TEXT: ULP 4-07:  Chasing Smoke 
   
  Page 1 
  ULP4-07 
   
   
   
   
   
   
  Chasing Smoke 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Ulek Regional Adventure 
  Version 1.1 
   
  by Tad L. J. Kilgore 
  Maps by Michael Jones 
  Illustrations by Richard Frank 
  Playtested by The Gems of Ulaa Writing Team 
   
   
   
   
   
   
   
   
   
   
  The Congregation of the Hills calls out for aid.  Agents of Ulaa have been murdered trying to regain ancient 
  lost magics central to the defense and safety of the Lortmils.  The divinations of the Keeper point like an 
  arrow into the occupied territories.  Will you respond and pursue the stuff of legend? 
  A Principality of Ulek regional adventure for APLs APL 2-12, and Part 1 of the Gems of Ulaa Series. 
   
  
  ULP 4-07:  Chasing Smoke 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and scoring 
  after the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, 
  and the Monster Manual. We also assume that you 
  have a set of dice (at least one d4, d6, d8, d10, 
  d12, and d20), some scrap paper, a pencil, an 
  RPGA table tracking form, and your sense of fun. It 
  is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct 
  the 
  players 
  either 
  to 
  prepare 
  their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without 
  a character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges 
  are 
  proportioned 
  to 
  the 
  average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  
  ULP 4-07:  Chasing Smoke 
   
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  # 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 
  to the sum above. Add each character’s 
  animals separately. A single PC may only bring 
  f
  o
  u
  r
   
  o
  r
   
  f
  e
  w
  e
  r
   
  a
  n
  i
  m
  a
  ls of this type, and animals with different CRs 
  are added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by higher-
  level characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are two things that you 
  can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. 
  This 
  is 
  a 
  move 
  action 
  (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the PoU.  Characters native to Ulek pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time 
  Unit. 
   
  
  ULP 4-07:  Chasing Smoke 
   
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  Adventure Background 
  And  
  Introduction 
   
