  for your aid. They have secretly pooled their 
  resources to aid you. You get a 10% discount on 
  any items purchased on this AR. 
  Order of the Adamantine Axe: You have 
  received one of the Principality of Ulek’s highest 
  awards for service to the crown. When wearing 
  this medal you gain a +2 circumstance bonus to all 
  Charisma-base skill checks when dealing with 
  citizens of the Principality of Ulek. This bonus 
  increases to +4 when dealing with dealing with 
  any members of the Principality of Ulek military. 
  The medal counts as a decoration for purposes of 
  promotion in the Principality of Ulek military.  
  Favor of the Hierarchy: The leaders of your 
  Metaorg have chosen to give you addition rewards 
  for your loyalty to the crown. You may choose an 
  additional item to gain Access: Any to with the 
  same restrictions as those given under Loyal 
  Defender of the Crown. List that item below: 
  ____________________________ 
  Favor of the Chain Breakers: You have earned 
  the respect of the famous Chain Breakers. As a 
  ULP8-02 Sundered Bonds 
   
  Page 30 
  
  reward, they offer to train you in some of their 
  techniques. By spending an additional week with 
  them (at a cost of 1 TU), you gain access to the 
  feats Coordinated Shot (HoB), Guerrilla Scout 
  (HoB), Guerrilla Warrior (HoB), and Ready Shot 
  (HoB). 
  Item Access 
  APL 4: 
  • 
  Arcane Scroll of Seeking Ray (Adventure; 
  PHB II; limit one) 
  • 
  Armor Crystal of Bent Sight (Adventure; MIC; 
  limit one) 
  • 
  Charm of Countersong (Adventure; MIC; limit 
  one) 
  • 
  Darkwood Buckler (Adventure; MIC; limit one) 
  • 
  Eternal Wand of Detect Magic (Adventure; 
  MIC; limit one) 
  • 
  Healing Belt (Adventure; MIC; limit one) 
  • 
  Summoner’s Totem (Adventure; MIC) 
  • 
  Weapon Crystal of Return, Least (Adventure; 
  MIC) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Weapon Crystal of Return, Lesser (Adventure; 
  MIC) 
  APL 8 (all of APL 4-6 plus the following):  
  • 
  +1 Mithral Shirt (Adventure; DMG) 
  • 
  +1 Red Dragonhide Breastplate (Adventure; 
  DMG) 
  APL 10 (all of APL 4-8 plus the following): 
  • 
  Belt of Growth (Adventure; MIC) 
  • 
  Crimson Dragonhide Bracers (Adventure; 
  MIC) 
  APL 12 (all of APL 4-10 plus the following): 
  • 
  +1 Adamantine Spiked Chain (Adventure; 
  MIC) 
  • 
  +2 Red Dragonhide Full Plate (Adventure; 
  DMG) 
  APL 14 (all of APL 4-12 plus the following): 
  • 
  +1 Adamantine Living Chain (Adventure; MIC) 
  • 
  +2 Heavy Dragonhide Shield (Adventure; 
  DMG) 
  • 
  +3 Mithral Shirt (Adventure, DMG) 
  • 
  +2 Speed Mithral Shirt (Adventure, DMG) 
  APL 16 (all of APL 4-14 plus the following): 
  • 
  +3 Blinking Mithral Shirt (Adventure; MIC) 
  • 
  Boots of Speed (Adventure; DMG) 
  • 
  +2 Mithral Shirt (Adventure; DMG) 
  • 
  +3 Red Dragonhide Full Plate (Adventure; 
  DMG) 
  ITEMS FOR THE 
  ADVENTURE RECORD- 
  BONUS ROUND 
  Special 
  Everburning Javelin: This is a standard javelin 
  with a continual flame spell cast on the butt end of 
  it. It can be thrown like any standard javelin. If the 
  damage done by the javelin exceeds the hardness 
  of a surface it is thrown against, the point embeds 
  itself. Cost: 111 gp. 
  Honorary Chain Beaker: You have been made 
  an honorary member of the Chain Breakers and 
  given the name of _____________________ in 
  recognition of this. 
  Chain Breaker: You have been given full 
  membership in the Chain Breakers. This gives you 
  access to the prestige classes Combat Medic 
  (HoB), Dread Commando (HoB), Spymaster 
  (CAd), and Master of Masks (CS).  
  Boon of Freedom: Your deeds in the cause of 
  freedom have gained the notice of Trithereon, god 
  of liberty. You may call upon his aid once when 
  your liberty is threatened. This aid functions the 
  same as a ruby ray of reversal (SC) (CL 20th) 
  except it can be targeted only on you, or an object 
  or person you are in contact with. Because it is the 
  boon of a god, it can be used even when you 
  cannot take any actions or make a conscious 
  thought, such as when subject to flesh to stone or 
  baleful polymorph. This is a supernatural ability. 
  Cross this favor off once used. 
  Captured: You have been captured by the forces 
  of the Pomarj and taken for interrogation. 
  Fortunately for you, the Chain Breakers rescued 
  you after only two weeks. This incarceration costs 
  you 2 TUs 
  Item Access 
  APL 4: 
  ULP8-02 Sundered Bonds 
   
  Page 31 
  
  ULP8-02 Sundered Bonds 
   
  Page 32 
  • 
  Arcanist’s Gloves (Adventure, MIC) 
  • 
  Burning Veil (Adventure; MIC) 
  • 
  Everburning Javelin (Adventure; see above) 
  • 
  Safewing Emblem (Adventure; MIC; limit one) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Dispelling Cord (Adventure; MIC) 
  APL 8 (all of APL 4-6 plus the following): 
  • 
  Bag of Endless Caltrops (Adventure; MIC) 
  • 
  Ring of Feather Falling (Adventure, DMG) 
  • 
  Weapon Crystal of Energy Assault, Least 
  Electrical (Adventure, MIC) 
  APL 10 (all of APL 4-8 plus the following): 
  • 
  Bag of Tricks, Tan (Adventure; DMG) 
  • 
  +1 Mithral Breastplate (Adventure; DMG) 
  APL 12 (all of APL 4-10 plus the following): 
  • 
  +1 Adamantine Rapier (Adventure; DMG) 
  • 
  Circlet of Rapid Casting (Adventure; MIC) 
  • 
  +1 Heavy Mithral Shield (Adventure; DMG) 
  • 
  +1 Mithral Full Plate (Adventure; DMG) 
  APL 14 (all of APL 4-12 plus the following): 
  • 
  +1 Adamantine Lance (Adventure; DMG) 
  • 
  +2 Heavy Mithral Shield (Adventure; DMG) 
  • 
  Weapon Crystal of Energy Assault, Lesser 
  Electrical (Adventure, MIC) 
  APL 16 (all of APL 4-14 plus the following): 
  • 
  Goggles of Draconic Vision (Adventure; MIC) 
  • 
  +4 Heavy Mithral Shield (Adventure; DMG) 
  • 
  Kyton Armor (Adventure; MIC) 
  • 
  +1 Slow Burst Adamantine Lance (Adventure; 
  MIC) 
   
  
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 1 – ROLL FOR 
  INITIATIVE  
   
   
   
  F I V E-H E AD E D  P Y R O-H Y D R A 
  CR  6 
  N Huge Magical Beast (Fire) 
  Init +1; Senses Listen +6, Spot +6; Darkvision 60 ft., 
  low-light vision, scent 
  AC 15, touch 9, flat-footed 14 
   (-2 size, +1 Dex, +6 natural) 
  hp 60 (5 HD); fast healing 15  
  Immune Fire 
  Fort +9, Ref +5, Will +3 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft. 
  Melee 5 bites +6 (1d10+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +5; Grp +16  
  Atk Options Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  Feats Combat Reflexes B, Iron Will, Toughness  
  Skills  Listen +6, Spot +6, Swim +11 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 17 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual 
   
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  N U P P E R I B O 
  CR  2 
  LE Medium Outsider (Baatezu, evil, extraplanar, lawful) 
  Init -4; Senses Listen n/a, Spot -2; Blindsight 30 ft. 
  Aura evil, fear (10 ft., DC 11) 
  Languages Infernal (receive telepathy only)  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 16 (2 HD); fast healing 3 
  Immune fire, poison, mind-affecting spells and abilities 
  Resist acid 10, cold 10 
  Fort +5, Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee halberd +5 (1d10+3/x3) or 2 claws +4 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3  
  SQ deaf 
  Feats Toughness B, Weapon Focus (halberd) 
  ULP8-02 Sundered Bonds 
   
  Page 33 
  
  Skills Balance +5, Climb +7, Hide +5, Jump +1, Swim 
  +7 
  Possessions halberd  
  Blindsight (Ex) A nupperibo can sense all foes within 
  30 feet as a sighted creature would. Beyond that 
  range, 
  it 
  treats 
  all 
  targets 
  as 
  having 
  total 
  concealment. A nupperibo is susceptible to scent-
  based attacks, however, and is affected normally by 
  overpowering odors (such as stinking could or 
  incense-heavy air). Negating a nupperibo’s sense of 
  smell effectively blinds it.  
  Fear Aura (Su) At the end of each of a nupperibo’s 
  turns, creatures within 10 feet of it must succeed on a 
  DC 11 Will saving throw or be panicked for 5 rounds. 
  The save DC is Charisma-based. 
   
  A creature that successfully saves cannot be 
  affected again by that same nupperibo’s aura for 24 
  hours. Baatezu are immune to the aura. 
  Deaf (Ex) A nupperibo takes a -4 penalty on initiative 
  checks and automatically fails listen checks. 
  Description This bloated creature waddles about, 
  clutching a massive saw-toothed halberd in its hands. 
  Though its eyes and mouth are sewn shut, this thing 
  mumbles a shriek as it senses your presence. 
  Sources Fiendish Codex II 
   
  S P I N AG O N 
  CR  4 
  LE Small outsider (baatezu, evil, extraplanar, lawful) 
  Init +7; Senses Listen +7, Spot +7; See in darkness 
  Aura evil  
  Languages Celestial, Draconic, Infernal; telepathy 100 
  ft.  
  AC 24, touch 18, flat-footed 17 
   (+1 size, +7 Dex, +6 natural) 
  hp 24 (3 HD); DR 5/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 12 
  Fort +5, Ref +10, Will +4 
  Speed 20 ft. (4 squares), fly 120 ft. (average) 
  Melee talon +4 (1d3 + 1d4 fire) 
  Ranged spine +11 (1d3 plus 1d4 fire and see below) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Atk Options Point-blank Shot, Precise Shot 
  Special Actions spines, summon baatezu 
  Spell-Like Abilities (CL 5th): 
   1/day— stinking cloud (DC 14) 
   3/day— disguise self, produce flame (+4 melee touch 
  or +11 ranged touch) 
  Abilities Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 13  
  SQ fiery spines and talons, spines, spell-like abilities, 
  summon baatezu 
  Feats Point-blank Shot, Precise Shot 
  Skills Bluff +7, Diplomacy +11, Disguise +1 (+3 acting), 
  Hide +17, Intimidate +3, Listen +7, Move Silently +13, 
  Sense Motive +7, Spot +7 
  Fiery Spines and Talons (Su) A spinagon deals an 
  extra 1d4 points of fire damage with its natural 
  attacks. 
  Spines (Ex) Each round, a spinagon can pluck a spine 
  from its body and hurl it as a standard action. This is 
  a ranged attack with a range of 60 feet and no range 
  increment. Each round, the spinagon automatically 
  regrows the lost spine. The spine causes intense, 
  distracting pain in its target. A creature struck by a 
  spine must succeed on a DC 13 Fortitude save or 
  take a -2 penalty to AC and a -10 foot penalty to 
  speed. This penalty lasts for 1 minute or until the 
  target receives healing of any sort. The effects of 
  multiple failed saves do not stack. The save DC is 
  Constitution-based.  
  Summon Baatezu (Sp) Once per day, a spinagon can 
  attempt to summon two spinagons with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell (CL 5th). 
  Description This small shrieking fiend looks like a 
  gargoyle, but it bristles with sharp spikes. It has sharp 
  talons on its hands and fee, and its eyes smolder with 
  dark malevolence. 
  Sources Fiendish Codex II 
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  5 
  Male hobgoblin druid 5 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses Listen +3, Spot +3; Darkvision 60-ft. 
  Languages Common, druidic, goblin, terran  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 45 (5 HD)  
  Fort +7, Ref +3, Will +7 
  Speed 30 ft. in hide armor (6 squares), base movement 
  30 ft. 
  Melee scimitar +4 (1d6+1, 18-20/x2) 
  Ranged acid flask +5 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Combat Gear Acid flask 
  Druid Spells Prepared (CL 5th): 
   3rd— 2x charge of the triceratops 
   2nd— bull’s strength, 2x summon nature’s ally II 
   1st— cure light wounds, 2x longstrider, produce flame 
  (+5 ranged touch) 
   0— create water, cure minor wounds, detect magic, 
  flare (DC 13), guidance 
  Abilities Str 13, Dex 14, Con 16, Int 8, Wis 16, Cha 10  
  SQ Elemental companion, resist nature’s lure, trackless 
  step, wild shape 1/day, woodland stride 
  Bolster longstrider (CL 5th) 
  Feats Spell Focus (conjuration), Augment Summoning 
  Skills  Concentration +11, Hide +4, Knowledge (nature) 
  +6, Knowledge (the planes) +0, Speak Language 
  (terran), Spellcraft +7, Survival +7 
  Possessions combat gear plus +1 hide armor, 
  summoner’s totem, heavy wooden shield, scimitar, 
  dagger, 2x spell component pouch 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Medium earth elemental. The 
  companion has normal statistics of an elemental of its 
  ULP8-02 Sundered Bonds 
   
  Page 34 
  
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  Description You see an aged, but toughened hobgoblin 
  dressed in hide armor and carrying a wooden shield. A 
  scimitar hangs at its side.  
  Sources Complete Mage, Magic Item Compendium, 
  Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +9 natural) 
  hp 36 (4 HD)  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee slam +10(1d8+10) 
  Ranged rock +2 (1d4+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 21 (24), Dex 8, Con 17, Int 4, Wis 11, Cha 
  11  
  SQ Elemental traits, share spell 
  Bolster bull’s strength (CL 5th), longstrider (CL 5th) 
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. It’s 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  S M ALL E AR T H  E L E M E N T AL CR  - 
  N Small earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +3, Spot +2; 60-ft. Darkvision 
  Languages Terran  
  AC 21, touch 10, flat-footed 21 
   (+1 size, -1 Dex, +11 natural) 
  hp 18 (2 HD)  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +6, Ref -1, Will +0 
  Speed 20 ft. (4 squares); Earth glide 
  Melee slam +7(1d6+7) or gore +7(1d6+7) or slam 
  +7(1d6+7) and gore +2(1d6+2) 
  Ranged rock +1 (1d3+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Power attack, double damage on charge 
  with gore attack  
  Special Actions Earth mastery, push 
  Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11  
  SQ Elemental traits 
  Bolster – charge of the triceratops (CL 5th) 
  Feats Power Attack  
  Skills Listen +2, Spot +3 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  ULP8-02 Sundered Bonds 
   
  Page 35 
  
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  2 
  Male hobgoblin Fighter 1/Rogue 1 
  LE Medium humanoid (goblinoid) 
  Init +3; Senses Listen +4, Spot +4; Darkvision 60-ft. 
  Languages Common, goblin, orcish 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  Miss Chance 50% (invisibility) 
  hp 16 (2 HD)  
  Fort +4, Ref +5, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +6 (2d4+6, 18-20/x2) or scimitar +5 
  (1d6+4, 18-20/x2) 
  Ranged mwk javelin +5 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 (+5) 
  Atk Options Point-blank shot, sneak attack +1d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds, potion of invisibility  
  Abilities Str 15 (19), Dex 17, Con 14, Int 13, Wis 10, 
  Cha 8  
  SQ Trapfinding 
  Bolster bull’s strength (CL 3rd), invisibility (CL 3rd) 
  Feats Precise Shot B, Point-blank Shot 
  Skills Balance +9, Escape Artist +7, Hide +7, Jump +9 
  (+11), Listen +4, Move Silently +11, Sleight of Hand 
  +7, Spot +4, Tumble +10 
  Possessions combat gear plus 3x masterwork javelin, 
  masterwork studded leather armor, masterwork 
  falchion, falchion, scimitar 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  2 
  Male hobgoblin Monk 2 
  LE Large humanoid (goblinoid) 
  Init +3 (+2); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 14, touch 11, flat-footed 12; Deflect Arrows 
   (-1 size, +2 Dex, +3 armor) 
  Miss Chance 50% (displacement) 
  hp 16 (2 HD)  
  Fort +5, Ref +6 (+5), Will +3; Evasion 
  Speed 30 ft. (6 squares) 
  Melee mwk club +4 (1d8+4) or unarmed strike +3 
  (1d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +1; Grp +7 (+12) 
  Atk Options Combat Reflexes, Improved Grapple 
  Combat Gear potion of cure light wounds, potion of 
  displacement, potion of enlarge person 
  Abilities Str 15 (17), Dex 16 (14), Con 14, Int 13, Wis 
  10, Cha 8  
  SQ Evasion, unarmed strike 
  Bolster displacement (CL 5th), enlarge person (CL 5th) 
  Feats Combat Reflexes, Deflect Arrows B, Improved 
  Grapple B  
  Skills Balance +10 (+9), Craft (weaponsmithing) +6, 
  Jump +9 (+10), Move Silently +12 (+11), Spot +5, 
  Tumble +10 (+9) 
  Possessions combat gear plus masterwork club, 
  masterwork studded leather, least weapon crystal of 
  return 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in studded leather and holds a club 
  in two hands. 
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  3 
  Male goblin Sorcerer 3 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +4, Spot +1; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 12 (3 HD)  
  Fort +2, Ref +4, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk small spear +2 (1d6-1) 
  Ranged mwk small light crossbow +6 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -4 
  Atk Options Empower spell, point-blank shot 
  Combat Gear Arcanist’s gloves, burning veil, safewing 
  emblem 
  Sorcerer Spells Known (CL 3rd): 
   1st (5/day, 2 used)— lesser orb of fire (+5 ranged 
  touch), mage armor, ray of clumsiness (+5 ranged 
  touch) 
   0 (6/day)— acid splash (+5 ranged touch), daze (DC 
  11), detect magic, ghost sound (DC 11), ray of frost 
  (+5 ranged touch) 
  Abilities Str 8, Dex 16, Con 12, Int 13, Wis 8, Cha 13  
  SQ Summon familiar 
  Bolster mage armor (CL 3rd) 
  Feats Alertness B, Point-blank shot, Empower Spell 
  Skills  Concentration +7, Hide +7, Knowledge (arcane) 
  +5, Listen +4, Move Silently +7, Profession (gambler) 
  +1, Ride +8, Spellcraft +6, Spot +1  
  Possessions combat gear plus masterwork small 
  spear, masterwork small light crossbow, 10 bolts, 
  exotic military saddle, 2x spell component pouch. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  ULP8-02 Sundered Bonds 
   
  Page 36 
  
  Sources Spell Compendium 
   
  N I BBLE,  F AM I L I AR B AT 
  CR  - 
  N Diminutive magical beast 
  Init +2; Senses Listen +8, Spot +8; Blindsense 20-ft., 
  low-light vision  
  Languages None  
  AC 22, touch 16, flat-footed 20 
   (+4 size, +2 Dex, +4 armor +2 natural) 
  hp 6 (3 HD) 
  Fort +2, Ref +4, Will +5; Improved Evasion 
  Speed 5 ft. (1 square), fly 40 ft. (good) 
  Melee touch +0 (-) 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +1; Grp -16 
  Abilities Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4  
  SQ Deliver touch spells, empathic link, improved 
  evasion, share spells 
  Bolster mage armor (CL 3rd) 
  Feats Alertness  
  Skills Concentration +6, Hide +14, Knowledge (arcane) 
  +3, Listen +8*, Move Silently +6, Profession 
  (gambler) +4, Ride +3, Spellcraft +3, Spot +8* 
  Blindsense (Ex) A bat notices and locates creatures 
  within 
  20-feet. 
  Opponents 
  still 
  have 
  100% 
  concealment against a creature with blindsense. 
  Skills *A bat has a +4 racial bonus on Spot and Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description A small black bat flitters about the 
  battlefield. 
   
  H ULUCK T R O N E 
  CR  3 
  Female goblin Cleric of Maglubiyet 3 
  LE Size humanoid (goblinoid) 
  Init +0; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 23, touch 13, flat-footed 23 
   (+1 size, +8 armor, +2 shield, +2 deflection) 
  hp 18 (3 HD)  
  Fort +3, Ref +1, Will +5 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft. 
  Melee small light mace +3 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear potion of protection from arrows, 
  safewing emblem 
  Cleric Spells Prepared (CL 3rd): 
   2nd— invisibility D, silence x2 (DC 14) 
   1st— cure light wounds, doom (DC 13), protection 
  from good D*, shield of faith  
   0— create water, cure minor wounds x2, detect 
  magic 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 15, Cha 12  
  Bolster shield of faith (CL 3rd) 
  Feats Dampen Spell, Improved Counterspell  
  Skills  Concentration +1, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +7, Spellcraft +9 
  Possessions combat gear plus masterwork small plate 
  armor, masterwork small heavy wooden shield, small 
  light mace, 2x iron holy symbol, 2x spell component 
  pouch, exotic military saddle, small dagger. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II 
   
  G L I B U L E X  T H E  L ANCE 
  CR  3 
  Female goblin Fighter 3 
  LE Small humanoid (goblinoid) 
  Init +2; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 20, touch 12, flat-footed 19 
   (+1 size, +1 Dex, +8 armor) 
  hp 28 (3 HD) 
  Fort +5, Ref +3, Will +1 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee mwk small lance +9 (1d6+1, x3) or small 
  greatsword +7 (1d10+3, 19-20/x2) 
  Ranged small composite longbow +6 (1d6, x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +3; Grp +0 (+2) 
  Atk Options Mounted Combat, Ride-by Attack, Spirited 
  Charge 
  Combat Gear potion of bull’s strength, safewing 
  emblem 
  Abilities Str 13 (15), Dex 15, Con 14, Int 12, Wis 10, 
  Cha 6  
  Bolster bull’s strength (CL 3rd)  
  Feats Mounted Combat, Ride-by Attack B, Spirited 
  Charge B, Weapon Focus (lance)  
  Skills Handle Animal +4, Hide +1, Knowledge (nobility 
  and royalty) +4, Move Silently +1, Ride +14 
  Possessions combat gear plus small full plate, 
  masterwork small lance, small lance, exotic military 
  saddle, small greatsword, small composite longbow, 
  quiver w/20 arrows. 
  ULP8-02 Sundered Bonds 
   
  Page 37 
  
  ULP8-02 Sundered Bonds 
   
  Page 38 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  2 
  Male goblin duskblade 2 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 20, touch 14, flat-footed 17 
   (+1 size, +3 Dex, +5 armor, +1 shield) 
  hp 14 ea (2 HD)  
  Fort +4, Ref +3, Will +3 
  Speed 30 ft. (6 squares) 
  Melee rapier +6 (1d4, 18-20/x2) 
  Ranged javelin +6 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -1 
  Combat Gear safewing emblem 
  Duskblade Spells Known (CL 2nd): 
   1st (4/day)— blade of blood, ray of enfeeblement (+5 
  ranged touch), stand  
   0 (4/day)— acid splash (+5 ranged touch), disrupt 
  undead (+5 ranged touch), ray of frost (+5 ranged 
  touch), touch of fatigue (+5 touch, DC 12) 
  Spell-Like Abilities (CL 2nd): 
   0 (5/day)— dancing lights (DC 12), detect magic, 
  flare (DC 12), ghost sound (DC 12), read magic 
  Abilities Str 11, Dex 17, Con 12, Int 14, Wis 10, Cha 6  
  SQ Armored mage (light) 
  Feats Combat Casting B, Weapon Finesse  
  Skills Concentration +6 (+10), Hide +5, Knowledge 
  (arcana) +7, Move Silently +5, Ride +12, Spellcraft 
  +9 
  Possessions combat gear plus +1 small chain shirt, 
  small light wooden shield, small rapier, 3x small 
  javelin, small short sword, small dagger, 2x spell 
  component pouch 
  Armored Mage (light) (Ex) A duskblade’s limited focus 
  and specialized training allows him to avoid arcane 
  spell failure so long as he sticks to light armor and 
  light shields. This ability does not apply to spells 
  gained from a different spellcasting class. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a chain shirt and carries a light 
  shield and rapier. 
  Sources Player’s Handbook II 
   
  D I RE  B AT 
  CR  2 
  N Large animal 
  Init +6; Senses Listen +12, Spot +8; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 36 (4 HD)  
  Fort +7, Ref +10, Will +6 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +5 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 
  Feats Alertness, Stealthy  
  Skills Hide +4, Listen +12, Move Silently +11, Spot +8 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
   
   
  
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  S E V E N-H E AD E D  P Y R O-H Y D R A 
  CR  8 
  N Huge Magical Beast (Fire) 
  Init +1; Senses Listen +7, Spot +7; Darkvision 60 ft., 
  low-light vision, scent 
  AC 16, touch 9, flat-footed 15 
   (-2 size, +1 Dex, +7 natural) 
  hp 80 (7 HD); fast healing 17  
  Immune Fire 
  Fort +10, Ref +6, Will +4 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft. 
  Melee 7 bites +8 (1d10+3) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Atk Options Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  Feats Combat Reflexes 
  B, Iron Will, Toughness, 
  Weapon Focus (bite)  
  Skills  Listen +7, Spot +7, Swim +11 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 18 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual 
   
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  L E G I O N  D E V I L  (M E R R E G O N) 
  CR  3 
  LE Medium Outsider (Baatezu, evil, extraplanar, lawful) 
  Init +3; Senses Listen +0, Spot +0; See in darkness 
  Languages Infernal; telepathy 100 ft. 
  AC 21, touch 13, flat-footed 18; Mobility 
   (+3 Dex, +3 armor, +3 shield, +2 natural) 
  hp 27 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10; Evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legions 
  mind 
  Speed 30 ft. (6 squares); 
  Melee mwk longsword +8 (1d8+3/19-20) and shield arm 
  bash +1 (1d6+1 
  Ranged longbow +6 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options legion’s battle skill 
  Special Actions legion’s advance, summon baatezu 
  ULP8-02 Sundered Bonds 
   
  Page 39 
  
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 10  
  Feats Iron Will, Mobility B, Weapon Focus (longsword) 
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions studded leather armor, masterwork 
  longsword, longbow with 20 arrows  
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow after 
  blow fighting on despite massive injuries, until a 
  single decisive attack against one causes all of them 
  to fall to the ground slain. Legion devils combine their 
  hit points into one large pool. Any damage that a 
  legion devil takes comes from this hit point pool. If the 
  pool is reduced to 0, all the legion devils in it 
  immediately die. A legion devil gains the pool’s 
  benefits as long as it remains within 100 feet of the 
  rest of the group. If forced to move farther away, the 
  legion devil reclaims some of its hit points. Divide the 
  hit points in the pool by the number of devils in the 
  group. The devil forced out of the group gains that 
  many hit points, and the pool loses a like number. If 
  the share is less than 1, the devil immediately dies 
  and the pool does not lose any points. By the same 
  token, if any devil receives healing apply it to the 
  devils’ total pool. 
  Legion’s Defenses (Su) If a spell, supernatural ability, 
  or other effect that allows a saving throw targets more 
  than one legion devil, all the devils use the highest 
  d20 result robbed by the group. If three legion devils 
  are caught in a fireball and the d20 rolls for their 
  saves are 17, 5, and 8, all three devils use 17 as the 
  result of their roll before adding any modifiers. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. If 
  any devil succeeds, all the devils succeed. If all the 
  devils fail, they all suffer the effect of a failed save. 
  Legion’s Shield Arm (Ex) The left arm of a legion devil 
  is enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil can 
  also use this arm to make a bashing attack as a 
  secondary weapon. A legion devil does not lose its 
  arm’s shield bonus when it attacks in this manner. An 
  arm bash deals 1d6 points of bludgeoning damage. 
  Legion’s Battle Skill (Ex) Trained and experienced in 
  working together, legion devils gain a +4 bonus to 
  attack rolls for every other legion devil within 60 feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent to 
  any other legion devil within 100 feet. The legion devil 
  can continue its turn after using this ability as normal. 
  Summon Baatezu (Sp) Once per day, a legion devil 
  can attempt to summon another legion devil with a 
  35% chance of success. This ability is the equivalent 
  of a 3rd-level spell (CL 5th). 
  Description This creature is humanoid in shape, with 
  deep red skin. It wears studded leather armor and a 
  chain coif, and it sports a vicious snarl that reveals 
  sharp teeth. It carries a longsword in one hand. Its other 
  arm ends in a bloated, iron-studded forearm with a 
  small, withered hand hanging from its end. 
  Sources Fiendish Codex II 
   
  C HAI N D E V I L  (K Y T O N) 
  CR  6 
  LE Medium Outsider (baatezu, evil, extraplanar, lawful) 
  Init +6; Senses Listen +13, Spot +13; Darkvision 60 ft., 
  see in darkness 
  Languages Infernal; telepathy 100 ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 natural) 
  hp 64 (8 HD); regeneration 2; DR 5/silver or good 
  Immune cold 
  SR 18 
  Fort +8, Ref +8, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +10 (2d4+2/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with chains) 
  Base Atk +8; Grp +10 
  Special Actions dancing chains, unnerving gaze 
  Abilities Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12  
  Feats Alertness, Improved Critical (chain), Improved 
  Initiative 
  Skills Climb +13, Craft (blacksmithing) +17, Escape 
  Artist +13, Intimidate +12, Listen +13, Spot +13, Use 
  Rope +2 (+4 with bindings) 
  Possessions chains 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain devil 
  can increase these chains’ length by up to 15 feet 
  and cause them to sprout razor-edged barbs. These 
  chains attack as effectively as the devil itself. If a 
  chain is in another creature’s possession, the 
  creature can attempt a DC 15 Will save to break the 
  chain devil’s power over that chain. If the save is 
  successful, the kyton cannot attempt to control that 
  particular chain again for 24 hours or until the chain 
  leaves the creature’s possession. The save DC is 
  Charisma-based. 
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. 
  A chain devil can make its face resemble one of an 
  opponent’s departed loved ones or bitter enemies. 
  Those who fail their saves take a -2 penalty on attack 
  rolls for 1d3 rounds. The save DC is Charisma-
  based. 
  Regeneration (Su) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. 
   