  Smoke is an Ogre of remarkable intelligence and 
  ambition.  He is a bounty hunter and mercenary and 
  a hardened survivor.  Smoke hunts as a profession 
  and has had fair success picking off the enemies of 
  the Warlord, the Necromancer and Turkosh Mak 
  himself.  Smoke has killed efficiently and well for 
  many employers.  Some of his work has involved 
  political intrigue and assassination.  Much of what 
  he has done involved the ambush and murder of this 
  or that tribal leader or shaman.  Specifically, 
  Smoke’s assassination of the leadership of the 
  Bleeding Eye tribe led directly to an assault on the 
  village of Hyle.  Smoke’s favorite work has always 
  involved the direct destruction of the Principality of 
  Ulek.  During the Hateful Wars, his clan was driven 
  from the Lortmils by the Prince’s own house guard 
  and by the Prince himself.  Destruction of Ulek and 
  house Corond rest at the center of his being. 
  Smoke is a hunter and tracker with an abiding 
  hatred of the dwarves and men of Ulek.   His best 
  and favored work has occurred during the war, as he 
  hunted down and obliterated this team of rangers, or 
  that group of scouts.  He is known, however, for 
  deep reconnaissance and infiltration in the Lortmils. 
   Smoke found the hole in the northern frontier that 
  was exploited by the necromancer.  Smoke helped 
  orchestrate the encirclement of Fort Stonewall.  
  Smoke has helped arrange the disappearance of 
  several individuals important to the state.  He 
  believes that if Ulek can be broken, then all of the 
  Sheldomar will fall.  This realization fuels both his 
  ambition and his rage. 
  This is in part what makes his current situation 
  such an ironic twist of fate.  The Cult of the Earth 
  Dragon contacted Smoke and let him know about a 
  special item of power and significance that they 
  were willing to pay a substantial sum of gold for.  
  Agents of the Cult of the Earth Dragon active in 
  Ulek learned that secured in a cave complex in the 
  heart of the Lortmils was the Gem of Vigilance, a 
  bloodstone gem central to the future of the Lortmils 
  and the war.  Smoke took the information provided 
  him by the Cult and went hunting.  His mission was 
  a simple one.  Secure the Gem by any means 
  necessary and return it to the Cult of the Dragon. 
  At the same time, a group of priests and paladins 
  from the temple of Ulaa were deployed to find the 
  same Gem.  Hand picked by Defender Gurdvar 
  Gelbforger and Defender Belden Bierman, this group 
  was able to infiltrate the cave complex, defeat its 
  guardians, and emerge into the light of day. 
  There they found Smoke and his compatriots and 
  were butchered to a man.  Smoke took immediate 
  and quick possession of the Gem and departed for 
  rendezvous on the Jewel with his employers.  
  Unfortunately for him, the Gem of Vigilance had 
  some unexpected powers that had an immediate 
  effect on him. 
  The Gem of Vigilance represents that part of Ulaa 
  and the spirit that defends and nurtures and 
  protects.  As such, its power is transforming.    
  Smoke crossed into the disputed territories and 
  found himself longing for the Lortmils.  Worse, he 
  began to experience a deep dislike towards the 
  orcs, goblins, and humanoids that surrounded him. 
   He began to feel that these creatures were a direct 
  and immediate threat to a place he held dear.  He 
  felt the magical compulsion working on him and 
  struggled.   
  Smoke managed to hold his newfound revulsion in 
  check until he came nose to nose with the agents 
  of the Earth Dragon he was supposed to turn the 
  Gem over to.  He snapped and slew all five of the 
  Cultists.  Emerging from the worse effects of his 
  magical compulsion, Smoke realized quickly that 
  he was under a magical effect, that it stemmed from 
  the Gem, and that he had made an enemy of the 
  worst magnitude.  The Cult of the Earth Dragon 
  would not forgive this.  His choices narrowed and he 
  fled, tormented by the force of the Ulaa’s 
  bloodstone and the call of the Lortmils, but unwilling 
  to return to what he knew would be certain doom.  
  Additionally, he could not bring himself to cast the 
  Gem aside. 
  To carry the Gem was to have duty inflicted upon 
  the bearer.  Smoke found himself hunting those that 
  he knew were moving against the Principality of 
  Ulek.  Deep inside, his anger burned and he felt 
  madness build.  The Gem engaged in a constant 
  dialogue with him, discussing his decisions, his 
  beliefs, the people destroyed by his decisions and 
  his actions, and constantly impressing on him the 
  importance of protecting the Lortmils and Ulaa from 
  the depredations of those who would despoil the 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 5 
  land and use its riches for pure personal gain.  
  Smoke fights the voice and struggles to resist it.  
  However, at times, and at times occurring with 
  greater and greater regularity, he hears the voice 
  and agrees with it, understanding that the path he 
  had walked was not the only one open to him.   
  The PCs are brought into the narrative at this point. 
   Their presence is requested in Havenhill to consult 
  with Keeper Karin Whytsmyth and both her senior-
  most defenders. The Gems of Ulaa are artifacts left 
  in the Lortmils by the goddess herself.  Each has a 
  distinct sort of power.  Each is unique, and each 
  placed by the goddess with great foresight to 
  protect the land and those, consequently, of her 
  faith. Each one of the gems differs greatly in its 
  individual raw power.  However, each of the gems 
  was created to perform a specific task, known only 
  to the goddess.  In the time since their creation, 
  each of the gems has been used in a way specific 
  to its powers, to protect and nourish the land and 
  its people.  When a follower of Ulaa says, “like a 
  gem,” he or she means something or someone who 
  has shown up at exactly the right time, with the 
  right skills or abilities, to solve a grave problem.  
  Over time, the locations of the gems fell from 
  common knowledge, but Ulaa had made each fall to 
  rest in a place she felt was safe, and also that 
  would help the gems get to the place that they 
  needed to be, exactly when they were needed by 
  the people of her sacred lands. 
  Karin Whytsmyth has recently begun having 
  dreams and visions of the gems.  Their locations 
  come to her in traumatic flashes that have caused 
  The Keeper seizures and that have also caused her 
  to wake startled and sweating from a deep sleep.  
  She believes that the time for Ulaa to make her 
  power manifest in Ulek is coming.  Karin had been 
  shown a clear vision of the location of the Gem of 
  Vigilance, inside a tapped out copper mine 
  southeast of Thunderstrike.  She shares this with 
  the PCs and also lets them know that the temple 
  dispatched a band of the faithful to retrieve the gem. 
   These 
  people 
  failed 
  to 
  report 
  in, 
  and 
  an 
  investigation of their absence led to the discovery of 
  their looted bodies.  The Keeper has a problem, one 
  of the Gems of Ulaa has been stolen.  Ulek needs 
  the help of heroes. 
  The full force the Temple’s divination magic has 
  been unleashed and the Keeper will share what she 
  knows.  At this point the PCs are given a series of 
  questions asked through divinations and their 
  answers from Ulaa.  These are pieces of a puzzle 
  that will make little sense on the surface.  Karin will 
  also cast additional divinations for the PCs as they 
  request.  The entire collection of information has the 
  feeling of a cipher.  There is no clear answer, as the 
  central piece of puzzle, who Smoke is and what 
  has occurred between him and the gem, is 
  completely counter-intuitive.  Likewise, not all the 
  divinations are immediately applicable. The matrix 
  of divinations the Temple provides will have some 
  confusing and misleading elements, if the PCs 
  attempt to immediately apply all of the divinations 
  directly to the situation at hand.  The will of Ulaa is 
  sometimes mysterious and the divinations given by 
  the goddess may not all have application to the 
  current situation. 
  Several 
  things 
  are 
  apparent 
  based 
  on 
  the 
  divinations. Someone ambushed and killed the 
  agents of the temple as they left the complex that 
  housed the gem.  Somehow the Cult of the Earth 
  Dragon is involved.  The gem passed through the 
  village of Onderill, and somehow the chapel of the 
  goddess there is involved.  Both Gem Guardians 
  Pliva and Turvan Tallyminder, are present to share 
  what they can about their old village and including 
  knowledge of the orc tribe that infests the area and 
  overran their village.   
  For some unknown reason, the Cult has been 
  unable to get the gem, although they have deployed 
  substantial resources in pursuit of the gem.  When 
  Karin asked what the Earth Dragon and its agents 
  were doing to get the gem Ulaa’s cryptic response 
  via divination was, “The Dragon’s jaws snap at bitter 
  air and its claws clutch at emptiness.  What it 
  knew, it no longer knows and what it saw is 
  obscured by an acrid veil.”   
  Karin and her staff are not certain what the exact 
  powers of the gem are.  Legends tell that the gem 
  was wielded by the first Keeper in defense of the 
  Lortmils and against agents of Vecna.  Myth 
  ascribes the ability to find anyone or anything 
  anywhere in the hills as well as ability to resist 
  magic and damage by force of arms.  However, 
  none of these powers are known with certainty. All 
  they know for certain is that the gem’s powers are 
  protective and nurturing and that it is a bloodstone 
  gem.  Structurally, this information will not just be 
  handed to players.  They will have to role-play their 
  way through the encounter and arrive at conclusions 
  with the Priests of Ulaa.   
  Karin has also been haunted by visions of an Ax.  
  She will tell PCs that she believes that somehow 
  the Ax of Corond and the gems of Ulaa are linked, 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 6 
  but she is not certain what the connection is.  She 
  will let the PCs know that she is also in contact 
  with the Prince and several of his agents, and that 
  she is in correspondence with the dwarven sage 
  Pengellin on this issue.  Members of the mine 
  rangers and army have been sent to the temple on 
  special assignment as part of this communication. 
  As a result, these PCs will be able to count this 
  time as military. 
  Of course, the Cult of the Earth Dragon has been in 
  motion also.  Smoke’s actions manifest to the 
  members of the cult as betrayal and duplicity of a 
  sort they cannot tolerate.  Their divinations have 
  also had a nonsensical taint to them and they 
  dispatched several teams of hardened veterans into 
  the field to hunt and slay the Ogre and his band.  
  Additionally, they set a bounty on the on the Ogre’s 
  head.  The hunter becomes the hunted. 
  Karin will ask the PCs to find and retrieve the gem.  
  Secondly, she will ask them to sanctify the chapel 
  of Ulaa in Onderill and expunge whatever infestation 
  they find within.  She also asks them to secure the 
  two sacred Texts of Ulaa. 
  Overland travel to Onderill will be uneventful, 
  although it will be obvious to the PCs that there has 
  been much activity across the frontier.  PCs able to 
  track will find evidence of much activity and will get 
  a feeling that the disputed territories are on the 
  move. 
  Before being overrun, Onderill was home to a fair 
  sized chapel of Ulaa that was staffed by none other 
  than Guardians Plima and Turvan Tallyminder. 
  Onderill was a mixed community of halflings, 
  gnomes, and humans, known for fine metalworking 
  and cunningly crafted windmills.   
  Since it’s sack, Onderill had been a base for the 
  orcs of the Saltburner tribe.  These orcs had been 
  the sometime allies of Smoke.  Unfortunately for 
  them, the Gem of Vigilance brought Smoke back to 
  the village.  Smoke found the presence of the orcs 
  in the temple of Ulaa offensive in the extreme.  
  Smoke embarked on a steady campaign of guerilla 
  war and ambush on the Saltburner Orcs.  He 
  hunted them. 
  As the PCs come to Onderill, the Saltburner Orcs 
  have ceased to function as a full tribe.  Their 
  leadership has been butchered and the tribe has 
  shattered and scattered as a true fighting force.  
  The orcs still occupying the town are in a state of 
  disorganization and disarray. They know something 
  is out there hunting them and they are in a state of 
  paranoid panic. 
  PCs have several options available to them.  A 
  straight march into town yields a bloody and nasty 
  fight with the last organized elements of the tribe.   
  Reconnaissance will let the PCs know that 
  something is odd about the town.  If the PCs sneak 
  into town they will quickly meet slaves and perhaps 
  have an opportunity to question an orc prisoner.  
  Effective reconnaissance gives the PCs the ability 
  to destroy the orcs in detail as opposed to brawl 
  with them en massee and nose to nose.   
  Regardless, PCs will discover several things are 
  amiss.  The slaves will report the general 
  dissolution and break down of the tribe and will 
  describe the execution and elimination of orcish 
  leadership.  Captured orcs will maintain that 
  someone hired an assassin to kill off the “Tuff wonz, 
  cuz we wuz gettin’ too ‘ard.”   
  After dispatching the Saltburner Orcs, the PCs will 
  no doubt proceed to the Chapel of Ulaa.  The space 
  had housed a cleric of Gruumsh and his retinue.  
  Smoke quickly dispatched them.  After the orcs 
  has been destroyed as an effective fighting force, he 
  cleaned the temple and prepared it for new 
  consecration.  This activity has been predicted by 
  one of the divinations presented by Karin.  The 
  divinations reads, “The Stone Wife’s halls will be 
  reclaimed by cleansing smoke.”   
  Inside, the PCs will find additional clues that all is 
  not what it seems.  Smoke’s followers are goblins 
  of considerable skill.  Their presence, as well as the 
  presence of Smoke, will become obvious.  PCs will 
  find a midden filled with refuse from goblins.  They 
  will also find a message left by Smoke describing 
  what he did to cleanse the temple and prepare it for 
  consecration. 
  PCs should begin to piece together much of what is 
  going on.  To assist them in this, the PCs find a tile 
  inlay map on the dome of the chapel, detailing the 
  area around Onderill.  On the map, PCs will find the 
  symbolic representation of a mine complex that will 
  become the obvious next destination for them 
  based one of the divinations they’ve been given.  
  The location of the Silver Spike Mine is represented 
  in detail on the domed ceiling of the chapel.  One of 
  the Divinations reads, “When the path is unclear, go 
  drive the Silver Spike.” 
  PCs traveling to the Silver Spike will come across a 
  camp that has been obliterated during the night by 
  a skilled and precise ambush.  Eight members of 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 7 
  the Cult of the Earth Dragon met a brutal end at the 
  hands of Smoke and his Band.  Smoke, being 
  aware of his hazard, and also being familiar with the 
  mode of operations of the Cult, ambushed these 
  particular bounty hunters in their camp last night.   
  Depending on their skills, the PCs can determine 
  the 
  number 
  and 
  tactics 
  of 
  Smoke’s 
  band.  
  Additionally, magical interrogation of the dead leads 
  to further information about Smoke and who it is 
  that hunts and kills the enemies of Ulek. 
  The Silver Spike has been an off again, on again 
  base of operations for Smoke and his Band and this 
  is well known by the Cult of the Dragon.  The Cult of 
  the Dragon has deployed four separate war bands in 
  the area hunting Smoke and the gem.  Smoke has 
  made short work of them so far.  However, one last 
  group is trying to make a run at Smoke in his base 
  camp.  Unfortunately for them, Smoke and his 
  group went into motion as soon as they realized 
  that the Cult was after them.  Smoke has baited a 
  trap in Silver Spike and is planning on catching the 
  last group of Cultists from behind as they work their 
  way into the well-trapped mine.  
  However, the PCs arrive at Silver Spike after the 
  Cultists enter the complex but before Smoke 
  comes in behind them to wipe them out. Smoke 
  observes their entrance into the Mine and waits for 
  them to advance and enter and do his dirty work for 
  him.  PCs entering the mine quickly find evidence of 
  the passage of the cultists.  Several of them have 
  been killed by a falling block trap.   
  Advancing deeper into the complex leads to a direct 
  and nasty conflict with the cultists.  However, the 
  Earth Dragon Cultists have severely compromised 
  morale at this point as they feel, quite correctly that 
  they have been hunted and out maneuvered by 
  Smoke.  Several of the Cultists will break from the 
  party and have no interest in combat.  Others will 
  fight to the death.  The survivors will broker the 
  information they have for their freedom. 
  Questioning the cultists uncovers what they know of 
  the Gem of Vigilance as well as Smoke’s betrayal.  
  The Cultists have very little idea why Smoke has 
  betrayed them and assume he has either been 
  bought out or that he has taken the Gem for his 
  own.  They know some information about the nature 
  of the gem’s power.  Additionally, they know the 
  rough composition of Smoke’s band. 
  PCs will have several paths open to them at this 
  point.  However, Smoke knows they are inside the 
  Silver Spike and he knows they are from Ulek.   
  Smoke is still an Ogre and still holds a deep and 
  abiding hate for Ulek. He loathes its people.  As a 
  result, he is completely torn by the current 
  situation.  He hates Ulek.  He loves the Lortmils.  
  He is tormented to the lip of madness by the 
  experience of the Gem.  However, the magic of Ulaa 
  is working a steady transformation in him.  The PCs 
  will soon encounter him on the cusp of a change.   
  He will either be driven mad and twisted by the 
  experience of the gem, or, he will be brought into 
  the light of Ulaa and become a force for good within 
  Ulek.  The PCs will have a choice and will have 
  several divinations available to them at this point 
  that can direct them to the correct course of action. 
   PCs can choose to try and bring Smoke to their 
  side, or they can have a bloody brawl with him.  The 
  realizations the PCs have here will determine the 
  contour of the next encounter. 
  Smoke and his compatriots are in position to stage 
  a quick and brutal ambush on the PCs as they exit 
  the complex.  At lower APLs they will wait until the 
  PCs exit the cave and in effect this allows PCs to 
  recharge their spells and heal if they are so 
  inclined.  At higher APLs, Smoke and his Band will 
  pursue the PCs after six hours, attempting to 
  bushwhack the PCs while they make camp.   
  Prior to his relationship with the Gem, Smoke would 
  have slammed the PCs with offensive magic and 
  then waded in with his fighter/rogue compatriots.  
  Under Ulaa’s magic, he instead shows his hand and 
  will confront the PCs, questioning who they are and 
  giving them an opportunity to leave if they surrender 
  their gear.  PCs who successfully manipulate the 
  conversation cause Smoke to enter a stunned and 
  dazed state. PCs who are not able to drive the 
  conversation 
  in 
  the 
  correct 
  direction, 
  find 
  themselves in a brutal fight.   
  If Smoke’s full conversion is triggered by the PCs, 
  his Band will see Smoke’s collapse as an attack on 
  their leader and will engage the PCs with everything 
  they have. 
  This fight will be tough to lethal based on how PCs 
  respond.  If Smoke joins in, the PCs will find 
  themselves in a nasty and overpowering brawl.  If 
  Smoke is removed from the fight, then the PCs will 
  find themselves in a difficult, but very survivable 
  fight. 
  Assuming PCs make it home with the gem, the 
  story ends in one of two ways.  If Smoke returns 
  with them, he relinquishes the Gem and has 
  completely changed alignment and motivation.  The 
  
  ULP 4-07:  Chasing Smoke 
   
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  information he brings back to the Principality is vital 
  in understanding the political landscape in the 
  Pomarj, the Wild Coast, and the Disputed 
  Territories. 
  PCs who return the Gem after slaying Smoke, will 
  be thanked, and will have accomplished something 
  important, but will not be delivering important 
  information about the enemy into the hands of the 
  Prince.   
  PCs who do not recover the Gem are probably 
  dead, or have never figured out how to chase 
  Smoke. 
  Thus ends the first part of the Gems of Ulaa.   
  Introduction 
  Members of the Congregation of the 
  Hills 
  Please read the following to members of the church 
  of Ulaa. 
  You dream. 
  Five gems are placed on a pedestal before you, 
  by a perfectly shaped and manicured feminine 
  hand.  There is a bloodstone, an amethyst, a 
  ruby, a diamond, and an emerald.  The hand 
  gathers the gems and holds them before you.  
  They are beautiful.    
  The gems are thrown upwards and your eye 
  follows them high into the air.  You are 
  suddenly above a vast  range of hills.  In the 
  distance you can see the spires of Gryrax and 
  the sea.  Far below you is the mound of the 
  inner city of Havenhill. To your left and right 
  you see the ribbon of the Jewel and the  
  Sheldomar. 
  The gems fall back past you and are gone.  
  “Let them fall where they are needed,” the voice 
  says.  It is the voice of dreams, and the voice of 
  magic. 
  Below you, with sudden clarity you see the 
  Temple of Ulaa in Havenhill.  “Come to me,” the 
  voice says. 
  You wake to the sound of your own heartbeat. 
  The Royal Army 
  Please read the following to members of the PoU 
  Royal Army.   
  Krufec Brightsilver regards you sternly.  “What 
  I’m about to tell you is not for public discussion. 
  Discussion of this with anyone outside of the 
  matter will be treated as an act of treason.  That 
  means you’ll be stripped of rank, sent to the 
  coal mines of house Corond, and left there to 
  rot. This is your last and only chance to stand 
  and walk from this table before I continue.  Are 
  we clear?” 
  The colonel will wait to hear assent from the PCs 
  present. 
  Krufec snorts in response and favors you with a 
  thin and grim smile.  “Well, you’ve been chosen 
  for this mission because you’ve shown ability to 
  take on tough assignments.  You’ve shown that 
  you can handle the strange and bizarre with the 
  same skill you use to send an orc straight to 
  hell.  That, is good. 
  “Simply put, the Temple of Ulaa has made a 
  direct appeal to the Royal Army for assistance. 
  Command has chosen you as his agents in this 
  matter.  Do you understand?  High command 
  has chosen you. 
  “Your orders are simple.  Report to the temple 
  of Ulaa in Havenhill and place yourself in the  
  service of Keeper Karin Whitesmith, high 
  priestess of that faith.  Accept no instruction that 
  runs counter to the interests of the state, 
  although I doubt Karin will ask you to do 
  anything that runs counter to the interest of 
  Ulek.  In effect, she will be your superior until 
  you are released back into my service.   
  “Questions?” 
  Use the following text to address PC questions.  
  Feel free to paraphrase and ad lib as you deem it 
  appropriate.  The important thing, as always, is that 
  the players are engaged and brought farther into the 
  narrative. 
  Q:  What does the Keeper want?  What is our 
  assignment for Ulaa? 
  A:  Such has not been shared with me and the 
  specifics have passed only between people at 
  the very top of our government and the Keeper. 
   I know only that you are sent to Ulaa under the 
  direction of my superiors, because we believe 
  