  A chain devil that loses a piece of its body regrows 
  it in 2d6x10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly. 
  Skills Chain devils have a +8 racial bonus on Craft 
  checks involving metalwork. 
  Description The clank and rattle of chains announces 
  the arrival of this creature. It appears human in shape 
  and size, but chains wrap it like a shroud, every length 
  ending in a hook or a blade or a heavy ball. The chains 
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  Page 40 
  
  seems to slither and slide over the creature’s form, 
  almost as if they were alive. 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  7 
  Male hobgoblin druid 7 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses Listen +4, Spot +4; Darkvision 60-ft., 
  Earth Sense 
  Languages Common, druidic, goblin, terran  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +3 armor, +2 shield, +3 natural) 
  hp 63 (7 HD)  
  Fort +8, Ref +4, Will +9 
  Speed 30 ft. in hide armor (6 squares), base movement 
  30 ft. 
  Melee scimitar +6 (1d6+1, 18-20/x2) 
  Ranged acid flask +7 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Combat Gear acid flask 
  Druid Spells Prepared (CL 7th): 
   4th— 2x summon nature’s ally IV 
   3rd— 2x charge of the triceratops, greater magic fang 
   2nd— 2x barkskin, bull’s strength, cure moderate 
  wounds 
   1st— cure light wounds, 2x longstrider, magic stone 
  (ranged +8), produce flame (+7 ranged touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 14), guidance 
  Abilities Str 13, Dex 14, Con 16, Int 8, Wis 18, Cha 10  
  SQ elemental companion, resist nature’s lure, trackless 
  step, wild shape 3/day, woodland stride 
  Bolster barkskin (CL 7th), longstrider (CL 7th) 
  Feats Augment Summoning, Earth Sense, Spell Focus 
  (conjuration) 
  Skills  Concentration +13, Hide +3, Knowledge (nature) 
  +7, Knowledge (the planes) +0, Speak Language 
  (terran), Spellcraft +9, Survival +8 
  Possessions combat gear plus +2 periapt of wisdom, 
  hide armor, summoner’s totem, heavy wooden shield, 
  scimitar, dagger, 2x spell component pouch 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Medium earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  Description You see an aged, but toughened hobgoblin 
  dressed in hide armor and carrying a wooden shield. A 
  scimitar hangs at its side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 21, touch 9, flat-footed 21 
   (-1 Dex, +12 natural) 
  hp 36 (4 HD)  
  Immune poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee slam +11(1d8+12 magic) 
  Ranged rock +2 (1d4+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 21 (24), Dex 8, Con 17, Int 4, Wis 11, Cha 
  11  
  SQ Elemental traits, share spell 
  Bolster barkskin (CL 7th), bull’s strength (CL 7th), 
  greater magic fang (CL 7th), longstrider (CL 7th) 
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  ULP8-02 Sundered Bonds 
   
  Page 41 
  
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  M E D I U M  E AR T H  E L E M E N T AL CR  - 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +13 natural) 
  hp 44 (4 HD)  
  Immune poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +9, Ref +0, Will +1 
  Speed 20 ft. (4 squares); Earth glide 
  Melee slam +10(1d8+11) or gore +10(1d8+11) or slam 
  +10(1d8+11) and gore +5(1d8+3) 
  Ranged rock +2 (1d4+7)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, Power attack, double damage on 
  charge with gore attack  
  Special Actions Earth mastery, push 
  Abilities Str 25, Dex 8, Con 21, Int 4, Wis 11, Cha 11  
  SQ Elemental traits 
  Bolster charge of the triceratops (CL 7th) 
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  3 
  Male hobgoblin Fighter 2/Rogue 1 
  LE Medium humanoid (goblinoid) 
  Init +3; Senses Listen +4, Spot +4; Darkvision 60-ft. 
  Languages Common, goblin, orcish 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  Miss Chance 50% (invisibility) 
  hp 25 (3 HD)  
  Fort +5, Ref +5, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +7 (2d4+6, 18-20/x2) or mwk 
  scimitar +7 (1d6+4, 18-20/x2) 
  Ranged mwk javelin +7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 (+6) 
  Atk Options Point-blank shot, sneak attack +1d6 
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds, potion of invisibility  
  Abilities Str 15 (19), Dex 17, Con 14, Int 13, Wis 10, 
  Cha 8  
  SQ Trapfinding 
  Bolster bull’s strength (CL 3rd), invisibility CL 3rd) 
  Feats Farshot B, Precise Shot B, Point-blank Shot, 
  Weapon Focus (javelin) 
  Skills Balance +9, Escape Artist +7, Hide +7, Jump +10 
  (+12), Listen +4, Move Silently +11, Sleight of Hand 
  +8, Spot +4, Tumble +10 
  Possessions combat gear plus 3x masterwork javelin, 
  masterwork studded leather armor, masterwork 
  falchion, falchion, masterwork scimitar. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  3 
  Male hobgoblin Fighter 1/Monk 2 (bolstered) 
  LE Large humanoid (goblinoid) 
  Init +3 (+2); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 15, touch 11, flat-footed 13; Deflect Arrows 
   (-1 size, +2 Dex, +4 armor) 
  Miss Chance 50% (displacement) 
  hp 25 (3 HD)  
  Fort +8, Ref +6 (+5), Will +3; Evasion 
  Speed 30 ft. (6 squares) 
  Melee spiked chain +5 (2d6+4) or unarmed strike +4 
  (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +2; Grp +8 (+13) 
  Atk Options Combat Reflexes, Improved Grapple 
  Combat Gear potion of cure light wounds, potion of 
  displacement, potion of enlarge person 
  Abilities Str 15 (17), Dex 16 (14), Con 14, Int 13, Wis 
  10, Cha 8  
  SQ Evasion, unarmed strike 
  Bolster displacement CL 5th), enlarge person (CL 5th) 
  ULP8-02 Sundered Bonds 
   
  Page 42 
  
  Feats Combat Reflexes, Deflect Arrows 
  B, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Grapple B, Weapon Focus (spiked chain) B 
  Skills Balance +9 (+8), Craft (weaponsmithing) +6, 
  Jump +9 (+10), Move Silently +11 (+10), Spot +5, 
  Tumble +10 (+9) 
  Possessions combat gear plus masterwork spiked 
  chain, masterwork chain shirt, lesser weapon crystal 
  of return, spiked chain 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
   
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  5 
  Male goblin Sorcerer 5 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +4, Spot +1; Darkvision 60-ft. 
  Languages Common, goblin 
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 20+12 temp. (5 HD)  
  Fort +3, Ref +5, Will +4 
  Speed 30 ft. (6 squares) 
  Melee mwk small spear +3 (1d6-1) 
  Ranged mwk small light crossbow +7 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -3 
  Atk Options Empower spell, point-blank shot 
  Combat Gear Arcanist’s gloves, burning veil, potion of 
  fly, safewing emblem 
  Sorcerer Spells Known (CL 5th): 
   2nd (5/day, 2 used)— dimension hop, false life 
   1st (7/day, 2 used)— lesser orb of fire (+6 ranged 
  touch), mage armor, magic missile, ray of 
  clumsiness (+6 ranged touch) 
   0 (6/day)— acid splash (+6 ranged touch), daze (DC 
  12), detect magic, ghost sound (DC 12), ray of frost 
  (+6 ranged touch), read magic 
  Abilities Str 8, Dex 16, Con 12, Int 13, Wis 8, Cha 14  
  SQ Summon Familiar 
  Bolster false life (CL 5th), mage armor (CL 5th) 
  Feats Alertness B, Empower Spell, Point-blank shot 
  Skills  Concentration +9, Hide +7, Knowledge (arcane) 
  +7, Listen +4, Move Silently +7, Profession (gambler) 
  +4, Ride +8 , Spellcraft +6, Spot +1  
  Possessions combat gear plus +1 vest of resistance, 
  masterwork small spear, masterwork small light 
  crossbow, 10 bolts, exotic military saddle, 2x spell 
  component pouch. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  Sources Player’s Handbook II, Spell Compendium 
   
  N I BBLE,  F AM I L I AR B AT 
  CR  - 
  N Diminutive magical beast (bolstered) 
  Init +2; Senses Listen +8, Spot +8; Blindsense 20-ft., 
  low-light vision  
  Languages None  
  AC 23, touch 16, flat-footed 21 
   (+4 size, +2 Dex, +4 armor +3 natural) 
  hp 10+12 temp. (5 HD) 
  Fort +2, Ref +4, Will +6; Improved Evasion 
  Speed 5 ft. (1 square); fly 40 ft. (good) 
  Melee touch +1 (-) 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +2; Grp -15 
  Abilities Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4  
  SQ Deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, bolster – 
  false life CL 5th), mage armor (CL 5th) 
  Feats Alertness  
  Skills Concentration +8, Hide +14, Knowledge (arcane) 
  +5, Listen +8*, Move Silently +6, Profession 
  (gambler) +7, Ride +3, Spellcraft +4, Spot +8* 
  Blindsense (Ex) A bat notices and locates creatures 
  within 
  20-feet. 
  Opponents 
  still 
  have 
  100% 
  concealment against a creature with blindsense. 
  Skills *A bat has a +4 racial bonus on Spot and Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description A small black bat flitters about the 
  battlefield. 
   
  H ULUCK T R O N E 
  CR  5 
  Female goblin Cleric of Maglubiyet 5 
  LE Size humanoid (goblinoid) 
  Init +0; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 24, touch 13, flat-footed 24 
   (+1 size, +9 armor, +2 shield, +2 deflection) 
  hp 30 (5 HD)  
  Fort +4, Ref +1, Will +7 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft. 
  Melee small light mace +4 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord, safewing emblem 
  Cleric Spells Prepared (CL 5th): 
   3rd— dispel magic, invisibility purge, magic circle 
  against good D* 
   2nd— invisibility D, 2x silence (DC 15), spiritual 
  weapon (+6 attack) 
   1st— cure light wounds, doom (DC 14), protection 
  from good D*, resurgence, shield of faith  
   0— create water, cure minor wounds x2, detect 
  magic, resistance 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 16, Cha 12  
  ULP8-02 Sundered Bonds 
   
  Page 43 
  
  Bolster magic circle against good (CL 6th), shield of 
  faith (CL 5th) 
  Feats Dampen Spell, Improved Counterspell  
  Skills  Concentration +3, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +8, Spellcraft +11 
  Possessions combat gear plus +1 small plate armor, 
  masterwork small heavy wooden shield, small light 
  mace, 2x iron holy symbol, exotic military saddle, 
  small dagger, 2x spell component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  5 
  Female goblin Fighter 5 
  LE Small humanoid (goblinoid) 
  Init +2; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 21, touch 12, flat-footed 20 
   (+1 size, +1 Dex, +9 armor) 
  hp 47 (5 HD) 
  Fort +6, Ref +3, Will +1 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee mwk small lance +10 (1d6+5, x3) or mwk small 
  greatsword +9 (1d10+3, 19-20/x2) 
  Ranged mwk small composite longbow +9 (1d6+2, x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +5; Grp +3 
  Atk Options Mounted Combat, Ride-by Attack, Spirited 
  Charge 
  Combat Gear potion of cure light wounds, potion of 
  bull’s strength, safewing emblem 
  Abilities Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 6  
  Bolster bull’s strength (CL 3rd)  
  Feats Mounted Combat, Ride-by Attack B, Spirited 
  Charge 
  B, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance) B  
  Skills Handle Animal +6, Hide +2, Knowledge (nobility 
  and royalty) +5, Move Silently +2, Ride +16 
  Possessions combat gear plus +1 small full plate, 
  masterwork small lance, small lance, exotic military 
  saddle, masterwork small greatsword, masterwork 
  strength adjusted small composite longbow [+2], 
  quiver w/20 arrows. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  4 
  Male goblin duskblade 4 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 22, touch 14, flat-footed 19; Combat Expertise 
   (+1 size, +3 Dex, +6 armor, +2 shield) 
  hp 28 ea ( 4HD)  
  Fort +5, Ref +5, Will +4 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Melee rapier +9 (1d4, 18-20/x2) 
  Ranged javelin +9 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +0 
  Atk Options Arcane channeling, combat expertise 
  Combat Gear safewing emblem 
  Duskblade Spells Known (CL 4th): 
   1st (5/day)— blade of blood, ray of enfeeblement 
  (ranged touch +8), shocking grasp (touch +8), 
  stand, swift expeditious retreat  
   0 (6/day)— acid splash (ranged touch +8), disrupt 
  undead (ranged touch +8), ray of frost (ranged 
  touch +8), touch of fatigue (touch +8, DC 12) 
  Spell-Like Abilities (CL 4th): 
   0 (5/day)— dancing lights (DC 12), detect magic, 
  flare (DC 12), ghost sound (DC 12), read magic 
  Abilities Str 11, Dex 18, Con 12, Int 14, Wis 10, Cha 6  
  SQ Arcane channeling, armored mage (medium) 
  Feats Combat Casting B, Combat Expertise, Weapon 
  Finesse  
  Skills Concentration +8 (+12), Hide +5, Knowledge 
  (arcana) +9, Move Silently +5, Ride +15, Spellcraft 
  +11 
  Possessions combat gear plus +1 small breastplate, +1 
  small light steel shield, small rapier, 3x small javelin, 
  small short sword, small dagger, 2x spell component 
  pouch 
  Arcane Channeling (Su) Duskblades can use a 
  standard action to cast any touch spell they know and 
  deliver the spell through his weapon with a melee 
  attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
  Armored Mage (medium) (Ex) A duskblade’s limited 
  focus and specialized training allows him to avoid 
  arcane spell failure so long as he sticks to light or 
  medium armor and light shields. This ability does not 
  ULP8-02 Sundered Bonds 
   
  Page 44 
  
  ULP8-02 Sundered Bonds 
   
  Page 45 
  apply to spells gained from a different spellcasting 
  class. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Player’s Handbook II 
   
  D I RE  B AT 
  CR  2 
  N Large animal 
  Init +6; Senses Listen +12, Spot +8; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 36 (4 HD)  
  Fort +7, Ref +10, Will +6 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +5 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 
  Feats Alertness, Stealthy  
  Skills Hide +4, Listen +12, Move Silently +11, Spot +8 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
   
   
   
   
   
  
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  N I NE-H E AD E D  P Y R O-H Y D R A 
  CR  10 
  N Huge Magical Beast (Fire) 
  Init +1; Senses Listen +8, Spot +8; Darkvision 60 ft., 
  low-light vision, scent 
  AC 19, touch 9, flat-footed 18 
   (-2 size, +1 Dex, +10 natural) 
  hp 105 (9 HD); fast healing 19  
  Immune Fire 
  Fort +11, Ref +7, Will +5 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft. 
  Melee 9 bites +13 (1d10+5) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +22  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  Feats Blind-Fight, Combat Reflexes 
  B, Iron Will, 
  Toughness, Weapon Focus (bite)  
  Skills  Listen +8, Spot +8, Swim +13 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 19 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual 
   
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  H E L L C AT (B E Z E K I R A) 
  CR  7 
  LE Large outsider (evil, extraplanar, lawful) 
  Init +9; Senses Listen +17, Spot +13; Scent, see in 
  darkness 
  Languages Infernal; telepathy 100 ft. 
  AC 21, touch 14, flat-footed 16; Dodge 
   (-1 size, +5 Dex, +7 natural) 
  Miss Chance 50% (invisible) 
  hp 72 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares) 
  Melee 2x claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Atk Options Improved Grab, pounce 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10  
  SQ Improved grab, invisible in light, pounce, rake 
  1d8+3,  
  ULP8-02 Sundered Bonds 
   
  Page 46 
  
  Feats Dodge, Improved Initiative, Track  
  Skills  Balance +16, Climb +17, Hide +12, Jump +21, 
  +17, Move Silently +20, Spot +13, Swim +17 
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Invisible in Light (Ex) A hellcat is invisible in any area 
  lit well enough for a human to see. In a darkened 
  area, it shows up as a faintly glowing outline visible 
  up to 30 feet away (60 feet if the viewer has low-light 
  vision). Magical darkness smothers the glow and 
  conceals the outline. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack including 2 rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3 
  Skills Hellcats have a +4 racial bonus on Listen and 
  Move Silently checks. 
  Description Silently, with grace and power, a creature 
  emerges on the path ahead. It has the shape of an 
  enormous lion, but its form consists of blinding light and 
  fiery sparks, as though its body were made of energy 
  and not flesh and bone. 
   
  B E AR D E D  D E V I L  (B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +6; Senses Listen +9, Spot +9; See in darkness 
  Aura evil  
  Languages Infernal; telepathy 100 ft. 
  AC 19 [17], touch 12 [10], flat-footed 17 [15] 
   (+2 Dex, +7 natural) 
  hp 54 [66] (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8 [+10], Ref +7, Will +5 [+7] 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 [+11/+6] (1d10+3 [1d10+6] plus 
  infernal wound) or 2 claws +8/+8 [+10/+10] (1d6+2 
  [1d6+4]) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 [+10] 
  Atk Options Battle Rage, Power Attack 
  Special Actions Summon Baatezu 
  Spell-Like Abilities (CL 12th): 
   At will— greater teleport (self plus 50 pounds of 
  objects only) 
  Abilities Str 15 [19], Dex 15, Con 17 [21], Int 6, Wis 10, 
  Cha 10  
  SQ Infernal wound, beard, battle frenzy [modified stats], 
  summon baatezu  
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (glaive)  
  Skills Climb +11 [+13], Diplomacy +2, Hide +11, Listen 
  +9, Move Silently +9,Sense Motive +9, Spot +9, 
  Possessions combat gear plus glaive  
  Battle Frenzy (Ex) Twice per day, a bearded devil can 
  work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  moral bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effect afterwards. 
  Beard (Ex) If a bearded devil hits a single opponent with 
  both claw attacks, it automatically hits with its beard. 
  The affected creature takes 1d8+2 points of damage 
  and must succeed on a DC 16 Fortitude save or be 
  infect with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). 
  Damage is dealt each day until the afflicted creature 
  succeeds on three consecutive Fortitude saves, the 
  disease is cured magically, or the creature dies. The 
  save DC is Constitution-based. 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a 
  heal spell. However, a character attempting to cast a 
  cure spell or a heal spell on a creature damage by a 
  bearded devil’s glaive must succeed on a DC 16 
  caster level check, or the spell has no effect on the 
  injured 
  character. 
  A 
  successful 
  heal 
  check 
  automatically stops the continuing hit point loss as 
  well as restoring hit points. The infernal wound is a 
  supernatural ability of the bearded devil, not of the 
  weapon. The check DC is Constitution-based. 
  Summon Baatezu (Sp) Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 
  35% chance of success. This ability is the equivalent 
  of a 3rd-level spell. 
  Description The first thing that stands out about this 
  creature is the massive saw-toothed glaive it carries. 
  The creature’s pointed ears and moist, scaly skin mark it 
  as an outsider. It has a long tail, clawed hands and feet, 
  and a snaky, disgusting beard. 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  9 
  Male hobgoblin druid 7/earth dreamer 2 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses Listen +4, Spot +4; Darkvision 60-ft., 
  Earth Sense 
  Languages Common, druidic, goblin, terran  
  AC 25, touch 12, flat-footed 23 
   (+2 Dex, +6 armor, +3 shield, +4 natural) 
  hp 75 (9 HD)  
  Fort +12, Ref +5, Will +13 
  Speed 30 ft. in hide armor (6 squares), base movement 
  30 ft. 
  Melee +1 scimitar +8/+3 (1d6+2, 18-20/x2) 
  Ranged acid flask +8 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Combat Gear acid flask 
  Druid Spells Prepared (CL 9th): 
   5th— stoneskin 
  ULP8-02 Sundered Bonds 
   
  Page 47 
  
   4th— freedom of movement, 2x summon nature’s ally 
  IV 
   3rd— 2x charge of the triceratops, cure moderate 
  wounds, greater magic fang 
   2nd— 2x barkskin, bull’s strength, earth bind (DC 16), 
  heat metal (DC 16) 
   1st— cure light wounds, 2x longstrider, magic stone 
  (+9 ranged), produce flame (+8 ranged touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 14), guidance 
  Abilities Str 13, Dex 14, Con 16, Int 8, Wis 19, Cha 10  
  SQ earth dream, earth friend, elemental companion, 
  resist nature’s lure, trackless step, wild shape 3/day, 
  woodland stride 
  Bolster barkskin (CL 9th), freedom of movement (CL 
  9th), longstrider (CL 9th) 
  Feats Augment Summoning, Earth Sense, Spell Focus 
  (conjuration), Steady Concentration 
  Skills  Concentration +15, Hide +3, Knowledge (nature) 
  +7, Knowledge (the planes) +1, Speak Language 
  (terran), Spellcraft +11, Survival +8 
  Possessions combat gear plus +2 periapt of wisdom, 
  +1 red dragonhide breastplate, summoner’s totem, 
  +1 cloak of resistance, +1 heavy wooden shield, +1 
  scimitar, dagger, 2x spell component pouch 
  Earth Dream (Sp) By attuning himself to the earth, an 
  earth dreamer can pull knowledge from mountains. 
  This ability works like the divination spell in many 
  ways, allowing an earth dreamer to ask one and 
  receive a short, often cryptic, answer. An earth 
  dreamer’s chance of receiving a correct answer is 
  equal to 70% + 2% per class level, and the dream 
  only reveals correct answers. 
   
  The earth dream ability can be used only to answer 
  questions that are connected to the mountains in 
  some way. In general, the dreamer can get answers 
  to questions about creatures, objects, and locations 
  within 50 miles of a mountain, including underground 
  or hidden locations. As with augury and divination 
  spells, multiple uses of this ability regarding the same 
  topic by the same earth dreamer use the same dice 
  result and reveal the same answer each time. 
   
  Using this ability takes 10 minutes, and the earth 
  dreamer can use it once per day. 
  Earth Friend (Ex) An earth dreamer knows how to get 
  along well with earth creatures. Creatures with the 
  earth subtype automatically react to an earth dreamer 
  in a friendlier manner than they normally would; their 
  initial attitude is improved by one step. 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Medium earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  Description You see an aged, but toughened hobgoblin 
  dressed in armor made from the scales of a red dragon 
  and carrying a wooden shield. A scimitar hangs at its 
  side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +13 natural) 
  hp 36 (4 HD); DR 10/adamantine  
  Immune poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee slam +12(1d8+13 magic) 
  Ranged rock +2 (1d4+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 21 (24), Dex 8, Con 17, Int 4, Wis 11, Cha 
  11  
  SQ Elemental traits, share spell 
  Bolster – barkskin (CL 9th), bull’s strength (CL 9th), 
  greater magic fang (CL 9th), stoneskin (CL 9th)  
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  ULP8-02 Sundered Bonds 
   
  Page 48 
  
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  M E D I U M  E AR T H  E L E M E N T AL CR  - 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +13 natural) 
  hp 44 (4 HD)  
  Immune poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +9, Ref +0, Will +1 
  Speed 20 ft. (4 squares); Earth glide 
  Melee slam +10(1d8+11) or gore +10(1d8+11) or slam 
  +10(1d8+11) and gore +5(1d8+3) 
  Ranged rock +2 (1d4+7)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, Power attack, double damage on 
  charge with gore attack  
  Special Actions Earth mastery, push 
  Abilities Str 25, Dex 8, Con 21, Int 4, Wis 11, Cha 11  
  SQ Elemental traits 
  Bolster charge of the triceratops (CL 9th) 
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  5 
  Male hobgoblin Fighter 2/Rogue 3 
  LE Medium humanoid (goblinoid) 
  Init +4; Senses Listen +5, Spot +5; Darkvision 60-ft. 
  Languages Common, goblin, orcish 
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 armor) 
  Miss Chance 50% (invisibility) 
  hp 39 (5 HD)  
  Fort +6, Ref +7, Will +1; Evasion 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +9 (2d4+6, 18-20/x2) or mwk 
  scimitar +9 (1d6+4, 18-20/x2) 
  Ranged mwk javelin +10 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 (+8) 
  Atk Options Point-blank shot, sneak attack +2d6 
  Combat Gear potion of bull’s strength, potion of cure 
  moderate wounds, potion of invisibility  
  Abilities Str 15 (19), Dex 18, Con 14, Int 13, Wis 10, 
  Cha 8  
  SQ Evasion, trapfinding, trapsense +1 
  Bolster bull’s strength (CL 3rd), invisibility (CL 3rd) 
  Feats Farshot B, Precise Shot B, Point-blank Shot, 
  Weapon Focus (javelin) 
  Skills Balance +10, Escape Artist +12, Hide +9, Jump 
  +12 (+14), Listen +5, Move Silently +13, Sleight of 
  Hand +12, Spot +5, Tumble +14 
  Possessions combat gear plus 3x masterwork javelin, 
  +1 mithral shirt, masterwork falchion, masterwork 
  scimitar, falchion. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  5 
  Male hobgoblin Fighter 3/Monk 2 
  LE Large humanoid (goblinoid) 
  Init +3 (+2); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 16, touch 11, flat-footed 14; Deflect Arrows 
   (-1 size, +2 Dex, +5 armor) 
  Miss Chance 50% (displacement) 
  hp 44 (5 HD)  
  Fort +9, Ref +7 (+6), Will +4; Evasion 
  Speed 30 ft. (6 squares) 
  Melee spiked chain +9 (2d6+6) or unarmed strike +7 
  (1d8+4) 
  Space 10 ft.; Reach 10 ft. (20ft. with spiked chain) 
  Base Atk +4; Grp +11 (+16) 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Grapple 
  ULP8-02 Sundered Bonds 
   
  Page 49 
  
  Combat Gear potion of displacement, potion of enlarge 
  person 
  Abilities Str 16 (18), Dex 16 (14), Con 14, Int 13, Wis 
  10, Cha 8  
  SQ Evasion, unarmed strike 
  Bolster displacement (CL 5th), enlarge person (CL 5th) 
  Feats Combat Expertise B, Combat Reflexes, Deflect 
  Arrows B, Exotic Weapon Proficiency (spiked chain), 
  Improved Grapple B, Weapon Focus (spiked chain) B 
  Skills Balance +10 (+9), Craft (weaponsmithing) +9, 
  Jump +11 (+12), Move Silently +12 (+11), Spot +5, 
  Tumble +12 (+11) 
  Possessions combat gear plus masterwork spiked 
  chain, +1 mithral shirt, lesser weapon crystal of 
  return, spiked chain 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
   
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  7 
  Male goblin Sorcerer 7 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +1, Spot +1; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 18, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 armor) 
  hp 28+14 temp. (7 HD)  
  Fort +4, Ref +6, Will +5 
  Speed 30 ft. (6 squares) 
  Melee mwk small spear +4 (1d6-1) 
  Ranged mwk small light crossbow +7 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -2 
  Atk Options Empower spell, point-blank shot 
  Combat Gear Burning veil, potion of cure moderate 
  wounds 
  Sorcerer Spells Known (CL 7th): 
   3rd (5/day, 1 used)— arcane sight, enhance familiar 
   2nd (7/day, 2 used)— dimension hop, false life, 
  scorching ray (+7 range touch) 
   1st (7/day, 2 used)— feather fall, lesser orb of fire (+7 
  ranged touch), mage armor, magic missile, ray of 
  clumsiness (+7 ranged touch) 
   0 (6/day)— acid splash (+7 ranged touch), daze (DC 
  12), detect magic, ghost sound (DC 13), mage 
  hand, ray of frost (+7 ranged touch), read magic 
  Abilities Str 8, Dex 16, Con 12, Int 13, Wis 8, Cha 16  
  SQ Summon Familiar 
  Bolster false life (CL 7th), mage armor (CL 7th) 
  Feats Alertness B, Empower Spell, Improved Familiar, 
  Point-blank shot  
  Skills  Concentration +11, Hide +7, Knowledge (arcane) 
  +11, Listen +1, Move Silently +7, Profession 
  (gambler) +3, Ride +8 , Spellcraft +6, Spot +1  
  Possessions combat gear plus +2 cloak of charisma, 
  masterwork small spear, masterwork small light 
  crossbow, 10 bolts, exotic military saddle, 2x spell 
  component pouch. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  Sources Player’s Handbook II, Spell Compendium 
   
  N I BBLE,  F AM I L I AR I M P 
  CR  - 
  LE tiny outsider (evil, extraplanar, lawful) 
  Init +3; Senses Listen +7, Spot +7; Darkvision 60-ft.  
  Languages Diabolic  
  AC 30, touch 17, flat-footed 25; Dodge 
   (+2 size, +3 Dex, +2 Dodge, +4 armor +9 natural) 
  hp 14+14 temp. (7 HD); DR 5/good or silver, fast 
  healing 2 
  Immune Poison 
  Resist fire 5 
  Fort +5, Ref +8, Will +8; Improved Evasion 
  Speed 20 ft. (4 square), fly 50 ft. (perfect) 
  Melee Sting +10 (1d4+2 plus poison) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +3; Grp -5 
  Combat Gear Bag of Endless Caltrops 
  Spell-Like Abilities (CL 6th): 
   1/week— commune (CL 12th) 
   1/day— suggestion (DC 15) 
   At will— detect good, detect magic, invisibility (self 
  only) 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, deliver touch spells, empathic link, 
  improved evasion, share spells, speak with master 
  Bolster – enhance familiar (CL 7th), false life (CL 7th), 
  mage armor (CL 7th)  
  Feats Dodge, Weapon Finesse  
  Skills Concentration +10, Diplomacy +7, Hide +17, 
  Knowledge (arcane) +10, Knowledge (the planes) +6, 
  Listen +7, Move Silently +9, Profession (gambler) +6, 
  Ride +4, Search +6, Spellcraft +8, Spot +7, Survival 
  +1 (+3 to follow tracks) 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 13), except 
  that an imp does not regain hit points for changing 
  form, and this imp can assume only the form of a bat. 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
  Description A tiny humanoid with leathery batwings, a 
  barbed tail, and sharp, twisted horns flutters at about 
  eye level, winking into sight from out of thin air. 
   
  H ULUCK T R O N E 
  CR  7 
  Female goblin Cleric of Maglubiyet 7 
  LE Size humanoid (goblinoid) 
  Init +0; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 26, touch 14, flat-footed 26 
   (+1 size, +9 armor, +3 shield, +3 deflection) 
  hp 42 (7 HD)  
  Fort +6, Ref +3, Will +9 
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  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft., air walk 
  Melee small light mace +6 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord 
  Cleric Spells Prepared (CL 7th, **+1 caster level with 
  abjuration spells): 
   4th— air walk, freedom of movement**, unholy blight 
  D* (DC 17) 
   3rd— dispel magic*, invisibility purge, magic circle 
  against good D*/**, magic vestment 
   2nd— invisibility D, silence x2 (DC 15), sound burst 
  (DC 15), spiritual weapon (+8 attack) 
   1st— cure light wounds, doom (DC 14), protection 
  from good D*/**, resurgence*, sanctuary, shield of 
  faith*  
   0— create water, cure minor wounds x3, detect 
  magic, resistance* 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 16, Cha 12  
  Bolster – air walk (CL 7th), freedom of movement (CL 
  8th), magic circle against good (CL 9th), magic 
  vestment (CL 7th), shield of faith (CL 7th) 
  Feats Dampen Spell, Improved Counterspell, Magic 
  Disruption  
  Skills  Concentration +5, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +9, Spellcraft +13 
  Possessions combat gear plus +1 small plate armor, 
  +1 cloak of resistance, masterwork small heavy 
  wooden shield, ring of feather falling, small light 
  mace, 2x iron holy symbol, exotic military saddle, 
  small dagger, 2x spell component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  7 
  Female goblin Fighter 7 
  LE Small humanoid (goblinoid) 
  Init +2; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 21, touch 12, flat-footed 20 
   (+1 size, +1 Dex, +9 armor) 
  hp 66 (7 HD) 
  Fort +7, Ref +4, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee +1 small lance +14/+9 (1d6+9+1 electrical, x3) or 
  mwk small greatsword +13/+8 (1d10+6, 19-20/x2) 
  Ranged mwk small composite longbow +11/+6 (1d6+2, 
  x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +7; Grp +5 (+7) 
  Atk Options Blindfight, Mounted Combat, Ride-by 
  Attack, Spirited Charge 
  Combat Gear potion of cure moderate wounds, potion 
  of bull’s strength, safewing emblem 
  Abilities Str 14 (18), Dex 15, Con 14, Int 12, Wis 10, 
  Cha 6  
  Bolster bull’s strength (CL 3rd)  
  Feats Blindfight B, Iron Will, Mounted Combat, Ride-by 
  Attack B, Spirited Charge B, Weapon Focus (lance), 
  Weapon Specialization (lance) B  
  Skills Handle Animal +8, Hide +2, Knowledge (nobility 
  and royalty) +6, Move Silently +2, Ride +18 
  Possessions combat gear plus +1 small full plate, +1 
  small lance, least weapon crystal of electrical assault, 
  exotic military saddle, masterwork small greatsword, 
  masterwork 
  strength 
  adjusted 
  small 
  composite 
  longbow [+2], quiver w/20 arrows, small lance. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  6 
  Male goblin duskblade 6 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 22, touch 14, flat-footed 19; Combat Expertise 
   (+1 size, +3 Dex, +6 armor, +2 shield) 
  hp 42 (48) ea (6 HD)  
  Fort +6 (+7), Ref +6 (+7), Will +5 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Melee +1 rapier +13/+8 (1d4+2), 18-20/x2) 
  Ranged javelin +12 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2 (+3) 
  Atk Options Arcane channeling, blindfight, combat 
  expertise, spell power +2 
  Special Actions Quick cast 1/day 
  Combat Gear safewing emblem 
  Duskblade Spells Known (CL 6th): 
   2nd (4/day, 1 used)— animalistic power, dimension 
  hop  
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  ULP8-02 Sundered Bonds 
   
  Page 52 
   1st (7/day)— blade of blood, ray of enfeeblement (+12 
  ranged touch), shocking grasp (+12 touch), stand, 
  swift expeditious retreat  
   0 (6/day)— acid splash (+12 ranged touch), disrupt 
  undead (+12 ranged touch), ray of frost (+12 
  ranged touch), touch of fatigue (+12 touch, DC 12) 
  Spell-Like Abilities (CL 6th): 
   0 (5/day)— dancing lights (DC 12), detect magic, flare 
  (DC 12), ghost sound (DC 12), read magic 
  Abilities Str 11 (13), Dex 18 (20), Con 12 (14), Int 14, 
  Wis 10, Cha 6  
  SQ Arcane channeling, armored mage (medium), quick 
  cast 1/day, spell power +2 
  Bolster animalistic power (CL 6th) 
  Feats Blindfight, Combat Casting B, Combat Expertise, 
  Weapon Finesse  
  Skills 
  Concentration 
  +10 
  (+15), 
  Hide 
  +5 
  (+6), 
  Knowledge (arcana) +11, Move Silently +5 (+6), Ride 
  +17 (+18), Spellcraft +13 
  Possessions combat gear plus +1 small breastplate, +1 
  small light steel shield, +1 small rapier, 3x small 
  javelin, small short sword, small dagger, 2x spell 
  component pouch. 
  Arcane Channeling (Su) Duskblades can use a 
  standard action to cast any touch spell they know and 
  deliver the spell through his weapon with a melee 
  attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
  Armored Mage (medium) (Ex) A duskblade’s limited 
  focus and specialized training allows him to avoid 
  arcane spell failure so long as he sticks to light or 
  medium armor and light shields. This ability does not 
  apply to spells gained from a different spellcasting 
  class. 
  Quick cast (Ex) A duskblade can cast one spell each 
  day as a swift action, so long as the casting time of 
  the spell is 1 standard action or less. 
  Spell Power (Ex) Duskblades can more easily 
  overcome the spell resistance of any opponent he 
  successfully injures with a melee attack. If a 
  duskblade has injured an opponent with a melee 
  attack, you gain a +2 bonus on his caster level check 
  to overcome spell resistance for the remainder of the 
  encounter.  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Complete Scoundrel, Player’s Handbook II 
   
  AD V AN C E D  D I RE  B AT 
  CR  3 
  N Large animal 
  Init +6; Senses Listen +13, Spot +9; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 63 (7 HD)  
  Fort +8, Ref +11, Will +7 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +7 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +12 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 
  Feats Alertness, Stealthy, Wingover  
  Skills Hide +4, Listen +13, Move Silently +12, Spot +9 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there. 
   