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  you have shown yourself to be true patriots of 
  Ulek, selfless in your commitment to him and 
  the state.  Do not expect public praise for what 
  you do.  Your reward will be the certainty that 
  the men and dwarves and halflings of the land 
  have peace and safety as a result.    
  Q:  When will we be released from service? 
  A:  I do not know.  Heroes such as yourself are 
  valued by our liege, and I imagine she will 
  release you as soon as is prudent. 
  Q:  I don’t want to go! 
  A:  Did I hear you correctly?  Are you defying a 
  direct order from me?  From your Prince?  You 
  have one chance to reconsider your cowardice 
  before I slap you in irons.  Well? 
  Allow PCs a chance to recant.  PCs who fail to 
  retract, are slapped in irons and taken out of play 
  for 52 TUs.  Please email the triad with details. 
  Once PCs have accepted their mission, close with 
  the following. 
  Go with the blessings of the Prince.  May 
  Moradin guide your heart and Clangeddin your 
  steel.  I do not know the purpose Ulaa has for 
  you, but know that the Lortmils are her sacred 
  lands.  If the Temple has appealed to the Prince 
  for aid, the very land itself must be in jeopardy. 
  The Mine Rangers 
  Please read the following to members of the Mine 
  Rangers.  
  Most officers pass along information in formal 
  dispatch or in meetings loaded with significant 
  pauses and stern warnings.  This is just not 
  always the case in the Mine Rangers.  Dimble 
  “Cloak” Beren seems to prefer conducting the 
  business of the corps in inns and taverns.  Of 
  course, that is part of what has attracted many of 
  your colleagues to the Mine Rangers.  What is 
  unusual is the private room your meeting into 
  meet in.  
  The door opens and Dimble enters, his smile 
  quick and his eyes twinkling as he recognizes 
  you.  “<insert PC rank here > it is good to see 
  you. “  He hobbles to the stool next to you and 
  sits, pouring himself a drink as he settles in.  He 
  sips, “Not quite Treehome’s Gnome Golden 
  Light, but a passable brew, nonetheless.” 
  He looks deep into your eyes and you see the 
  glee fade from his eyes.  “The Mine Rangers 
  have been asked a favor, and I thought of you to 
  pay it. 
  “Do you know Defender Belden Bierman of  of 
  Ulaa?” Dimble asks and waits for your response. 
  Continue after the PC speaks. 
  “He is a friend of mine and also the Mine 
  Rangers.  He trains the sacred mounts of Ulaa 
  and has been my sometime comrade at arms.  
  Belden has asked me for help. Because of the 
  good work and kindness you have done for me, 
  I thought of you.  Each time I have called on 
  you, you have always done your best and taken 
  the task with a true and steady heart.  I call on 
  you again. 
  “The  specifics have not been fully shared with 
  me.  My good friend Belden cannot share with 
  me all that has occurred within the halls of the 
  Stonewife.  However, he has told me that Ulaa 
  has need of a mine ranger, and that the Keeper 
  Karin Whitesmith asked him to request a boon 
  of us.  I need you to report to the Temple of Ulaa 
  in Havenhill, act as my agent, and assist the 
  temple with its difficulty.  Any questions? 
  Use the following text to address PC questions.  
  Feel free to paraphrase and ad lib as you deem it 
  appropriate.  The important thing, as always, is that 
  the players are engaged and brought farther into the 
  narrative. 
  Q:  Tell me about the Temple of Ulaa? 
  A:  Ulaa is the Oeridian goddess of the sacred 
  spaces of the earth.  She is the protector of the 
  Lortmils and they are her sacred lands.  The 
  followers of Ulaa are often humans and halflings 
  and many are our brother’s in arms.  The temple 
  has given selflessly and tirelessly to the war, 
  paying in blood, silver and steel to hold back 
  the Pomarj. 
  Q:  What do they need? 
  A:  I am not certain.  There are rumors that 
  several of their number have gone missing.  I do 
  not know beyond that.  Mayhap they need 
  someone to go downward, or even further 
  downward still.  I fear some of their number may 
  be wrapped in death and they seek the recovery 
  of their dead.  You may embark on dark trade in 
  search of the answer.  Of course, it could just be 
  a romantic interlude. Regardless your diligence 
  
  ULP 4-07:  Chasing Smoke 
   
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  will be the key to overcoming the danger that 
  hedges us from all sides.   I do not know with 
  certainty what their absolute and true need is. 
  Q:  How long will they need my services? 
  A:  I do not know.  Give them what time they 
  need. 
  Q:  I don’t want to go… 
  A:  Dimble is visibly shocked.  “That is your 
  right. I ask you as a favor, not as an order.  As 
  we are not the sort of people who do favors for 
  each other, do not seek my aid in the future.  
  Good night. 
  Give the PC an opportunity to reverse his or her 
  decision.  PCs who play this as a joke will make a 
  direct appeal to his sense of humor.  He is a gnome 
  after all.  If he or she does not then let the player 
  know they are done for this scenario and let them 
  know they will no longer be able to advance in rank 
  in the mine rangers.   
  When the PC is ready to continue to the Temple, 
  read the following. 
  I thank you.  Please give my regards to Belden 
  and also the Keeper.  I am worried.  It is unlike 
  the Temple of Ulaa to be so secretive.  
  Something dire must be afoot.  Be guarded.  Do 
  not repeat what you learn to anyone but me. 
  Everyone including Mine Rangers, 
  Army and members of the Temple of 
  Ulaa 
  The Five Stones in Havenhill is famous for its 
  food and even more famous for its spirits.  It’s 
  brandies are some of the finest in Ulek, and its 
  apple brandy known throughout the Flanaess. 
  Dinner has been pleasant.  As with most places 
  in Ulek, seating has been informal, and 
  newcomers have joined and other left you as 
  you’ve eaten.  The banter has been congenial 
  and the sort of thing spoken commonly among 
  adventurers.  Each person at your table seems a 
  member of the trade, and has been forthcoming 
  with some story or anecdote about his or her 
  career.  The life of fortune and the road!  Who 
  knew so many people had been to Tenh? 
  The daylight fades.  The sun has crept slowly 
  down the wall and the red glow of the passing 
  day drains color from the room.  Candles and 
  lamps are being lit by the staff of the Inn.  One 
  of your dinner companions clears her throat 
  loudly and draws all your attention. 
  “Ulaa,”  she says, “has guided you to me.”  You 
  consider this woman.  She is pretty in the 
  homey way of a human free farmer.   Well past 
  her middle years, she has some meat on her 
  frame. Her eyes and face have a kind beauty to 
  them that speaks of gentle grace. 
  “What chance is there that such a group as this 
  would be assembled at this moment, in this way, 
  in this place?  Chance?  I have little faith in 
  chance.   I have faith in my goddess.  I have faith 
  in destiny.  I know some things are ordained. 
  She pauses and meets your gaze.  “I speak to 
  my goddess.  She answers.  Let us say, I had a 
  problem.  I asked Ulaa, ‘Where may I find an 
  answer to my problem?”  Ulaa in her wisdom 
  and mercy sent me here to this place, on this 
  day.  When I asked she said, “As light fades on 
  the five stones, sit under the ax.”  She gestures 
  to the shield on wall behind her, where the 
  device of Ulek is displayed in red and white.    
  A religion or spellcraft check (DC 15) tells the PC 
  that she is referring to the results of a divination 
  spell. 
  “Ulaa guides me.  I do not know if she guides 
  you, but clearly she foresaw this moment and 
  the arrival of each of you.   There is very little 
  coincidence in life. 
  “I have a proposal for you.  Two bells past 
  sunrise, come meet me at the Stone House of 
  Ulaa.  Join me at the Temple.  I have much you 
  should know.”  She twists a ring from her finger 
  and lays it on the table top.  “Bring this to the 
  temple and show it to the Stone Warden at the 
  doors.  He will bring you to me. “ 
  With that she pauses and smiles. 
  DC 10 religion check tell PCs that this ring 
  incorporates a symbol of Ulaa in its device.  A DC 
  15 religion check or a DC 20 Knowledge: 
  Sheldomar check lets PCs know that this is the 
  personal symbol of Karin Whitesmyth, Keeper (high 
  priestess) of the temple of Ulaa. 
  Note that PCs who keep the ring and do not go to 
  the Temple will be expelled from any meta-orgs 
  they belong to in Ulek, and will be captured and 
  imprisoned for 52 TUs as a result.  Email the 
  results to our Triad. 
  
  ULP 4-07:  Chasing Smoke 
   
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  Use the following text to address PC questions.  
  Feel free to paraphrase and ad lib as you deem it 
  appropriate.  The important thing, as always, is that 
  the players are engaged and brought farther into the 
  narrative. 
  Q:  Who are you? 
  A:  She leans forward and whispers, “Karin 
  Whytesmith, Keeper of Ulaa.  Meet me in the 
  morning and I will share more with you.” 
  Q:  What do you need from me?   What help do you 
  need?  What does the Temple of Ulaa want from 
  us? Why have you chosen us? 
  A:  “These are matters of grave import to all of 
  Ulek.  I will not discuss them here.  Meet me at 
  the temple in the morning, there I will uncover 
  Ulaa’s need.” 
  Q:  I am sent to you by the army/mine rangers. 
  A:  “Ah!  How wondrous you also find yourself 
  here at this moment.  No doubt your superiors 
  impressed upon you the need for discretion.  I 
  will see you in the morning, then.  Thank you!” 
  Q:  I had a dream 
  A:  I have visions also.  The goddess moves 
  across the land and among her faithful.  Speak 
  to me of this on the morrow. 
  Karin will not commit to any more detail at this 
  point.  She will attempt to secure a commitment 
  from the PCs to meet her in the morning, but has 
  confidence that Ulaa is guiding the events of the 
  day and that the PCs will find their way to her. 
  When the time is right, have Karin close with this. 
  Karin looks around the room and then back at 
  all of you.  “If you feel you must discuss this 
  among yourselves, I suggest you do so in 
  private.  The enemy is everywhere”  With that, 
  she leaves. 
  PCs will most likely want to discuss what they have 
  discovered.  If they request, a private space can be 
  arranged for them by Colwin Far Walker, the halfling 
  owner of the Five Stones.  When they are ready, 
  proceed to the next encounter. 
  PCs who wish to gather information in and around 
  tonight will find the following.  Allow them to roleplay 
  for this or make a gather information check as they 
  desire.  Allow a one piece of information for each 
  two points they beat a gather information check 
  (DC15) by.  A result of 19, fives three pieces of 
  information, a result of 21 gives four, etc.  
  - From a dwarf: "Did you hear about Ol' Ironhand? 
  He finally died. 
  On his deathbed he was still mumbling about a 
  quest to seek lost 
  dwarves. The old codgety guy just wouldn't give up 
  about that." 
   