  
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  E L E V E N-H E AD E D  P Y R O-H Y D R A 
  CR  12 
  N Huge Magical Beast (Fire) 
  Init +1; Senses Listen +9, Spot +9; Darkvision 60 ft., 
  low-light vision, scent 
  AC 21, touch 9, flat-footed 20 
   (-2 size, +1 Dex, +12 natural) 
  hp 125 (11 HD); fast healing 21  
  Immune Fire 
  Fort +12, Ref +8, Will +5 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft. 
  Melee 11 bites +16 (1d10+6) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +25  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 
  Feats Blind-Fight, Combat Reflexes 
  B, Iron Will, 
  Toughness, Weapon Focus (bite)  
  Skills  Listen +9, Spot +9, Swim +14 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 20 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual 
   
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  O R T H O N 
  CR  8 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +1; Senses Listen +12, Spot +12; See in darkness 
  Languages Celestial, Draconic, Infernal; telepathy 100 
  ft.  
  AC 23, touch 10, flat-footed 22 
   (-1 size, +1 Dex, +6 armor, +6 natural) 
  hp 98 (7 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip); SR 18 
  Fort +13, Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9  (2d6+9/19-20) 
  Ranged hellfire crossbow +7 ranged touch  (2d6/19-20) 
  Space 10 ft.; Reach 10 ft., 20 ft. with hellspear 
  Base Atk +7; Grp +17 
  Atk Options hell stroke 
  ULP8-02 Sundered Bonds 
   
  Page 53 
  
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-Like Abilities (CL 7th): 
   At will— greater teleport (self plus 50 pounds of 
  objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 11  
  SQ dimensional interference, formation fighting, hell 
  stroke, maggot burst 
  Feats Improved Critical (hellspear), Iron Will, Weapon 
  Focus (hellspear)  
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +9, Spot +12, Survival +2 
  (+4 to follow tracks)  
  Possessions combat gear plus hellspear, hellfire 
  crossbow 
  Dimensional Interference (Su) At will, as a swift action, 
  an orthon can emit a 20-foot-radius field that disrupts 
  extradimensional movement. All creatures within the 
  area are prevented from using any spell or spell-like 
  ability that provides such movement, as if affected by 
  a dimensional anchor spell. Each use of the field lasts 
  for 4 rounds. There is no save against this ability. 
  Formation Fighting (Ex) If a square adjacent to an 
  orthon is occupied by another orthon, both gain a +2 
  bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple orthons stack. 
  Hell Stroke (Ex) An orthon’s intense training and 
  familiarity with its hellspear allows it to make a special 
  attack with that weapon. When using a full attack 
  action, an orthon can choose to make an extra attack 
  at its highest attack bonus against an opponent 
  adjacent to the target of its first attack. The orthon 
  makes its first attack as normal, and then decides if it 
  wants to use its hell stroke ability. If it uses this 
  option, it cannot make any of the extra attacks from 
  its full attack action. Otherwise, it takes them as 
  normal. Note that the second attack granted by this 
  ability must be against a different target. The second 
  target must be within the orthon’s reach. 
  Hellspear This weapon is unique to orthons. It is a 
  longspear with a variety of sharp blades projecting 
  along its shaft, making it useful against distant and 
  close opponents. This exotic weapon has reach but, 
  unlike most other reach weapons, it is also usable 
  against opponents within its wielder’s normal reach. It 
  is a masterwork cold iron weapon.  
  Hellfire Crossbow Built from brass and bone, this 
  crossbow lacks a drawstring. Instead, any devil that 
  carries it can use a move action to focus the 
  crossbow on a single target and let loose a stream of 
  pure hellfire as a ranged touch attack. This energy 
  appears as flame, but it has no energy type (and thus 
  ignores resistances and immunities). A hellfire 
  crossbow has a maximum range of 400 feet and no 
  range increment. This weapon functions only in the 
  hands of a baatezu. Other creatures are unable to 
  focus the energy needed to spawn the bolt of energy 
  from it. 
  Maggot Burst (Ex) The maggots that crawl from an 
  orthon’s body are voracious eaters. They devour the 
  blood and pus that seeps from the wounds where the 
  orthon’s armor was attached to its body. When an 
  orthon is slain, the maggots burst from its body in 
  search o a new meal. Luckily, they cannot survive 
  away from their original host or long. When an orthon 
  takes a critical hit, or if it is slain, maggots surge from 
  its body. All creatures other than baatezu within 10 
  feet of the orthon take 2d6 points o damage as the 
  maggots swarm over the area, gnawing and biting all 
  in their path. 
  Description This hulking fiend is covered in metal 
  plates bolted directly to its flesh. The nails that fix the 
  plates in place drip black blood that stains armor and 
  body alike. The creature has monstrous features, 
  twisted in pain but filled with a primal cunning. Rotten 
  tusks sprout from its lower jaw and maggots wriggle in 
  its wounds. 
  Sources Fiendish Codex II 
   
  S T E E L  D E V I L(B U E R O Z A) 
  CR  6 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +3 Senses Listen +8 Spot +8; See in darkness 
  Languages Celestial, Draconic, Infernal; telepathy 100 
  ft. 
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 armor) 
  hp 60 (6 HD); DR 5/good 
  Immune fire, poison, mind-affecting spells and abilities, 
  sleep affects, stun, paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4, 19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL 6th): 
   At will— greater command (DC 17), haste (self only), 
  scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14  
  SQ chant, formation fighting, push 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword)  
  Skills Balance +8, Diplomacy +11, Intimidate +11, Jump 
  +6, Knowledge (geography) +10, Knowledge (the 
  planes +10, Listen +8, Ride +8, Spot +8, Survival -1 
  (+1 on other planes or to avoid getting lost) 
  Possessions combat gear plus masterwork cold iron 
  greatsword 
  Chant (Su) As a swift action, a steel devil can begin to 
  chant. For 1 minute starting immediately after it uses 
  this ability, the steel devil produces a horrid, rhythmic 
  shrieking that sounds like metal rasping against 
  metal. Any spellcasters within 30 feet of a chanting 
  steel devil must make a Concentration check (DC 15 
  + the spell’s level) to cast a spell. This DC increases 
  by 1 for each chanting steel devil beyond the first. 
  Silence and similar effects negate this ability. 
  ULP8-02 Sundered Bonds 
   
  Page 54 
  
  Formation Fighting (Ex) If a square adjacent to a steel 
  devil is occupied by another steel devil, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such tremendous force that they can force opponents 
  to move. Each time a steel devil strikes an opponent 
  in melee, it can make a Strength check opposed by 
  the target’s Strength check; the steel devil gains a +4 
  racial bonus on this check (giving it a total modifier of 
  +7). If the steel devil succeeds, it forces its opponent 
  to move 5 feet in a direction of its choice. Large or 
  lager creatures gain a +4 bonus on this check per 
  size category larger than the steel devil, and Small or 
  smaller ones take a -4 penalty per size category 
  smaller than the steel devil. 
  Description Dust and cobwebs cover this armored 
  humanoid. It moves with the daunting inevitability of a 
  lumbering beast. It looses its greatsword from its 
  scabbard with ponderous, though fluid, movements. 
  Sources Fiendish Codex II 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  11 
  Male hobgoblin druid 7/earth dreamer 4 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses Listen +4, Spot +4; Darkvision 60-ft., 
  Earth Sense, earth sight, lesser tremor sense 
  Languages Common, druidic, goblin, terran  
  AC 25, touch 12, flat-footed 23 
   (+2 Dex, +6 armor, +3 shield, +4 natural) 
  hp 87 (11 HD) 
  Resist fire 5  
  Fort +14, Ref +7, Will +15 
  Speed 30 ft. in breastplate armor (6 squares), base 
  movement 30 ft. 
  Melee +1 scimitar +11/+6 (1d6+4, 18-20/x2) 
  Ranged acid flask +9 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8 (+10) 
  Combat Gear acid flask, potion of cure moderate 
  wounds, potion of cure serious wounds 
  Druid Spells Prepared (CL 11th): 
   6th— mass bull’s strength 
   5th— 2x summon nature’s ally V 
   4th— arc of lightning (DC 19), dispel magic, flame 
  strike (DC 18), freedom of movement  
   3rd— 2x cure moderate wounds, 3x greater magic 
  fang 
   2nd— 3x barkskin, earth bind (DC 16), heat metal (DC 
  16) 
   1st— 2x cure light wounds, 2x longstrider, magic 
  stone (+10 ranged), produce flame (+9 ranged 
  touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 14), guidance 
  Abilities Str 13 (17), Dex 14, Con 16, Int 8, Wis 19, Cha 
  10  
  SQ earth dream, earth friend, earth sight, elemental 
  companion, lesser tremor sense, resist nature’s lure, 
  trackless step, wild shape 3/day, woodland stride 
  Bolster barkskin (CL 11th), freedom of movement (CL 
  11th), longstrider (CL 11th), mass bull’s strength (CL 
  11th) 
  Feats Augment Summoning, Earth Sense, Spell Focus 
  (conjuration), Steady Concentration 
  Skills  Concentration +17, Hide +3, Knowledge (nature) 
  +9, Knowledge (the planes) +1, Speak Language 
  (terran), Spellcraft +15, Survival +8 
  Possessions combat gear plus +2 periapt of wisdom, 
  +1 red dragonhide breastplate, crimson dragonhide 
  bracers, summoner’s totem, +2 cloak of resistance, 
  +1 heavy wooden shield, +1 scimitar, dagger, 2x spell 
  component pouch. 
  Earth Dream (Sp) By attuning himself to the earth, an 
  earth dreamer can pull knowledge from mountains. 
  This ability works like the divination spell in many 
  ways, allowing an earth dreamer to ask one and 
  receive a short, often cryptic, answer. An earth 
  dreamer’s chance of receiving a correct answer is 
  equal to 70% + 2% per class level, and the dream 
  only reveals correct answers. 
   
  The earth dream ability can be used only to answer 
  questions that are connected to the mountains in 
  some way. In general, the dreamer can get answers 
  to questions about creatures, objects, and locations 
  within 50 miles of a mountain, including underground 
  or hidden locations. As with augury and divination 
  spells, multiple uses of this ability regarding the same 
  topic by the same earth dreamer use the same dice 
  result and reveal the same answer each time. 
   
  Using this ability takes 10 minutes, and the earth 
  dreamer can use it once per day. 
  Earth Friend (Ex) An earth dreamer knows how to get 
  along well with earth creatures. Creatures with the 
  earth subtype automatically react to an earth dreamer 
  in a friendlier manner than they normally would; their 
  initial attitude is improved by one step. 
  Earth Sight (Ex) An earth dreamer can see through 
  stone, dirt, or almost any other sort of earth except 
  metal to a range of 30 feet, as easily as if the 
  substance weren’t there. The earth dreamer can still 
  see the stone or earth as a ghostly outline, so he can 
  avoid walking into walls and can otherwise function 
  normally. This ability does not give an earth dreamer 
  any special ability to see in darkness or into unlit 
  areas. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 rounds. 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Medium earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  ULP8-02 Sundered Bonds 
   
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  does not gain an animal companion, nor does he gain 
  wild empathy. 
  Lesser Tremorsense (Ex) An earth dreamer is so in 
  tune with the earth that he gains the tremorsense 
  ability with a range of 10 feet. 
  Description You see an aged, but toughened hobgoblin 
  dressed in armor made from the scales of a red dragon 
  and carrying a wooden shield. A scimitar hangs at its 
  side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +13 natural) 
  hp 36 (4 HD)  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee slam +12(1d8+13 magic) 
  Ranged rock +2 (1d4+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 21 (24), Dex 8, Con 17, Int 4, Wis 11, Cha 
  11  
  SQ Elemental traits, share spell 
  Bolster barkskin (CL 11th), greater magic fang (CL 11th), 
  longstrider (CL 11th), mass bull’s strength (CL 11th)  
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  L AR G E  E AR T H  E L E M E N T AL CR  - 
  N Large earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +6, Spot +5; 60-ft. Darkvision 
  Languages Terran  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 96 (8 HD); DR 5/-  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +12, Ref +1, Will +2 
  Speed 20 ft. (4 squares); Earth glide 
  Melee 2x slam +18(2d8+13 magic) 
  Ranged rock +4 (1d6+11)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +19 (+21) 
  Atk Options Cleave, great cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 29 (33), Dex 8, Con 23, Int 6, Wis 11, Cha 
  11  
  SQ Elemental traits 
  Bolster greater magic weapon (CL 11th), mass bull’s 
  strength (CL 11th) 
  Feats Cleave, Great Cleave, Power Attack  
  Skills Listen +6, Spot +5 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  ULP8-02 Sundered Bonds 
   
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  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  7 
  Male hobgoblin Fighter 2/Rogue 4/Master Thrower 1 
  LE Medium humanoid (goblinoid) 
  Init +4 (+6); Senses Listen +6, Spot +8; Darkvision 60-
  ft. 
  Languages Common, goblin, orcish 
  AC 21, touch 16, flat-footed 21; Uncanny Dodge 
   (+6 Dex, +5 armor) 
  Miss Chance 50% (invisibility) 
  hp 53 (7 HD)  
  Fort +6, Ref +10 (+12), Will +1; Evasion 
  Speed 30 ft. (6 squares) 
  Melee mwk falchion +11/+6 (2d4+6, 18-20/x2) or mwk 
  scimitar +11/+6 (1d6+4, 18-20/x2) 
  Ranged mwk javelin +14/+9 (1d6+4) or mwk javelin 
  rapid shot +12/+12/+7 (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 (+10) 
  Atk Options Point-blank shot, rapid shot, sneak attack 
  +2d6 
  Combat Gear potion of cat’s grace, potion of cure 
  moderate wounds, potion of invisibility  
  Abilities Str 15 (19), Dex 18 (22), Con 14, Int 13, Wis 
  10, Cha 8  
  SQ Evasion, sneaky shot, trapfinding, trapsense +1, 
  uncanny dodge 
  Bolster cat’s grace (CL 3rd), invisibility (CL 3rd), mass 
  bull’s strength (CL 11th) 
  Feats Farshot B, Precise Shot B, Point-blank Shot, Quick 
  Draw B, Rapid Shot, Weapon Focus (javelin) 
  Skills Balance +11 (+13), Escape Artist +13 (+15), Hide 
  +10 (+12), Jump +14 (+16), Listen +6, Move Silently 
  +16, Sleight of Hand +14 (+16), Spot +8, Tumble +16 
  (+18) 
  Possessions combat gear plus 13x masterwork javelin, 
  +1 mithral shirt, masterwork falchion, masterwork 
  scimitar, falchion. 
  Sneaky Shot (Ex) Just before making a ranged attack, 
  a master thrower with this ability can use a move 
  action to make a Sleight of Hand check opposed by 
  his target’s Spot check. If he wins the opposed check, 
  his opponent is denied his Dexterity bonus to armor 
  class against the attack. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  7 
  Male hobgoblin Fighter 5/Monk 2 
  LE Large humanoid (goblinoid) 
  Init +3 (+2); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 20, touch 11, flat-footed 18; Combat Expertise, 
  Deflect Arrows 
   (-1 size, +2 Dex, +5 armor, +4 natural) 
  Miss Chance 50% (displacement) 
  hp 63 (7 HD)  
  Fort +10, Ref +7 (+6), Will +4; Evasion 
  Speed 30 ft. (6 squares) 
  Melee spiked chain +13/+8 (2d6+11) or unarmed strike 
  +11/+6 (1d8+6) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +6; Grp +13 (+20) 
  Atk Options Combat Expertise, combat reflexes, 
  improved grapple, improved trip attack (+14) 
  Combat Gear belt of growth, potion of displacement  
  Abilities Str 16 (22), Dex 16 (14), Con 14, Int 13, Wis 
  10, Cha 8  
  SQ Evasion, unarmed strike 
  Bolster barkskin (CL 11th), displacement (CL 5th), 
  enlarge person (CL 10th), mass bull’s strength (CL 
  11th) 
  Feats Combat Expertise B, Combat Reflexes, Deflect 
  Arrows B, Exotic Weapon Proficiency (spiked chain), 
  Improved Grapple B, Improved Trip, Weapon Focus 
  (spiked chain) B, Weapon Specialization (spiked 
  chain) B 
  Skills Balance +10 (+9), Craft (weaponsmithing) +11, 
  Jump +15 (+18), Move Silently +12 (+11), Spot +5, 
  Tumble +13 (+12) 
  Possessions combat gear plus masterwork spiked 
  chain, +1 mithral shirt, lesser weapon crystal of 
  return, spiked chain. 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  10 
  Male goblin Sorcerer 8/Fatespinner 2 
  LE Small humanoid (goblinoid) 
  Init +4; Senses Listen +1, Spot +1; Darkvision 60-ft., 
  see invisibility 
  Languages Common, goblin  
  AC 25, touch 15, flat-footed 21 
   (+1 size, +4 Dex, +6 armor, +4 shield) 
  hp 40+16 temp. (10 HD); DR 10/adamantine 
  Immune magic missile  
  Fort +4, Ref +7, Will +9 
  Speed 30 ft. (6 squares) 
  Melee small spear +5 (1d6-1) 
  Ranged mwk small light crossbow +11 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +0 
  Atk Options Empower spell, fickle finger of fate, point-
  blank shot, spin fate 
  ULP8-02 Sundered Bonds 
   
  Page 57 
  
  Combat Gear Burning veil, potion of cure moderate 
  wounds 
  Sorcerer Spells Known (CL 10th): 
   5th (3/day)— reciprocal gyre (DC 18) 
   4th (4/day, 2 used)— orb of fire (+10 ranged touch), 
  stoneskin 
   3rd (7/day, 4 used)— arcane sight, enhance familiar, 
  greater mage armor 
   2nd (7/day, 4 used)— dimension hop, false life, 
  scorching ray (+10 range touch), see invisibility 
   1st (7/day, 1 used)— feather fall, lesser orb of fire 
  (+10 
  ranged 
  touch), 
  magic 
  missile, 
  ray 
  of 
  clumsiness (+10 ranged touch), shield 
   0 (6/day)— acid splash (+10 ranged touch), daze (DC 
  13), detect magic, detect poison, ghost sound (DC 
  13), mage hand, ray of frost (+10 ranged touch), 
  read magic, resistance 
  Abilities Str 8, Dex 18, Con 12, Int 13, Wis 8, Cha 17  
  SQ Summon Familiar 
  Bolster false life (CL 10th), greater mage armor (CL 
  10th), see invisibility (CL 10th), shield (CL 10th), 
  stoneskin (CL 10th) 
  Feats Alertness B, Empower Spell, Improved Familiar, 
  Point-blank shot, Rapid Metamagic  
  Skills  Concentration +11, Hide +8, Knowledge (arcane) 
  +11, Listen +1, Move Silently +8, Profession 
  (gambler) +3, Ride +8 , Spellcraft +15, Spot +1  
  Possessions combat gear plus +2 cloak of charisma, 
  +2 gauntlets of dexterity, small spear, masterwork 
  small light crossbow, 10 bolts, exotic military saddle, 
  2x spell component pouch. 
  Fickle Finger of Fate (Ex) A fatespinner gains the 
  ability to affect the luck of others. Once per day as an 
  immediate action, he can force any other creature – 
  friend or foe – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to 
  be affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the original 
  roll. 
  Spin Fate (Ex) A mage of many fates understands that 
  “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin.” 
  Each day, a fatespinner can use a number of points 
  of spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boos the save DC of a spell he casts, adding some 
  or all his spin to the DC, on a point-for-point basis. 
  Once he uses his spin for the day, his ability to tinker 
  with probability in this fashion is also exhausted for 
  the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  Sources Player’s Handbook II, Spell Compendium 
   
  N I BBLE,  F AM I L I AR I M P 
  CR  - 
  LE tiny outsider (evil, extraplanar, lawful) 
  Init +3; Senses Listen +7, Spot +7; Darkvision 60-ft., 
  see invisibility  
  Languages Diabolic  
  AC 32, touch 17, flat-footed 27; Dodge 
   (+2 size, +3 Dex, +2 Dodge, +6 armor +9 natural) 
  hp 20+16 temp. (10 HD); DR 10/adamantine, DR 
  5/good or silver, fast healing 2 
  Immune Poison 
  Resist fire 5 
  Fort +5, Ref +8, Will +12; Improved Evasion 
  Speed 20 ft. (4 square), fly 50 ft. (perfect) 
  Melee Sting +12 (1d4+2 plus poison) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +5; Grp -3 
  Combat Gear Tan Bag of Tricks 
  Spell-Like Abilities (CL 6th): 
   1/week— commune (CL 12th) 
   1/day— suggestion (DC 15) 
   At will— detect good, detect magic, invisibility (self 
  only) 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, deliver touch spells, empathic link, 
  improved evasion, share spells, speak with master 
  Bolster enhance familiar (CL 10th), false life (CL 10th), 
  greater mage armor (CL 10th), see invisibility (CL 
  10th), stoneskin (CL 10th) 
  Feats Dodge, Weapon Finesse  
  Skills Concentration +10, Diplomacy +7, Hide +17, 
  Knowledge (arcane) +10, Knowledge (the planes) +6, 
  Listen +7, Move Silently +9, Profession (gambler) +6, 
  Ride +4, Search +6, Spellcraft +14, Spot +7, Survival 
  +1 (+3 to follow tracks) 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 13), except 
  that an imp does not regain hit points for changing 
  form, and this imp can assume only the form of a bat. 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
  Description A tiny humanoid with leathery batwings, a 
  barbed tail, and sharp, twisted horns flutters at about 
  eye level, winking into sight from out of thin air. 
   
  H ULUCK T R O N E 
  CR  10 
  Female goblin Cleric of Maglubiyet 10 
  LE Size humanoid (goblinoid) 
  Init +4; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 28, touch 14, flat-footed 28 
   (+1 size, +10 armor, +4 shield, +3 deflection) 
  hp 60 (10 HD) 
  Resist fire 20  
  Fort +10, Ref +6, Will +13 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft.; air walk 
  Melee small light mace +8/+3 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3 
  ULP8-02 Sundered Bonds 
   
  Page 58 
  
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord, potion of remove 
  blindness 
  Cleric Spells Prepared (CL 10th, **+1 caster level with 
  abjuration spells): 
   5th— dispel good D*/** (DC 18, +8 touch), flame strike 
  (DC 18), zone of revelation  
   4th— air walk, freedom of movement**, greater magic 
  weapon, unholy blight D* (DC 17) 
   3rd— dispel magic*, invisibility purge, magic circle 
  against good D*/**, 2x magic vestment 
   2nd— invisibility D, resist energy, silence x2 (DC 15), 
  sound burst (DC 15), spiritual weapon (+8 attack) 
   1st— cure light wounds, doom (DC 14), protection 
  from good D*/**, 2x resurgence*, sanctuary, shield of 
  faith*  
   0— create water, cure minor wounds x3, detect 
  magic, resistance* 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 17, Cha 12  
  Bolster air walk (CL 10th), freedom of movement (CL 
  11th), magic circle against good (CL 12th), 2x magic 
  vestment (CL 10th), resist energy – fire (CL 10th), 
  shield of faith (CL 10th) 
  Feats Dampen Spell, Improved Counterspell, Improved 
  Initiative, Magic Disruption  
  Skills  Concentration +11, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +9, Spellcraft +16 
  Possessions combat gear plus +1 small plate armor, 
  +3 cloak of resistance, masterwork small heavy 
  wooden shield, ring of feather falling, small light 
  mace, 2x iron holy symbol, exotic military saddle, 
  small dagger, 2x spell component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  9 
  Female goblin Fighter 8/Cavelier 1 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 21, touch 12, flat-footed 20 
   (+1 size, +1 Dex, +9 armor) 
  hp 85 (9 HD) 
  Fort +12, Ref +7, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee +2 small lance +19/+14 (1d6+10+1 electrical, x3) 
  or mwk small greatsword +15/+10 (1d10+6, 19-20/x2) 
  Ranged mwk small composite longbow +14/+9 (1d6+2, 
  x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +9; Grp +7 (+9) 
  Atk Options Blindfight, Mounted Combat, Power Attack, 
  Ride-by Attack, Spirited Charge 
  Combat Gear 2x potion of cure moderate wounds, 
  potion of bull’s strength, potion of heroism, safewing 
  emblem 
  Abilities Str 14 (18), Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6  
  SQ Courtly knowledge, mounted weapon bonus (lance) 
  +1, ride bonus +2, Special mount 
  Bolster bull’s strength (CL 3rd), greater magic weapon 
  (CL 10th)  
  Feats Blindfight B, Greater Weapon Focus (lance) B, Iron 
  Will, Mounted Combat, Power Attack, Ride-by Attack 
  B, Spirited Charge B, Weapon Focus (lance), Weapon 
  Specialization (lance) B  
  Skills Handle Animal +10, Hide +2, Knowledge (nobility 
  and royalty) +8, Move Silently +2, Ride +23 
  Possessions combat gear plus +1 small full plate, +1 
  small lance, least weapon crystal of electrical assault, 
  +2 cloak of resistance, exotic military saddle, 
  masterwork small greatsword, masterwork strength 
  adjusted small composite longbow [+2], quiver w/20 
  arrows, small lance. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks. 
  Special Mount (Sp) A cavalier’s class levels stack with 
  any paladin levels the character may have for 
  determining the characteristics of a paladin’s mount. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Complete Warrior, Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  8 
  Male goblin duskblade 8 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 25, touch 16, flat-footed 20; Combat Expertise 
  ULP8-02 Sundered Bonds 
   
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  ULP8-02 Sundered Bonds 
   
  Page 60 
   (+1 size, +5 Dex, +6 armor, +3 shield) 
  hp 56 (64) ea (8 HD)  
  Fort +7 (+8), Ref +6 (+7), Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +15/+10 (1d4+3), 18-20/x2) 
  Ranged javelin +14 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 (+6) 
  Atk Options Arcane channeling, blindfight, combat 
  expertise, spell power +2 
  Special Actions Quick cast 1/day 
  Combat Gear safewing emblem 
  Duskblade Spells Known (CL 8th): 
   2nd (7/day, 1 used)— animalistic power, Bigby’s 
  striking fist (DC 14), dimension hop, surestrike  
   1st (8/day)— blade of blood, ray of enfeeblement (+14 
  ranged touch), shocking grasp (+14 touch), stand, 
  swift expeditious retreat  
   0 (6/day)— acid splash (+14 ranged touch), disrupt 
  undead (+14 ranged touch), ray of frost (+14 
  ranged touch), touch of fatigue (+14 touch, DC 12) 
  Spell-Like Abilities (CL 8th): 
   0 (5/day)— dancing lights (DC 12), detect magic, 
  flare (DC 12), ghost sound (DC 12), read magic 
  Abilities Str 12 (14), Dex 18 (20), Con 12 (14), Int 14, 
  Wis 10, Cha 6  
  SQ Arcane channeling, armored mage (medium, heavy 
  shield), quick cast 1/day, spell power +2 
  Bolster animalistic power (CL 8th) 
  Feats Combat Casting B, Blindfight, Combat Expertise, 
  Weapon Finesse  
  Skills 
  Concentration 
  +12 
  (+17), 
  Hide 
  +6 
  (+7), 
  Knowledge (arcana) +14, Move Silently +6 (+7), Ride 
  +19 (+20), Spellcraft +16 
  Possessions combat gear plus +1 small mithral 
  breastplate, +1 small heavy steel shield, +1 small 
  rapier, 3x small javelin, small short sword, small 
  dagger, 2x spell component pouch. 
  Arcane Channeling (Su) Duskblades can use a 
  standard action to cast any touch spell they know and 
  deliver the spell through his weapon with a melee 
  attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
  Armored Mage (medium, heavy shield) (Ex) A 
  duskblade’s limited focus and specialized training 
  allows him to avoid arcane spell failure so long as he 
  sticks to light or medium armor and light or heavy 
  shields. This ability does not apply to spells gained 
  from a different spellcasting class. 
  Quick cast (Ex) A duskblade can cast one spell each 
  day as a swift action, so long as the casting time of 
  the spell is 1 standard action or less. 
  Spell Power (Ex) Duskblades can more easily 
  overcome the spell resistance of any opponent he 
  successfully injures with a melee attack. If a 
  duskblade has injured an opponent with a melee 
  attack, you gain a +2 bonus on his caster level check 
  to overcome spell resistance for the remainder of the 
  encounter.  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Complete Scoundrel, Player’s Handbook II 
   
  AD V AN C E D  D I RE  B AT 
  CR  3 
  N Large animal 
  Init +6; Senses Listen +13, Spot +9; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 63 (7 HD)  
  Fort +8, Ref +11, Will +7 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +7 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +5; Grp +12 
  Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 
  Feats Alertness, Stealthy, Wingover  
  Skills Hide +4, Listen +13, Move Silently +12, Spot +9 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
  
   
   
   APPENDIX 5 – APL 12 
   
  ENCOUNTER 1 
   
   
   
   
  T W E L V E-H E AD E D  P Y R O-H Y D R A O F  L E G E N D  CR  
  15 
  N Huge Native Outsider (Fire) 
  Init +8; Senses Listen +10, Spot +11; Darkvision 60 ft., 
  low-light vision, scent 
  AC 31, touch 13, flat-footed 26 
   (-2 size, +4 Dex, +18 natural, +1 dodge) 
  hp 180 (12 HD); fast healing 22  
  Immune Fire, polymorph, and mind-affecting effects 
  Fort +21, Ref +16, Will +14 
  Weakness 50% greater damage from cold 
  Speed 40 ft. (8 squares), Swim 40 ft. 
  Melee 12 bites +23 (2d8+11) or 13 bites +23 (2d8+11) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +31  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 33, Dex 18, Con 30, Int 4, Wis 12, Cha 13 
  SQ Haste, Raging Blood 
  Feats Blind-Fight, Combat Reflexes 
  B, Improved 
  Initiative B, Improved Natural Attack (bite), Iron Will, 
  Multi-attack B, Toughness, Weapon Focus (bite)  
  Skills  Listen +10, Spot +11, Swim +19 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 26 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Haste (Su) A pyro-hydra of legend is supernaturally 
  quick. It is treated as under the effects of a 
  continuous haste effect. 
  Immunities (Ex) A pyro-hydra of legend is immune to 
  fire, polymorphing and mind-affecting effects. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Raging Blood (Su) A pyro-hydra of legend has acid in 
  its blood. Each time damage is dealt to it with a 
  piercing or slashing attack, its blood sprays outward 
  in a 5-foot cone, dealing 1d4 points of acid damage. 
  The pyro-hydra is not harmed by its own blood. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual, Monster Manual II 
   
  ULP8-02 Sundered Bonds 
   
  Page 61 
  
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  I C E  D E V I L  (G E L U G O N) 
  CR  13 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses Listen +25, Spot +25 
  Aura fear 10-ft. radius (Will DC 22) 
  Languages Infernal; telepathy 100 ft.  
  AC 36, touch 18, flat-footed 31 
   (-1 size, +5 Dex, +18 natural, +4 deflection) 
  hp 168 (14 HD); regeneration 5; DR 10/good  
  Immune fire, poison, [mind-effecting spells] 
  Resist acid 10, cold 10; SR 25 
  Fort +15 [+19], Ref +14 [+18], Will +15 [+19] 
  Speed 40 ft. (8 squares) 
  Melee spear +20/+15/+10 (2d6+9, x3 plus slow) and 
  bite +14 (2d6+3) and tail +14 (3d6+3 plus slow); or 2x 
  claws +19 (1d10+6) and bite +14 (2d6+3) and tail 
  +14 (3d6+3 plus slow) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +24 
  Atk Options Cleave, Power Attack 
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 13th): 
   At will— cone of cold (DC 20), fly, ice storm (DC 19), 
  greater teleport (self plus 50 pounds of objects 
  only), persistent image (DC 20), unholy aura (DC 
  23), wall of ice (DC 19) 
  Abilities Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20  
  SQ fear aura, regeneration, slow, summon baatezu, 
  unholy aura [good melee attackers take 1d6 Strength 
  damage, Fort save DC 23 negates] 
  Bolster unholy aura (CL 13th). 
  Feats Alertness, Cleave, Combat Reflexes, Power 
  Attack, Weapon Focus (spear)  
  Skills Bluff +22, Climb +23, Concentration +23, 
  Diplomacy +9, Disguise +5 (+7 acting), Intimidate 
  +24, Jump +27, Knowledge (arcana) +23, Knowledge 
  (dungeoneering) +23, Knowledge (the planes +23, 
  Listen +25, Move Silently +22, Search +23, Sense 
  Motive +23, Spellcraft +25, Spot +25, Survival +6 (+8 
  to follow tracks) 
  Possessions combat gear plus large spear 
  Fear Aura (Su) An ice devil can radiate a 10-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 22 Will save or be affected as 
  though by a fear spell (CL 13th). A creature that 
  successfully saves cannot be affected again by the 
  same ice devil’s aura for 24 hours. Other baatezu are 
  immune to the aura. The save DC is Charisma-
  based. 
  Regeneration (Ex) An ice devil takes normal damage 
  from good-aligned weapons and from spells or effects 
  with the good descriptor. 
  Slow (Su) A hit from an ice devil’s tail or spear induces 
  numbing cold. The opponent must succeed on a DC 
  23 Fortitude save or be affected as though by a slow 
  spell for 1d6 rounds. This save DC is Constitution-
  based. 
  Summon Baatezu (Sp) Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils, 2d4 bone devils with a 50% chance of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th-level 
  spell. 
  Description This creature looks like a tall, bipedal 
  insect. It has clawed hands and feet, powerful 
  mandibles, and a long, thick tail covered in razor sharp 
  spikes. 
   
  B AR B E D  D E V I L  (H AM AT U L A) 
  CR  11 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +6; Senses Listen +19, Spot +19; See in darkness 
  Languages Infernal; telepathy 100 ft.  
  AC 33, touch 20, flat-footed 27 
   (+6 Dex, +13 natural, +4 deflection) 
  hp 144 (12 HD); DR 10/good  
  Immune fire, poison, [mind-affecting spells] 
  Resist acid 10, cold 10; SR 23 [25 against good] 
  Fort +16 [+20], Ref +16 [+20], Will +14 [+18] 
  Speed 30 ft. (6 squares) 
  Melee 2x claws +18 (2d8+6 plus fear) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Atk Options Improved Grab, impale 3d8+9 
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 12th): 
   At will— greater teleport (self plus 50 pounds of 
  objects only), hold person (DC 16), major image 
  (DC 17), scorching ray (ranged touch +19) 
   1/day— order’s wrath (DC 18), unholy blight (DC 18) 
  Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18  
  SQ Barbed defense, unholy aura [good melee attackers 
  take 1d6 Strength damage, Fort save DC 23 negates] 
  Bolster unholy aura (CL 13th) 
  Feats Alertness, Cleave, Improved Grapple, Iron Will, 
  Power Attack  
  Skills Concentration +21, Diplomacy +6, Hide +21, 
  Intimidate +19, Knowledge (the planes) +16, Listen 
  +19, Move Silently +21, Search +16, Sense Motive 
  +17, Spot +19, Survival +2 (+4 following tracks) 
  Barbed Defense (Su) Any creature striking a barbed 
  devil with handheld weapons or natural weapons 
  takes 1d8+6 points of piercing and slashing damage 
  from the devil’s barbs. Note that weapons with 
  exceptional reach, such as longspears, do not 
  endanger their users in this way. 
  Fear (Su) A creature hit by a barbed devil must succeed 
  on a DC 20 Will save or be affected as though by fear 
  (CL 9th). Whether or not the save is successful, that 
  creature cannot be affected by that same barbed 
  devil’s fear ability for 24 hours. The save DC is 
  Charisma-based. 
  Impale (Ex) A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check. 
  Improved Grab (Ex) To use this ability, a barbed devil 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can impale the opponent on 
  its barbed body. 
  ULP8-02 Sundered Bonds 
   
  Page 62 
  
  Summon Baatezu (Sp) Once per day a barbed devil 
  can attempt to summon 1d6 bearded devils or 
  another barbed devil with a 35% chance of success. 
  This ability is the equivalent of a 4th-level spell. 
  Description This creature looks like a tall humanoid 
  covered with sharp barbs, right down to the tip of its 
  long, meaty tail. Its eyes shift and dart about, making it 
  appear agitated or nervous. 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  13 
  Male hobgoblin druid 8/earth dreamer 5 
  NE Medium humanoid (goblinoid) 
  Init +2; Senses Listen +6, Spot +6; Darkvision 60-ft., 
  Earth Sense, earth sight, lesser tremor sense 
  Languages Common, druidic, goblin, terran  
  AC 29, touch 11, flat-footed 28 
   (+1 Dex, +10 armor, +3 shield, +5 natural) 
  hp 99 (13 HD); DR 10/adamantine 
  Resist acid 30, fire 5  
  Fort +19, Ref +11, Will +22 
  Speed 30 ft. in plate armor (6 squares), base movement 
  30 ft.; Earth Glide 
  Melee +1 scimitar +10/+5 (1d6+2, 18-20/x2) 
  Ranged acid flask +10 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Combat Gear acid flask, potion of cure serious wounds 
  Druid Spells Prepared (CL 13th): 
   7th— aura of vitality 
   6th— 2x summon nature’s ally VI, superior resistance 
   5th— 4x stoneskin 
   4th— arc of lightning (DC 21), cure serious wounds, 
  dispel magic, flame strike (DC 20), freedom of 
  movement  
   3rd— corona of cold, cure moderate wounds, 3x 
  greater magic fang 
   2nd— 4x barkskin, earth bind (DC 18), heat metal (DC 
  18), resist energy 
   1st— 2x cure light wounds, faerie fire, 2x longstrider, 
  magic stone (+11 ranged), produce flame (+10 
  ranged touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 16), guidance 
  Abilities Str 13, Dex 14, Con 16, Int 8, Wis 22, Cha 10  
  SQ earth dream, earth friend, earth sight, elemental 
  companion, lesser tremor sense, resist nature’s lure, 
  trackless step, wild shape (large) 3/day, woodland 
  stride 
  Bolster barkskin (CL 13th), freedom of movement (CL 
  13th), longstrider (CL 13th), resist energy – acid (CL 
  13th), stoneskin (CL 13th), superior resistance (CL 
  13th) 
  Feats Armor Proficiency (heavy), Augment Summoning, 
  Earth Sense, Spell Focus (conjuration), Steady 
  Concentration 
  Skills  Concentration +19, Hide +3, Knowledge (nature) 
  +9, Knowledge (the planes) +2, Speak Language 
  (terran), Spellcraft +17, Survival +8 
  Possessions combat gear plus +4 periapt of wisdom, 
  +2 red dragonhide fullplate, crimson dragonhide 
  bracers, summoner’s totem, +1 heavy wooden shield, 
  +1 scimitar, dagger, 2x spell component pouch. 
  Earth Dream (Sp) By attuning himself to the earth, an 
  earth dreamer can pull knowledge from mountains. 
  This ability works like the divination spell in many 
  ways, allowing an earth dreamer to ask one and 
  receive a short, often cryptic, answer. An earth 
  dreamer’s chance of receiving a correct answer is 
  equal to 70% + 2% per class level, and the dream 
  only reveals correct answers. 
   