  - From a human sailor: "I heard some land-lubbers 
  kidnapped a dwarven 
  boy and made him carry their gear as they went 
  dragon-hunting. Can 
  you believe that?" 
   
  - From an elf: "I hear that there's an elf going around 
  claiming to 
  be 1/10th dwarf. He should shear his ear tips off, if 
  you ask me." 
   
  - From a tallfellow halfling: "And then the guy asks 
  where the smart 
  scholarly-type dwarves live. We all laughed. 
  Stubborn yes, 
  scholarly they ain't." 
   
  - From a dwarf: "My uncle was in the Adamantine 
  Guard. Died with 
  honor at the Pass, protecting our land with his spilt 
  blood while 
  Celene dilly-dallied. This here is his ax, now mine." 
  -From a human: “Bunch of priests types fro the 
  Temple of Ulaa have vanished, gone missing the 
  bunch. 
  When PCs are ready and have decided to continue 
  on to the temple, continue with Encounter 1. 
  Encounter 1:  The Temple    
  of Ulaa 
  Note the following section has substantial box text. 
   Use this as is necessary to guide the narrative.  
  Where appropriate given your narrative style, 
  paraphrase.  The box text is most useful to help 
  you find the voice of your NPCs and organize the 
  narrative.  Use as you need to tell the story well. 
  The Temple of Ulaa is made of granite.  The 
  rock is the bedrock of the mountains, of the 
  Flanaess itself.  Grey, speckled black, the rock 
  has been polished to a sheen.  Granite is not a 
  rock normally found in plenty on the surface or 
  
  ULP 4-07:  Chasing Smoke 
   
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  normally a rock easily worked.  It is the rock at 
  the foundation of the world.  It is the rock of 
  Ulaa.  The temple does not climb high into the 
  sky like the towers of the Prince.  It is not the 
  great hall of Moradin.  It is a huge dome of 
  stone, perfect in its shape and design. 
  Before you, the great round gates of Ulaa stand 
  15 feet tall.  The double doors are made of 
  granite inlaid with silver, and embellished with 
  cleverly crafted sigils and runes.   
  A young man wearing the gray tabard and 
  symbol of Ulaa descends the steps leading to the 
  door and bows in greeting.  “The hall of the 
  Stone Wife awaits, “ he says.  “How may I serve 
  you?” 
  Allow PCs to introduce themselves.  This man is 
  Geric a Stone Warden in the order of Ulaa.  He has 
  been told the Keeper expects visitors.  He will lead 
  the PCs into the Keeper’s chambers for a meeting. 
  Geric leads you through the temple proper and 
  then down long curving stairs behind the 
  sanctum.  The air changes as you descend, 
  taking the cool and damp taste of the deep 
  places of the earth.   
  He leads you into a brightly lit chamber.   A ring 
  of chairs surrounds a brazier filled with glowing 
  coals. 
  Keeper Karin Whytsmyth stands and opens her 
  arms to you in greeting.  “Friends,” she begins, 
  “we have business to discuss.”  She dismisses 
  Geric with a nod, and he smiles at you briefly 
  before he leaves. 
  There are four others in the room besides Karin. 
   She gestures to each in turn. 
  “This is Defender Gurdvar Gelbforger, master of 
  Thunderclaw, and protector of Ulek.”  The 
  middle aged dwarf regards you with a blank 
  expression, his eyes out of slight focus and his 
  brow knit in concentration. 
  A religion check (DC 15) or a spellcraft check (DC 
  15) tells the roller that Gurdvar is most likely 
  detecting evil. 
  She gestures to a human, his grey hair a wild 
  and unkempt mat, and his beard more like a 
  bush than hair. “This is Defender Belden 
  Bierman, keeper of the sacred mounts of Ulaa, 
  and my dear friend.” 
  “These two,“ she gestures to a male and female 
  gnomes dressed in the earthy brown vestments 
  of senior clergy, “are Turvan and Plima 
  Tallyminder, Guardians of Ulaa, and of the fallen 
  village of Onderill.”  Plima, the female grins at 
  you as she in introduced.  Turvan, her husband 
  nods, his features blank and his countenance 
  troubled.  
  Belden speaks, his voice a hoarse bark, 
  “Keeper, I’d know their names before we 
  continue.”   
  Karin smirks and nods, “Of course Defender.  
  Please introduce yourselves.”  With that Karin 
  sits and gestures for you to do so also. 
  Belden will openly praise mine rangers and 
  members of the military.  Plima will question PCs 
  who have spent time in the disputed territories, 
  concerned about their experiences there and their 
  knowledge of the orcs.  When the characters are 
  done introducing themselves ask them if any of 
  them detect as evil.  If they have addressed this in 
  their introduction then Gurdvar will congenially 
  discuss the nature of their affliction if they are 
  cursed or ask then why they have chosen to taint 
  themselves if they are carrying an evil object.   If 
  they have not addressed this, Gurdvar will be 
  aggressive and unpleasant as he questions the 
  individual(s) who detect as evil and have not been 
  forthcoming about it.   
  Unless PCs make a diplomacy check (DC 35) he 
  will demand they submit to a zone of truth as well 
  as a quest spell if they wish to continue with the 
  audience.  Karin will be amenable to this 
  suggestion, as Gurdvar will point out that Ulaa may 
  have guided some of the PCs here to protect Ulek 
  from their depredations.  He will also point out that 
  there is too much is at stake to risk to allow 
  someone with “a taint that they choose to hide” 
  knowledge of the events that have passed.  PCs 
  sent from the army or the mine rangers will have a 
  +4 circumstance modifier applied to this diplomacy 
  check if Gurdvar’s concerns apply to them.  PCs 
  who agree to submit to a zone of truth, and who 
  answer questions freely, will receive an additional 
  +4 modifier to the check to avoid the quest.  The 
  command linked to the Quest will be “Return the 
  gem of vigilance to the current Keeper of the Ruby 
  Heart.”  Note that any PC who voluntarily accepts 
  the Quest receives the “Esteem of Gurdvar 
  Gelbforger” as a cert at the conclusion of the 
  scenario.  
  
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  Once this unpleasantness has passed, continue 
  with the following boxed text. 
  “I thank you for your time and your tolerance,” 
  Karin says. “You have indulged us.  However, I 
  am certain that you will understand our 
  concerns and our caution once I share what we 
  know with you.” 
  “I trust you know of the Ax of Corond.  It is all 
  you have heard and more.  That the Ax is a 
  potent weapon in the hand of the one true 
  Prince is well known among us.  That the Ax is 
  a standard that the Prince can hold up against 
  our enemies is also known. However the Ax is 
  more than that.  It is a symbol of the sacred 
  bond the Prince has to the land, and to the 
  Lortmils, the sacred land of Ulaa. 
  “As Keeper of the Ruby Heart, I am Ulaa’s voice 
  to the faithful in Ulek.  As such, the goddess 
  guides me and gifts me with dreams.  I have 
  dreamed of the Ax.  I have dreamed that it can 
  be transformed into something more than it is.  
  My 
  dreams 
  are 
  inconstant 
  and 
  quixotic.  
  Sometimes I know a thing as absolute and I am 
  certain of what I see.  Other times they are hints 
  and suggestions of what may be, of what could 
  be.  The ax has haunted my dreams, but Ulaa 
  has only shown me the shadow of the truth, and 
  not the object that casts the shadow. 
  “However, other things she has shown me with 
  certainty.  Do you know of the Gems of Ulaa?” 
  Followers of Ulaa need only make a religion check 
  (DC 25)  to know that these are magical stones 
  given to the people of Ulek in the past to protect 
  them in time of need.  Non-believers have a religion 
  check (DC 35) to get the same information.  This 
  information qualifies as extremely rare for the 
  purposes of bardic knowledge. 
  Karin continues, “Over the ages, Ulaa has given 
  us gifts in our times of need.  Each time the 
  enemy has come in like a flood and threatened 
  to overwhelm our people, Ulaa has gifted us 
  with potent magic that has saved us.  The exact 
  number of gems is lost in time, and in myth.  I 
  have found reference to many different magical 
  stones gifted by Ulaa.  There was a ruby whose 
  power was tied to the blood of all Ulek.  There 
  was an emerald that helped form the mountains 
  during the first days of dwarves and men.  Myth 
  tells of a peridot that parted stone like a sharp 
  knife splits warm meat.  Each of these stones 
  had been lost to us, as have many unnamed 
  others. 
  “But! I have visions, and lately these visions 
  have shown me one of the gems.  I dream! 
  Sometimes the force of the goddess overwhelms 
  me and my sight is stolen from me.   As I led the 
  faithful in the first service of the new year, I was 
  struck dumb before them.  Those assembled 
  before me were convinced that I had been 
  afflicted by foul magic or an attack upon my 
  very soul.  In truth, I saw the gem, the gem I 
  have come to know as the Gem of Vigilance. 
  “Several more times Ulaa visited me in dream 
  and daylight.  Her messages were cryptic and 
  imprecise, but I used them to guide my 
  research.  I dived deeply into the tomes of this 
  temple and others.  I consulted with the finest 
  sages of Ulek, chief among them, Pengellin. 
  “It became clear that Ulaa had sensed that the 
  time was dire and that the need was great.  She 
  was returning her blessing to us.  She showed 
  me a bloodstone gem the size of a large man’s 
  fist, suspended on a golden chain.  She showed 
  me, in a flash, it’s location, a tapped out copper 
  mine I had helped the Mine Rangers purge some 
  twenty years ago during my youth. 
  “I studied further and learned the Gem of 
  Vigilance was Ulaa’s gift to her protectors and 
  defenders.  It gave its bearer resistance to 
  damage and to magic.  More importantly, it 
  gave the bearer the ability to focus on an enemy 
  and find him wherever he stood in Ulek. The 
  Gem of Vigilance was the goddess’ gift to her 
  hunters.  The gem had been a gift to a sacred 
  harrier of Ulaa during the time of Vecna, and 
  was used by him to purge the land of that evil 
  taint. 
  “I shared what I had discovered with those 
  assembled here.  We have suspicion that the 
  agents of the Warlord and of the Cult of the 
  Earth Dragon had some knowledge of the gems. 
   Several of the divinations I had cast led us to 
  believe that more knew of the gems than just we 
  few.  We had reason to believe our activities 
  were closely monitored and that it would be 
  clearly obvious to our enemies if any member if 
  the senior clergy went to retrieve the Gem. 
  “We decided to assemble a team of our finest to 
  return it to us and sent them hence six weeks 
  ago,” Karin gestures to Belden. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 14 
  Belden stands and rubs his hands on his legs, 
  clearly nervous speaking in front of a group. 
  “So Gurdvar and I know some good lads and 
  lassies who love Ulaa. These were folks who had 
  shown their willingness to shed their own blood 
  in defense of Ulek.  We gathered them up, 
  paladins, and priests, a ranger too, and a 
  halfling slinger and scout who was the best shot 
  I ever met.”  Belden bends his head for a 
  moment, and then continues. 
  “So me and Gurdvar say to this six, ‘Go gets us 
  this gem.  Here’s where it is.  Here’s what it 
  does.  Here’s why it is important.’  So these six, 
  stalwart folks that they were, does as we asked 
  ‘em.  They gear up and go and that’s the last we 
  ever sees of them alive.” 
  “So I gather up some of me lads and go looking 
  for ‘dem.  I finds ‘dem dead, butchered each 
  one, there at the mouth of the mine.  Their 
  bodies stripped of gear, their heads gone and 
  nowhere to be found.  I went into the mine 
  myself.  Inside I find an eye tyrant done in and 
  slain and a horde of other beasties foul and 
  deservin’ of dead.  I don’t find no gem.  So, I 
  leaves the mine and I search and I don’t find no 
  track nor spoor, which was a long shot anyhow, 
  it bein’ ten days after they gone missin’ and it 
  havin’ rained too.” 
  “Anyhow, I comes back and tells the Keeper.  
  That was four weeks ago.”  With that, Belden 
  sits, his tanned face flush with effort of 
  speaking.   
  Gurdvar reaches out and pats his hand.  “Well 
  said brother.” 
  Karin regards you all briefly, and then speaks, 
  “The goddess no longer guides me with visions. 
   Ulaa must feel she has done all she needs to 
  directly affect the course of things.  However, 
  she has gifted me with other abilities and has 
  not denied me their use.  I have cast divinations 
  aplenty concerning this event.  She has given 
  me some answers.” 
  Karin gestures and Turvan stands and hands one of 
  the players a scroll with a list of divinations and 
  responses from the goddess on them.  As the PCs 
  begin to pore over this content, read the following. 
  Pliva stands in her chair and says, “Several of 
  the divinations have a clear meaning to us.  We 
  know the Cult of the Dragon pursues the Gem, 
  and that the Warlord must be involved also.  We 
  know that the gem passed through, or is still in 
  the Village of Onderill.  We know that there are 
  five gems that have a relationship with the Ax.  
  However, we only know where the approximate 
  whereabouts of one gem, the Gem of Vigilance. 
   We will look to Ulaa to guide us to the others. 
  You, of course, are being asked by the Keeper 
  to find and return the Gem of Vigilance to her.  
  Please, review the words of Ulaa.  Ask as you 
  have questions.”  
  Use the text below as guidelines as you field the 
  PCs questions. 
  Q:  Tell us about Onderil. What’s the history of 
  Onderill?   
  Answered 
  by 
  Turvan 
  Tallyminder: 
  Humans, 
  Gnomes and Halfings called Onderill home.  
  Pliva and I were Gem Guardians of Onderill 
  before its fall and ministered to the faithful in 
  that place.  In the second year of the war, 
  Onderill was taken and sacked by the orcs of the 
  Saltburner tribe.  These orcs are known for their 
  use of salt in their interrogation techniques, 
  hence the name. 
  Suffice to say, all those that did not flee once 
  the army told us that we were about to be 
  encircled were slain.  Pliva and I stayed behind 
  and attempted to secure the Sacred House of 
  Ulaa, sealing its doors with glyphs against the 
  depredations of the Pomarj.  However, the orcs 
  came upon us before we were able to complete 
  our duties.  We were able to flee, using a Word 
  of Recall provided to us by the Keeper.  The 
  space was profaned and worse, we were unable 
  to reclaim the sacred texts of the goddess.  To 
  our shame we left them hidden underneath the 
  altar of the goddess. 
  Onderill was once a pleasant place, blessed by 
  the goddess and representing all that is best in 
  Ulek.  Men, dwarves & halflings lived together in 
  peace and engaged in fruitful commerce.  Now 
  the temple is defiled, the people refugees or 
  enslaved or slain.  
  Turvan will provide them with passwords to the 
  glyphs (gasuri and jashille; gnomish for faith and 
  duty), and specifically to the glyph that guards the 
  books.  The tomes are in a sealed silver box under 
  the altar.  The first command word is for the glyph 
  protecting the alter itself.  The second is for the 
  silver box that contains the texts. Turvan and Karin 
  will both note that the two books, The Journey of 
  Stone, and The Gems of Ulaa, would be very useful 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 15 
  as they looked for information regarding the other 
  gems and note they would be grateful if they could 
  be returned.  They are quite ashamed that they 
  could not get to the books in time when the village 
  was stormed.  Their focus had been on saving as 
  many people as possible and as a result. 
   
  Q:  What do we know of the Saltburner Orcs?  
  Answered by Gurdvar Gelbforger:  They’re a rough 
  bunch even by the standards of orcs.  Smart 
  ones too.  Onderill was unfortified, but they built 
  a low log palisade.  They’re slavers and keep 
  whomever they can for labor.  The Saltburners 
  number above 200.  They patrol hard around 
  Onderill.  They’re known for their fondness for 
  taking 
  and 
  entertaining 
  themselves 
  with 
  prisoners.  Ulaa protect you if you fall into their 
  hands.   
  They’re symbol is a burning brand, held aloft in 
  an orcish hand.  They’re known to worship 
  Gruumsh and the shaman holds the most power 
  in the tribe.  Not much magics to them, just 
  some fierce and angry muscle.  Some of them 
  get the battle frenzy up when they’re ready to 
  wade in.  Means you got to bash them extra 
  hard to put them down. 
  Q:  Who killed your agents? 
  Answered by Turvan Tallyminder: We do not know. 
  PC talks about their dream. 
  Answered by Karin Whytesmyth:  Ulaa has given 
  you a gift and you are truly blessed among her 
  faithful.  The visions you have described are 
  similar to the ones I have had.  You have been 
  touched by the goddess. 
   
  Q:  Why do you think the Cult of the Earth Dragon 
  is involved? 
  Answered by Karin Whytesmyth:  Ulaa and the 
  Dragon have long struggled for the heart of the 
  land.  There are images throughout my dreams 
  that belong to the dragon.  The goddess has 
  spoken to us through divinations and many of 
  these bear the touch of the dragon. 
  When evil comes to us from the Pomarj, the Cult 
  almost always has it’s fingers in it.  
   
  Q:  What is your plan for the Prince?  How does the 
  Ax and the Prince play into this?  Tell us about this 
  ritual. 
  Answered by Karin Whytesmyth:  I do not 
  presume to plan or speak for my liege.  I will not 
  speak at length to you about all that has passed 
  between my lord and me, as much of it has been 
  spoken in confidence and he has received my 
  solemn vow and promise of discretion.  This I 
  will tell you, however.  The Prince blesses your 
  mission.  I act at his request, and he knows what 
  is at stake.  I believe there is a way to transform 
  the ax and the gems and make them an artifact 
  of awesome and true power.  I will say no more 
  to you than this.  You might be slain, and what 
  you know fall into the hands of the enemy.  
   
  Q:  What about the other gems? 
  Answered by Karin Whytesmyth:   We do not 
  know much, except there are five.  Ulaa has 
  never failed Ulek.  Ulaa has given us a gift, but 
  Ulaa’s gifts require work from the receiver.  Ulaa 
  gives us stone, and locked within the stone is 
  beauty.  We must give the stone shape.  We 
  must find the secrets within the stone and move 
  it from ore to precious metal or gems.  
  Understand it this way.  Ulaa has given us a vein 
  to mine.  We must mine it.  We have just begun 
  to play the vein.  If you survive the task before 
  you, then perhaps I will be in a position to tell 
  you more.  Perhaps Ulaa will show you more.  
  Time will tell. 
   
  Q:  How do we get to Onderill?  What lies between 
  here and Onderill? 
  Answered by Gurdvar Gelbgorger:  It’s three days 
  from the east from edge of the hills.  It’s open 
  grassland now that the farmers are gone.  
  Copses of trees and small wooded areas dot the 
  countryside.  There’s a few hills and such. 
  Since the March of the Dead the forces of the 
  Pomarj have not been as vigorous in their 
  patrols or in their raids.  With luck, you’ll find 
  yourself to Onderill without contact with enemy. 
  Q:  What help can you give us? 
  Answered by Plima Tallyminder:   A fair question 
  that.  We will make (50 gp/APL) of healing 
  magic available to you.  We wish we had more 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 16 
  on hand, but we sent had fully supplied the 
  unfortunates first sent after the gem, and we 
  have focused our resources on divinations 
  magics and in supporting the Army.  Most of the 
  healing magic we make is directly delivered into 
  the hands of Baren Gorun. 
  So an APL 2 table gets 100 gp worth of healing 
  magic.  An APL 12 table gets 600 gp.  This cannot 
  be taken as credit towards a higher priced item like 
  a wand, but can be used to purchased potions and 
  scrolls. 
   
  When PCs seem to have finished asking questions 
  or seem to be at the end of their wits end, read the 
  following.  Some PCs may ask Karin if she is willing 
  to cast other divinatory magic.  If so, paraphrase 
  from below. 
  Karin says, “I have not spoken directly to Ulaa 
  on this issue.  I am ready to commune with the 
  lady.  However, I have not fully formed all my 
  questions.  I ask your assistance.  The goddess 
  will hear twelve questions from me and answer 
  each briefly but truthfully.  Here is a list of 
  questions I would ask.  What would you add? 
  Karin will also be willing to cast two divinations for 
  the party if they are not of sufficient level to cast 
  such magics themselves. 
  Use common sense in answering the PCs 
  questions.  Review the descriptions of both 
  commune and divination in the PHB.  Do not cheat 
  the PCs.  Answer their questions accurately.  
  However, don’t give away the store either.  Good 
  players will derive quite a bit of pleasure figuring out 
  what happened here, not being told the answer.  
  If the question goes into an area not covered by this 
  scenario, or that you do not have knowledge, 
  provide a reasonable and cryptic answer.  In the 
  case of Commune, unclear is an acceptable and 
  appropriate answer.  With a divination, feel free to 
  wax poetic and confusing, or to rule that Ulaa 
  cannot answer because te question had been 
  asked before in a different form. 
  Concluding the meeting 
  The leadership of the Temple of Ulaa sees the PCs 
  as a gift from their god and will treat them that way. 
   They will offer what assistance they can, but have 
  legitimately over-extended themselves supporting 
  the state and searching for the gems. 
  Karin and her compatriots will answer the PCs 
  questions to the best of their ability and do 
  everything they can to arm the PCs with the correct 
  information and sufficient information to help ensure 
  their success. 
  These people believe the path to the gem leads 
  through Onderill and will say so if asked. 
  When the meeting is drawing to a close, please end 
  with the information provided below. 
  Well then, I ask you to do two things.  First, 
  please return the Gem of Vigilance to me.  An 
  item of such power in the hands of the enemy 
  would bode ill for all of Ulek. 
  Additionally, if you are able to infiltrate Onderill 
  and reach the Temple, reclaiming the texts 
  hidden beneath the altar would be a boon as I 
  believe they would assist us in our research. 
  Go with my blessings and the blessings of Ulaa. 
   What you do has profound consequences for 
  each being in Ulek.  God speed. 
  Encounter 2: Onderill 
  PCs arrive here after about two and a half days 
  march from the hills.  In this encounter, PCs will 
  come to realize that the orcs of Onderill are under 
  siege.  PCs will also have the opportunity to perform 
  a reconnaissance of the village and choose their 
  plan of attack.  Players who make a direct assault 
  wil have a hard time of it.  Players who observe the 
  town and take a more stealthy approach, are able 
  to garner more information and also fight the orcs of 
  the village on their terms. 
  The border has changed.  Two years ago travel 
  to relieve Fort Stonewall was hazardous.  
  Enemy scouts worked your back trail and there 
  was no way to avoid contact with the enemy.  
  Last year recon into the disputed territory was 
  passage through the gauntlet.  Humanoids 
  hedged every side and contact with the enemy 
  was certain. 
  This trip has been different.  You’ve found signs 
  of traffic, broken camps and such.  You’ve 
  found bodies too, some older, some newer, but 
  all humanoid.  It used to be every fallen foe or 
  friend was gathered up like booty and carried 
  off. 
  You are about a 4 miles west of Onderill when 
  you come across the totem.  It’s designed as a 
  