  The earth dream ability can be used only to answer 
  questions that are connected to the mountains in 
  some way. In general, the dreamer can get answers 
  to questions about creatures, objects, and locations 
  within 50 miles of a mountain, including underground 
  or hidden locations. As with augury and divination 
  spells, multiple uses of this ability regarding the same 
  topic by the same earth dreamer use the same dice 
  result and reveal the same answer each time. 
   
  Using this ability takes 10 minutes, and the earth 
  dreamer can use it once per day. 
  Earth Friend (Ex) An earth dreamer knows how to get 
  along well with earth creatures. Creatures with the 
  earth subtype automatically react to an earth dreamer 
  in a friendlier manner than they normally would; their 
  initial attitude is improved by one step. 
  Earth Glide (Su) An earth dreamer can move through 
  earth like an earth elemental, gliding through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. This burrowing 
  leaves behind no tunnel or hole, nor does it create 
  any ripple or other signs of its presence. A move 
  earth spell cast on the area containing an earth 
  gliding earth dreamer flings the dreamer back 30 feet, 
  stunning her for 1 round unless he succeeds on a DC 
  15 Fortitude save. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 rounds. 
  Earth Sight (Ex) An earth dreamer can see through 
  stone, dirt, or almost any other sort of earth except 
  metal to a range of 30 feet, as easily as if the 
  substance weren’t there. The earth dreamer can still 
  see the stone or earth as a ghostly outline, so he can 
  avoid walking into walls and can otherwise function 
  normally. This ability does not give an earth dreamer 
  any special ability to see in darkness or into unlit 
  areas. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 rounds. 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Medium earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  ULP8-02 Sundered Bonds 
   
  Page 63 
  
  Lesser Tremorsense (Ex) An earth dreamer is so in 
  tune with the earth that he gains the tremorsense 
  ability with a range of 10 feet. 
  Description You see an aged, but toughened hobgoblin 
  dressed in armor made from the scales of a red dragon 
  and carrying a wooden shield. A scimitar hangs at its 
  side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Medium earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +4, Spot +3; 60-ft. Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 22 
   (-1 Dex, +13 natural) 
  hp 36 (4 HD); DR 10/adamantine  
  Immune poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee slam +11(1d8+10 magic) 
  Ranged rock +2 (1d4+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +8 
  Atk Options Cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11  
  SQ Elemental traits, share spell 
  Bolster barkskin (CL 13th), greater magic fang (CL 13th), 
  longstrider (CL 13th), stoneskin (CL 13th)  
  Feats Cleave, Power Attack  
  Skills Listen +3, Spot +4 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  H U G E  E AR T H  E L E M E N T AL 
  CR  - 
  N Huge earth elemental (earth, extraplanar) 
  Init -1 (+1); Senses Listen +10, Spot +9; 60-ft. 
  Darkvision 
  Languages Terran  
  AC 20, touch 9, flat-footed 19 
   (-2 size, +1 Dex, +11 natural) 
  hp 204 (240) (16 HD); DR 5/-  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +17 (+19), Ref +4 (+6), Will +7 
  Speed 30 ft. (6 squares); Earth glide 
  Melee 2x slam +26(2d10+16 magic) 
  Ranged rock +13 (1d8+13)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +31 (+33) 
  Atk Options Awesome blow, cleave, great cleave, 
  improved bull rush, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 33 (37), Dex 8 (12), Con 25 (29), Int 6, Wis 
  11, Cha 11  
  SQ Elemental traits 
  Bolster aura of vitality (CL 13th), greater magic weapon 
  (CL 13th) 
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Iron Will, Power Attack  
  Skills Listen +10, Spot +9 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  ULP8-02 Sundered Bonds 
   
  Page 64 
  
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  9 
  Male hobgoblin Fighter 2/Rogue 4/Master Thrower 3  
  LE Medium humanoid (goblinoid) 
  Init +4 (+6); Senses Listen +6, Spot +12; Darkvision 60-
  ft. 
  Languages Common, goblin, orcish 
  AC 26, touch 16, flat-footed 26; Uncanny Dodge 
   (+6 Dex, +5 armor, +5 natural) 
  Miss Chance 50% (invisibility) 
  hp 69 (87) (9 HD); DR 10/adamantine  
  Fort +7 (+9), Ref +11 (+13), Will +2; Improved Evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 falchion +14/+9 (2d4+8, 18-20/x2) or mwk 
  scimitar +14/+9 (1d6+5, 18-20/x2) 
  Ranged +1 force javelin +16/+11 (1d6+6) or +1 force 
  javelin rapid shot +14/+14/+9 (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 (+13) 
  Atk Options Point-blank shot, ranged disarm, sneak 
  attack +2d6, trip shot (+10) 
  Combat Gear gloves of endless javelins, potion of cure 
  moderate wounds, potion of invisibility  
  Abilities Str 16 (20), Dex 18 (22), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Improved Evasion, sneaky shot, trapfinding, 
  trapsense +1, uncanny dodge 
  Bolster augment vitality (CL 13th), barkskin (CL 13th), 
  invisibility (CL 3rd), stoneskin (CL 13th) 
  Feats Farshot B, Precise Shot B, Point-blank Shot, Quick 
  Draw 
  B, Ranged Disarm (javelin), Rapid Shot, 
  Weapon Focus (javelin) 
  Skills Balance +11 (+13), Escape Artist +13 (+15), Hide 
  +10 (+12), Jump +16 (+18), Listen +6, Move Silently 
  +14 (+16), Sleight of Hand +16 (+18), Spot +12, 
  Tumble +18 (+20) 
  Possessions combat gear plus +1 mithral shirt, +1 
  falchion, masterwork scimitar, falchion. 
  Sneaky Shot (Ex) Just before making a ranged attack, 
  a master thrower with this ability can use a move 
  action to make a Sleight of Hand check opposed by 
  his target’s Spot check. If he wins the opposed check, 
  his opponent is denied his Dexterity bonus to armor 
  class against the attack. 
  Trip Shot (Ex) A master thrower with this ability may 
  use a thrown weapon to make a trip attempt against 
  an opponent farther than 5 feet away. The character 
  makes a normal attack against the opponent with a 
  thrown weapon. If the attack succeeds, in addition to 
  doing damage as normal, the master throw makes a 
  Dexterity check with a +4 bonus opposed by the 
  opponent’s Dexterity check or Strength check 
  (whichever ability score has the higher modifier) 
  Other modifiers may apply on this opposed check 
  (see page 158 of the Player’s Handbook). If the 
  master thrower wins the opposed check, the 
  opponent is tripped. The benefit of this ability does 
  not stack with the benefit of the Improved Trip feat. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  9 
  Male hobgoblin Fighter 5/Monk 2/Exotic Weapon Master 
  2 
  LE Large humanoid (goblinoid) 
  Init +3 (+4); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 23, touch 13, flat-footed 19; Combat Expertise, 
  Deflect Arrows, Dodge 
   (-1 size, +4 Dex, +5 armor, +5 natural) 
  Miss Chance 50% (displacement) 
  hp 82 (100) (9 HD); DC 10/adamantine  
  Fort +13 (+15), Ref +7 (+8), Will +4; Evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine spiked chain +15/+10 (2d6+12) or 
  +1 adamantine spiked chain flurry of strikes 
  +13/+13/+8 (2d6+12) or unarmed strike +13/+8 
  (1d8+6) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +8; Grp +15 (+22) 
  Atk Options Combat Expertise, combat reflexes, flurry 
  of strikes, improved grapple, improved trip (+14) 
  Combat Gear belt of growth, potion of displacement  
  Abilities Str 16 (22), Dex 16 (18), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Evasion, exotic reach, flurry of strikes, unarmed 
  strike 
  Bolster augment vitality (CL 13th), barkskin (CL 13th), 
  displacement (CL 5th), enlarge person (CL 10th), 
  stoneskin (CL 13th) 
  Feats Combat Expertise B, Combat Reflexes, Deflect 
  Arrows B, Dodge, Exotic Weapon Proficiency (spiked 
  chain), Improved Grapple B, Improved Trip, Weapon 
  Focus (spiked chain) 
  B, Weapon Specialization 
  (spiked chain) B 
  Skills Balance +10 (+11), Craft (weaponsmithing) +13, 
  Jump +15 (+18), Move Silently +12 (+13), Spot +5, 
  Tumble +15 (+16) 
  Possessions combat gear plus +1 adamantine spiked 
  chain, masterwork spiked chain, +1 mithral shirt, 
  lesser weapon crystal of return, spiked chain. 
  Exotic Reach (Ex) When wielding an exotic weapon 
  with reach the character may make an attack of 
  opportunity against a foe that provokes such an 
  attack even if the foe has cover (but never total 
  cover). 
  ULP8-02 Sundered Bonds 
   
  Page 65 
  
  Flurry of Strikes (Ex) When wielding an exotic double 
  weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make 
  a flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a _2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with 
  either end of the double weapon. 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
   
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  12 
  Male goblin Sorcerer 8/Fatespinner 4 
  LE Small humanoid (goblinoid) 
  Init +4; Senses Listen +1, Spot +1; Darkvision 60-ft., 
  arcane sight, see invisibility 
  Languages Common, goblin  
  AC 29, touch 15, flat-footed 25 
   (+1 size, +4 Dex, +6 armor, +4 shield, +4 natural) 
  hp 50 (74) +27 temp. (12 HD); DR 10/adamantine 
  Immune Fear, poison, paralysis, sleep  
  Fort +7, Ref +8, Will +11 
  Speed 30 ft. (6 squares) 
  Melee small spear +8/+3 (1d6+1) 
  Ranged mwk small light crossbow +13 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +3 
  Atk Options Deny fate, empower spell, fickle finger of 
  fate, heighten spell, point-blank shot, resist fate, spin 
  destiny, spin fate 
  Combat Gear Burning veil, circlet of rapid casting, 
  potion of cure moderate wounds 
  Sorcerer Spells Known (CL 12th): 
   6th (3/day)— chain lightning (DC 21) 
   5th (5/day, 2 used)— draconic might, reciprocal gyre 
  (DC 20) 
   4th (7/day, 4 used)— greater invisibility, orb of fire 
  (+12 ranged touch, DC 19), stoneskin 
   3rd (7/day, 4 used)— arcane sight, enhance familiar, 
  greater mage armor, slow (DC 18) 
   2nd (7/day, 4 used)— dimension hop, false life, 
  glitterdust (DC 17), scorching ray (+12 range 
  touch), see invisibility 
   1st (7/day, 1 used)— feather fall, lesser orb of fire 
  (+12 
  ranged 
  touch), 
  magic 
  missile, 
  ray 
  of 
  clumsiness (+12 ranged touch), shield 
   0 (6/day)— acid splash (+12 ranged touch), daze (DC 
  15), detect magic, detect poison, ghost sound (DC 
  15), mage hand, ray of frost (+12 ranged touch), 
  read magic, resistance 
  Abilities Str 8 (12), Dex 18, Con 12 (16), Int 13, Wis 8, 
  Cha 16 (20)  
  SQ Deny fate, fickle finger of fate, resist fate, spin 
  destiny, spin fate, summon familiar 
  Bolster arcane sight (CL 13th), draconic might (CL 13th), 
  false life (CL 12th), greater mage armor (CL 12th), 
  heroes’ feast (CL 12th), see invisibility (CL 12th), 
  shield (CL 12th), stoneskin (CL 12th) 
  Feats Alertness B, Empower Spell, Heighten Spell, 
  Improved 
  Familiar, 
  Point-blank 
  shot, 
  Rapid 
  Metamagic  
  Skills  Concentration +16 (+18), Hide +8, Knowledge 
  (arcane) +11, Listen +1, Move Silently +8, Profession 
  (gambler) +3, Ride +9 , Spellcraft +14, Spot +1  
  Possessions combat gear plus +2 gauntlets of 
  dexterity, small spear, masterwork small light 
  crossbow, 10 bolts, exotic military saddle, 2x spell 
  component pouch. 
  Deny Fate (Ex) A fatespinner has a better chance of 
  beating the odds should he ever be rendered 
  unconscious and dying. Once per day, on the first 
  occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same 24-hour period are made normally. 
  Fickle Finger of Fate (Ex) A fatespinner gains the 
  ability to affect the luck of others. Once per day as an 
  immediate action, he can force any other creature – 
  friend or foe – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to 
  be affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the original 
  roll. 
  Resist 
  Fate 
  (Ex) 
  A 
  fatespinner 
  embraces 
  his 
  extraordinary good luck. Once per day, he can reroll 
  one roll that he has just made. He must abide by the 
  result of the reroll, even if it’s worse than the original 
  roll. 
  Spin 
  Destiny 
  (Ex) 
  A 
  fatespinner 
  more 
  clearly 
  comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s DC, but the 
  fatespinner can how add spin to any skill check, 
  attack roll, or saving throw that he attempts on a 
  point-for-point basis. However, the spin utilized 
  comes from the same limited reservoir of karma 
  storage that allows him to adjust the DC of his spells. 
  He must apply the bonus before making the roll. 
  Spin Fate (Ex) A mage of many fates understands that 
  “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin.” 
  Each day, a fatespinner can use a number of points 
  of spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boos the save DC of a spell he casts, adding some 
  or all his spin to the DC, on a point-for-point basis. 
  Once he uses his spin for the day, his ability to tinker 
  with probability in this fashion is also exhausted for 
  the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  ULP8-02 Sundered Bonds 
   
  Page 66 
  
  Sources Player’s Handbook II, Spell Compendium 
   
  N I BBLE,  F AM I L I AR I M P 
  CR  - 
  LE tiny outsider (evil, extraplanar, lawful) 
  Init +3; Senses Listen +7, Spot +7; Darkvision 60-ft., 
  see invisibility  
  Languages Diabolic  
  AC 32, touch 17, flat-footed 27; Dodge 
   (+2 size, +3 Dex, +2 Dodge, +6 armor +9 natural) 
  hp 25 (37) +27 temp. (12 HD); DR 10/adamantine, DR 
  5/good or silver, fast healing 2 
  Immune Fear, poison 
  Resist fire 5 
  Fort +5, Ref +8, Will +14; Improved Evasion 
  Speed 20 ft. (4 square), fly 50 ft. (perfect) 
  Melee Sting +14 (1d4+2 plus poison) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +6; Grp -2 
  Combat Gear Tan Bag of Tricks 
  Spell-Like Abilities (CL 6th): 
   1/week— commune (CL 12th) 
   1/day— suggestion (DC 15) 
   At will— detect good, detect magic, invisibility (self 
  only) 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, deliver touch spells, empathic link, 
  improved evasion, share spells, speak with master 
  Bolster enhance familiar (CL 12th), false life (CL 12th), 
  greater mage armor (CL 12th), heroes’ feast (CL 12th), 
  see invisibility (CL 12th), stoneskin (CL 12th) 
  Feats Dodge, Weapon Finesse  
  Skills Concentration +15, Diplomacy +7, Hide +17, 
  Knowledge (arcane) +10, Knowledge (the planes) +6, 
  Listen +7, Move Silently +9, Profession (gambler) +6, 
  Ride +4, Search +6, Spellcraft +15, Spot +7, Survival 
  +1 (+3 to follow tracks) 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 13), except 
  that an imp does not regain hit points for changing 
  form, and this imp can assume only the form of a bat. 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
  Description A tiny humanoid with leathery batwings, a 
  barbed tail, and sharp, twisted horns flutters at about 
  eye level, winking into sight from out of thin air. 
   
  H ULUCK T R O N E 
  CR  12 
  Female goblin Cleric of Maglubiyet 12 
  LE Size humanoid (goblinoid) 
  Init +4; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Aura evil 
  Languages Common, goblin  
  AC 31, touch 15, flat-footed 31 
   (+1 size, +11 armor, +5 shield, +4 deflection) 
  hp 72+11 temp. (12 HD); DR 10/adamantine 
  Immune Fear, poison 
  Resist Fire 30  
  Fort +14, Ref +10, Will +21 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft.; air walk 
  Melee small light mace +11/+6 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +5 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord, potion of remove 
  blindness 
  Cleric Spells Prepared (CL 12th, **+1 caster level with 
  abjuration spells): 
   6th— greater dispel magic*, heroes’ feast, mislead D, 
  superior resistance* 
   5th— dispel good D*/** (DC 21, touch +11), flame 
  strike (DC 21), mass cure light wounds, true seeing, 
  zone of revelation  
   4th— air walk, freedom of movement**, greater magic 
  weapon, unholy blight D* (DC 20) 
   3rd— dispel magic*, invisibility purge, magic circle 
  against good D*/**, 3x magic vestment 
   2nd— 2x extended shield of faith*, invisibility D, resist 
  energy, silence (DC 18), sound burst (DC 18), 
  spiritual weapon (+15 attack) 
   1st— 2x cure light wounds, 2x doom (DC 17), 
  protection 
  from 
  good 
  D*/**, 
  2x 
  resurgence*, 
  sanctuary  
   0— create water, cure minor wounds x3, detect 
  magic, resistance* 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 22, Cha 12  
  Bolster air walk (CL 12th), extended shield of faith (CL 
  13th), freedom of movement (CL 13th), heroes’ feast 
  (CL 12th), magic circle against good (CL 12th), 2x 
  magic vestment (CL 12th), resist energy – fire (CL 
  12th), stoneskin (CL 12th), superior resistance (CL 
  13th) 
  Feats 
  Dampen 
  Spell, 
  Extend 
  Spell, 
  Improved 
  Counterspell, Improved Initiative, Magic Disruption  
  Skills  Concentration +15, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +9, Spellcraft +18 
  Possessions combat gear plus +4 periapt of wisdom, 
  +1 small plate armor, +2 cloak of resistance, 
  masterwork small heavy wooden shield, ring of 
  feather falling, small light mace, 2x iron holy symbol, 
  exotic military saddle, small dagger, 2x spell 
  component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  ULP8-02 Sundered Bonds 
   
  Page 67 
  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  11 
  Female goblin Fighter 8/Cavelier 3 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 29, touch 18, flat-footed 26 
   (+1 size, +3 Dex, +11 armor, +4 deflection) 
  hp 104+11 temp. (11 HD); DR 10/adamantine 
  Immune Fear, poison 
  Fort +13, Ref +8, Will +9 
  Speed 20 ft. in mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee +3 small lance +23/+18/+13 (1d6+10+1 electrical, 
  x3) or mwk small greatsword +19/+14/+9 (1d10+6, 
  19-20/x2) 
  Ranged mwk small composite longbow +17/+12/+7 
  (1d6+2, x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +11; Grp +9 (+11) 
  Atk Options Blindfight, Deadly Charge 1/round, 
  Mounted Combat, Power Attack, Ride-by Attack, 
  Spirited Charge 
  Combat Gear 2x potion of cure moderate wounds, 
  potion of bull’s strength, potion of heroism, safewing 
  emblem 
  Abilities Str 14 (18), Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6  
  SQ Burst of speed, courtly knowledge, deadly charge 
  1/day, mounted weapon bonus (lance & sword) +1, 
  ride bonus +2, Special mount 
  Bolster bull’s strength (CL 3rd), extended shield of faith 
  (CL 13th), greater magic weapon (CL 12th), heroes’ 
  feast (CL 12th), magic vestment (CL 12th), stoneskin 
  (CL 12th)  
  Feats Blindfight B, Greater Weapon Focus (lance) B, Iron 
  Will, Mounted Combat, Power Attack, Ride-by Attack 
  B, Spirited Charge B, Weapon Focus (lance), Weapon 
  Specialization (lance) B  
  Skills Handle Animal +12, Hide +4, Knowledge (nobility 
  and royalty) +12, Move Silently +4, Ride +25 
  Possessions combat gear plus +1 small mithral full 
  plate, +1 small lance, least weapon crystal of 
  electrical assault, +2 cloak of resistance, exotic 
  military 
  saddle, 
  masterwork 
  small 
  greatsword, 
  masterwork 
  strength 
  adjusted 
  small 
  composite 
  longbow [+2], quiver w/20 arrows, small lance. 
  Burst of Speed (Ex) A cavalier can urge her mount to 
  greater than normal speed when charging. This ability 
  doubles the maximum distance the mount can travel 
  when making a charge, up to four times its speed. 
  This ability can be used once per day without penalty 
  to the mount. Each additional use of the ability in a 
  single day requires the mount to make a DC 20 Will 
  save immediately after the conclusion of the charge; 
  failure results in the mount taking 2d6 points of 
  damage. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Deadly Charge (Ex) When mounted and using the 
  charge action, a cavalier may declare a “deadly 
  charge” before making his attack roll (thus, a failed 
  attack ruins the attempt). If she hits, she deals triple 
  damage with a melee weapon (or quadruple damage 
  with a lance). This ability does not stack with the 
  benefit o the Spirited Charge feat. 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks. 
  Special Mount (Sp) A cavalier’s class levels stack with 
  any paladin levels the character may have for 
  determining the characteristics of a paladin’s mount. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Complete Warrior, Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  10 
  Male goblin duskblade 10 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 25, touch 16, flat-footed 20; Combat Expertise 
   (+1 size, +5 Dex, +6 armor, +3 shield) 
  hp 70 (80)+11 temp. ea (10 HD)  
  Immune Fear, poison 
  Fort +8 (+9), Ref +7 (+8), Will +8 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine rapier +18/+13 (1d4+3), 15-20/x2) 
  Ranged mwk composite longbow [+1] +18/+13 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +7 (+8) 
  Atk 
  Options 
  Arcane 
  channeling, 
  arcane 
  strike, 
  blindfight, combat expertise, spell power +2 
  Special Actions Quick cast 2/day 
  Combat Gear Potion of cure moderate wounds 
  Duskblade Spells Known (CL 10th): 
   3rd (3/day, 1 used)— keen edge, vampiric touch (+17 
  touch) 
   2nd (8/day, 1 used)— animalistic power, Bigby’s 
  striking fist (DC 14), dimension hop, surestrike  
   1st (9/day)— blade of blood, ray of enfeeblement (+17 
  ranged touch), shocking grasp (+17 touch), stand, 
  swift expeditious retreat  
   0 (6/day)— acid splash (+17 ranged touch), disrupt 
  undead (+17 ranged touch), ray of frost (+17 
  ranged touch), touch of fatigue (+17 touch, DC 12) 
  Spell-Like Abilities (CL 10th): 
  ULP8-02 Sundered Bonds 
   
  Page 68 
  
  ULP8-02 Sundered Bonds 
   
  Page 69 
   0 (5/day)— dancing lights (DC 12), detect magic, 
  flare (DC 12), ghost sound (DC 12), read magic 
  Abilities Str 12 (14), Dex 18 (20), Con 12 (14), Int 14, 
  Wis 10, Cha 6  
  SQ Arcane channeling, armored mage (medium, heavy 
  shield), quick cast 2/day, spell power +2 
  Bolster animalistic power (CL 10th), heroes’ feast (CL 
  12th), keen edge (CL 10th) 
  Feats Arcane Strike, Blindfight, Combat Casting B, 
  Combat Expertise, Weapon Finesse  
  Skills 
  Concentration 
  +14 
  (+19), 
  Hide 
  +7 
  (+8), 
  Knowledge (arcana) +16, Move Silently +7 (+8), Ride 
  +21 (+22), Spellcraft +18 
  Possessions combat gear plus +1 small mithral 
  breastplate, +1 small heavy mithral shield, +1 small 
  adamantine rapier, ring of feather fall, small 
  masterwork composite longbow [+1], quiver w/20 
  arrows, small short sword, small dagger, 2x spell 
  component pouch. 
  Arcane Channeling (Su) Duskblades can use a 
  standard action to cast any touch spell they know and 
  deliver the spell through his weapon with a melee 
  attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
  Armored Mage (medium, heavy shield) (Ex) A 
  duskblade’s limited focus and specialized training 
  allows him to avoid arcane spell failure so long as he 
  sticks to light or medium armor and light or heavy 
  shields. This ability does not apply to spells gained 
  from a different spellcasting class. 
  Quick cast (Ex) A duskblade can cast two spells each 
  day as a swift action, so long as the casting time of 
  the spell is 1 standard action or less. 
  Spell Power (Ex) Duskblades can more easily 
  overcome the spell resistance of any opponent he 
  successfully injures with a melee attack. If a 
  duskblade has injured an opponent with a melee 
  attack, you gain a +2 bonus on his caster level check 
  to overcome spell resistance for the remainder of the 
  encounter.  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Complete Scoundrel, Complete Warrior, 
  Player’s Handbook II 
   
  AD V AN C E D  D I RE  B AT 
  CR  4 
  N Large animal 
  Init +6; Senses Listen +13, Spot +9; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 100 (10 HD)  
  Fort +11, Ref +13, Will +9 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +9 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14 
  Abilities Str 17, Dex 22, Con 18, Int 2, Wis 14, Cha 6 
  Feats Alertness, Flyby Attack, Stealthy, Wingover  
  Skills Hide +4, Listen +13, Move Silently +15, Spot +9 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
   
  
  APPENDIX 6 – APL 14 
   
  ENCOUNTER 1 
   
   
   
   
  T W E L V E-H E AD E D  P Y R O-H Y D R A O F  L E G E N D  CR  
  15 
  N Huge Native Outsider (Fire) 
  Init +8; Senses Listen +10, Spot +11; Darkvision 60 ft., 
  low-light vision, scent 
  AC 31, touch 13, flat-footed 26 
   (-2 size, +4 Dex, +18 natural, +1 dodge) 
  hp 180 (12 HD); fast healing 22  
  Immune Fire, polymorph, and mind-affecting effects 
  Fort +21, Ref +16, Will +14 
  Weakness 50% greater damage from cold 
  Speed 40 ft. (8 squares), Swim 40 ft. 
  Melee 12 bites +23 (2d8+11) or 13 bites +23 (2d8+11) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +31  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 33, Dex 18, Con 30, Int 4, Wis 12, Cha 13 
  SQ Haste, Raging Blood 
  Feats Blind-Fight, Combat Reflexes 
  B, Improved 
  Initiative B, Improved Natural Attack (bite), Iron Will, 
  Multi-attack B, Toughness, Weapon Focus (bite)  
  Skills  Listen +10, Spot +11, Swim +19 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 26 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Haste (Su) A pyro-hydra of legend is supernaturally 
  quick. It is treated as under the effects of a 
  continuous haste effect. 
  Immunities (Ex) A pyro-hydra of legend is immune to 
  fire, polymorphing and mind-affecting effects. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Raging Blood (Su) A pyro-hydra of legend has acid in 
  its blood. Each time damage is dealt to it with a 
  piercing or slashing attack, its blood sprays outward 
  in a 5-foot cone, dealing 1d4 points of acid damage. 
  The pyro-hydra is not harmed by its own blood. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual, Monster Manual II 
   
  T W E L V E-H E AD E D  H AL F-B LACK D R AG O N  P Y R O-
  H Y D R A 
  CR  15 
  CE Huge Dragon (Water, Fire) 
  Init +1; Senses Listen +17, Spot +17; Darkvision 60 ft., 
  low-light vision, scent 
  AC 26, touch 9, flat-footed 25 
   (-2 size, +1 Dex, +17 natural) 
  hp 165 (12 HD); fast healing 22  
  ULP8-02 Sundered Bonds 
   
  Page 70 
  
  Immune Fire, acid, sleep & paralysis 
  Fort +14, Ref +9, Will +6 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft., Fly 40 ft. 
  (average) 
  Melee 12 bites +21 (2d8+10) and 2 claws +16 (1d8+5) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +30  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 31, Dex 12, Con 22, Int 4, Wis 10, Cha 11 
  Feats Blind-Fight, Combat Reflexes B, Improved Natural 
  Attack (bite), Iron Will, Toughness, Weapon Focus 
  (bite)  
  Skills  Listen +17, Spot +17, Swim +33 
  Acid Breath Weapon (Su) A half-black dragon pyro-
  hydra can breathe a 60-foot line of acid 1/day. The 
  breathe deals 6d8 points of acid damage. Reflex 
  save DC 22 half. This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Fire Breath Weapon (Su) A pyro-hydra can breathe 
  jets of fire 10 feet high, 10 feet wide, and 20 feet long. 
  All heads breathe once every 1d4 rounds. Each jet 
  deals 3d6 points of fire damage. Reflex save DC 22 
  half. This save is constitution based.  
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold damage must be dealt 
  to the stump (a touch attack to hit) before the new 
  heads appear. A frost weapon (or similar effect) deals 
  its energy damage to the stump in the same blow in 
  which a head is severed. Cold damage from an area 
  effect (such as a cone of cold spell) may freeze 
  multiple stumps in addition to dealing damage to the 
  hydra’s body. A hydra does not die from losing its 
  heads until all its heads have been cut off and the 
  stumps seared by cold. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  blackish-brown reptile with a veritable forest of dragon-
  like heads on long, slender necks. From its back sprouts 
  a set of thick, leathery wings. 
  Sources Monster Manual 
   
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  X E R F I L S T Y X 
  CR  15 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses Listen +17, Spot +17; See in darkness 
  Aura fear (20-ft DC 22) 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft. 
  AC 36, touch 14, flat-footed 35 
   (-1 size, +1 Dex, +22 natural, +4 deflection) 
  hp 195 (15 HD); fast healing 5; DR/good or silver  
  Immune cold, fire, poison, [mind-affecting spells] 
  Resist acid 10; SR 22 [25 against good] 
  Fort +16 [20], Ref +10 [+14], Will +8 [+12] 
  Speed 50 ft. (10 squares), fly 60 ft. (poor), swim 50 ft. 
  Melee 2 claws +25 (1d6+9) and bite +23 (1d8+4) and 
  tail +21 (1d8+4) and gore +21 (1d8+4) or gore +25 
  (1d8+13 plus 2d6) with Powerful Charge 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +28 
  Atk Options Power Attack, blood drain, improved grab, 
  toss 
  Special Actions breath weapon, summon baatezu 
  Spell-Like Abilities (CL 15th): 
   At will— confusion (DC 19), dispel magic, hold 
  person (DC 17), greater teleport (self plus 50 
  pounds of objects only), wall of ice 
   3/day— cone cold (DC 20), ice storm, legend lore 
   1/day— insanity (DC 22), power word blind 
  Abilities Str 28, Dex 12, Con 25, Int 16, Wis 9, Cha 21  
  SQ blood drain, breath weapon, fear aura, improved 
  grab, toss, unholy aura [good melee attackers take 
  1d6 Strength damage, Fort save DC 23 negates] 
  ULP8-02 Sundered Bonds 
   
  Page 71 
  
  Feats Improved Initiative, Multiattack, Power Attack, 
  Powerful Charge, Weapon Focus (bite), Weapon 
  Focus (claw) 
  Skills Bluff +23, Concentration +25, Diplomacy +7, 
  Disguise +5 (+7 acting), Hide +15*, Intimidate +7, 
  Knowledge (arcane) +21, Knowledge (the planes) 
  +21, Listen +17, Move Silently +19, Search +21, 
  Spellcraft +23, Spot +17, Survival -1 (+1 on other 
  planes or to follow tracks), Swim +35 
  Blood Drain (Ex) A xerfilstyx drains blood from a 
  grappled opponent, dealing 1d6 points of Constitution 
  damage each round it maintains the hold. This ability 
  does not affect elementals, plants, or creatures that 
  lack a Constitution score. 
  Breath Weapon (Ex) 50-foot cone, damage15d8 
  (Reflex DC 24 half) and 1d6 Intelligence (Will DC 24 
  negates). Once a xerfilstyx uses this ability, it must 
  deal at least 6 points of Constitution damage with its 
  blood drain before using it again. 
  Fear Aura (Su) At the end of each of a xerfilstyx’s turns, 
  creatures within 20 feet of it must succeed on a DC 
  22 Will save or be panicked for 10 rounds. The save 
  DC is Charisma-based. 
  Improved Grab (Ex) To use this ability, a xerfilstyx must 
  hit an opponent of any size with a tail attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  Styxborn (Ex) Xerfilstyxes are immune to the effects of 
  the River Styx. 
  Summon Baatezu (Sp) Once per day, a xerfilstyx can 
  attempt to summon another xerfilstyx with a 50% 
  chance of success. This ability is the equivalent of a 
  7th-level spell (CL 15th). 
  Toss (Ex) If a xerfilstyx charges and hits a Medium or 
  smaller opponent with one of its attacks, it can make 
  a trip attempt as a free action without provoking 
  attacks of opportunity. If it succeeds in tripping its 
  opponent, it flings the opponent into the air, dropping 
  it 1d6 squares away in a random direction. Creatures 
  so affected take 1d6 points of falling damage. 
  Skills Xerfilstyxes have a +8 racial bonus on any Swim 
  check made to perform some special action or avoid 
  a hazard. They can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
   
  While submerged in water, a xerfilstyx has a +10 
  circumstance bonus on Hide checks. 
  Description This big creature blends the form of a devil 
  with a slug. Its human-like arms and torso are thick, 
  rippling with powerful muscles. Its head is terrifying, 
  equipped with a toothy maw and a pair of large horns 
  that curl out and up from the skull, and from its back two 
  massive leathery wings spread wide. Its lower half is a 
  pulsing sack of purple-blue flesh, similar in appearance 
  and shape to that of a slug. 
  Sources Fiendish Codex II 
   
  I C E  D E V I L  (G E L U G O N) 
  CR  13 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses Listen +25, Spot +25 
  Aura fear 10-ft. radius (Will DC 22) 
  Languages Infernal; telepathy 100 ft.  
  AC 36, touch 18, flat-footed 31 
   (-1 size, +5 Dex, +18 natural, +4 deflection) 
  hp 168 (14 HD); regeneration 5; DR 10/good  
  Immune fire, poison, [mind-effecting spells] 
  Resist acid 10, cold 10; SR 25 
  Fort +15 [+19], Ref +14 [+18], Will +15 [+19] 
  Speed 40 ft. (8 squares) 
  Melee spear +20/+15/+10 (2d6+9, x3 plus slow) and 
  bite +14 (2d6+3) and tail +14 (3d6+3 plus slow); or 2x 
  claws +19 (1d10+6) and bite +14 (2d6+3) and tail 
  +14 (3d6+3 plus slow) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +24 
  Atk Options Cleave, Power Attack 
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 13th): 
   At will— cone of cold (DC 20), fly, ice storm (DC 19), 
  greater teleport (self plus 50 pounds of objects 
  only), persistent image (DC 20), unholy aura (DC 
  23), wall of ice (DC 19) 
  Abilities Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20  
  SQ fear aura, regeneration, slow, summon baatezu, 
  unholy aura [good melee attackers take 1d6 Strength 
  damage, Fort save DC 23 negates] 
  Bolster unholy aura (CL 13th). 
  Feats Alertness, Cleave, Combat Reflexes, Power 
  Attack, Weapon Focus (spear)  
  Skills Bluff +22, Climb +23, Concentration +23, 
  Diplomacy +9, Disguise +5 (+7 acting), Intimidate 
  +24, Jump +27, Knowledge (arcana) +23, Knowledge 
  (dungeoneering) +23, Knowledge (the planes +23, 
  Listen +25, Move Silently +22, Search +23, Sense 
  Motive +23, Spellcraft +25, Spot +25, Survival +6 (+8 
  to follow tracks) 
  Possessions combat gear plus large spear 
  Fear Aura (Su) An ice devil can radiate a 10-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 22 Will save or be affected as 
  though by a fear spell (CL 13th). A creature that 
  successfully saves cannot be affected again by the 
  same ice devil’s aura for 24 hours. Other baatezu are 
  immune to the aura. The save DC is Charisma-
  based. 
  Regeneration (Ex) An ice devil takes normal damage 
  from good-aligned weapons and from spells or effects 
  with the good descriptor. 
  Slow (Su) A hit from an ice devil’s tail or spear induces 
  numbing cold. The opponent must succeed on a DC 
  23 Fortitude save or be affected as though by a slow 
  spell for 1d6 rounds. This save DC is Constitution-
  based. 
  Summon Baatezu (Sp) Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils, 2d4 bone devils with a 50% chance of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th-level 
  spell. 
  Description This creature looks like a tall, bipedal 
  insect. It has clawed hands and feet, powerful 
  ULP8-02 Sundered Bonds 
   
  Page 72 
  
  mandibles, and a long, thick tail covered in razor sharp 
  spikes. 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  15 
  Male hobgoblin druid 10/earth dreamer 5 
  NE Medium humanoid (goblinoid) 
  Init +2 (+4); Senses Listen +6, Spot +6; Darkvision 60-
  ft., Earth Sense, earth sight, lesser tremor sense 
  Languages Common, druidic, goblin, terran  
  AC 30, touch 11, flat-footed 29 
   (+1 Dex, +10 armor, +4 shield, +5 natural) 
  hp 120 (150) (15 HD); DR 10/adamantine 
  Immune Poison 
  Resist acid 30, fire 5  
  Fort +20 (+22), Ref +12 (+14), Will +23 
  Speed 30 ft. in plate armor (6 squares), base movement 
  30 ft.; Earth Glide 
  Melee +1 scimitar +13/+8 (1d6+4, 18-20/x2) 
  Ranged acid flask +12 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 (+12) 
  Combat Gear acid flask, potion of cure serious wounds 
  Druid Spells Prepared (CL 15th): 
   8th— bombardment (DC 26) 
   7th— aura of vitality, 2x summon nature’s ally VII 
   6th— 4x superior resistance 
   5th— cure critical wounds, 4x stoneskin 
   4th— arc of lightning (DC 22), cure serious wounds, 
  dispel magic, flame strike (DC 21), freedom of 
  movement  
   3rd— corona of cold, cure moderate wounds, energy 
  vortex, 3x greater magic fang, poison (DC 24) 
   2nd— 4x barkskin, earth bind (DC 19), heat metal (DC 
  19), resist energy 
   1st— 2x cure light wounds, faerie fire, 2x longstrider, 
  magic stone (+11 ranged), produce flame (+10 
  ranged touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 17), guidance 
  Abilities Str 13 (17), Dex 14 (18), Con 16 (20), Int 8, 
  Wis 24, Cha 10  
  SQ earth dream, earth friend, earth sight, elemental 
  companion, lesser tremor sense, resist nature’s lure, 
  trackless step, venom immunity, wild shape (large) 
  4/day, woodland stride 
  Bolster aura of vitality (CL 15th), barkskin (CL 15th), 
  freedom of movement (CL 15th), longstrider (CL 15th), 
  resist energy – acid (CL 15th), stoneskin (CL 15th), 
  superior resistance (CL 15th) 
  Feats Armor Proficiency (heavy), Augment Summoning, 
  Earth Sense, Mobile Spellcasting, Spell Focus 
  (conjuration), Steady Concentration 
  Skills  Concentration +21 (+23), Hide +3 (+5), 
  Knowledge (nature) +9, Knowledge (the planes) +3, 
  Speak Language (terran), Spellcraft +19, Survival +8 
  Possessions combat gear plus +6 periapt of wisdom, 
  +2 red dragonhide full plate, crimson dragonhide 
  bracers, summoner’s totem, +2 heavy red dragonhide 
  shield, +1 scimitar, dagger, 2x spell component 
  pouch. 
  Earth Dream (Sp) By attuning himself to the earth, an 
  earth dreamer can pull knowledge from mountains. 
  This ability works like the divination spell in many 
  ways, allowing an earth dreamer to ask one and 
  receive a short, often cryptic, answer. An earth 
  dreamer’s chance of receiving a correct answer is 
  equal to 70% + 2% per class level, and the dream 
  only reveals correct answers. 
   
  The earth dream ability can be used only to answer 
  questions that are connected to the mountains in 
  some way. In general, the dreamer can get answers 
  to questions about creatures, objects, and locations 
  within 50 miles of a mountain, including underground 
  or hidden locations. As with augury and divination 
  spells, multiple uses of this ability regarding the same 
  topic by the same earth dreamer use the same dice 
  result and reveal the same answer each time. 
   
  Using this ability takes 10 minutes, and the earth 
  dreamer can use it once per day. 
  Earth Friend (Ex) An earth dreamer knows how to get 
  along well with earth creatures. Creatures with the 
  earth subtype automatically react to an earth dreamer 
  in a friendlier manner than they normally would; their 
  initial attitude is improved by one step. 
  Earth Glide (Su) An earth dreamer can move through 
  earth like an earth elemental, gliding through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. This burrowing 
  leaves behind no tunnel or hole, nor does it create 
  any ripple or other signs of its presence. A move 
  earth spell cast on the area containing an earth 
  gliding earth dreamer flings the dreamer back 30 feet, 
  stunning her for 1 round unless he succeeds on a DC 
  15 Fortitude save. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 (8) rounds. 
  Earth Sight (Ex) An earth dreamer can see through 
  stone, dirt, or almost any other sort of earth except 
  metal to a range of 30 feet, as easily as if the 
  substance weren’t there. The earth dreamer can still 
  see the stone or earth as a ghostly outline, so he can 
  avoid walking into walls and can otherwise function 
  normally. This ability does not give an earth dreamer 
  any special ability to see in darkness or into unlit 
  areas. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 (8) rounds. 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Large earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  ULP8-02 Sundered Bonds 
   
  Page 73 
  
  Lesser Tremorsense (Ex) An earth dreamer is so in 
  tune with the earth that he gains the tremorsense 
  ability with a range of 10 feet. 
  Description You see an aged, but toughened hobgoblin 
  dressed in armor made from the scales of a red dragon 
  and carrying a wooden shield. A scimitar hangs at its 
  side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Large earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +6, Spot +5; 60-ft. Darkvision 
  Languages Terran  
  AC 23, touch 8, flat-footed 23 
   (-1 size, -1 Dex, +15 natural) 
  hp 80 (8 HD); DR 5/-, DR 10/adamantine  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee 2x slam +15 (2d8+10 magic) 
  Ranged rock +5 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17 
  Atk Options Cleave, great cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11  
  SQ Devotion, elemental traits, share spell 
  Bolster barkskin (CL 15th), greater magic fang (CL 15th), 
  longstrider (CL 15th), stoneskin (CL 15th)  
  Feats Cleave, Great Cleave, Power Attack  
  Skills Listen +5, Spot +6 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  G R E ATE R  E AR T H  E L E M E N T AL CR  - 
  N Huge greater earth elemental (earth, extraplanar)  
  Init -1 (+1); Senses Listen +14, Spot +14; 60-ft. 
  Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 21 
   (-2 size, +1 Dex, +13 natural) 
  hp 273 (315) (21 HD); DR 10/-  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +17 (+19), Ref +4 (+6), Will +7 
  Speed 30 ft. (6 squares); Earth glide 
  Melee 2x slam +30 (2d10+17 magic) 
  Ranged rock +16 (1d8+14)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +31 (+33) 
  Atk Options Awesome blow, cleave, great cleave, 
  improved bull rush, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 35 (39), Dex 8 (12), Con 25 (29), Int 8, Wis 
  11, Cha 11  
  SQ Elemental traits 
  Bolster aura of vitality (CL 15th), greater magic weapon 
  (CL 15th) 
  Feats Alertness, Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Iron Will, Power Attack  
  Skills Listen +14, Spot +14 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  ULP8-02 Sundered Bonds 
   
  Page 74 
  
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  11 
  Male hobgoblin Fighter 2/Rogue 4/Master Thrower 5  
  LE Medium humanoid (goblinoid) 
  Init +4 (+6); Senses Listen +6, Spot +14; Darkvision 60-
  ft. 
  Languages Common, goblin, orcish 
  AC 27, touch 16, flat-footed 27; Uncanny Dodge 
   (+6 Dex, +6 armor, +5 natural) 
  Miss Chance 50% (invisibility) 
  hp 85 (107) (11 HD); DR 10/adamantine  
  Fort +13 (+15), Ref +18 (+20), Will +8; Improved 
  Evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 falchion +16/+11 (2d4+8, 18-20/x2) or mwk 
  scimitar +16/+11 (1d6+5, 18-20/x2) 
  Ranged +1 force javelin +18/+13 (1d6+6, 19-20/x2) or 
  +1 force javelin rapid shot +16/+16/+11 (1d6+6, 19-
  20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 (+15) 
  Atk Options Point-blank shot, ranged disarm, snatch 
  arrows, sneak attack +2d6, trip shot (+10) 
  Combat Gear gloves of endless javelins, potion of cure 
  moderate wounds, potion of invisibility, +2 speed 
  mithral shirt 
  Abilities Str 16 (20), Dex 18 (22), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Improved Evasion, sneaky shot, trapfinding, 
  trapsense +1, uncanny dodge 
  Bolster augment vitality (CL 15th), barkskin (CL 15th), 
  invisibility (CL 3rd), stoneskin (CL 15th), superior 
  resistance (CL 15th) 
  Feats Farshot B, Precise Shot B, Point-blank Shot, Quick 
  Draw B, Ranged Disarm (javelin), Rapid Shot, Snatch 
  Arrows B, Weapon Focus (javelin) 
  Skills Balance +11 (+13), Escape Artist +13 (+15), Hide 
  +11 (+13), Jump +18 (+20), Listen +6, Move Silently 
  +14 (+16), Sleight of Hand +18 (+20), Spot +14, 
  Tumble +20 (+22) 
  Possessions combat gear plus +1 falchion, masterwork 
  scimitar, falchion. 
  Critical Throw (Ex) A master thrower gains the 
  Improved Critical feat for any thrown weapon with 
  which he has Weapon Focus. 
  Sneaky Shot (Ex) Just before making a ranged attack, 
  a master thrower with this ability can use a move 
  action to make a Sleight of Hand check opposed by 
  his target’s Spot check. If he wins the opposed check, 
  his opponent is denied his Dexterity bonus to armor 
  class against the attack. 
  Trip Shot (Ex) A master thrower with this ability may 
  use a thrown weapon to make a trip attempt against 
  an opponent farther than 5 feet away. The character 
  makes a normal attack against the opponent with a 
  thrown weapon. If the attack succeeds, in addition to 
  doing damage as normal, the master throw makes a 
  Dexterity check with a +4 bonus opposed by the 
  opponent’s Dexterity check or Strength check 
  (whichever ability score has the higher modifier) 
  Other modifiers may apply on this opposed check 
  (see page 158 of the Player’s Handbook). If the 
  master thrower wins the opposed check, the 
  opponent is tripped. The benefit of this ability does 
  not stack with the benefit of the Improved Trip feat. 
  Weak Spot (Ex) When using a thrown weapon against a 
  target of her size or larger, the master thrower can 
  make a ranged touch attack instead of a normal 
  attack. If the attack hits, the master thrower does not 
  apply his strength bonus to damage. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  11 
  Male hobgoblin Fighter 6/Monk 2/Exotic Weapon Master 
  3 
  LE Large humanoid (goblinoid) 
  Init +3 (+4); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 25, touch 13, flat-footed 21; Combat Expertise, 
  Deflect Arrows, Dodge, Mobility 
   (-1 size, +4 Dex, +7 armor, +5 natural) 
  Miss Chance 50% (displacement) 
  hp 99 (121) (11 HD); DC 10/adamantine  
  Fort +20 (+22), Ref +15 (+16), Will +12; Evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine living chain +17/+12 (2d6+12) or 
  +1 
  adamantine 
  living 
  chain 
  flurry 
  of 
  strikes 
  +15/+15/+10 (2d6+12) or unarmed strike +15/+10 
  (1d8+6) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +10; Grp +17 (+24) 
  Atk Options Combat Expertise, combat reflexes, flurry 
  of strikes, improved grapple, improved trip (+18) 
  Combat Gear belt of growth, potion of displacement  
  Abilities Str 16 (22), Dex 16 (18), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Evasion, exotic reach, flurry of strikes, trip attack, 
  unarmed strike 
  Bolster augment vitality (CL 15th), barkskin (CL 15th), 
  displacement (CL 5th), enlarge person (CL 10th), 
  stoneskin (CL 15th), superior resistance (CL 15th) 
  Feats Combat Expertise B, Combat Reflexes, Deflect 
  Arrows B, Dodge, Exotic Weapon Proficiency (spiked 
  chain), Improved Grapple B, Improved Trip, Mobility B, 
  Weapon 
  Focus 
  (spiked 
  chain) 
  B, 
  Weapon 
  Specialization (spiked chain) B 
  ULP8-02 Sundered Bonds 
   
  Page 75 
  
  Skills Balance +10 (+11), Craft (weaponsmithing) +15, 
  Jump +17 (+20), Move Silently +12 (+13), Spot +5, 
  Tumble +16 (+17) 
  Possessions combat gear plus +1 adamantine living 
  chain, masterwork spiked chain, +3 mithral shirt, 
  lesser weapon crystal of return, spiked chain 
  Exotic Reach (Ex) When wielding an exotic weapon 
  with reach the character may make an attack of 
  opportunity against a foe that provokes such an 
  attack even if the foe has cover (but never total 
  cover). 
  Flurry of Strikes (Ex) When wielding an exotic double 
  weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make 
  a flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a _2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with 
  either end of the double weapon. 
  Trip Attack (Ex) An exotic weapon master can use a 
  one-handed or two-handed exotic weapon to make a 
  trip attack. If he is tripped during his own trip attempt, 
  he can drop the weapon to avoid being tripped. If the 
  exotic weapon master already allows its wielder to 
  make trip attacks, the character instead adds a +2 
  bonus on any trip attempt. 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
   
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  14 
  Male goblin Sorcerer 10/Fatespinner 4 
  LE Small humanoid (goblinoid) 
  Init +4; Senses Listen +1, Spot +1; Darkvision 60-ft., 
  arcane sight, see invisibility 
  Languages Common, goblin  
  AC 29, touch 19, flat-footed 25 
   (+1 size, +4 Dex, +6 armor, +4 natural, +4 deflection) 
  hp 56 (84) +28 temp. (14 HD); DR 10/adamantine 
  Immune Fear, poison, paralysis, sleep  
  Fort +13, Ref +14, Will +17 
  Speed 30 ft. (6 squares) 
  Melee small spear +10/+5 (1d6+1) 
  Ranged mwk small light crossbow +14 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +4 
  Atk Options Deny fate, empower spell, fickle finger of 
  fate, heighten spell, point-blank shot, resist fate, spin 
  destiny, spin fate 
  Combat Gear Burning veil, circlet of rapid casting, 
  potion of cure moderate wounds 
  Sorcerer Spells Known (CL 14th): 
   7th (3/day)— radiant assault (DC 22) 
   6th (5/day, 1 used)— chain lightning (DC 21), globe of 
  invulnerability 
   5th (6/day, 4 used)— draconic might, Rary’s telepathic 
  bond, reciprocal gyre (DC 20) 
   4th (7/day, 4 used)— dimensional anchor (+13 ranged 
  touch), greater invisibility, orb of fire (+13 ranged 
  touch, DC 19), stoneskin 
   3rd (7/day, 4 used)— arcane sight, enhance familiar, 
  greater mage armor, slow (DC 18) 
   2nd (7/day, 4 used)— dimension hop, false life, 
  glitterdust (DC 17), scorching ray (+13 range 
  touch), see invisibility 
   1st (7/day)— feather fall, lesser orb of fire (+13 
  ranged touch), magic missile, ray of clumsiness 
  (+13 ranged touch), shield 
   0 (6/day)— acid splash (+13 ranged touch), daze (DC 
  15), detect magic, detect poison, ghost sound (DC 
  15), mage hand, ray of frost (+13 ranged touch), 
  read magic, resistance 
  Abilities Str 8 (12), Dex 18, Con 12 (16), Int 13, Wis 8, 
  Cha 20  
  SQ Deny fate, fickle finger of fate, resist fate, seal fate, 
  spin destiny, spin fate, summon familiar 
  Bolster arcane sight (CL 14th), draconic might (CL 15th), 
  extended shield of faith (CL 15th), false life (CL 14th), 
  fortunate fate (CL 14th), freedom of movement (CL 
  15th), globe of invulnerability (CL 14th), greater mage 
  armor (CL 14th), heroes’ feast (CL 14th), Rary’s 
  telepathic bond (CL 14th), see invisibility (CL 14th), 
  stoneskin (CL 14th), superior resistance (CL 15th) 
  Feats Alertness B, Empower Spell, Heighten Spell, 
  Improved 
  Familiar, 
  Point-blank 
  shot, 
  Rapid 
  Metamagic  
  Skills  Concentration +18 (+20), Hide +8, Knowledge 
  (arcane) +13, Listen +1, Move Silently +8, Profession 
  (gambler) +3, Ride +9 , Spellcraft +16, Spot +1  
  Possessions combat gear plus +4 cloak of charisma, 
  +2 gauntlets of dexterity, +1 ring of protection, small 
  spear, masterwork small light crossbow, 10 bolts, 
  exotic military saddle, 2x spell component pouch. 
  Deny Fate (Ex) A fatespinner has a better chance of 
  beating the odds should he ever be rendered 
  unconscious and dying. Once per day, on the first 
  occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same 24-hour period are made normally. 
  Fickle Finger of Fate (Ex) A fatespinner gains the 
  ability to affect the luck of others. Once per day as an 
  immediate action, he can force any other creature – 
  friend or foe – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to 
  be affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the original 
  roll. 
  Resist 
  Fate 
  (Ex) 
  A 
  fatespinner 
  embraces 
  his 
  extraordinary good luck. Once per day, he can reroll 
  one roll that he has just made. He must abide by the 
  result of the reroll, even if it’s worse than the original 
  roll. 
  Spin 
  Destiny 
  (Ex) 
  A 
  fatespinner 
  more 
  clearly 
  comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s DC, but the 
  fatespinner can how add spin to any skill check, 
  ULP8-02 Sundered Bonds 
   
  Page 76 
  
  attack roll, or saving throw that he attempts on a 
  point-for-point basis. However, the spin utilized 
  comes from the same limited reservoir of karma 
  storage that allows him to adjust the DC of his spells. 
  He must apply the bonus before making the roll. 
  Spin Fate (Ex) A mage of many fates understands that 
  “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin.” 
  Each day, a fatespinner can use a number of points 
  of spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boos the save DC of a spell he casts, adding some 
  or all his spin to the DC, on a point-for-point basis. 
  Once he uses his spin for the day, his ability to tinker 
  with probability in this fashion is also exhausted for 
  the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  Sources Player’s Handbook II, Spell Compendium 
   
  N I BBLE,  F AM I L I AR I M P 
  CR  - 
  LE tiny outsider (evil, extraplanar, lawful) 
  Init +3; Senses Listen +7, Spot +7; Darkvision 60-ft., 
  see invisibility  
  Languages Diabolic  
  AC 32, touch 17, flat-footed 27; Dodge 
   (+2 size, +3 Dex, +2 Dodge, +6 armor +9 natural) 
  hp 28 (42) +28 temp. (14 HD); DR 10/adamantine, DR 
  5/good or silver, fast healing 2 
  Immune Fear, poison 
  Resist fire 5 
  Fort +6, Ref +9, Will +15; Improved Evasion 
  Speed 20 ft. (4 square), fly 50 ft. (perfect) 
  Melee Sting +15 (1d4+2 plus poison) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +7; Grp -1 
  Combat Gear Tan Bag of Tricks 
  Spell-Like Abilities (CL 6th): 
   1/week— commune (CL 12th) 
   1/day— suggestion (DC 15) 
   At will— detect good, detect magic, invisibility (self 
  only) 
  Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14  
  SQ Alternate form, deliver touch spells, empathic link, 
  improved evasion, share spells, speak with master 
  Bolster enhance familiar (CL 14th), false life (CL 14th), 
  greater mage armor (CL 14th), heroes’ feast (CL 14th), 
  Rary’s telepathic bond (CL 14th), see invisibility (CL 
  14th), stoneskin (CL 14th) 
  Feats Dodge, Weapon Finesse  
  Skills Concentration +17, Diplomacy +7, Hide +17, 
  Knowledge (arcane) +12, Knowledge (the planes) +6, 
  Listen +7, Move Silently +9, Profession (gambler) +6, 
  Ride +4, Search +6, Spellcraft +17, Spot +7, Survival 
  +1 (+3 to follow tracks) 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 13), except 
  that an imp does not regain hit points for changing 
  form, and this imp can assume only the form of a bat. 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
  Description A tiny humanoid with leathery batwings, a 
  barbed tail, and sharp, twisted horns flutters at about 
  eye level, winking into sight from out of thin air. 
   
  H ULUCK T R O N E 
  CR  14 
  Female goblin Cleric of Maglubiyet 14 
  LE Size humanoid (goblinoid) 
  Init +4; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 31, touch 15, flat-footed 31 
   (+1 size, +11 armor, +5 shield, +4 deflection) 
  hp 84+12 temp. (14 HD); DR 10/adamantine 
  Immune Fear, poison 
  Resist Fire 30  
  Fort +15, Ref +10, Will +23 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft.; air walk 
  Melee small light mace +12/+7 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +6 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord, potion of remove 
  blindness 
  Cleric Spells Prepared (CL 14th, **+1 caster level with 
  abjuration spells): 
   7th— blasphemy D* (DC 28), 2x fortunate fate 
   6th— greater dispel magic*, heroes’ feast, mislead D, 
  2x superior resistance* 
   5th— dispel good D*/** (+12 touch, DC 22), flame 
  strike (DC 22), mass cure light wounds, true seeing, 
  zone of revelation  
   4th— air walk, 3x freedom of movement**, greater 
  magic weapon, unholy blight D* (DC 21) 
   3rd— magic circle against good 
  D*/**, 6x magic 
  vestment 
   2nd— 3x extended shield of faith*, invisibility D, resist 
  energy, silence (DC 19), sound burst (DC 19), 
  spiritual weapon (+16 attack) 
   1st— 2x cure light wounds, 2x doom (DC 18), 
  protection 
  from 
  good 
  D*/**, 
  2x 
  resurgence*, 
  sanctuary  
   0— create water, cure minor wounds x3, detect 
  magic, resistance* 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 11, Dex 10, Con 10, Int 12, Wis 24, Cha 12  
  Bolster air walk (CL 14th), extended shield of faith (CL 
  15th), fortunate fate (CL 14th), freedom of movement 
  (CL 15th), heroes’ feast (CL 14th), magic circle against 
  good (CL 15th), 2x magic vestment (CL 14th), Rary’s 
  ULP8-02 Sundered Bonds 
   
  Page 77 
  
  telepathic bond (CL 14th), resist energy – fire (CL 
  14th), stoneskin (CL 14th), superior resistance (CL 
  15th) 
  Feats 
  Dampen 
  Spell, 
  Extend 
  Spell, 
  Improved 
  Counterspell, Improved Initiative, Magic Disruption  
  Skills  Concentration +17, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +10, Spellcraft +20 
  Possessions combat gear plus +6 periapt of wisdom, 
  +1 small plate armor, +1 cloak of resistance, 
  masterwork small heavy wooden shield, ring of 
  feather falling, small light mace, 2x iron holy symbol, 
  exotic military saddle, small dagger, 2x spell 
  component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  14 
  Female goblin Fighter 8/Cavelier 6 (bolstered) 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +0; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 29, touch 18, flat-footed 26 
   (+1 size, +3 Dex, +11 armor, +4 deflection) 
  hp 157+12 temp. (14 HD); DR 10/adamantine 
  Immune Fear, poison 
  Fort +16, Ref +9, Will +12 
  Speed 20 ft. in mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee 
  +3 
  small 
  adamantine 
  lance 
  +27/+22/+17 
  (1d6+10+1d6 electrical, 19-20/x4) or mwk small 
  greatsword +19/+14/+9 (1d10+6, 19-20/x2) 
  Ranged mwk small composite longbow +20/+15/+10 
  (1d6+2, x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +14; Grp +12 (+14) 
  Atk Options Blindfight, Deadly Charge 3/day, Full 
  Mounted Attack, Mounted Combat, Power Attack, 
  Ride-by Attack, Spirited Charge 
  Combat Gear 2x potion of cure moderate wounds, 
  potion of bull’s strength, riding boots 
  Abilities Str 14 (18), Dex 16, Con 16, Int 12, Wis 10, 
  Cha 6  
  SQ Burst of speed, courtly knowledge, deadly charge 
  3/day, full mounted attack, mounted weapon bonus 
  (lance & sword) +2, ride bonus +4, Special mount 
  Bolster bull’s strength (CL 3rd), extended shield of faith 
  (CL 15th), freedom of movement (CL 15th), greater 
  magic weapon (CL 14th), heroes’ feast (CL 14th), 
  magic vestment (CL 14th), Rary’s telepathic bond (CL 
  14th), stoneskin (CL 14th)  
  Feats Blindfight B, Greater Weapon Focus (lance) B, 
  Improved Critical (lance), Iron Will, Mounted Combat, 
  Power Attack, Ride-by Attack B, Spirited Charge B, 
  Weapon Focus (lance), Weapon Specialization 
  (lance) B  
  Skills Handle Animal +15, Hide +4, Knowledge (nobility 
  and royalty) +18, Move Silently +4, Ride +35 
  Possessions combat gear plus +1 small mithral full 
  plate, +1 small adamantine lance, lesser weapon 
  crystal of electrical assault, riding boots, +2 amulet of 
  health, +2 cloak of resistance, ring of feather fall, 
  exotic military saddle, masterwork small greatsword, 
  masterwork 
  strength 
  adjusted 
  small 
  composite 
  longbow [+2], quiver w/20 arrows, small lance. 
  Burst of Speed (Ex) A cavalier can urge her mount to 
  greater than normal speed when charging. This ability 
  doubles the maximum distance the mount can travel 
  when making a charge, up to four times its speed. 
  This ability can be used once per day without penalty 
  to the mount. Each additional use of the ability in a 
  single day requires the mount to make a DC 20 Will 
  save immediately after the conclusion of the charge; 
  failure results in the mount taking 2d6 points of 
  damage. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Deadly Charge (Ex) When mounted and using the 
  charge action, a cavalier may declare a “deadly 
  charge” before making his attack roll (thus, a failed 
  attack ruins the attempt). If she hits, she deals triple 
  damage with a melee weapon (or quadruple damage 
  with a lance). This ability does not stack with the 
  benefit o the Spirited Charge feat. 
  Full Mounted Combat (Ex) A mounted cavalier can 
  make a full attack when his mount moves more than 
  5 feet but no farther than a single move action would 
  carry it. The cavalier cannot combine this full attack 
  with a charge. 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks. 
  Special Mount (Sp) A cavalier’s class levels stack with 
  any paladin levels the character may have for 
  determining the characteristics o a paladin’s mount. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Complete Warrior, Magic Item Compendium 
  ULP8-02 Sundered Bonds 
   
  Page 78 
  
  ULP8-02 Sundered Bonds 
   
  Page 79 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  12 
  Male goblin duskblade 12 (bolstered) 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 28, touch 16, flat-footed 23; Combat Expertise 
   (+1 size, +5 Dex, +8 armor, +4 shield) 
  hp 84 (96)+12 temp. ea (12 HD)  
  Immune Fear, poison 
  Fort +10 (+11), Ref +9 (+10), Will +10 
  Speed 30 ft. (6 squares) 
  Melee +3 adamantine rapier +23/+18/+13 (1d4+5), 15-
  20/x2) 
  Ranged mwk composite longbow [+1] +20/+15/+10 
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +9 (+10) 
  Atk 
  Options 
  Arcane 
  channeling, 
  arcane 
  strike, 
  blindfight, combat expertise, spell power +3 
  Special Actions Quick cast 2/day 
  Combat Gear Potion of cure moderate wounds 
  Duskblade Spells Known (CL 12th): 
   3rd (6/day, 2 used)— dispelling touch (+19 touch), 
  greater magic weapon, keen edge, vampiric touch 
  (+19 touch)  
   2nd (9/day, 1 used)— animalistic power, Bigby’s 
  striking fist (DC 15), dimension hop, surestrike  
   1st (9/day)— blade of blood, ray of enfeeblement (+19 
  ranged touch), shocking grasp (+19 touch), stand, 
  swift expeditious retreat  
   0 (6/day)— acid splash (+19 ranged touch), disrupt 
  undead (+19 ranged touch), ray of frost (+19 
  ranged touch), touch of fatigue (+19 touch, DC 13) 
  Spell-Like Abilities (CL 12th): 
   0 (5/day)— dancing lights (DC 13), detect magic, 
  flare (DC 13), ghost sound (DC 13), read magic 
  Abilities Str 12 (14), Dex 19 (21), Con 12 (14), Int 16, 
  Wis 10, Cha 6  
  SQ Arcane channeling, armored mage (medium, heavy 
  shield), quick cast 2/day, spell power +3 
  Bolster animalistic power (CL 12th), greater magic 
  weapon (CL 12th), heroes’ feast (CL 14th), keen edge 
  (CL 12th), Rary’s telepathic bond (CL 14th)  
  Feats Arcane Strike, Blindfight, Combat Casting B, 
  Combat Expertise, Weapon Finesse, Weapon Focus 
  (rapier)  
  Skills 
  Concentration 
  +16 
  (+21), 
  Hide 
  +7 
  (+8), 
  Knowledge (arcana) +18, Move Silently +7 (+8), Ride 
  +23 (+24), Spellcraft +20 
  Possessions combat gear plus +2 small mithral 
  breastplate, +2 small heavy mithral shield, +1 
  adamantine rapier, ring of feather fall, +2 headband 
  of intellect, +1 cloak of protection, small masterwork 
  composite longbow [+1], quiver w/20 arrows, small 
  short sword, small dagger, 2x spell component 
  pouch. 
  Arcane Channeling (Su) Duskblades can use a 
  standard action to cast any touch spell they know and 
  deliver the spell through his weapon with a melee 
  attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
  Armored Mage (medium, heavy shield) (Ex) A 
  duskblade’s limited focus and specialized training 
  allows him to avoid arcane spell failure so long as he 
  sticks to light or medium armor and light or heavy 
  shields. This ability does not apply to spells gained 
  from a different spellcasting class. 
  Quick cast (Ex) A duskblade can cast two spells each 
  day as a swift action, so long as the casting time of 
  the spell is 1 standard action or less. 
  Spell Power (Ex) Duskblades can more easily 
  overcome the spell resistance of any opponent he 
  successfully injures with a melee attack. If a 
  duskblade has injured an opponent with a melee 
  attack, you gain a +2 bonus on his caster level check 
  to overcome spell resistance for the remainder of the 
  encounter.  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Complete Scoundrel, Complete Warrior, 
  Player’s Handbook II 
   