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  warning. It means, “Our land, trespass and die.” 
   The flaming torch of the Saltburners rests at the 
  center of the totem, emblazoned on a round 
  wooden shield with crude skill.  However, what 
  is unusual is the treatment the totem has been 
  put through.  It has been torn from its pole, 
  inverted, and nailed to a tree.  The shield is 
  defaced and has burned enough to damage it, 
  but not so much that it the defaced symbol is 
  unreadable.  This is clearly a deliberate act. 
  In a ring around the tree are 12 stakes.  Orc 
  heads adorn them in a uniform state of decay.  
  Flies buzz and the air is thick with the smell of 
  bad meat.  Above, the bodies of the orcs are 
  hung from the tree inverted and suspended from 
  their heels. 
  What is this? 
  Players can learn other things from investigating 
  this site. 
  The orcs 
  A Heal or Knowledge: Nature check (DC 15) 
  determines the orcs have been dead about 10 days. 
  A Knowledge: Sheldomar check (DC 15) identifies 
  the orcs clearly as members of the Saltburner Tribe. 
   Mine Rangers and Army members get a +4 bonus 
  on this check if they make the roll or add +4 if they 
  successfully assist.   
  A Knowledge: Religion check (DC 15) identifies one 
  of the orcs as a priest of Gruumsh.  His eye has 
  been gouged out and the scarring on his face is 
  identifies him.  A religion check (DC 20) identifies 
  him as a low level cleric.  A religion check (DC 25) 
  identifies him as an Eye of Gruumsh.  This actually 
  the former chief of the tribe, although there is no 
  way for the PC’s to know that at this time. 
  Rangers from Ulek who have orc as a favored 
  enemy automatically determine the information 
  provided above. 
  Players attempting to Speak with Dead with the 
  heads will be disappointed as the heads have had 
  their tongues removed. 
  The space 
  A Knowledge: Nature check (DC 10) tells the PCs 
  that the old road they had been traveling along is 
  due west from Onderill. 
  Allow PCs a Knowledge: Sheldomar (DC 5+APL) 
  roll to realize that it is common for Orcs to mark the 
  cardinal points of the compass around their territory 
  with boundary totems.   
  There are no available tracks here, although PCs 
  may find the passage of two large bodies of orcs 
  heading north and west respectively (see Recon 
  and Onderill) if they choose to do a large circle 
  around the village.  The Saltburners have been in a 
  tight perimeter around Onderill for the last three 
  weeks.  Additionally, Smoke and his Band have not 
  been in this area for over a week. 
  If PCs want to go and look for more totems, it will 
  take them one day to complete the loop around 
  Onderill.  At each point of the compass (NE, N, 
  NW, etc.) they will find the border totems defaced.  
  However, only to the south will they find another 
  display of bodies, this time 18 and no obvious 
  priest.  The rest of the totems have been defaced in 
  a similar manner. 
  Smoke has been engaged in a steady campaign 
  against the Saltburner orcs.  His has consciously 
  destroyed their force of arms and made public their 
  elimination to the rest of the occupied territory. 
  What next? 
  PCs should have a clear indication that the 
  Saltburners are in some difficulty.  Two options are 
  available to them.  They can press on and head 
  straight into Onderill or they can do some 
  investigation of the area around Onderill and observe 
  Onderill from a distance. 
  It is important that the PCs understand that how 
  they approach Onderill is up to them.  The 
  encounter that follows differs wildly in difficulty 
  based on their decisions.  If they march straight into 
  the town and launch a frontal assault, then they will 
  face a potentially lethal encounter.  If they do 
  appropriate reconnaissance and approach with 
  some stealth and discretion, they will be able to 
  destroy the orcs, who still have some fight in them, 
  in detail, on their terms, and the fight will be much 
  easier. 
  The Village of Onderill 
  Onderill is occupied by a brutal invader.  About 120 
  people were initially enslaved by the orcs.  That 
  number has decreased substantially in the last 2 
  years and there are about 32 slaves left in Onderill, 
  9 being new and purchased from slavers and the 
  rest being long-term residents.  The orcs use the 
  slaves to work the fields in the surrounding 
  countryside, although they have stopped doing this 
  as of late. 
  
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  Smoke and his Band have obliterated the orcs in a 
  steady and horrific campaign. Over the last several 
  weeks, Smoke has hunted and systematically 
  eliminated every patrol that left Onderill, and has 
  also infiltrated the camp and killed the tribes clerical 
  leadership. 
  Chaos has descended on the Saltburners as the 
  strongest among them have fought for leadership or 
  fled, and the weaker hunkered down in fear.  Their 
  cold reality is that they have splintered as a tribe 
  and are down to a mere 40 members.  Exodus and 
  execution have reduced their numbers substantially. 
  The orcs remaining in Onderill are effectively 
  destroyed as a fighting force.  Fully half of the orcs 
  will not fight if engaged and will flee.  The orcs that 
  remain are hardened and among the most fierce in 
  the tribe. 
  The challenge for the PCs rests in how they attack 
  Onderill. 
  Recon and Onderill 
  The Open Plains  
  Close investigation of the ground due north of 
  Onderill shows the passage of a large group of forty 
  orcs.  This group left four days ago and can be 
  spotted on a survival or search check (DC 5).  The 
  trail to the west is older and reveals the same sort 
  of detail with a survival or search check (DC 10).   
  It should be obvious to the PCs that a large body of 
  medium sized creatures left Onderill going in these 
  directions. 
  Observing the Village 
  The old war chief had a low palisade built around 
  the village.  This has not faired well and was 
  partially destroyed in a fire lit during inter-tribal 
  conflict.  Onderill is built on two hills, the eastern 
  one topped by a massive windmill, the western hill 
  is topped by the Chapel of Ulaa.  The entire western 
  façade of the palisade, as well as much of the 
  village, was burned out.  The palisade, at one time, 
  had six watchtowers.  There are only three 
  remaining, the others either damaged by fire or 
  destroyed by inter-tribe conflict.  The ground out to 
  about a ¼ mile has been cleared.  Out to a mile, 
  the ground is a mixture of hedge and field.  Beyond 
  that it is plains and scrub and occasional razed 
  farmsteads. 
  Careful observation for PCs can be quite informative. 
   PCs with hide skill can creep up through the grass 
  to the edge of the cleared zone. Unless PCs stand 
  and draw attention to themselves, they will be able 
  to safely observe the town.  At one time, there were 
  enough guards on watch to assist each other 
  effectively on their spot checks and observe the 
  entire perimeter with a fair amount of vigilance.  
  Now, there are very few orcs on watch, and PCs 
  can discover quite a bit through safe observation. 
  Allow PCs to roll spot checks for each hour they 
  observe Onderill.  Have them elect one person to 
  roll and have the others assist.  If the party takes 20 
  hours to observe the town, they have effectively 
  taken 20 and let them have information based on 
  their maximized result. 
  This information can also be discovered via aerial 
  reconnaissance. 
  DC 10 
  • 
  The town has large expanses damaged by 
  fire, and the west wall is completely burned 
  down 
  • 
  There are three watchtowers.  Each of the 
  watchtowers has a bell mounted inside of 
  it. 
  • 
  There is a large stockade near the center of 
  town 
  DC 15 
  • 
  There are some small creatures in the 
  town, about the size of Halflings or goblins.  
  • 
  There seems to be sporadic rotation to the 
  guard towers, you’ve seen one sit empty for 
  about 20 minutes. 
  • 
  The orcs do not seem to be leaving town. 
  • 
  The orcs seem to be on a nocturnal 
  schedule. 
  • 
  The fields outside of town are not being 
  tended. 
  DC 20 
  • 
  There’s a spot on northern wall that can be 
  approached without being seen from any of 
  the guard towers.  Grass has been allowed 
  to grow up to waist height. It would have 
  been covered by one of the burned out 
  towers, but there does not seem to be a 
  spot where it can be directly observed. 
  • 
  There are gnomes and/or halfings in the 
  town.  They are being lead on work details 
  
  ULP 4-07:  Chasing Smoke 
   
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  within the town.  There is a small orchard 
  and some garden they are working. 
  • 
  The stockade at the center of town is where 
  the halfling and gnome are led from and to. 
  DC 25 
  • 
  The Chapel of Ulaa’s doors are closed and 
  also its windows are sealed up.  There are 
  several posts with what looks like heads 
  mounted on them outside of the main 
  doors. 
  • 
  Some of the slaves are human sized also. 
  • 
  There are some big burly orcs operating out 
  of the windmill on the western hill. 
   
   
   
  DC 30 
  • 
  There are no more than 50 orcs left in the 
  town. 
  • 
  The orcs from the Windmill, who all where 
  chain armor or better, are in charge. 
  • 
  At least one group of them patrols the town 
  every hour. 
   
  Encounter 2a:  Assaulting the Town 
  PCs who walk straight up to the town and throw 
  down will be in for a brutal fight.  One of the guards 
  will ring the bell on their respective tower and sound 
  the general alarm.  Many of the orcs are done with 
  fighting and will break and run as the PCs enter 
  town.  This will not be immediately obvious to PCs 
  but the majority of the orcs will flee directly out of 
  town and away from the PCs.  However, Agara and 
  his band of diehards will organize/wake up 
  depending on the time of day and hunt down the 
  PCs as a unit.  They will immediately head to the 
  center of town and fight the PCs in the village 
  square.  Read the following box text if this occurs. 
  READ IF PCS STAGE FRONTAL ASSAULT 
  It is eerie.  In the distance the bell rings.  You 
  know there are orcs here, but so far you have 
  seen none.  The buildings of this town have 
  been ill-treated.  Half have damage to their roofs 
  and you doubt there is an intact window 
  anyplace in Onderill.   
  You step into the town square.  The fountain is 
  cracked and it’s basin empty of water and filled 
  with leaves and debris.  The buildings cast long 
  dark shadows. 
  Three small groups of orcs enter the square 
  opposite you and to your left and right.  Their 
  chain armor glints dully and they hold wickedly 
  curved swords in two hands. 
  With a yell, they charge. 
  PCS are up against a brutal EL+4 encounter.  The 
  orcs will fight together as a unit. 
  Orc Tactics in Combat 
  The Orcs are straight forward fighters and are brutal. 
   They concentrate their energy on one opponent at 
  a time and will flank as the opportunity presents 
  itself.  The orcs will power attack at full on a charge 
  but will adjust this tactic based on their success in 
  hitting. 
   