  AD V AN C E D  D I RE  B AT 
  CR  4 
  N Large animal 
  Init +6; Senses Listen +13, Spot +9; Blindsense 40-ft. 
  Languages None  
  AC 20, touch 15, flat-footed 14 
   (-1 size, +6 Dex, +5 natural) 
  hp 100 (10 HD)  
  Fort +11, Ref +13, Will +9 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +9 (1d8+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14 
  Abilities Str 17, Dex 22, Con 18, Int 2, Wis 14, Cha 6 
  Feats Alertness, Flyby Attack, Stealthy, Wingover  
  Skills Hide +4, Listen +13, Move Silently +15, Spot +9 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
   
   
  
  APPENDIX 7 – APL 16 
   
  ENCOUNTER 1 
   
   
   
   
  T W E L V E-H E AD E D  P Y R O-H Y D R A O F  L E G E N D  CR  
  15 
  N Huge Native Outsider (Fire) 
  Init +8; Senses Listen +10, Spot +11; Darkvision 60 ft., 
  low-light vision, scent 
  AC 31, touch 13, flat-footed 26 
   (-2 size, +4 Dex, +18 natural, +1 dodge) 
  hp 180 (12 HD); fast healing 22  
  Immune Fire, polymorph, and mind-affecting effects 
  Fort +21, Ref +16, Will +14 
  Weakness 50% greater damage from cold 
  Speed 40 ft. (8 squares), Swim 40 ft. 
  Melee 12 bites +23 (2d8+11) or 13 bites +23 (2d8+11) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +31  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 33, Dex 18, Con 30, Int 4, Wis 12, Cha 13 
  SQ Haste, Raging Blood 
  Feats Blind-Fight, Combat Reflexes 
  B, Improved 
  Initiative B, Improved Natural Attack (bite), Iron Will, 
  Multi-attack B, Toughness, Weapon Focus (bite)  
  Skills  Listen +10, Spot +11, Swim +19 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 26 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Haste (Su) A pyro-hydra of legend is supernaturally 
  quick. It is treated as under the effects of a 
  continuous haste effect. 
  Immunities (Ex) A pyro-hydra of legend is immune to 
  fire, polymorphing and mind-affecting effects. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Raging Blood (Su) A pyro-hydra of legend has acid in 
  its blood. Each time damage is dealt to it with a 
  piercing or slashing attack, its blood sprays outward 
  in a 5-foot cone, dealing 1d4 points of acid damage. 
  The pyro-hydra is not harmed by its own blood. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of heads on 
  long, slender necks. 
  Sources Monster Manual, Monster Manual II 
   
  T W E L V E-H E AD E D  H AL F-B LACK D R AG O N  P Y R O-
  H Y D R A 
  CR  15 
  CE Huge Dragon (Water, Fire) 
  Init +1; Senses Listen +17, Spot +17; Darkvision 60 ft., 
  low-light vision, scent 
  AC 26, touch 9, flat-footed 25 
   (-2 size, +1 Dex, +17 natural) 
  hp 165 (12 HD); fast healing 22  
  ULP8-02 Sundered Bonds 
   
  Page 80 
  
  Immune Fire, acid, sleep & paralysis 
  Fort +14, Ref +9, Will +6 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft., Fly 40 ft. 
  (average) 
  Melee 12 bites +21 (2d8+10) and 2 claws +16 (1d8+5) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +30  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 31, Dex 12, Con 22, Int 4, Wis 10, Cha 11 
  Feats Blind-Fight, Combat Reflexes B, Improved Natural 
  Attack (bite), Iron Will, Toughness, Weapon Focus 
  (bite)  
  Skills  Listen +17, Spot +17, Swim +33 
  Acid Breath Weapon (Su) A half-black dragon pyro-
  hydra can breathe a 60-foot line of acid 1/day. The 
  breathe deals 6d8 points of acid damage. Reflex 
  save DC 22 half. This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Fire Breath Weapon (Su) A pyro-hydra can breathe 
  jets of fire 10 feet high, 10 feet wide, and 20 feet long. 
  All heads breathe once every 1d4 rounds. Each jet 
  deals 3d6 points of fire damage. Reflex save DC 22 
  half. This save is constitution based.  
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold damage must be dealt 
  to the stump (a touch attack to hit) before the new 
  heads appear. A frost weapon (or similar effect) deals 
  its energy damage to the stump in the same blow in 
  which a head is severed. Cold damage from an area 
  effect (such as a cone of cold spell) may freeze 
  multiple stumps in addition to dealing damage to the 
  hydra’s body. A hydra does not die from losing its 
  heads until all its heads have been cut off and the 
  stumps seared by cold. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  blackish-brown reptile with a veritable forest of dragon-
  like heads on long, slender necks. From its back sprouts 
  a set of thick, leathery wings. 
  Sources Monster Manual 
   
  T W E L V E-H E AD E D  H AL F-W H I T E  D R AG O N  P Y R O-
  H Y D R A 
  CR  15 
  CE Huge Dragon (Cold, Fire) 
  Init +1; Senses Listen +17, Spot +17; Darkvision 60 ft., 
  low-light vision, scent 
  AC 26, touch 9, flat-footed 25 
   (-2 size, +1 Dex, +17 natural) 
  hp 165 (12 HD); fast healing 22  
  Immune Fire, cold, sleep & paralysis 
  Fort +14, Ref +9, Will +6 
  Speed 20 ft. (4 squares), Swim 20 ft., Fly 40 ft. 
  (average) 
  Melee 12 bites +21 (2d8+10) and 2 claws +16 (1d8+5) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +30  
  Atk Options Blind-Fight, Combat Reflexes 
  Special Actions Breath Weapon 
  Abilities Str 31, Dex 12, Con 22, Int 4, Wis 10, Cha 11 
  Feats Blind-Fight, Combat Reflexes B, Improved Natural 
  Attack (bite), Iron Will, Toughness, Weapon Focus 
  (bite)  
  Skills  Listen +17, Spot +17, Swim +33 
  Cold Breath Weapon (Su) A half-white dragon pyro-
  hydra can breathe a 30-foot cone of cold 1/day. The 
  breathe deals 6d8 points of cold damage. Reflex 
  save DC 22 half. This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Fire Breath Weapon (Su) A pyro-hydra can breathe 
  jets of fire 10 feet high, 10 feet wide, and 20 feet long. 
  All heads breathe once every 1d4 rounds. Each jet 
  deals 3d6 points of fire damage. Reflex save DC 22 
  half. This save is constitution based.  
  ULP8-02 Sundered Bonds 
   
  Page 81 
  
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of acid damage must be dealt 
  to the stump (a touch attack to hit) before the new 
  heads appear. A corrosive weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Acid damage from 
  an area effect (such as an acid fog spell) may seer 
  multiple stumps in addition to dealing damage to the 
  hydra’s body. A hydra does not die from losing its 
  heads until all its heads have been cut off and the 
  stumps seared by acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, pink 
  reptile with a veritable forest of dragon-like heads on 
  long, slender necks. From its back sprouts a set of thick, 
  leathery wings. 
  Sources Monster Manual 
   
   
  T W E L V E-H E AD E D  H AL F-F I E ND P Y R O- H Y D R A CR  
  16 
  NE Huge Native Outsider (Fire) 
  Init +3; Senses Listen +17, Spot +17; Darkvision 60 ft., 
  low-light vision, scent 
  AC 25, touch 11, flat-footed 22 
   (-2 size, +3 Dex, +14 natural) 
  hp 145 (12 HD); fast healing 22; DR 10/magic  
  Immune Fire, poison 
  Resist acid 10, cold 10, electricity 10; SR 22 
  Fort +14, Ref +11, Will +6 
  Weakness 50% greater damage from cold 
  Speed 20 ft. (4 squares), Swim 20 ft., Fly 20 ft. 
  (average) 
  Melee 12 bites +19 (2d8+8) and 2 claws +14 (1d8+4) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +28  
  Atk Options Blind-Fight, Combat Reflexes, Smite Good 
  Special Actions Breath Weapon, Spell-like Abilities 
  Spell-Like Abilities (CL 12th): 
   7th— Blasphemy (DC 17) 
   4th— Poison (DC 16) 3/day, unholy blight (DC 14) 
  1/day 
   3rd— Contagion (DC 13) 
   2nd— Darkness 3/day, desecrate 1/day 
  Abilities Str 24, Dex 16, Con 22, Int 6, Wis 10, Cha 11 
  Feats Blind-Fight, Combat Reflexes B, Improved Natural 
  Attack (bite), Iron Will, Toughness, Weapon Focus 
  (bite)  
  Skills  Concentration +13, Intimidate +7, Listen +17, 
  Spot +17, Survival +7, Swim +31 
  Breath Weapon (Su) A pyro-hydra can breathe jets of 
  fire 10 feet high, 10 feet wide, and 20 feet long. All 
  heads breathe once every 1d4 rounds. Each jet deals 
  3d6 points of fire damage. Reflex save DC 21 half. 
  This save is constitution based.  
  Fast Healing (Ex) Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Multiple Heads (Ex) Hydras can attack with all their 
  heads at no penalty, even if they move or charge 
  during the round. 
   
  A hydra can be killed either by severing all its heads 
  of by slaying its body. To sever a head, an opponent 
  must make a successful sunder attempt with a 
  slashing weapon. (The player should declare where 
  the attack is aimed before making the attack roll.) An 
  opponent can strike at a hydra’s heads from any 
  position in which he could strike at the hydra itself, 
  because the hydra’s heads writhe and whip about in 
  combat. An opponent can ready an action to attempt 
  to sunder a hydra’s head when the creature bites at 
  him. 
   
  Each of a hydra’s heads has hit points equal to the 
  creature’s full normal hit point total, divided by its 
  original number of heads. Losing a head deals 
  damage to the body equal to half the head’s full 
  normal hit points. A natural reflex seals the neck shut 
  to prevent further blood loss. A hydra can no longer 
  ULP8-02 Sundered Bonds 
   
  Page 82 
  
  attack with a severed head but takes no other 
  penalties. 
   
  Each time a head is severed, two new heads spring 
  form the stump in 1d4 rounds. A hydra can never 
  have more than twice its original number of heads at 
  any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To 
  prevent a severed head from growing back into two 
  heads at least 5 points of cold or acid damage must 
  be dealt to the stump (a touch attack to hit) before the 
  new heads appear. A frost weapon (or similar effect) 
  deals its energy damage to the stump in the same 
  blow in which a head is severed. Cold or acid 
  damage from an area effect (such as a cone of cold 
  spell) may freeze multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by cold or acid. 
   
   A hydra’s body can be slain just like any other 
  creature’s, but hydras possess fast healing and are 
  difficult to defeat in this fashion. Any attack that is not 
  (or cannot be) an attempt to sunder a head affects 
  the body. For example, area effects deal damage to a 
  hydra’s body, not to its heads. Targeted magical 
  effects cannot sever a hydra’s heads unless they deal 
  slashing damage or could be used to make sunder 
  attempts. 
  Skills Hydras have a +2 racial bonus on Listen and Spot 
  checks thanks to their multiple heads. 
   
  A hydra has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
  Feats A hydra’s Combat Reflexes feat allows it to use all 
  its heads for attacks of opportunity. 
  Description: This beast resembles some great, 
  reddish-brown reptile with a veritable forest of demonic-
  like heads on long, slender necks. From its back sprouts 
  a set of thick, leathery wings. 
  Sources Monster Manual 
  ENCOUNTER 6 – HELL’S KITCHEN 
   
  P AE LI RY O N 
  CR  18 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +7; Senses Listen +28, Spot +28; See in darkness, 
  see invisibility 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft., tongues  
  AC 35, touch 12, flat-footed 32 
   (-1 size, +3 Dex, +3 armor, +20 natural) 
  Miss Chance 50% (invisibility) 
  hp 270 (18 HD); DR 15/good and silver  
  Immune fire, poison, mind-effecting 
  Resist acid 10, cold 20; SR 26 
  Fort +20, Ref +14, Will +16 
  Speed 20 ft. (8 squares), burrow 20 ft., fly 100 ft. (poor); 
  Melee 2 claws +24 (1d6+7, 18-20/3x plus 1d4 Cha) and 
  bite +19 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with claws) 
  Base Atk +18; Grp +29 
  Atk Options deform 
  Special Actions belittle, intoxicating perfume, summon 
  baatezu 
  Spell-Like Abilities (CL 18th): 
   At 
  will— 
  charm 
  monster 
  (DC 
  19), 
  clairaudience/clairvoyance, greater dispel magic, 
  greater invisibility, greater teleport (self plus 50 
  pounds of objects only), hold monster (DC 20), 
  major image (DC 19), meteor swarm (DC 24), mind 
  blank, polymorph, suggestion (DC 18) 
   3/day— antilife shell, blasphemy (DC 22), enervation 
  (+20 range touch), greater command (DC 20), 
  greater prying eyes 
  Abilities Str 25, Dex 16, Con 28, Int 24, Wis 21, Cha 21  
  SQ augmented critical, belittle, deform, intoxicating 
  perfume 
  Bolster antilife shell (CL 18th), greater invisibility (CL 
  18th), mind blank (CL 18th) 
  Feats Alertness, Empower Spell-like Ability (meteor 
  swarm), Hover, Improved Initiative, Quicken Spell-like 
  Ability 
  (hold 
  monster), 
  Skill 
  Focus 
  (Gather 
  Information), Skill Focus (Knowledge [local]) 
  Skills Bluff +26, Concentration +30, Diplomacy +30, 
  Disguise +26 (+28 acting), Forgery +28, Gather 
  Information 
  +31, 
  Hide 
  +20, 
  Intimidate 
  +28, 
  Knowledge (arcane) +28, Knowledge Local +31, 
  Knowledge (the planes) +28, Listen +28, Move 
  Silently +24, Sense Motive +26, Spot +28, Survival 
  +5 (+7 on other planes) 
  Possessions combat gear plus bracers of armor +3 
  Augmented Critical (Ex) A paerliryon’s claws threaten 
  a critical hit on a natural 18-20, dealing triple damage 
  on a successful critical hit. 
  Belittle (Su) As a standard action, a paerliryon can 
  unleash a torrent of epitaphs and insults. All 
  nonbaatezu within a 60-foot cone must succeed on a 
  DC 24 Will save or be stunned for 1 round and 
  become shaken for 1d4 rounds thereafter. The save 
  DC is Charisma-like. 
   
  A creature that successfully saves cannot be affect 
  again by that same paeliryon’s belittle ability for 24 
  hours. 
  Deform (Ex) Creatures hit by a paeliryon’s claw attack 
  take 1d4 Charisma damage. 
  Intoxicating Perfume (Su) As the mind fog spell, but 
  the effect is centered on the paeliryon; at will; DC 24; 
  caster level 18th. The save DC is Charisma-based. 
   
  A creature that successfully saves cannot be 
  affected by a paeliryon’s intoxicating perfume for 24 
  hours. Baatezu are immune to this ability. 
  Retractable Claws (Su) As a free action, a paeliryon 
  can extend or retract its claws. When they are 
  extended, the paeliryon’s reach with its claw attacks 
  increases by 10 feet. 
  See Invisibility (Su) As the see invisibility spell; always 
  active; caster level 18th. 
  Summon Baatezu (Sp) Once per day, a paeliryon can 
  summon four lemurs, two bone devils or bearded 
  devils, or one erinyes, horned devil, or ice devil. This 
  ability is the equivalent of an 8th-level spell (CL 18th). 
  ULP8-02 Sundered Bonds 
   
  Page 83 
  
  Tongues (Su) As the tongues spell; always active; 
  caster level 18th. 
  Description This bloated fiend has a massive paunch 
  that hangs far below its waist. Where its warty pink flesh 
  shows through its black robes, curls of stinking mist rise. 
  The creature’s head is broad and monstrous. Its face 
  has two yellow porcine eyes above a wide mouth filled 
  with sharp teeth. Two bone ridges roll back along the 
  top of its head. The thing’s lips are painted a glossy red, 
  and blue eye shadow darkens its eyes in the manner of 
  a courtesan. 
  Sources Fiendish Codex II 
   
  H O R N E D  D E V I L  (C O R N U G O N) 
  CR  16 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +7; Senses Listen +22, Spot +22; See in darkness 
  Aura fear (5 ft. radius, DC 23) 
  Languages Infernal, Common; telepathy 100 ft. 
  AC 35, touch 16, flat-footed 28 
   (-1 size, +7 Dex, +19 natural) 
  hp 195 (15 HD); regeneration 5; DR 10/good and silver 
  Immune fire, poison, mind-affecting 
  Resist acid 10, cold 10; SR 28 
  Fort +16, Ref +16, Will +15 
  20 ft. (8 squares), fly 50 ft. (average); 
  Melee spiked chain +25/+20/+15 (2d6+15 plus stun) 
  and bite +22 (2d8+5) and tail +22 (2d6+5 plus 
  infernal wound); or 2 claws +24 (2d6+10) and bite 
  +22 (2d8+5) and tail +22 (2d6+5 plus infernal wound) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +15; Grp +29 
  Atk Options Cleave, improved sunder, power attack 
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 15th): 
   At will— dispel chaos (DC 21), dispel good (DC 21), 
  magic circle against good, greater teleport (self plus 
  50 pounds of objects only), persistent image 
   3/day— fireball (DC 19), lightning bolt (DC 19) 
   
  Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22  
  SQ Fear aura, infernal wound, stun 
  Feats Cleave, Improved Sunder, Iron Will, Multiattack, 
  Power Attack, Weapon Focus (spiked chain) 
  Bolster magic circle against good (CL 15th), mind blank 
  (CL 18th) 
  Skills  Bluff +24, Climb +28, Concentration +24, 
  Diplomacy +10, Disguise +6 (+8 acting), Hide +21, 
  Intimidate +26, Listen +22, Move Silently +23, Search 
  +20, Sense Motive +22, Spot +22, Survival +4 (+6 
  following tracks) 
  Possessions combat gear plus large spiked chain 
  Fear Aura (Su) A horned devil can radiate a 5-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 23 Will save or be 
  affected as though by a fear spell (caster level 15th). 
  A creature that successfully saves cannot be affected 
  again by the same horned devil’s aura for 24 hours. 
  Other baatezu are immune to the aura. The save DC 
  is Charisma-based. 
  Infernal Wound (Su) The damage a horned devil deals 
  with its tail attack causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 24 Heal check, a cure spell, or a 
  heal spell. However a character attempting to cast a 
  cure spell or a heal spell on a creature damaged by a 
  horned devil’s tail must succeed on a DC 24 caster 
  level check, or the spell has no effect on the injured 
  character. A successful Heal check automatically 
  stops the continuing hit point loss as well as restoring 
  hit points. The check DC is Constitution-based. 
  Regeneration (Ex) A horned devil takes normal 
  damage from good-aligned silvered weapons, and 
  from spells or effects with the good descriptor. 
  Stun (Su) Whenever a horned devil hits with a spiked 
  chain attack, the opponent must succeed on a DC 27 
  Fortitude save or be stunned for 1d4 rounds. The 
  save DC is Strength-based. This ability is a function 
  of the horned devil, not of the spiked chain. 
  Summon Baatezu (Sp) Once per day a horned devil 
  can attempt to summon 2d10 lemures or 1d6 
  bearded devils with a 50% chance of success, 1d6 
  barbed devils with a 35% chance of success, or 
  another horned devil with a 20% chance of success. 
  This ability is the equivalent of a 6th-level spell. 
  Description This creature is as big as an ogre, with a 
  vaguely humanoid shape. Hideous scales sheathe its 
  body. Huge wings and a snaking, prehensile tail add to 
  its intimidating appearance. 
   
  ENCOUNTER 8 – OUT FOXED?  
  H U R O C K  S H R O O N 
  CR  17 
  Male hobgoblin druid 12/earth dreamer 5 
  NE Medium humanoid (goblinoid) 
  Init +2 (+4); Senses Listen +6, Spot +6; Darkvision 60-
  ft., Earth Sense, earth sight, lesser tremor sense 
  Languages Common, druidic, goblin, terran  
  AC 34, touch 11, flat-footed 33 
   (+1 Dex, +11 armor, +4 shield, +8 natural) 
  hp 138 (172) (17 HD); DR 10/adamantine 
  Immune Poison 
  Resist acid 30, electricity 30, fire 5  
  Fort +21 (+23), Ref +13 (+15), Will +24 
  Speed 30 ft. in plate armor (6 squares), base movement 
  30 ft.; Earth Glide 
  Melee +1 scimitar +16/+11/+6 (1d6+4, 18-20/x2) 
  Ranged acid flask +14 (1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13 (+15) 
  Combat Gear acid flask, pearl of power 6th, potion of 
  cure serious wounds 
  Druid Spells Prepared (CL 17th): 
   9th— cast in stone (DC 26) 
   8th— bombardment (DC 26), brilliant aura 
   7th— aura of vitality, heal, 2x summon nature’s ally 
  VII 
  ULP8-02 Sundered Bonds 
   
  Page 84 
  
   6th— greater dispel magic, 3x superior resistance, 
  tortoise shell 
   5th— cure critical wounds, 4x stoneskin 
   4th— arc of lightning (DC 22), cure serious wounds, 
  flame strike (DC 21), 3x freedom of movement  
   3rd— corona of cold, cure moderate wounds, energy 
  vortex, 3x greater magic fang, poison (DC 24) 
   2nd— 3x barkskin, earth bind (DC 19), heat metal (DC 
  19), 2x resist energy 
   1st— 2x cure light wounds, faerie fire, 2x longstrider, 
  magic stone (+16 ranged), produce flame (+15 
  ranged touch) 
   0— create water, 2x cure minor wounds, detect 
  magic, flare (DC 17), guidance 
  Abilities Str 14 (18), Dex 14 (18), Con 16 (20), Int 8, 
  Wis 24, Cha 10  
  SQ earth dream, earth friend, earth sight, elemental 
  companion, lesser tremor sense, resist nature’s lure, 
  trackless step, venom immunity, wild shape (large, 
  plant, tiny) 4/day, woodland stride 
  Bolster aura of vitality (CL 17th), freedom of movement 
  (CL 17th), longstrider (CL 17th), resist energy – acid 
  (CL 17th), resist energy – electricity (CL 17th), 
  stoneskin (CL 17th), superior resistance (CL 17th), 
  tortoise shell (CL 17th) 
  Feats Armor Proficiency (heavy), Augment Summoning, 
  Earth Sense, Mobile Spellcasting, Spell Focus 
  (conjuration), Steady Concentration 
  Skills  Concentration +23 (+25), Hide +3 (+5), 
  Knowledge (nature) +9, Knowledge (the planes) +4, 
  Speak Language (terran), Spellcraft +21, Survival +8 
  Possessions combat gear plus +6 periapt of wisdom, 
  +3 red dragonhide full plate, crimson dragonhide 
  bracers, summoner’s totem, +2 heavy red dragonhide 
  shield, +1 scimitar, dagger, 2x spell component 
  pouch. 
  Earth Dream (Sp) By attuning himself to the earth, an 
  earth dreamer can pull knowledge from mountains. 
  This ability works like the divination spell in many 
  ways, allowing an earth dreamer to ask one and 
  receive a short, often cryptic, answer. An earth 
  dreamer’s chance of receiving a correct answer is 
  equal to 70% + 2% per class level, and the dream 
  only reveals correct answers. 
   
  The earth dream ability can be used only to answer 
  questions that are connected to the mountains in 
  some way. In general, the dreamer can get answers 
  to questions about creatures, objects, and locations 
  within 50 miles of a mountain, including underground 
  or hidden locations. As with augury and divination 
  spells, multiple uses of this ability regarding the same 
  topic by the same earth dreamer use the same dice 
  result and reveal the same answer each time. 
   
  Using this ability takes 10 minutes, and the earth 
  dreamer can use it once per day. 
  Earth Friend (Ex) An earth dreamer knows how to get 
  along well with earth creatures. Creatures with the 
  earth subtype automatically react to an earth dreamer 
  in a friendlier manner than they normally would; their 
  initial attitude is improved by one step. 
  Earth Glide (Su) An earth dreamer can move through 
  earth like an earth elemental, gliding through stone, 
  dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. This burrowing 
  leaves behind no tunnel or hole, nor does it create 
  any ripple or other signs of its presence. A move 
  earth spell cast on the area containing an earth 
  gliding earth dreamer flings the dreamer back 30 feet, 
  stunning her for 1 round unless he succeeds on a DC 
  15 Fortitude save. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 (8) rounds. 
  Earth Sight (Ex) An earth dreamer can see through 
  stone, dirt, or almost any other sort of earth except 
  metal to a range of 30 feet, as easily as if the 
  substance weren’t there. The earth dreamer can still 
  see the stone or earth as a ghostly outline, so he can 
  avoid walking into walls and can otherwise function 
  normally. This ability does not give an earth dreamer 
  any special ability to see in darkness or into unlit 
  areas. 
   
  Using this ability is a standard action. Each use 
  lasts for 6 (8) rounds. 
  Elemental Companion (Ex) This druid gains the 
  companionship of a Large earth elemental. The 
  companion has normal statistics of an elemental of its 
  kind. It does not gain any extra HD, natural armor 
  adjustment, Strength or Dexterity adjustment, or extra 
  tricks (it is intelligent enough to follow spoken 
  commands and thus needs no tricks). It gains all 
  other special abilities normally granted to an animal 
  companion, with the exception of Multiattack. He 
  does not gain an animal companion, nor does he gain 
  wild empathy. 
  Lesser Tremorsense (Ex) An earth dreamer is so in 
  tune with the earth that he gains the tremorsense 
  ability with a range of 10 feet. 
  Description You see an aged, but toughened hobgoblin 
  dressed in armor made from the scales of a red dragon 
  and carrying a wooden shield. A scimitar hangs at its 
  side.  
  Sources Complete Mage, Magic Item Compendium, 
  Races of Stone, Spell Compendium 
   
  H AR D H E AD 
  CR  - 
  Companion elemental 
  N Large earth elemental (earth, extraplanar) 
  Init -1; Senses Listen +6, Spot +5; 60-ft. Darkvision 
  Languages Terran  
  AC 23, touch 8, flat-footed 23 
   (-1 size, -1 Dex, +15 natural) 
  hp 80 (8 HD); DR 5/-, DR 10/adamantine  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +7, Ref +0, Will +1; Devotion, Improved Evasion 
  Speed 30 ft. (6 squares); Earth glide 
  Melee 2x slam +16 (2d8+11 magic) 
  Ranged rock +5 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17 
  ULP8-02 Sundered Bonds 
   
  Page 85 
  
  Atk Options Cleave, great cleave, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11  
  SQ Devotion, elemental traits, share spell 
  Bolster barkskin (CL 17th), greater magic fang (CL 17th), 
  longstrider (CL 17th), stoneskin (CL 17th)  
  Feats Cleave, Great Cleave, Power Attack  
  Skills Listen +5, Spot +6 
  Devotion (Ex) An elemental companion’s devotion to its 
  master is so complete that it gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Evasion (Ex) If an elemental companion is subjected to 
  an attack that normally allows a Reflex saving throw 
  for half damage it takes no damage if it makes a 
  successful saving throw. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Share Spell (Ex) At the druid’s option, he may have any 
  spell (but not any spell-like ability) he casts upon 
  himself also affect his elemental companion. The 
  elemental companion must be within 5 feet of him as 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the elemental companion if the 
  companion moves farther than 5 feet away and will 
  not affect the elemental again, even if it returns to the 
  druid before the duration expires. Additionally, the 
  druid may cast a spell with a target of “You” on her 
  elemental companions (as a touch range spell) 
  instead of on himself. A druid and his elemental 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (elemental). 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. 
   
  S U M M O N E D  G R E ATE R  E AR T H  E L E M E N T AL CR  - 
  N Huge greater earth elemental (earth, extraplanar)  
  Init -1 (+1); Senses Listen +14, Spot +14; 60-ft. 
  Darkvision 
  Languages Terran  
  AC 22, touch 9, flat-footed 21 
   (-2 size, +1 Dex, +13 natural) 
  hp 273 (315) (21 HD); DR 10/-  
  Immune Poison, sleep, paralysis, and stunning; not 
  subject to critical hits and flanking 
  Fort +17 (+19), Ref +4 (+6), Will +7 
  Speed 30 ft. (6 squares); Earth glide 
  Melee 2x slam +31 (2d10+18 magic) 
  Ranged rock +16 (1d8+14)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +31 (+33) 
  Atk Options Awesome blow, cleave, great cleave, 
  improved bull rush, power attack  
  Special Actions Earth mastery, push 
  Abilities Str 35 (39), Dex 8 (12), Con 25 (29), Int 8, Wis 
  11, Cha 11  
  SQ Elemental traits 
  Bolster aura of vitality (CL 17th), greater magic weapon 
  (CL 17th) 
  Feats Alertness, Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Iron Will, Power Attack  
  Skills Listen +14, Spot +14 
  Earth Glide (Ex) An earth elemental can glide through 
  stone, dirt, or almost any other soft earth except 
  metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. A 
  move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 
  30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex) An earth elemental gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the elemental takes a -4 penalty on 
  attack and damage rolls. 
  Push (Ex) An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  The combat modifiers given in Earth Mastery, above, 
  also apply to the elemental’s opposed strength check. 
  Description Like a walking hill, the creature plods 
  nearer on two featureless legs of rock and earth, its 
  clublike arms of jagged stone swinging at its sides, and 
  its featureless head staring blankly in your direction. It 
  sprouts large horns and a stony skull plate. 
   
  K R I X U S  O URG 
  CR  13 
  Male hobgoblin Fighter 4/Rogue 4/Master Thrower 5  
  LE Medium humanoid (goblinoid) 
  Init +4 (+6); Senses Listen +6, Spot +14; Darkvision 60-
  ft. 
  Languages Common, goblin, orcish 
  AC 30, touch 19, flat-footed 30; Uncanny Dodge 
   (+6 Dex, +6 armor, +5 natural, +2 deflection, +1 haste) 
  Miss Chance 50% (invisibility) 
  hp 104 (126) (13 HD); DR 10/adamantine  
  Fort +14 (+16), Ref +20 (+22), Will +9; Improved 
  Evasion 
  Speed 60 ft. (12 squares) 
  Melee +1 falchion +19/+19/+14/+9 (2d4+8, 18-20/x2) or 
  mwk scimitar +19/+19/+14/+9 (1d6+5, 18-20/x2) 
  ULP8-02 Sundered Bonds 
   
  Page 86 
  
  Ranged +1 force javelin +21/+21/+16/+11 (1d6+8, 19-
  20/x2) 
  or 
  +1 
  force 
  javelin 
  rapid 
  shot 
  +19/+19/+19/+14/+9 (1d6+8, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 (+17) 
  Atk Options Improved precise shot, point-blank shot, 
  ranged disarm, snatch arrows, sneak attack +2d6, 
  trip shot (+10) 
  Combat Gear boots of speed, gloves of endless 
  javelins, potion of cure moderate wounds, potion of 
  invisibility  
  Abilities Str 16 (20), Dex 19 (23), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Improved Evasion, sneaky shot, trapfinding, 
  trapsense +1, uncanny dodge 
  Bolster augment vitality (CL 17th), barkskin (CL 17th), 
  freedom of movement (CL 17th), haste (CL 10th), 
  invisibility (CL 3rd), stoneskin (CL 17th), superior 
  resistance (CL 17th) 
  Feats Farshot B, Improved Precise Shot, Precise Shot B, 
  Point-blank Shot, Quick Draw B, Ranged Disarm 
  (javelin), Rapid Shot, Snatch Arrows B, Weapon 
  Focus (javelin), Weapon Specialization (javelin) B 
  Skills Balance +11 (+13), Escape Artist +13 (+15), Hide 
  +11 (+13), Jump +32 (+34), Listen +6, Move Silently 
  +14 (+16), Sleight of Hand +19 (+21), Spot +14, 
  Tumble +21 (+23) 
  Possessions combat gear plus +2 mithral shirt, +1 
  falchion, +2 ring of protection, masterwork scimitar, 
  falchion. 
  Critical Throw (Ex) A master thrower gains the 
  Improved Critical feat for any thrown weapon with 
  which he has Weapon Focus. 
  Sneaky Shot (Ex) Just before making a ranged attack, 
  a master thrower with this ability can use a move 
  action to make a Sleight of Hand check opposed by 
  his target’s Spot check. If he wins the opposed check, 
  his opponent is denied his Dexterity bonus to armor 
  class against the attack. 
  Trip Shot (Ex) A master thrower with this ability may 
  use a thrown weapon to make a trip attempt against 
  an opponent farther than 5 feet away. The character 
  makes a normal attack against the opponent with a 
  thrown weapon. If the attack succeeds, in addition to 
  doing damage as normal, the master throw makes a 
  Dexterity check with a +4 bonus opposed by the 
  opponent’s Dexterity check or Strength check 
  (whichever ability score has the higher modifier) 
  Other modifiers may apply on this opposed check 
  (see page 158 of the Player’s Handbook). If the 
  master thrower wins the opposed check, the 
  opponent is tripped. The benefit of this ability does 
  not stack with the benefit of the Improved Trip feat. 
  Weak Spot (Ex) When using a thrown weapon against a 
  target of her size or larger, the master thrower can 
  make a ranged touch attack instead of a normal 
  attack. If the attack hits, the master thrower does not 
  apply his strength bonus to damage. 
  Description This ruff looking hobgoblin wears studded 
  leather armor and holds a javelin in one hand and a 
  scimitar in the other. A large falchion is strapped to his 
  back. 
   