  Encounter 2b:  Sneaking Into Town 
  PCs may be more cautious in their approach and 
  face different chjallenges as a result.  There are 
  three ways to get into town unobserved. 
  1. Approach along the blind spot at the north 
  wall. 
  2. Wait until one of the guard stations is 
  abandoned and approach it.   
  3. Sneak up under observation or via magic. 
  Magical means such as teleportation, etc. 
  can also be used by the PCs enter town 
  and surprise the orcs within. 
  Sneaking up will require a series of opposed spot 
  checks.  Assume the orcs on watch have a spot of 
  +1.  If they spot the PCs, use the events described 
  above under Assaulting the Town to run the 
  combat. 
  Rushing a guard station or approaching the blind 
  spot both work.  Once to the wall, PCs can either 
  climb over the 8 foot palisade or sneak along the 
  wall to a burn zone and enter that way.  Climbing 
  the wall requires a successful climb check (DC 15). 
  Infiltrating Onderill 
  Most of the town is wreckage and debris.  The orcs 
  do not care for maintenance and make little of 
  quality beyond weapons and armor.  As a result the 
  
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  buildings are in a state of disrepair and are falling 
  apart. 
  There are four places of interest in Onderill:  the 
  town square, the windmill, the slave pens, and the 
  Temple of Ulaa.  Everything else can be described 
  as trashed and sacked wreckage. 
  If PC’s insist on investigating more than one or two 
  of the trashed buildings, have them make a DC5+ 
  APL reflex save to avoid taking 2d6+APL damage 
  from falling debris. 
  Once the PCs are inside of town, they will find the 
  town eerily empty.  Most of the orcs reside in the 
  center of town at the Town Square.  Agara and his 
  crew are in the windmill, with exception of one 
  group that is patrolling the town.  The Chapel of 
  Ulaa is empty, and the severed heads of the 
  priesthood of Gruumsh are displayed outside. 
  Once the PCs decide where they want to go and 
  begin to enter the town, read the following box text. 
  There’s noise up ahead of you and around a 
  corner.  You hear a whip crack, a curse in what 
  must be orcish and a high pitched yelp. 
  Allow PCs one rounds worth of actions. 
  Two young  halflings and an old human male 
  limp around the corner followed by a fat orc in 
  leather armor stretched to the breaking point 
  over his large gut. He’s carrying a great club 
  over his shoulder and a whip in his right hand. 
  The old man and the halflings struggle under 
  the weight of huge baskets, each packed to 
  splitting with fist sized pieces of coal.  The 
  human makes eye contact with you and grins.  
  “Ulek,” he mouths and a bright light comes into 
  his eyes.  He reaches up into his basket and 
  grabs a large lump of rock-like coal. 
  Spinning he hurls a stone at the orcs and cries, 
  “Take ‘em!” 
  The orc will drop to his knees and surrender as 
  soon as he sees the PCs, “No kill me, No Kill!” he 
  whines in pidgin common.  The PCs will need to 
  intervene quickly or Jakur, the old man, and Rillo 
  and Carli will jump the orc and beat his skull in. 
  Jakur, Rillo and Carli will want to get the PCs and 
  the orcs quickly off the street.  Jakur will tell the 
  boys to “keep a sharp eye out for Agara or any of 
  his crew,” and place himself at the PCs disposal. 
  He will share the following information: 
  • 
  The orcs have been getting hunted and 
  killed for about three weeks.  They think it 
  was the mine rangers and that the PCs are 
  responsible for it.  Every group that left the 
  village has either never returned or returned 
  broken as a unit and running in fear. 
  • 
  Two weeks ago, all the priest of Gruumsh 
  were butchered during the day while most 
  of the orcs slept and their heads left 
  outside the Chapel of Ulaa.  They had been 
  living in the despoiled Chapel. 
  • 
  The chief and his warband went out into the 
  field the next day.  One of them returned 
  two 
  days 
  later 
  saying 
  they’d 
  been 
  ambushed and all killed except him. 
  • 
  The orcs went crazy and broke into four 
  groups. 
   