  U G L U C K S  G L O B N E R 
  CR  13 
  Male hobgoblin Fighter 8/Monk 2/Exotic Weapon Master 
  3 
  LE Large humanoid (goblinoid) 
  Init +3 (+4); Senses Listen +0, Spot +5; Darkvision 60-
  ft. 
  Languages Common, giant, goblin  
  AC 25, touch 13, flat-footed 21; Combat Expertise, 
  Deflect Arrows, Dodge, Mobility 
   (-1 size, +4 Dex, +7 armor, +5 natural) 
  Miss Chance 50% (blinking) 
  hp 99 (121) (13 HD); DC 10/adamantine  
  Fort +20 (+22), Ref +15 (+16), Will +12; Evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine living chain +19/+14/+9 (2d6+12) 
  or +1 adamantine living chain flurry of strikes 
  +17/+17/+12/+7 
  (2d6+12) 
  or 
  unarmed 
  strike 
  +17/+12/+7 (1d8+6) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +12; Grp +19 (+26) 
  Atk Options Combat Expertise, combat reflexes, flurry 
  of strikes, improved grapple, improved trip (+18), 
  spring attack, whirlwind attack 
  Combat Gear belt of growth, +3 blinking mithral shirt 
  Abilities Str 17 (23), Dex 16 (18), Con 14 (18), Int 13, 
  Wis 10, Cha 8  
  SQ Evasion, exotic reach, flurry of strikes, trip attack, 
  unarmed strike 
  Bolster augment vitality (CL 17th), barkskin (CL 17th), 
  blink (CL 10th), enlarge person (CL 10th), stoneskin 
  (CL 17th), superior resistance (CL 17th) 
  Feats Combat Expertise B, Combat Reflexes, Deflect 
  Arrows B, Dodge, Exotic Weapon Proficiency (spiked 
  chain), Improved Grapple B, Improved Trip, Mobility B, 
  Spring Attack, Weapon Focus (spiked chain) B, 
  Weapon Specialization (spiked chain) B, Whirlwind 
  Attack B 
  Skills Balance +10 (+11), Craft (weaponsmithing) +17, 
  Jump +21 (+24), Move Silently +12 (+13), Spot +5, 
  Tumble +16 (+17) 
  Possessions combat gear plus +1 adamantine living 
  chain, masterwork spiked chain, lesser weapon 
  crystal of return, spiked chain. 
  Exotic Reach (Ex) When wielding an exotic weapon 
  with reach the character may make an attack of 
  opportunity against a foe that provokes such an 
  attack even if the foe has cover (but never total 
  cover). 
  Flurry of Strikes (Ex) When wielding an exotic double 
  weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make 
  a flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a _2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with 
  either end of the double weapon. 
  ULP8-02 Sundered Bonds 
   
  Page 87 
  
  Trip Attack (Ex) An exotic weapon master can use a 
  one-handed or two-handed exotic weapon to make a 
  trip attack. If he is tripped during his own trip attempt, 
  he can drop the weapon to avoid being tripped. If the 
  exotic weapon master already allows its wielder to 
  make trip attacks, the character instead adds a +2 
  bonus on any trip attempt. 
  Description You see a large hobgoblin, almost 12-feet 
  tall. He is dressed in a chain shirt and holds a great 
  spiked chain. 
   
  ENCOUNTER 10 – SUNDERED BONDS 
  G L U B O X  N U G R O T 
  CR  16 
  Male goblin Sorcerer 12/Fatespinner 4 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +1, Spot +1; Darkvision 60-ft., 
  arcane sight, see invisibility 
  Languages Common, goblin  
  AC 30, touch 20, flat-footed 25 
   (+1 size, +5 Dex, +6 armor, +4 natural, +4 deflection) 
  Miss Chance 50% 
  hp 64 (96) +29 temp. (16 HD); DR 10/adamantine 
  Immune Fear, poison, paralysis, sleep  
  Fort +12 (+14), Ref +16, Will +18 
  Speed 30 ft. (6 squares) 
  Melee small spear +11/+6 (1d6+1) 
  Ranged mwk small light crossbow +15 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +5 
  Atk Options Deny fate, empower spell, fickle finger of 
  fate, heighten spell, point-blank shot, resist fate, spin 
  destiny, spin fate 
  Combat Gear Burning veil, circlet of rapid casting, 
  potion of cure moderate wounds 
  Sorcerer Spells Known (CL 16th): 
   8th (3/day)— power word stun 
   7th (5/day)— Mordenkainen’s sword (+25 attack), 
  radiant assault (DC 23) 
   6th (7/day, 5 used)— chain lightning (DC 22), globe of 
  invulnerability, superior resistance 
   5th (7/day, 4 used)— break enchantment, draconic 
  might, Rary’s telepathic bond, reciprocal gyre (DC 
  21) 
   4th (7/day, 4 used)— dimensional anchor (+14 ranged 
  touch), greater invisibility, orb of fire (+14 ranged 
  touch, DC 20), stoneskin 
   3rd (7/day, 4 used)— arcane sight, enhance familiar, 
  greater mage armor, slow (DC 19) 
   2nd (8/day, 4 used)— dimension hop, false life, 
  glitterdust (DC 18), scorching ray (range touch 
  +14), see invisibility 
   1st (8/day)— feather fall, lesser orb of fire (+14 
  ranged touch), magic missile, ray of clumsiness 
  (+14 ranged touch), shield 
   0 (6/day)— acid splash (+14 ranged touch), daze (DC 
  16), detect magic, detect poison, ghost sound (DC 
  16), mage hand, ray of frost (+14 ranged touch), 
  read magic, resistance 
  Abilities Str 8 (12), Dex 20, Con 12 (16), Int 13, Wis 8, 
  Cha 23  
  SQ Deny fate, fickle finger of fate, resist fate, seal fate, 
  spin destiny, spin fate, summon familiar 
  Bolster arcane sight (CL 16th), draconic might (CL 17th), 
  extended shield of faith (CL 17th), false life (CL 16th), 
  fortunate fate (CL 16th), freedom of movement (CL 
  17th), greater mage armor (CL 16th), heroes’ feast (CL 
  16th), Rary’s telepathic bond (CL 16th), see invisibility 
  (CL 16th), stoneskin (CL 16th), superior invisibility (CL 
  16th), superior resistance (CL 16th) 
  Feats Alertness 
  B, Chain Spell, Empower Spell, 
  Heighten Spell, Improved Familiar, Point-blank shot, 
  Rapid Metamagic  
  Skills  Concentration +20 (+22), Hide +8, Knowledge 
  (arcane) +13, Listen +1, Move Silently +8, Profession 
  (gambler) +3, Ride +9 , Spellcraft +20, Spot +1  
  Possessions combat gear plus +6 cloak of charisma, 
  +4 gauntlets of dexterity, +1 ring of protection, small 
  spear, masterwork small light crossbow, 10 bolts, 
  exotic military saddle, 2x spell component pouch. 
  Deny Fate (Ex) A fatespinner has a better chance of 
  beating the odds should he ever be rendered 
  unconscious and dying. Once per day, on the first 
  occasion when a fatespinner must make a check to 
  become stable when dying, the check automatically 
  succeeds. Other such checks called for later in the 
  same 24-hour period are made normally. 
  Fickle Finger of Fate (Ex) A fatespinner gains the 
  ability to affect the luck of others. Once per day as an 
  immediate action, he can force any other creature – 
  friend or foe – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to 
  be affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the original 
  roll. 
  Resist 
  Fate 
  (Ex) 
  A 
  fatespinner 
  embraces 
  his 
  extraordinary good luck. Once per day, he can reroll 
  one roll that he has just made. He must abide by the 
  result of the reroll, even if it’s worse than the original 
  roll. 
  Spin 
  Destiny 
  (Ex) 
  A 
  fatespinner 
  more 
  clearly 
  comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The 
  method is identical to increasing a spell’s DC, but the 
  fatespinner can how add spin to any skill check, 
  attack roll, or saving throw that he attempts on a 
  point-for-point basis. However, the spin utilized 
  comes from the same limited reservoir of karma 
  storage that allows him to adjust the DC of his spells. 
  He must apply the bonus before making the roll. 
  Spin Fate (Ex) A mage of many fates understands that 
  “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin.” 
  Each day, a fatespinner can use a number of points 
  of spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin 
  to boos the save DC of a spell he casts, adding some 
  or all his spin to the DC, on a point-for-point basis. 
  Once he uses his spin for the day, his ability to tinker 
  ULP8-02 Sundered Bonds 
   
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  with probability in this fashion is also exhausted for 
  the day. 
   
  A fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed from head to toe in bright red veils 
  and holds a spear in one hand. 
  Sources Complete Arcane, Player’s Handbook II, Spell 
  Compendium 
   
  N I BBLE,  F AM I L I AR I M P 
  CR  - 
  LE tiny outsider (evil, extraplanar, lawful) 
  Init +3; Senses Listen +7, Spot +7; Darkvision 60-ft., 
  see invisibility  
  Languages Diabolic  
  AC 33, touch 17, flat-footed 28; Dodge 
   (+2 size, +3 Dex, +2 Dodge, +6 armor +10 natural) 
  hp 32 (48) +29 temp. (14 HD); DR 10/adamantine, DR 
  5/good or silver, fast healing 2 
  Immune Fear, poison 
  Resist fire 5; SR 21 
  Fort +6, Ref +9, Will +15; Improved Evasion 
  Speed 20 ft. (4 square), fly 50 ft. (perfect) 
  Melee Sting +16 (1d4+2 plus poison) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +7; Grp -1 
  Combat Gear Tan Bag of Tricks 
  Spell-Like Abilities (CL 6th): 
   1/week— commune (CL 12th) 
   1/day— suggestion (DC 15) 
   At will— detect good, detect magic, invisibility (self 
  only) 
  Abilities Str 10, Dex 17, Con 10, Int 11, Wis 12, Cha 14  
  SQ Alternate form, deliver touch spells, empathic link, 
  improved evasion, share spells, speak with master 
  Bolster enhance familiar (CL 14th), false life (CL 14th), 
  greater mage armor (CL 14th), heroes’ feast (CL 14th), 
  Rary’s telepathic bond (CL 14th), see invisibility (CL 
  14th), stoneskin (CL 14th) 
  Feats Dodge, Weapon Finesse  
  Skills Concentration +19, Diplomacy +7, Hide +17, 
  Knowledge (arcane) +12, Knowledge (the planes) +6, 
  Listen +7, Move Silently +9, Profession (gambler) +6, 
  Ride +4, Search +6, Spellcraft +21, Spot +7, Survival 
  +1 (+3 to follow tracks) 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 13), except 
  that an imp does not regain hit points for changing 
  form, and this imp can assume only the form of a bat. 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
  Description A tiny humanoid with leathery batwings, a 
  barbed tail, and sharp, twisted horns flutters at about 
  eye level, winking into sight from out of thin air. 
   
  H ULUCK T R O N E 
  CR  16 
  Female goblin Cleric of Maglubiyet 16 
  LE Size humanoid (goblinoid) 
  Init +4; Senses Listen +2, Spot +2; Darkvision 60-ft. 
  Languages Common, goblin  
  AC 33, touch 15, flat-footed 33 
   (+1 size, +12 armor, +6 shield, +4 deflection) 
  hp 96+13 temp. (16 HD); DR 10/adamantine 
  Immune Fear, poison 
  Resist Fire 30  
  Fort +15, Ref +10, Will +23 
  Speed 20 ft. in plate armor (4 squares), base movement 
  30 ft.; air walk 
  Melee small light mace +16/+11/+6 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +9 
  Special Actions Divine Counterspell, spontaneous 
  inflict 
  Combat Gear dispelling cord, potion of remove 
  blindness, ring of vanishing 
  Cleric Spells Prepared (CL 16th, **+1 caster level with 
  abjuration spells): 
   8th— heat drain (DC 25), mass death ward, unholy 
  aura D* 
   7th— blasphemy D* (DC 28), 3x fortunate fate 
   6th— greater dispel magic*, heroes’ feast, mislead D, 
  2x superior resistance* 
   5th— dispel good D*/** (+12 touch, DC 22), flame 
  strike (DC 22), mass cure light wounds, true seeing, 
  zone of revelation  
   4th— air walk, 3x freedom of movement**, greater 
  magic weapon, unholy blight D* (DC 21) 
   3rd— dispel magic*, magic circle against good D*/**, 6x 
  magic vestment 
   2nd— 3x extended shield of faith*, invisibility D, resist 
  energy, silence (DC 19), sound burst (DC 19), 
  spiritual weapon (+19 attack) 
   1st— 2x cure light wounds, 2x doom (DC 18), 
  protection 
  from 
  good 
  D*/**, 
  2x 
  resurgence*, 
  sanctuary  
   0— create water, cure minor wounds x3, detect 
  magic, resistance* 
  D: Domain spell. Deity: Maglubiyet. Domains: *Evil (+1 
  caster level with evil spells), Trickery (add Bluff, 
  Disguise & Hide to cleric class skill list) 
  Abilities Str 12, Dex 10, Con 10, Int 12, Wis 24, Cha 12  
  Bolster air walk (CL 16th), extended shield of faith (CL 
  17th), fortunate fate (CL 16th), freedom of movement 
  (CL 16th), heroes’ feast (CL 16th), magic circle against 
  good (CL 16th), 2x magic vestment (CL 16th), Rary’s 
  telepathic bond (CL 16th), resist energy – fire (CL 
  16th), stoneskin (CL 16th), superior resistance (CL 
  17th) 
  Feats 
  Dampen 
  Spell, 
  Extend 
  Spell, 
  Improved 
  Counterspell, Improved Initiative, Magic Disruption  
  Skills  Concentration +19, Hide -2, Knowledge (arcane) 
  +6, Move Silently -2, Ride +11, Spellcraft +22 
  Possessions combat gear plus +6 periapt of wisdom, 
  +1 small plate armor, +1 cloak of resistance, 
  masterwork small heavy wooden shield, ring of 
  feather falling, +1 small light mace, 2x iron holy 
  ULP8-02 Sundered Bonds 
   
  Page 89 
  
  symbol, exotic military saddle, small dagger, 2x spell 
  component pouch. 
  Divine Counterspell (Su) This creature gains the 
  supernatural ability to counter another spellcaster’s 
  magic through pure force of will. This ability functions 
  just as if you were using dispel magic to counter the 
  spell, except that he adds your cleric level (instead of 
  his caster level) to the d20 roll. He doesn’t need to 
  identify the spell the opposing spellcaster is casting to 
  make the attempt. He can attempt to counterspell up 
  to 4 times per day. He gains a +2 bonus on the 
  counterspelling attempts when using this ability. 
   
  He does not gain the ability to turn or rebuke 
  undead. 
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in heavy metal armor with a large 
  symbol of a bloody axe embossed on the breastplate. 
  Sources Complete Mage, Player’s Handbook II, Spell 
  Compendium 
   
  G L I B U L E X  T H E  L ANCE 
  CR  16 
  Female goblin Fighter 8/Cavelier 8 (bolstered) 
  LE Small humanoid (goblinoid) 
  Init +3; Senses Listen +0, Spot +5; Blindsense 30-ft., 
  darkvision 60-ft., low-light vision 
  Languages Common, goblin  
  AC 30, touch 18, flat-footed 27 
   (+1 size, +3 Dex, +12 armor, +4 deflection) 
  hp 194+13 temp. (16 HD); DR 10/adamantine 
  Immune Fear, poison 
  Fort +22, Ref +13, Will +17 
  Speed 20 ft. in mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee +4 small adamantine lance +30/+25/+20/+15 
  (1d6+10+1d6 electrical, 19-20/x4) or mwk small 
  greatsword +21/+16/+11/+6 (1d10+6, 19-20/x2) 
  Ranged mwk small composite longbow +22/+17/+12/+7 
  (1d6+2, x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +16; Grp +14 (+16) 
  Atk Options Blindfight, Deadly Charge 4/day, Full 
  Mounted Attack, Mounted Combat, Power Attack, 
  Ride-by Attack, Short Haft, Spirited Charge 
  Combat Gear Goggles of draconic vision, 2x potion of 
  cure moderate wounds, potion of bull’s strength, 
  riding boots 
  Abilities Str 14 (18), Dex 16, Con 18, Int 12, Wis 10, 
  Cha 6  
  SQ Burst of speed, courtly knowledge, deadly charge 
  4/day, full mounted attack, mounted weapon bonus 
  (lance & sword) +2, ride bonus +6, Special mount 
  Bolster bull’s strength (CL 3rd), extended shield of faith 
  (CL 17th), fortunate fate (CL 16th), freedom of 
  movement (CL 16th), greater magic weapon (CL 16th), 
  heroes’ feast (CL 16th), magic vestment (CL 16th), 
  Rary’s telepathic bond (CL 16th), stoneskin (CL 16th), 
  superior resistance (CL 17th)  
  Feats Blindfight B, Greater Weapon Focus (lance) B, 
  Improved Critical (lance), Iron Will, Mounted Combat, 
  Power Attack, Ride-by Attack B, Short Haft, Spirited 
  Charge 
  B, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance) B  
  Skills Handle Animal +17, Hide +4, Knowledge (nobility 
  and royalty) +22, Move Silently +4, Ride +39, Spot +5 
  Possessions combat gear plus +1 small mithral full 
  plate, +1 small slow burst adamantine lance, lesser 
  weapon crystal of electrical assault, riding boots, +4 
  amulet of health, +2 cloak of resistance, ring of 
  feather fall, exotic military saddle, masterwork small 
  greatsword, masterwork strength adjusted small 
  composite longbow [+2], quiver w/20 arrows, small 
  lance. 
  Burst of Speed (Ex) A cavalier can urge her mount to 
  greater than normal speed when charging. This ability 
  doubles the maximum distance the mount can travel 
  when making a charge, up to four times its speed. 
  This ability can be used once per day without penalty 
  to the mount. Each additional use of the ability in a 
  single day requires the mount to make a DC 20 Will 
  save immediately after the conclusion of the charge; 
  failure results in the mount taking 2d6 points of 
  damage. 
  Courtly Knowledge (Ex) A cavalier adds his class level 
  to his Knowledge (nobility and royalty) checks as a 
  competence bonus. 
  Deadly Charge (Ex) When mounted and using the 
  charge action, a cavalier may declare a “deadly 
  charge” before making his attack roll (thus, a failed 
  attack ruins the attempt). If she hits, she deals triple 
  damage with a melee weapon (or quadruple damage 
  with a lance). This ability does not stack with the 
  benefit o the Spirited Charge feat. 
  Full Mounted Combat (Ex) A mounted cavalier can 
  make a full attack when his mount moves more than 
  5 feet but no farther than a single move action would 
  carry it. The cavalier cannot combine this full attack 
  with a charge. 
  Mounted Weapon Bonus (Ex) A cavalier gains a 
  competence bonus on his attack roll when using the 
  indicated weapon while mounted.  
  Ride Bonus (Ex) A cavalier gains a competence bonus 
  on Ride checks. 
  Special Mount (Sp) A cavalier’s class levels stack with 
  any paladin levels the character may have for 
  determining the characteristics o a paladin’s mount. 
  Description This little female humanoid has a flat face, 
  broad nose, pointed ears, wide mouth, and small, sharp 
  fangs. It walks upright, but its arms hang down almost to 
  its knees. It is dressed in heavy metal armor and wields 
  a great lance. 
  Sources Complete Warrior, Magic Item Compendium 
   
  H O B B,  K N O B B,  &  L U P E X 
  CR  14 
  Male goblin duskblade 14 (bolstered) 
  LE Small humanoid (goblinoid) 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common, goblin, orc  
  AC 31, touch 17, flat-footed 26; Combat Expertise 
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  ULP8-02 Sundered Bonds 
   
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   (+1 size, +5 Dex, +8 armor, +6 shield, +1 deflection) 
  hp 98 (110)+13 temp. ea (14 HD)  
  Immune Fear, poison 
  Fort +16 (+17), Ref +14 (+15), Will +16 
  Speed 30 ft. (6 squares) 
  Melee +3 adamantine rapier +25/+20/+15 (1d4+5, 15-
  20/x2) and +4 kyton armor +25 (1d6+4) 
  Ranged mwk composite longbow [+1] +22/+17/+12 
  (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +11 (+12) 
  Atk 
  Options 
  Arcane 
  channeling, 
  arcane 
  strike, 
  blindfight, combat expertise, spell power +3 
  Special Actions Quick cast 2/day 
  Combat Gear Kyton armor, Potion of cure moderate 
  wounds 
  Duskblade Spells Known (CL 14th): 
   4th (3/day)— Bigby’s interposing hand, channeled 
  pyroblast (DC 17)  
   3rd (8/day, 2 used)— dispelling touch (+21 touch), 
  greater magic weapon, keen edge, vampiric touch 
  (+21 touch)  
   2nd (9/day, 1 used)— animalistic power, Bigby’s 
  striking fist (DC 15), dimension hop, surestrike  
   1st (9/day)— blade of blood, ray of enfeeblement (+21 
  ranged touch), shocking grasp (+21 touch), stand, 
  swift expeditious retreat  
   0 (6/day)— acid splash (+21 ranged touch), disrupt 
  undead (+21 ranged touch), ray of frost (+21 
  ranged touch), touch of fatigue (+21 touch, DC 13) 
  Spell-Like Abilities (CL 14th): 
   0 (5/day)— dancing lights (DC 13), detect magic, 
  flare (DC 13), ghost sound (DC 13), read magic 
  Abilities Str 12 (14), Dex 19 (21), Con 12 (14), Int 16, 
  Wis 10, Cha 6  
  SQ Arcane channeling (full attack), armored mage 
  (medium, heavy shield), quick cast 2/day, spell power 
  +3 
  Bolster animalistic power (CL 14th), greater magic 
  weapon (CL 14th), heroes’ feast (CL 16th), keen edge 
  (CL 14th), magic vestment (CL 16th), Rary’s telepathic 
  bond (CL 16th), superior resistance (CL 17th)  
  Feats Arcane Strike, Blindfight, Combat Casting B, 
  Combat Expertise, Weapon Finesse, Weapon Focus 
  (rapier)  
  Skills 
  Concentration 
  +18 
  (+23), 
  Hide 
  +7 
  (+8), 
  Knowledge (arcana) +20, Move Silently +7 (+8), Ride 
  +25 (+26), Spellcraft +22 
  Possessions combat gear plus +4 small heavy mithral 
  shield, +1 adamantine rapier, ring of feather fall, +2 
  headband of intellect, +1 ring of protection, small 
  masterwork composite longbow [+1], quiver w/20 
  arrows, small short sword, small dagger, 2x spell 
  component pouch. 
  Arcane Channeling (full attack) (Su) Duskblades can 
  use a standard action to cast any touch spell they 
  know and deliver the spell through his weapon with a 
  melee attack. Casting a spell in this manner does not 
  provoke an attack of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attack deals damage 
  normally, then the effect of the spell is resolved. 
   
  He can cast any touch spell he knows as part of a 
  full attack action, and the spell affects each target he 
  hits in melee combat that round. Doing so discharges 
  the spell at the end of the round, in the case of a 
  touch spell that would otherwise last would otherwise 
  last longer than 1 round. 
  Armored Mage (medium, heavy shield) (Ex) A 
  duskblade’s limited focus and specialized training 
  allows him to avoid arcane spell failure so long as he 
  sticks to light or medium armor and light or heavy 
  shields. This ability does not apply to spells gained 
  from a different spellcasting class. 
  Quick cast (Ex) A duskblade can cast two spells each 
  day as a swift action, so long as the casting time of 
  the spell is 1 standard action or less. 
  Spell Power (Ex) Duskblades can more easily 
  overcome the spell resistance of any opponent he 
  successfully injures with a melee attack. If a 
  duskblade has injured an opponent with a melee 
  attack, you gain a +2 bonus on his caster level check 
  to overcome spell resistance for the remainder of the 
  encounter.  
  Description This little humanoid has a flat face, broad 
  nose, pointed ears, wide mouth, and small, sharp fangs. 
  It walks upright, but its arms hang down almost to its 
  knees. It is dressed in a breastplate and carries a light 
  shield and rapier. 
  Sources Complete Scoundrel, Complete Warrior, 
  Player’s Handbook II 
   
  AD V AN C E D  D I RE  B AT 
  CR  4 
  N Large animal 
  Init +6; Senses Listen +14, Spot +9; Blindsense 40-ft. 
  Languages None  
  AC 21, touch 15, flat-footed 15 
   (-1 size, +6 Dex, +6 natural) 
  hp 120 (12 HD)  
  Fort +12, Ref +14, Will +10 
  Speed 20 ft. (4 squares), fly 40 ft. (good) 
  Melee bite +12 (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +17 
  Abilities Str 18, Dex 22, Con 18, Int 2, Wis 14, Cha 6 
  Feats Alertness, Flyby Attack, Improved Natural Armor, 
  Stealthy, Wingover  
  Skills Hide +4, Listen +14, Move Silently +16, Spot +9 
  Blindsense (Ex) A dire bat uses echolocation to 
  pinpoint creatures within 40 feet. Opponents still have 
  total concealment against the bat unless it can 
  actually see them. 
  Skills Dire bats have a +4 racial bonus on Spot & Listen 
  checks. These bonuses are lost if its blindsense is 
  negated. 
  Description This terrifying bat has a body as big as a 
  horse’s and leathery wings that spread farther than a 
  dragon’s. Shaggy fur covers most of the body, with 
  patches of bony armor showing through here and there.  
   
  
  APPENDIX 8 – ALL APLS 
   
  ENCOUNTER 4 
   
   
   
   
  F AUX  S C AR R E D  F O X 
  CR  3 
  Male half-elf expert 4 
  CG Medium humanoid (elf) 
  Init +1; Senses Listen +2, Spot +2; Low-light vision 
  Languages Common, elf  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 16 (4 HD);  
  Immune sleep 
  Fort +1, Ref +2, Will +5 (+2 against enchantment) 
  Speed 30 ft. (6 squares); 
  Melee mwk dagger +3 (1d4-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Combat Gear 2x potion of cure moderate wounds 
  Abilities Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 16 
  SQ  
  Feats Deceitful, Skill Focus (disguise)  
  Skills Bluff +10, Diplomacy +16, Disguise +27 (+29 
  acting), Forgery +11, Gather Information +12, 
  Intimidate +12, Listen +2, Perform (acting) +10, 
  Search +3, Sense Motive +8, Spot +2 
  Possessions combat gear plus masterwork dagger, 
  masterwork chain shirt, disguise kit, hat of disguise. 
  Description You see a handsome roguish half-elf with 
  tussled hair. He is dressed in well-appointed, if practical 
  clothing. Many scars can be seen peaking out from 
  under his long-sleeved tunic. 
   
   
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  DM AID: MAP #1 – ENCOUNTER 1: ROLL FOR INITIATIVE 
   
  ULP8-02 Sundered Bonds 
   
  Page 93 
  
  DM AID: MAP #2 – ENCOUNTER 6: HELL’S KITCHEN 
   
  ULP8-02 Sundered Bonds 
   
  Page 94 
  
  DM AID: MAP #3 – ENCOUNTER 8: OUT FOXED? 
   
   
  ULP8-02 Sundered Bonds 
   
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  DM AID: MAP #4 – ENCOUNTER 10: SUNDERED BONDS 
   
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  DM AID: NEW RULES 
  NEW FEATS 
  Arcane Strike (Complete Warrior) 
   
  Prerequisite: Ability to cast 3rd-level arcane spells, base attack bonus +4. 
   
  Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), 
  you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must 
  sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your 
  attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 
  points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be 
  greater than your base attack bonus. 
  Chain Spell (Complete Arcane) 
   
  Prerequisite: Any Metamagic feat. 
   
  Benefit: Any spell that specifies a single target and has a range greater than touch can be chained 
  so as to affect that primary target normally, then arc to a number of secondary targets equal to your 
  caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be 
  within 30 feet of the primary target, and none of which can be affected more than once. You can choose 
  to affect fewer secondary targets than the maximum. 
   
  If the chained spell deals damage, the secondary targets each take half as much damage as the 
  primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell 
  allows the original target a save or not). For spells that don’t deal damage, the save DCs against arcing 
  effects are reduced by 4. 
   
  A chained spell uses up a spell slot three levels higher than the spell’s actual level. 
  Dampen Spell (Player’s Handbook II) 
   
  Prerequisite: Improve Counterspell. 
   
  Benefit: You can use an immediate action to attempt to dampen an enemy’s spell. As with 
  counterspelling, you must identify the target spell as it is being cast. I you successfully identify it, you can 
  expend any spell or spell slot to dampen your opponent’s incantation. Because of your hasty immediate 
  casting, you do not fully counter the target spell. Instead, you subtract the level of the spell or spell slot 
  you expend from the save DC of your opponent’s spell. 
  Earth Sense (Races of Stone) 
   
  Prerequisite: Con 13, Wis 13. 
   
  Benefit: As long as you are touching the ground, you can take a move action to sense the number of 
  creatures within 20 feet that are also touching the ground and the direction to each one. You cannot 
  pinpoint the location of any creature with this feat. 
   
  Special: Creatures with the air or aquatic subtype may not select this feat. 
  Magic Disruption [Reserve] (Complete Mage) 
   
  Prerequisite: Ability to cast 3rd-level spells. 
   
  Benefit: As long as you have an abjuration spell of 3rd level or higher available to cast, you can 
  attempt to interrupt another character’s spellcasting with a tiny burst of magic. As an immediate action, 
  you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 
  15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell’s 
  save DC and caster level are reduced by 2 (to a minimum caster level of 1st). 
   
  As a secondary benefit, you gain a +1 competence bonus to your caster level when casting 
  abjuration spells. 
  Mobile Spellcasting (Complete Adventurer) 
   
  Prerequisite: Concentration 8 ranks 
   
  Benefit: You can make a special Concentration check (DC 20 + spell level) when casting a spell. If 
  the check succeeds, you can cast the spell and move up to your speed as a single standard action. (You 
  can’t use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, you 
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  lose the spell and fail to cast it, just as if you had failed a Concentration check to cast the spell 
  defensively. 
   
  You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any 
  point of your movement. You can cast defensively while using this feat, but doing so increases the 
  Concentration DC to 25 + spell level. 
  Powerful Charge (Fiendish Codex II) 
   
  Prerequisite: Medium or Large size, base attack bonus +1. 
   
  Benefit: When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if 
  it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 
  4d6; and for Colossal, 6d6. 
   
  This feat works only when the creature makes a charge. It does not work when the creature is 
  mounted. If the creature has the ability to make multiple attacks after a charge, it can apply this extra 
  damage only to one of those attacks. 
   
  Special: A fighter can select Powerful Charge as one of his fighter bonus feats. 
  Ranged Disarm (Complete Warrior) 
   
  Prerequisite: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5. 
   
  Benefit: Choose one type of ranged weapon with which you are proficient. You can make a disarm 
  attempt with this weapon as long as your target is within 30 feet. 
   
  Special: A fighter may select Ranged Disarm a one of his fighter bonus feats. 
  Rapid Metamagic (Complete Mage) 
   
  Prerequisite: Spellcraft 12 ranks, ability to spontaneously cast spells. 
   
  Benefit: When you apply a Metamagic feat to a spontaneously cast spell, the spell takes only its 
  normal casting time. 
  Short Haft (Player’s Handbook II) 
   
  Prerequisite: Proficiency with a reach weapon, Weapon Focus with a reach weapon, base attack 
  bonus +3. 
   
  Benefit: As a swift action, you can choose to lose the benefit of wielding any reach weapon other 
  than a spiked chain or a whip. In return, you can use that weapon to threaten and attack space adjacent 
  to you. With another swift action you can give up this feat’s benefit in order to regain the use of your 
  weapon’s superior reach. 
   
  Special: A fighter can select Short Haft as one of his fighter bonus feats. 
  Steady Concentration (Races of Stone) 
   
  Prerequisite: Concentration 8 ranks. 
   
  Benefit: You can always take 10 on Concentration checks, even when conditions would not normally 
  allow you to do so. 
  NEW ITEMS 
  Arcanist’s Gloves (Magic Item Compendium) 
   
  Price (Item Level): 500 gp (3rd) 
   
  Body Slot: Hands 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) transmutation 
   
  Activation: Swift (command) 
   
  Weight: --- 
  When you activate arcanist’s gloves, you add 2 to the caster level of the next 1st-level spell you cast 
  before the end of your turn. 
   
  Arcanist’s gloves function two times per day. 
   
  Prerequisites: Craft Wondrous Item, fox’s cunning. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
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  Armor Crystal of Bent Sight (Magic Item Compendium) 
   
  Price (Item Level): 500 gp (3rd) 
   
  Property: --- (shield crystal) 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) divination 
   
  Activation: --- 
   
  Weight: --- 
  A crystal of bent sight offers a great boon to any who face creatures that have gaze attack. When this 
  augment crystal is attached to your shield, you can avert your eyes from a creature that has a gaze attack 
  without suffering, a miss chance on you attack rolls against that creature. 
   
  Prerequisites: Craft Magic Arms and Armor, clairaudience/clairvoyance. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
  Bag of Endless Caltrops (Magic Item Compendium) 
   
  Price (Item Level): 800 gp (3rd) 
   
  Body Slot: --- 
   
  Caster Level: 9th 
   
  Aura: Moderate; (DC 19) conjuration 
   
  Activation: Move (manipulation) 
   
  Weight: 2 lbs. 
  Five times per day, you can reach into this pouch and pull out a handful o caltrops (enough to cover a 5-
  foot square). In addition to the activation cost, filling a 5-foot square with caltrops by hand requires a 
  standard action. 
   
  The caltrops produced are not magical and follow all the rules for normal caltrops (PH 126). 
   
  Prerequisites: Craft Wondrous Item, Leomund’s secret chest. 
   
  Cost to Create: 400 gp, 32 XP, 1 day. 
  Belt of Growth (Magic Item Compendium) 
   
  Price (Item Level): 3,000 gp (7th) 
   
  Body Slot: Waist 
   
  Caster Level: 10th 
   
  Aura: Moderate; (DC 20) transmutation 
   
  Activation: Standard (command) 
   
  Weight: --- 
  When you activate a belt of growth, you instantly increase in size (as if affected by enlarge person). This 
  effect lasts for 10 minutes or until you command it to end. This ability doesn’t stack with any other effect 
  that increases you size. 
   
  A belt of growth functions once per day. 
   
  Prerequisites: Craft Wondrous Item, enlarge person. 
   
  Cost to Create: 1,500 gp, 120 XP, 3 days. 
  Burning Veil (Magic Item Compendium) 
   
  Price (Item Level): 1,000 gp (4th) 
   
  Body Slot: Head 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) evocation 
   
  Activation: --- and Swift (mental) 
   
  Weight: --- 
  Wearing a burning veil gives you immunity to the red effect of any prismatic spell. This is a continuous 
  effect and requires no activation. 
   
  When you activate a burning veil, it deals 1d6 points of fire damage to a single creature that has 
  already taken fire damage from an arcane spell you cast in this round. This ability functions three times 
  per day. 
   
  Prerequisites: Craft Wondrous Item, burning hands, possession of a piece of the set. 
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  Cost to Create: 500 gp, 40 XP, 1 day. 
  Charm of Countersong (Magic Item Compendium) 
   
  Price (Item Level): 400 gp (2nd) 
   
  Body Slot: Throat 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) transmutation 
   
  Activation: --- 
   
  Weight: --- 
  This small charm, usually pinned to the front of your shirt or tunic, allows you to use countersong to 
  interrupt a sonic attack. Once per day, you can activate your countersong bardic music ability as an 
  immediate action. 
   
  Prerequisites: Craft Wondrous Item, Perform 6 ranks, countersong. 
   
  Cost to Create: 200 gp, 16 XP, 1 day. 
  Circlet of Rapid Casting (Complete Arcane) 
   
  Price (Item Level): 15,000 gp (14th) 
   
  Body Slot: Head 
   
  Caster Level: 11th 
   
  Aura: Moderate; (DC 20) transmutation 
   
  Activation: Swift (command) 
   
  Weight: --- 
  A circlet of rapid casting allows you to cast a small number of spells each day more quickly. This circlet 
  has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to cast a 
  single spell as part of the same swift action you used to activate the circlet. This spell must be one that 
  normally has a casting time of no longer than 1 standard action. Doing this expends the prepared spell or 
  spell slot as if you had cast the spell normally. 
   
  1 charge: Cast a single spell of up to 2nd level. 
   
  2 charges: Cast a single spell of up to 3rd level. 
   
  3 charges: Cast a single spell of up to 4th level. 
   
  Prerequisites: Craft Wondrous Item, Quicken Spell. 
   
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
  Crimson Dragonhide Bracers (Magic Item Compendium) 
   
  Price (Item Level): 5,000 gp (9th) 
   
  Body Slot: Arms 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) abjuration, transmutation 
   
  Activation: --- 
   
  Weight: 1 lb. 
  Crimson dragonhide bracers grant you resistance to fire 5 and a +1 enhancement bonus to your existing 
  natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0). 
   
  Prerequisites: Craft Wondrous Item, barkskin, resist energy. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
  Dispelling Cord (Magic Item Compendium) 
   
  Price (Item Level): 1,000 gp (4th) 
   
  Body Slot: Torso 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) abjuration 
   
  Activation: Swift (command) 
   
  Weight: --- 
  A dispelling cord is worn wrapped loosely around your chest, its two ends slung over your shoulder. 
  When you activate a dispelling cord, you gain a +2 competence bonus on any dispel checks you make 
  until the end of your turn. 
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  A dispelling cord functions five times per day. Each time it is activated, one of the five knots magically 
  unties itself, indicating the uses remaining for the day. 
   
  Prerequisites: Craft Wondrous Item, dispel magic. 
   
  Cost to Create: 500 gp, 40 XP, 1 day. 
  Eternal Wand of Detect Magic (Magic Item Compendium) 
   
  Price (Item Level): 460 gp (3rd). 
   
  Body Slot: --- (held) 
   
  Caster Level: 1st 
   
  Aura: Faint; (DC 15) divination  
   
  Activation: Standard (command) 
   
  Weight: --- 
  An eternal wand holds a single arcane spell of 3rd level or lower, determined during creation. Any 
  character who can cast arcane spells can activate the wand to use the spell contained in it, regardless of 
  whether the spell appears on his class spell list. 
   
  An eternal wand functions two times per day. 
   
  Prerequisites: Craft Wand, Craft Wondrous Item, detect magic. 
   
  Cost to Create: 230 gp, 18 XP, 1 day. 
  Healing Belt (Magic Item Compendium) 
   
  Price (Item Level): 750 gp (3rd) 
   
  Body Slot: Waist 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) conjuration 
   
  Activation: --- Standard (command) 
   
  Weight: 1 lb. 
  While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous 
  effect and requires no activation. 
   
  In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more 
  charges allows you to channel positive energy and heal damage with a touch. (You can also use this 
  ability to harm undead, dealing them an equivalent amount of damage instead.) 
   
  1 charge: Heals 2d8 points of damage. 
   
  2 charges: Heals 3d8 points of damage. 
   
  3 charges: Heals 4d8 points of damage. 
   
  Prerequisites: Craft Wondrous Item, cure moderate wounds. 
   
  Cost to Create: 500 gp, 40 XP, 1 day. 
  Gloves of Endless Javelins (Magic Item Compendium) 
   
  Price (Item Level): 7,000 gp (11th) 
   
  Body Slot: Hands 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) evocation 
   
  Activation: Free (command) 
   
  Weight: --- 
  Gloves of endless javelins allow you to rain death down on you enemies. When you activate these 
  gloves, a +1 javelin made of pure force appears in you hand. 
   
  A javelin created by the gloves lasts until you resolve an attack with it or until the end of your turn, 
  whichever comes first. 
   
  Prerequisites: Craft Magic Arms and Armor, Craft Wondrous item, magic missile, possession of a 
  piece of the set. 
   
  Cost to Create: 3,500 gp, 280 XP, 7 day. 
  Goggles of Draconic Vision (Magic Item Compendium) 
   
  Price (Item Level): 16,000 gp (14th) 
   
  Body Slot: Face 
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  Caster Level: 9th 
   
  Aura: Moderate; (DC 19) transmutation 
   
  Activation: --- and standard (command) 
   
  Weight: --- 
  Goggles of draconic vision grant you a +5 bonus on Spot checks, low-light vision, and darkvision out to 
  60 feet. In addition, while wearing them, you cannot be blinded by the cloud a hovering dragon creates 
  (though the cloud still provides concealment for all within it). These are continuous effects and require no 
  activation. 
   
  Once per day, you can activate the goggles to grant you blindsense out to 30 feet for 1 minute. 
   
  Prerequisites: Craft Wondrous Item, dragonsight (SC 73). 
   
  Cost to Create: 8,000 gp, 640 XP, 16 days. 
  Kyton Armor (Complete Arcane) 
   
  Price (Item Level): 13,100 gp (14th) 
   
  Body Slot: Body 
   
  Caster Level: 11th 
   
  Aura: Moderate; (DC 20) transmutation 
   
  Activation: Swift (command) 
   
  Weight: 12 lb. 
  This suit of armor functions as a +1 mithral shirt. When you activate it, one of the five dangling chains 
  makes one melee attack (using your base attack bonus) against an adjacent creature of you choice. The 
  chain deals 1d6 points of bludgeoning damage (no Str bonus on damage), and is treated as a magic 
  weapon with an enhancement bonus equal to the armor’s enhancement bonus to AC. 
   
  Prerequisites: Craft Magic Arms and Armor, animate objects. 
   
  Cost to Create: 6,000 gp (plus 1,100 gp for mithral shirt), 480 XP, 12 days. 
  Living Chain (Magic Item Compendium) 
   
  Price (Item Level): 4,325 gp (9th) 
   
  Body Slot: --- (held) 
   
  Caster Level: 7th 
   
  Aura: Moderate; (DC 18) transmutation 
   
  Activation: --- 
   
  Weight: 10 lb. 
  This +1 spiked chain coils around the target’s limbs on a successful attack, granting you a +2 bonus on 
  Strength checks made to trip the target 
   
  Prerequisites: Craft Magic Arms and Armor, bull’s strength. 
   
  Cost to Create: 2,000 gp (plus 325 gp for master work spiked chain), 160 XP, 4 days. 
  Riding Boots (Magic Item Compendium) 
   
  Price (Item Level): 12,000 gp (13th) 
   
  Body Slot: Feet 
   
  Caster Level: 10th 
   
  Aura: Moderate; (DC 20) transmutation 
   
  Activation: --- 
   
  Weight: 2 lb. 
  Riding boots react to your mount and correct it when necessary, almost without your guidance. While 
  mounted, you gain a +5 competence bonus on Ride checks made during combat, plus the benefit of the 
  Ride-By Attack feat, even if you lack the prerequisites for it. In addition, if you have the Spirited Charge 
  feat, any charge attacks you make while mounted and wielding a lance deal x4 damage on a critical hit 
  (instead of the normal x3). 
   
  Prerequisites: Craft Wondrous Item, Ride-By Attack, cat’s grace. 
   
  Cost to Create: 6,000 gp, 480 XP, 12 days. 
  Safewing Emblem (Magic Item Compendium) 
   
  Price (Item Level): 250 gp (2nd) 
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  Body Slot: Throat 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) transmutation 
   
  Activation: Immediate (mental) 
   
  Weight: --- 
  If you fall at least 10 feet, a safewing emblem becomes a pair of feathery wings that grant you a feather 
  fall effect, allowing you to descend safely from any height up to 180 feet. When you land, the emblem 
  shatters, its magic expended. 
   
  Prerequisites: Craft Wondrous Item, feather fall. 
   
  Cost to Create: 125 gp, 10 XP, 1 day. 
  Slow Burst Weapon Enhancement (Magic Item Compendium) 
   
  Price (Item Level): +5,000 gp 
   
  Property: Weapon 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) transmutation 
   
  Activation: --- 
  A chill aura numbs this weapon’s victim when you strike true. Whenever you score a critical hit with this 
  weapon, the target is slowed (as the slow spell) for 3 rounds (Will DC 14 negates). This effect activates 
  even if the creature struck is not normally subject to extra damage from critical hits. 
   
  Prerequisites: Craft Wondrous Item, fox’s cunning. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
  Speed Armor Enhancement (Magic Item Compendium) 
   
  Price (Item Level): +6,000 gp 
   
  Property: Armor and shield 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) transmutation 
   
  Activation: Swift (mental) 
  A suit of armor or shield that has this property can quicken you movements. Three times per day, you can 
  command it to produce a haste effect on you (as the haste spell) that lasts for 1 round. 
   
  Prerequisites: Craft Magic Arms and Armor, haste. 
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
  Summoner’s Totem (Magic Item Compendium) 
   
  Price (Item Level): 3,100 gp (8th) 
   
  Body Slot: --- (held) 
   
  Caster Level: 3rd 
   
  Aura: Faint; (DC 16) conjuration 
   
  Activation: ---; see text 
   
  Weight: 2 lb. 
  A boon or those who magically conjure animals to aid them in combat, a summoner’s totem allows 
  instantaneous enhancement of your summoned allies. When you summon a single animal using a 
  summon nature’s ally spell, you can cast another spell targeting the summoned creature as a swift action. 
  The second spell must be no higher than 3rd level, it must target the summoned creature (and only the 
  summoned creature), its casting time must be no longer than 1 standard action, and it expends the spell 
  or spell slot as normal. 
   
  Prerequisites: Craft Wondrous Item, speak with animals, summon nature’s ally II. 
   
  Cost to Create: 1,550 gp, 124 XP, 4 days. 
  Weapon Crystal of Energy Assault (Magic Item Compendium) 
   
  Price (Item Level): 600 gp (3rd) (least); 3,000 gp (7th) (lesser) 
   
  Body Slot: --- (weapon crystal) 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) evocation 
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  Activation: --- 
   
  Weight: --- 
  A crystal of energy assault adds a particular type of energy damage to a weapon’s attacks: acid, cold, 
  electricity, or fire. This bonus damage doesn’t stack with any energy damage of the same type dealt by 
  the weapon. 
   
  Least: This crystal adds 1 point of energy damage of its type to the weapon’s damage. 
   
  Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon’s damage. 
   
  Prerequisites: Craft Magic Arms and Armor; Melf’s acid arrow. 
   
  Cost to Create: 300 gp, 24 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser). 
  Weapon Crystal of Return (Magic Item Compendium) 
   
  Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) (lesser) 
   
  Body Slot: --- (weapon crystal) 
   
  Caster Level: 5th 
   
  Aura: Faint; (DC 17) transmutation 
   
  Activation: --- 
   
  Weight: --- 
  A crystal of return allows a weapon to leap into its owner’s hand. 
   
  Least: This crystal allows you to draw the weapon to which it is attached as a free action. 
   
  Lesser: As the least crystal, and in addition you can call the weapon (if unattended) to your hand 
  from up to 30 feet away as a move action. 
   
  Prerequisites: Craft Magic Arms and Armor, mage hand. 
   
  Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 day (least). 
  NEW SPELLS 
  Animalistic Power (Player’s Handbook II) 
  Transmutation 
  Level: Clr 2, Drd 2, DuB 2, Rgr 2, Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems 
  a shade larger and assumes a more animalistic, even feral countenance. 
   
  You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement 
  bonus to Strength, Dexterity, and Constitution. 
   
  Material Component: A bit of animal fur, feathers, or skin. 
   
  Arc of Lightning (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  Level: Drd 4, Sor/Wiz 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
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  Static fills the air as you complete the spell. With a gesture you create magical conductivity between 
  tow creatures, and a bolt of electricity arcs between them with a shockingly loud crackle. 
   
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures 
  and to anything in the line between. 
   
  Both creatures must be in range, and you must be able to target them both (as if this spell had them 
  as its target). Draw the line from any corner in one creature’s space to any corner in the other’s space. 
  The bolt affects all squares in this line. 
   
  Material Component: Two small iron rods. 
   
  Aura of Vitality (Spell Compendium) 
  Transmutation 
  Level: Drd 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Close (25 ft. + 5 ft./2 levels) 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  One after another, your companions begin to radiate a soft, golden glow. They breathe deeply, 
  suffused with additional mystic power. 
   
  All subjects receive a +4 morale bonus to Strength, Dexterity, and Constitution. 
   
  Bigby’s Striking Fist (Player’s Handbook II) 
  Evocation [Force] 
  Level: DuB 2, Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with 
  great force. 
   
  The attack bonus of this striking fist equals your caster level + your key ability modifier +2 for the 
  hand’s Strength score (14). The fist deals 1d6 points of nonlethal damage per two caster levels 
  (maximum 5d6) and attempts a bulls rush (PH 154). The fist has a bonus of +4 plus +1 per two caster 
  levels on the bull rush attempt, and if successful it knocks the subject back in a direction of your choice. 
  This movement does not provoke attacks of opportunity. A subject that succeeds on its Reflex save takes 
  half damage and is not subject to the bull rush attempt. 
   
  Material Component: Three glass beads. 
   
  Blade of Blood (Player’s Handbook II) 
  Necromancy 
  Level: Ass 1, Blk 1, Clr 1, Dub 1, Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
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  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
   
  Red blood erupts along the weapon’s blade, bludgeon, or point. The blood drips to spatter in thick, 
  viscous drops upon the ground 
   
  This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of 
  the attack. You can voluntarily take 5 hits points of damage to empower the weapon to deal an extra 2d6 
  points of damage (for a total of 3d6 points of extra damage). 
   
  The weapon loses this property if its wielder drops it or otherwise loses contact with it. 
   
  Bombardment (Spell Compendium) 
  Conjuration (Creation) 
  Level: Drd 8 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cylinder (15-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: Reflex half; (see text) 
  Spell Resistance: No 
   
  You point to the empty air and boulders tumble into being, burying your opponents. 
   
  You designate the spot on which the cylinder is centered. Each creature in the area that fails a Reflex 
  saving throw takes 1d8 points of the damage per caster level (maximum 20d8) and is buried under 5 feet 
  of rubble. A successful save halves the damage and avoids burial. A buried creature can free itself with a 
  DC 20 Strength check (a full-round action), or it can be dug free by others (a single creature working 
  alone requires 1 minute to free a trapped creature). A buried creature is unable to move, and cannot cast 
  spells with somatic components, and any material components must be in hand. 
   
  After this spell is cast, its area is covered in 5 feet of dense rubble (DMG 90) 
   
  Focus: A quartz crystal embedded in rock. 
   
  Brilliant Aura (Spell Compendium) 
  Transmutation 
  Level: Clr 8, Drd 8, Sor/Wiz 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: Weapons carried by one creature/2 levels, no two of which are more than 30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Taking fresh insight from contemplation of light, you cast the spell and set your allies aglow with white 
  brilliance. 
   
  You transform all weapons, natural weapons, thrown weapons, or group of projectile weapons of the 
  subject creatures’ into a weapon with the brilliant energy special ability (DMG 224). If this spell is cast on 
  arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the 
  missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the 
  purpose of this spell. 
   
  ULP8-02 Sundered Bonds 
   
  Page 106 
  
  Cast in Stone (Spell Compendium) 
  Transmutation 
  Level: Drd 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: None and Fortitude negates; see text 
  Spell Resistance: No 
  Your eyes become like gray stone orbs traced with golden veins. The change catches the foes 
  fighting you by surprise, and they turn to stone 
   
  Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue 
  (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in 
  stone at any time by speaking a command word you establish during the creature. 
   
  Each creature within range of the gaze must attempt a saving throw against the gaze effect each 
  round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the 
  gaze but in turn grants you concealment relative to it. A creature can close its eye or turn away entirely; 
  doing so prevents the gaze from affecting it but grants you total concealment from that creature. 
   
  In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you 
  choose a target within range, and that target must attempt a saving throw. A target that is averting or 
  shutting its eyes gains the above benefits. 
   
  Channeled Pyroblast (Player’s Handbook II) 
  Evocation [Fire] 
  Level: Dup 4, Sor/Wiz 4 
  Components: V, S 
  Casting Time: See text 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: See text 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A sphere of fiery energy comes into being before you. You channel energy into it, causing it to bubble 
  and seethe with power. When you have poured enough energy into the sphere, you send it flying into 
  your foes. 
   
  This spell creates a bolt of fiery energy that blasts you enemies. The spell’s strength depends on the 
  amount of time you spend channeling energy into it. 
   
  If you cast this spell as a swift action it deals 1d4 points of fire damage per two caster levels 
  (maximum 10d4) against a single target of your choice. 
   
  If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level 
  (maximum 10d6) to all creatures in a 10-foot-radius spread. 
   
  If you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level 
  (maximum 10d8) to all creatures in a 15-foot-radius spread. 
   
  You do not need to declare ahead of time how long you want to spend casting the spell. When you 
  begin casting this spell, you decide that you are finished casting after the appropriate time has passed. 
   
  Charge of the Triceratops (Spell Compendium) 
  Transmutation 
  Level: Drd 3, Rgr 3 
  Components: V, S, DF 
  ULP8-02 Sundered Bonds 
   
  Page 107 
  
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes 
   
  Holding your hand to your head—index and middle fingers extended in a V—you call upon the 
  ancient power of the triceratops. You touch your intended target, which then grows large horns, a heavy 
  skull plate, and a thickened hide 
   
  The horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 
  points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a 
  charge, it deals double damage. 
   
  If the gore attack is used as a primary weapon, the subject adds 1-1/2 times its Strength bonus to the 
  damage of the attack. If it is used as a secondary weapon, the subject adds only ½ its Strength bonus to 
  the damage roll, and takes a -5 penalty on the attack roll. 
   
  The recipient also gains a +4 enhancement bonus to its natural armor. 
   
  Corona of Cold (Spell Compendium) 
  Evocation [Cold] 
  Level: Clr 3, Drd 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling 
  subsides as the cold drains away from you body into the air around you , causing your breath to emerge 
  as white puffs in the now-chill air. 
   
  You are surrounded by a protective aura of cold that also causes damage to others within its radius. 
  You gain resistance to fire 10. 
   
  Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each 
  round at the beginning of your turn to all other creatures within the area. A successful save prevents the 
  damage cause by the spell in that round, but does not prevent damage in future rounds. Creatures 
  damaged by the spell shiver uncontrollably, taking a -2 penalty to their Strength and Dexterity and moving 
  at half speed for as long as they remain within the area; these penalties do not stack with consecutive 
  rounds of damage or additional corona of cold spells. 
   
  Death Ward, Mass (Spell Compendium) 
  Necromancy 
  Level: Clr 8, Drd 9 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more than 30 ft. apart 
   
  Sensing the spark of life in your allies through your magic, you bolster that spark and protect it from 
  harm. 
   
  This spell functions like death ward (PH 217), expect as noted above. 
   
  ULP8-02 Sundered Bonds 
   
  Page 108 
  
  Dimension Hop (Player’s Handbook II)) 
  Conjuration (teleportation) 
  Level: Dub 2, Sor/Wiz 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Pale motes of light dance and swirl about your fingertips. When you touch the creature, it disappears, 
  leaves a cloud of motes in its wake, and reappears somewhere nearby. 
   
  You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination 
  must be an unoccupied space within line of sight. 
   
  Dispelling Touch (Player’s Handbook II) 
  Abjuration 
  Level: Dub 3, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched creature, object or spell effect 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Your touch causes one spell to rip free of its source and dissipate into nothingness. 
   
  You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a 
  spell that has a noticeable ongoing effect. You make a dispel check (1d20 + your caster level, maximum 
  +10) against the spell effect with the highest caster level. If that check fails, you make dispel checks 
  against progressively weaker spells until you dispel one spell or until you fail all your checks. Magic items 
  carried by a creature are not affected. 
   
  Draconic Might (Spell Compendium) 
  Transmutation 
  Level: Pal 4, Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 minute/level (D) 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Upon casting this spell, your ally’s face is covered briefly with a fine pattern of yellow scales. The 
  scales fade, but the golden radiance remains. 
   
  The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It 
  also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and 
  paralysis effects. 
   
  Special: Sorcerers cast this spell at +1 caster level. 
   
  ULP8-02 Sundered Bonds 
   
  Page 109 
  
  Energy Vortex (Spell Compendium) 
  Evocation (see text) 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Targets: All creatures within a 20-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Energy wells up inside you and explodes outward in a furious burst. 
   
  When you cast energy vortex, you choose one of four energy types: acid, cold, electricity, or fire. A 
  blast of that energy type bursts in all directions from you dealing 1d8 points of damage +1 point per caster 
  level (maximum +20) to nearby creatures other than you. If you are willing to take the damage yourself, 
  you deal twice as much damage. You don’t get a Reflex save, but spell resistance applies, as do any 
  resistances and immunities you have to the energy type 
   
  The descriptor of this spell is the same as the energy type you choose when you cast it. 
   
  Enhance Familiar (Spell Compendium) 
  Universal 
  Level: Sor/Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  After you touch the target familiar, the creature perks up and appears more alert. 
   
  You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and 
  melee damage rolls, as well as a +2 dodge bonus to Armor Class. 
   
  Expeditious Retreat, Swift (Spell Compendium) 
  Transmutation 
  Level: Brd 1, Sor/Wiz 1 
  Components: V 
  Casting Time: 1 swift action 
  Duration: 1 round 
   
  In a breathless voice you call out, as if you were already running a race. 
   
  This spell functions like expeditious retreat (PH 228), except as noted above. 
   
  Fortunate Fate (Spell Compendium) 
  Conjuration Healing 
  Level: Clr 7 
  Components: V, S 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 minutes/level or until discharged 
  ULP8-02 Sundered Bonds 
   
  Page 110 
  
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
  A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brightens, 
  then fades into her skin. 
   
  You surround the subject with an aura that immediately heals the creature if it is subjected to an 
  effect that would kill it (reduce its hit points to -10 or below). When this event occurs, the fortunate fate 
  spell intervenes by immediately triggering a heal spell upon the target. If the effect is one that causes 
  harm in a way that a heal spell can repair (disease, hit point damage, ability damage, or poison), the 
  target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as 
  ability drain, old age, negative levels, disintegration, or death effects), the fortunate fate spell cannot 
  prevent the creature’s death. 
   
  Heat Drain (Spell Compendium) 
  Necromancy (cold) 
  Level: Clr 8 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: 20-ft.-radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  The heat in the room seems to rush toward you, leaving everyone around you in bone-chilling pain 
  while you feel amazingly refreshed and alive. 
   
  You drain the heat from all living creatures within the affected area except you. This influx of warmth 
  heals and empowers you. All affected living creatures take 1d6 points of cold damage per caster level 
  (maximum 20d6). For every living creature that takes damage from this spell, you gain 2 temporary hit 
  points. The temporary hit points last or up to 1 minute per level. 
   
  Mage Armor, Greater, (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 3 
  Components: V, S 
  An invisible sheen of armor-shaped force surrounds you. 
   
  This spell functions like mage armor (PH 249), except that it requires no material component and its 
  tangible field of force provides a +6 armor bonus to Armor Class. 
   
  Orb of Fire (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  ULP8-02 Sundered Bonds 
   
  Page 111 
  
   
  Your hand heats to an uncomfortable temperature just moments before you release the spell’s 
  energy in the form of an orb of white flames speeding from your outward-facing palm. 
   
  An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d6 points of fire 
  damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and becomes dazed by the fire’s overwhelming heat for 1 
  round. A successful Fortitude save negates the daze effect but does not reduce the damage. 
   
  Orb of Fire, Lesser (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your hand heats to an uncomfortable temperature just moments before you release the spell’s 
  energy in the form of an orb of white flames speeding from your outward-facing palm. 
   
  An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire 
  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. 
   
  Radiant Assault (Spell Compendium) 
  Evocation [Light] 
  Level: Clr 7, Sor/Wiz 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  With outstretched hand, you gesture toward the area where the spell will come into effect. An instant 
  later a blast of multicolored light fills that area. 
  This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every 
  direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of 
  damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. 
  Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead. 
   
  Sightless creatures are unaffected by this spell 
   
  Focus: An eye from any outsider that has 4 or more Hit Dice. 
   
  Ray of Clumsiness (Spell Compendium) 
  Transmutation 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  ULP8-02 Sundered Bonds 
   
  Page 112 
  
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching 
  its target, though it takes only an eyeblink to do so. 
   
  You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray 
  stiffens the subject’s muscles and joints, making it more difficult for the subject to move. The subject 
  takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty of 1d6+5, minimum 
  Dexterity 1). 
   
  Reciprocal Gyre (Spell Compendium) 
  Abjuration 
  Level: Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see text 
  Spell Resistance: No 
  You finger the tiny loop o wire in your hands as you complete the spell. You manipulate the magical 
  aura o the target, creating a damaging feedback reaction, and the target explodes with white sparks. 
   
  The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it 
  (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a 
  Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within 
  their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal 
  damage, but targeted spell effects can be.  
   
  Material Component: A tiny closed loop of copper wire. 
   
  Resistance, Superior (Spell Compendium) 
  Abjuration 
  Level: Brd 6, Clr 6, Drd 6; Sor/Wiz 6 
  Duration: 24 hours 
  As you finish casting the spell you feel imbued with the feeling that something greater than yourself is 
  protecting you. When you touch your intended subject and release the spell, the feeling disappears. 
   
  This spell functions like resistance (PH 272), except as noted here. You grant the subject a +6 
  resistance bonus on saves. 
   
  Resurgence (Spell Compendium) 
  Abjuration 
  Level: Blk 1 Clr 1, Pal 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  ULP8-02 Sundered Bonds 
   
  Page 113 
  
  Spell Resistance: Yes (harmless) 
  By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a 
  second chance. 
   
  The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-
  like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affect by more 
  than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject 
  succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never 
  restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, 
  or nauseated that were caused by a spell, spell-like ability, or supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), then 
  resurgence won’t help the subject recover. 
   
  Seeking Ray (Player’s Handbook II) 
  Evocation [Electricity] 
  Level: Dub 2, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous; see text 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A ray of electricity springs from your hand. It snakes around obstacles, cover, and other impediments 
  on its way toward your target. 
   
  You create a ray that deals 2d6 points of electricity damage if it strikes your target. While this ray 
  requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total 
  cover), and it does not take the standard penalty for firing into melee. 
   
  In addition to the damage it deals, the ray creates a link of energy between you and the subject. If this 
  ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with ray spells 
  (including another casting of this one, if desired) against the subject for 1 round per caster level. If you 
  cast seeking ray a second time on a creature that is still linked to you from a previous casting, the 
  duration of the new link overlaps (does not stack with ) the remaining duration of the previous one. 
   
  Stand (Player’s Handbook II) 
  Conjuration (Teleportation) 
  Level: Dup 1, Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One willing prone creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a swift upward gesture of your arms and a single clarion command (“Stand!”), you enable the 
  prone creature to safely rise to its feet. 
   
  The subject creature immediately stands, without provoking attacks of opportunity. 
   
  Sure Strike (Player’s Handbook II)) 
  Divination 
  ULP8-02 Sundered Bonds 
   
  Page 114 
  
  Level: Dup 2, Sor/Wiz 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or until discharged 
   
  You gain a fleeting glimpse into the future, enough to guide your impending attack. 
   
  You cast this spell immediately before you make an attack roll. You can see into the future for that 
  attack, granting you a +1 insight bonus per three caster levels on your next attack roll. 
   
  Tortoise Shell (Spell Compendium) 
  Transmutation 
  Level: Drd 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  In the blink of an eye, the creature you touched grows the armor plating of a tortoise across its torso 
  and a tough, leathery skin elsewhere. 
   
  Tortoise shell grants a +6 enhancement bonus to the subject’s existing natural armor bonus. This 
  enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th 
  level. 
   
  The enhancement bonus provided by tortoise shell stacks with the target’s natural armor bonus, but 
  not with other enhancement bonuses to natural armor. A creature without natural armor has an effective 
  natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0. 
   
  Tortoise shell slows a creature’s movement as if it were wearing heavy armor. An elf subject to 
  tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round. The spell 
  affects only a creature’s speed; tortoise shell doesn’t carry an armor check penalty or an arcane spell 
  failure chance. 
   
  Zone of Revelation (Spell Compendium) 
  Divination 
  Level: Clr 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 5-ft.-radius/level emanation centered on a point in space 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  After making a dramatic gesture and uttering a few words of power, you close your eyes and open 
  them again, revealing all that is hidden. 
   
  All creatures and objects within a zone of revelation are made visible. This includes invisible 
  creatures, as well as those on coexistent planes such as the Ethereal Plane and the Plane of Shadow 
  (DMG 150). Natives of these planes do not lose any abilities but are simply made visible. 
  ULP8-02 Sundered Bonds 
   
  Page 115 
  
   
  Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells. Once a 
  formerly invisible object or creature leaves the area, it becomes invisible again. Ethereal creatures in the 
  spell’s area become nonethereal until they move beyond the spell’s range. 
   
  Arcane Material Components: A handful of dust from the grave clothes of an undead creature. 
   
   
  ULP8-02 Sundered Bonds 
   
  Page 116 
  
  PLAYER HANDOUT 1: NOTES AT THE PARTY 
  For Honorary members of the Chain Breakers: 
  My friend, the war with the Pomarj is at a turning point. It is a time when the actions of a 
  few can spell the difference between success and defeat. I would like to meet with you 
  privately to discuss this matter more. Please discretely excuse yourself and follow the waiter 
  than delivered this message. I find that salt goes best for disposing of secret notes. 
   
   
   
   
   
   
   
   
  Scarred Fox 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For members of the Royal Army: 
  You are hereby ordered to report to a private meeting within this demesne. Discretely excuse yourself and 
  follow the waiter that delivered this note. You are to discuss this with no one, including the waiter. Destroy 
  this note upon reading it. You should find it as least as tasty as field rations. 
   
   
   
   
   
   
   
  Field Marshal Augustus Clinkerfire 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For members of the Royal Navy: 
  You are hereby ordered to report to a private meeting within this demesne. Discretely excuse yourself and 
  follow the waiter that delivered this note. You are to discuss this with no one, including the waiter. Destroy 
  this note upon reading it. You should find it as least as tasty as field rations. 
   
   
   
   
   
   
   
  Admiral Tiberius Mansfield III 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For members of the Mine Rangers: 
  You are hereby ordered to report to a private meeting within this demesne. Discretely excuse yourself and 
  follow the waiter that delivered this note. You are to discuss this with no one, including the waiter. Destroy 
  this note upon reading it. You should find it as least as tasty as field rations. 
   
   
   
   
   
   
   
  General Brunar Blackhand 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  For members of the Liegeman of the Prince: 
  Loyal Liegeman, the time has come to test you courage and loyalty to the crown. You are to meet with me 
  privately. Follow the waiter that handed you this note. Do so discretely and speak to no one about what 
  you are doing. You will find this note is best disposed of with a little bit of salt. 
   
   
   
   
   
   
   
  His Royal Highness, Prince Olinstaad Corond 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  ULP8-02 Sundered Bonds 
   
  Page 117 
  
   
  For members of the Talons of Retribution: 
  The time has come for you skills to be called upon. The evil done by the Pomarj beckons for 
  retribution. You are to meet with me in at once. Discretely follow the waiter that has given 
  you this note and speak of this to no one. Dispose of this note discretely as well. Perhaps the 
  use of a flavoring prestidigitation would help pass this issue more smoothly? 
   
   
   
   
   
   
   
  Magnus Loudrin 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For members of the Congregation of the Hills: 
  My child, Ulaa’s need is great for you. I must meet with you immediately to discuss 
  matters of great import. Please follow the waiter that has given you this note. Be discrete 
  but polite, and speak nothing of this. Dispose of this note in as complete a fashion as 
  possible. Fortunately the servants of Ulaa have strong digestive systems. 
   
   
   
   
   
   
   
  Keeper Karin Whytsmyth 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For members of the Guardians of the Soul Forged: 
  Stone Brother (or Sister), the dwarves of Ulek are in need of the prowess of heroes. I wish to meet with you 
  immediately to discuss things important to the Stone Blessed. Follow the waiter that delivered this note, but do so as 
  discretely as possible. Talk to no one. Dispose of this note immediately. I hear that a stout dwarven ale makes a good 
  chaser for such things. 
   
   
   
   
   
   
   
  Patriarch Cedrick Rocksoul 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  For everyone else: 
  It has come to the attention of local persons of renown that you have proven yourself to be a brave and 
  steadfast hero. There is great need for such heroes during these perilous times. If you are a loyal subject or 
  friend of the Principality of Ulek, I would discuss this need with you privately. Please discreetly excuse 
  yourself and follow the waiter that delivered this note. Speak of this to no one and dispose of this note 
  immediately. I am told a dash of salt helps this along quite well. 
   
   
   
   
   
   
   
  His Royal Highness, Prince Olinstaad Corond 
   
  ULP8-02 Sundered Bonds 
   
  Page 118 
  
  ULP8-02 Sundered Bonds 
   
  Page 119 
  CRITICAL EVENT SUMMARY: ULP8-02 SUNDERED BONDS 
  For use only at OASIS 21. 
  1.  Did the players defeat the Hydra of the Adirole? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
  2. Did the PCs survive the Earth Dragon’s attack? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
  3. Did the PCs get Scarred Fox safely to the Chain Breakers? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
  4. Did the PCs rescue the slaves in the final encounter? 
   
   
   
   
   
   
   
  Yes 
   
  No  
   
  5. Did any of the PCs receive “Honorary Member of the Chain Breakers?” 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list each PC’s character name and their Chain Breaker name: 
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/598/Normal Scenarios/ULP8-02 - Sundered Bonds (APL 4-16)/ULP8-02 - Sundered Bonds.pdf