  One 
  group 
  got 
  completely 
  butchered in the infighting, and they burned 
  down about a third of the town.  The other 
  two losing groups ended up splintering and 
  leaving ten and five days ago respectively.  
  The orcs that remained were either too 
  scared to risk the open plains or fanatical 
  about holding this turf. 
  • 
  There are about 30 orcs ready to run and 
  about 12 who are not going anywhere. 
  • 
  There are 32 slaves left.  They are kept in a 
  stockade at the center of town, near the 
  square. 
  If questioned, the orc, whose name is Ruga, will 
  affirm what the slaves have said and be able to add 
  the following.  He is fluent in orcish and speaks 
  halting common. 
  The orcs do not know who hunts them, but figure 
  someone hired an assassin because, “They wuz 
  getting’ too ‘ard.” 
  The single member of the chieftain’s bodyguard who 
  returned said they were ambushed and the 
  ambushers used magic. 
  At least one of the attackers was really big. 
  Nost of the orcs left in town have had it and want to 
  flee this area and join another tribe or relocate.  
  However, “ ‘Is Lordship Agara, sez ain’t no 
  Saltburner ever give up turf and ‘ain’t none gonna do 
  so.” 
  The orc will beg for his life.  PCs of good alignment 
  should not be able to kill him in cold blood. 
  Jakur and the boys are willing to do as instructed 
  by the PCs.  As soon as the PCs enter the street, 
  read the following. 
  As you enter the street, four orcs exit a derelict 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 21 
  building to your left.  One places a warhorn to 
  his lips and issues a long pealing bellow.  Bells 
  respond in the distance. 
  Their chain armor glints dully and they hold 
  wickedly curved swords in two hands. 
  With a yell, they charge. 
  It’s on. 
  The orcs will engage in three waves.  Four rounds 
  after the fight starts, the second wave arrives.  Nine 
  rounds after the fight starts, the last of the orcs 
  arrive. Huusa leads the first group. Agara will be in 
  the second wave.  Ibinu will bring the last of the 
  orcs into the fight.  If PCs completely wipe out 
  the orcs they are fighting before the next wave 
  arrives, then the orcs in the next and 
  succeeding waves will break and run.  They will 
  turn and fight if cornered, but their primary concern 
  will be escape. 
  Several of the lesser orcs will come and see what is 
  going on but will not engage.  If Agara is killed, they 
  panic and flee.  These other orcs are window 
  dressing and should not be engaged.  Describe 
  them as hesitant and hanging back and as having 
  NO DESIRE for a fight.  If, for some reason you 
  need stats for any of this group, refer to the Monster 
  Manual and use the standard stat block there. 
  Orc Tactics in Combat 
  The Orcs are straightforward fighters and are brutal. 
   They concentrate their energy on one opponent at 
  a time and will flank as the opportunity presents 
  itself.  The orcs will power attack at full on a charge 
  but will adjust this tactic based on their success in 
  hitting. 
  Aftermath 
  After the orcs have been dealt with, PCs may want 
  to explore the town.  Most certainly, Jakur and the 
  boys will want to go to the slave pens and free the 
  rest of the slaves.  This group is mixed halfing, 
  human and gnome, with one half-orc youth in their 
  number, who the orcs cast aside as soft.   Feel free 
  to engage in some free from roleplaying while 
  running the people of Onderill.  They are grizzled 
  survivors who have endured because of their faith in 
  each other, their faith in Ulaa, and their faith in their 
  Prince.  That agents of their liege have come as 
  liberators, is in the correct order of things from their 
  perspective and wholly appropriate.  
  The other orcs flee as quickly as they can and the 
  freed slaves will attest to this.  If PCs choose to 
  pursue, let them know the orcs have broken up into 
  threes and fours and are scattering.  They seem 
  clearly spent as a fighting force.  Allow PCs to take 
  their time soaking up their victory and exploring 
  town.  The freed slaves will view them as and treat 
  the like heroes. 
  The slaves will defer to the PCs, but will be eager to 
  leave the occupied territory.  They are very much 
  aware of the danger of other humanoid bands 
  deciding to investigate Onderill or take it as their 
  own.  Although they are a fairly fierce lot, they are 
  under few illusions about their ability to resist and 
  devoted and aggressive opponent. 
  Questioning the slaves about the Gem or about who 
  killed off the orcs yields NO information.  They 
  simply do not know.  Any captured orcs, or orcs 
  spoken to through magical means, can tell the PCs 
  no more than Ruga could. 
  They will be willing to wait for the PCs for up to five 
  days before they decide to leave the village 
  themselves and make for the Lortmils.  It will take a 
  diplomacy check (DC 20) to get them to stay longer 
  than this.  This roll increases by 2 for every day the 
  villagers have to wait for the PCs.  So, if the PCs 
  roll a modified 28, the free people of Onderill will 
  wait an extra five days for them.  They will wait one 
  day for making the base number, and one additional 
  day for every two the check is beaten by.  Don’t 
  share this with the PCs though.  The only way for 
  them to know if the villagers have left Onderill is to 
  magically surveil them or be there themselves. 
  Stress to PCs that this group would be easy meat 
  for most attackers if they got hit on open ground.   
  How PCs handle this group will effect their cert at 
  the end of the scenario.  If they make certain they 
  escort the people of Onderill back into the lands 
  held by the Prince, they recive recognition for that 
  deed.  If they left the peasants to fend for 
  themselves, then that decision is noted also. 
  The Sites in Onderill 
  The Slave Pens 
  The orcs have given this space over to their slaves.  
  Beyond intermittent and unpredictable raids for 
  contraband, the orcs have allowed their salves to 
  govern themselves.  While the space within is not 
  vast, the leantos and huts within are as cleanly as 
  possible, and the surviving slaves have gone to 
  great lengths to protect themselves in terms of 
  sanitation.  There is little of value here.  Siezing the 
  few possessions of the slaves qualifies as an evil 
  act and should be noted on the cert.  Additionally, 
  this will automatically cause PCs to receive Disdain 
  of the Village of Onderill as a cert 
  The Windmill 
  There are actually several windmills in Onderill, 
  each used for processing grain or drawing water up 
  from below.  Sadly, none of the windmills still 
  function.  However the largest rests atop the 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 22 
  western hill and has been the home of the 
  leadership of the Saltburner tribe.  PCs investigating 
  this area will find some a chest with 50 gp each per 
  APL.  They’ll also find a forge and and the full 
  equipment for a weapon smith and armorer to ply 
  their trade.  
  The Town Square 
  This space holds the wreckage of the fountain and 
  the towns last functional well.  There is a tumbled 
  statue of the Prince here also.  DMs of a dramatic 
  bent could have the freed slaves right the statue 
  before leaving. 
  Troubleshooting 
  The PCs are given a great deal of freedom in this 
  encounter.  As a result they may come up with a 
  tactical or magical solution to this problem that is 
  not covered within this structure.  Reward smart 
  play.  Whatever the PCs do, let them engage Agara 
  and his orcs in three separate groups if they are 
  attempting to be cautious and tactical in the way 
  the deal with Onderill.  Use the encounter structure 
  provided whenever possible, but if your PCs take 
  you outside of it, stay true to the intent of the 
  design. 
  Some parties may attempt to magically bypass 
  Onderill and head directly to the Chapel of Ulaa.  If 
  they do so and are visible on the hill, send Agara 
  and his bands to the temple in waves.  If the PCs 
  get inside without being detected, then eventually 
  send the orcs to investigate only if the PCs show 
  their presence or it seems reasonable to do so. 
  PCs have the opportunity to plan and execute a 
  daring raid.  In so doing both you, and they, may 
  find yourselves in places not expected.  Have fun 
  with those places. 
  When PCs are ready to proceed to Ulaa’s house in 
  Onderill, continue with the next encounter. 
  APL2 EL6(2) 
  Boj, Cruish, Dredja, Eka, Flish, and Jeroo, Male 
  Male Orcish Warriors (6):  WARRIOR LEVEL 1; 
  hp 9, 8, 6, 6, 5, & 4 ea.; see appendix B 
  Huusa, Ibinu, Male Orcish Barbarians (2): 
  BARBARIAN LEVEL 1; hp 14 ea. (16 when raging), 
  see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 2; hp 23 ea. (27 when raging), see appendix 
  B 
  APL4 EL8(4) 
  Boj, Cruish, Dredja, Eka, Flish, Gla, Jeroo and 
  Krunk, 
  Male 
  Male 
  Orcish 
  Warriors 
  (8):  
  WARRIOR LEVEL 2; hp 14 ea.; see appendix B 
  Huusa, Ibinu, Male Orcish Barbarians (2): 
  BARBARIAN LEVEL 2; hp 23 ea. (27 when raging), 
  see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 3; hp 32 ea. (38 when raging), see appendix 
  B 
  APL6 EL10(6) 
  Boj, Cruish, Dredja, Eka, Flish, Gla, and Jeroo, 
  Male Male Orcish Warriors (7):  WARRIOR 
  LEVEL 3; hp 20 ea.; see appendix B 
  Huusa, Ibinu, Male Orcish Barbarians (2): 
  BARBARIAN LEVEL 4; hp 41 ea. (49 when raging), 
  see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 5; hp 50 ea. (60 when raging), see appendix 
  B 
  APL8 EL12(8) 
  Boj, Cruish, Dredja, Eka, Flish, Gla, Jeroo, and 
  Krunk, 
  Male 
  Male 
  Orcish 
  Warriors 
  (8):  
  WARRIOR LEVEL 4; hp 27 ea.; see appendix B 
  Huusa, Ibinu, Male Orcish Barbarians (2): 
  BARBARIAN LEVEL 5; hp 50 ea. (60 when raging), 
  see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 6; hp 59 ea. (71 when raging), see appendix 
  B 
  APL10 EL14(10) 
  Boj, Cruish, Dredja, Eka, Flish, Gla, Jeroo, and 
  Krunk, 
  Male 
  Male 
  Orcish 
  Warriors 
  (8):  
  WARRIOR LEVEL 6; hp 39 ea.; see appendix B 
  Huusa, 
  Ibinu, 
  and 
  Laga, 
  Male 
  Orcish 
  Barbarians (3): BARBARIAN LEVEL 10; hp 95 ea. 
  (115 when raging), see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 11; hp 104 ea. (137 when raging), see 
  appendix B 
  APL12 EL16(12) 
  Boj, Cruish, Dredja, Eka, Flish, Gla, Jeroo, and 
  Krunk, Male Male Orcish Fighters (8):  FIGHTER 
  LEVEL 8; hp 39 ea.; see appendix B 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 23 
  Huusa, Ibinu, Laga, Mul and Nexa Male Orcish 
  Barbarians (5): BARBARIAN LEVEL 10; hp 95 ea. 
  (115 when raging), see appendix B 
  Agara, Male Orcish Barbarian: BARBARIAN 
  LEVEL 12; hp 113 ea. (149 when raging), see 
  appendix B 
  Encounter 3: The Chapel 
  of Ulaa 
  The Dome is a common structural element in 
  the sacred spaces of Ulaa.  While not the nearly 
  perfect hemisphere of the Temple of Ulaa in 
  Havenhill, this building is capped by vault that 
  must reach forty feet in height.  Pillars of gray-
  flecked granite bear the buildings weight.  
  Round stone doors are the main entrance.  
  Windows, that once must have held ornate 
  panels of colored glass are now bricked over 
  with drab brown adobe. 
  Before the doors of the chapel, eight orc heads 
  are mounted on stakes.  A brass, or copper, or 
  silver medallion featuring one unblinking eye, 
  adorns each of the heads.  The necklaces twist 
  in the breeze. 
  A religion check (DC 10) tells PCs that the symbol 
  is symbol of Gruumsh.  A religion check (DC 15) 
  check tells PCs that these are indeed priests of 
  Gruumsh. 
  When PCs enter the Chapel, read the box text 
  provided below. 
  You had expected this place to resemble the rest 
  of the village, sacked and destroyed.  What you 
  find is a space cleaned perfectly and free of any 
  evidence of the bloodshed that must have 
  occurred here two weeks ago.  The floor is 
  inlaid with exquisite gray and white tile.  The 
  walls are of polished marbled, some of its 
  surface chipped and damaged.  In the center of 
  the space, a raised altar rests under the dome of 
  the ceiling.  Directly opposite you, another set of 
  double doors leads to another space. 
  The Dome reaches some 35 feet overhead at its 
  highest point.  This is a majestic and well-built 
  space. 
  Dwarves will immediately sense that this building is 
  laid out with a ring of outer rooms encircling the 
  central and sacred space of the chapel proper.  
  Others 
  will 
  have 
  to 
  find 
  this 
  out 
  through 
  investigation. 
  Characters searching the room discover the 
  following: 
  DC 10 
  • 
  The room has been cleaned, but not as 
  thoroughly as initially thought.   There are 
  some bloodstains in the eastern corner. 
  DC 15  
  • 
  There are splinters and several scuff marks, 
  leading up to the door that exits this room 
  DC 20 
  • 
  The area in a 20 foot ring around the alter 
  has been perfectly cleaned.* 
  *A PC who makes a religion or spellcraft check 
  (DC20) tells PCS that this is one part of preparing 
  for a consecrate spell. 
  DC 25 
  • 
  There are tracks still faintly visible in the 
  bloodstains.@ 
  @A PC who has tracking and who makes a DC 15 
  survival check will identify these as clearly 
  belonging to goblins. 
  PCs who specifically search the altar find the 
  following: 
  DC 10 
  • 
  Handholds that can lift the top stone of the 
  alter off its base 
  DC 28  
  • 
  Glyph of Warding: CR 4: spell: spell 
  trigger; no reset; spell effect (glyph of 
  warding 
  {blindness}, 
  5th 
  level 
  cleric, 
  blindness, DC 14, Will: Search 28, Disable 
  28 
  This can be easily bypassed if PCs remember to 
  use the command word given them by Turvan 
  Within the PCs will find not find the Silver box and 
  books they were told about.  The silver case itself is 
  also protected by a glyph identical to the one listed 
  above.  Instead, they find a letter and a message, 
  detailed in Player Handout 3.   
  It reads:  The books are mine now.  The Stone Wife 
  needs not fear for her trinkets.  None can take them 
  from me.  I will put them to their proper use. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 24 
  There is nothing else in the compartment. 
  The Ceiling of the Chapel 
  Although there are several useful details in the text 
  that follows, PCs really have only one way to move 
  forward at this point.  They need to connect one of 
  the divinations they were given by the Temple of 
  Ulaa with a symbol on a map of Onderill on the 
  ceiling of the dome of the Temple. 
  If any PC specifically states that he or she is 
  looking up, read the following: 
  As you look closely, you see that the tiled 
  ceiling is clearly a map, and a map of the area 
  around Onderil, with the Temple at the center. 
  The features on the map are familiar, the twin 
  hills, several streams you crossed over.  The Old 
  Trade Road from the Lortmills.  Several small 
  Thorps are also highlighted as well as two 
  places that must be mines of some sort.  The 
  work is excellent and the attention to detail 
  exquisite.   
  If PCs ask for more detail, tell them the thorps are 
  called Miller’s Crosssing, Carbingle’s, Tree Fall, and 
  Poll’s Steading.  The two Mines are called The 
  Silver Spike and Dugin’s Mine.  Let them know that 
  the map looks like it deals with an area in a 3 mile 
  ring around the Temple.  
  Ulaa, of course has provided. One of the divinations 
  asks, “Where can we find the gem?”  Ulaa 
  responded, “If all else fails, drive the silver spike.” If 
  PCs do not connect this information and are 
  drawing a blank, then have them each make a DC 
  10 intelligence check.  If any of them are 
  successful, tell them to check the divinations. 
  The North Chamber 
  There are two rooms adjacent to the main chapel.  
  The northern room is filled with bedding and furniture 
  from the main chapel.  PCs searching the room will 
  soon realize (search DC5) that someone one else 
  has completely riffled through everything in this 
  room. 
  The South Chamber 
  This space shows clear signs of bloodshed and has 
  not been cleaned.  Several things are evident: 
  A search check (DC 10) uncovers tracks and 
  bloody handprints all over the middle of the south 
  wall. 
  A Survival check, or a Knowledge:  Sheldomar 
  check (DC15) tells the character that these prints 
  were caused by three small creatures and one 
  medium and one large creature.   Characters with 
  tracking who make this same roll will determine the 
  tracks were made by an orc, an Ogre and some 
  goblins. 
  PCs will also find the furnishings of what once must 
  have been a shrine to Gruumsh.  Although the 
  pieces are easy to find, recognizing that they are 
  the dressings for a shrine requires a religion check 
  (DC15). 
  Downstairs 
  The north and south chamber are separated by a 
  five foot hallway wide hallway with stair leading 
  down to the lower level.  PCs descending the stairs 
  will immediately become aware of the smell of bad 
  meat. 
  This large empty room was used for many initiation 
  rites for the followers of Ulaa.  It was also used for 
  storage of part of the villages emergency grain and 
  water supply.  All this was destroyed by the orcs. 
  They used this as an occasional place to sleep as 
  well as place to question prisoners.  The bodies of 
  the slain orcs from upstairs are here.  They’ve been 
  left in reasonable order, side by side and covered 
  with must have been hides from their bedding. 
  PCs investigating the bodies discover the following 
  on a successful heal check: 
  DC 10 
  • 
  The bodies belong to the heads at the front 
  doors of the Temple 
  DC 15 
  • 
  Several of the orcs will killed by thrusts 
  from small bladed weapons, usually striking 
  from opposite sides 
  • 
  Their heads were removed by a large 
  bladed weapon, probably an ax 
  DC 20 
  • 
  Many of the wounds were inflicted by a 
  large weapon, wielded by a being of 
  substantial strength. 
  Troubleshooting 
  If the PCs never check the ceiling of the Temple, 
  then they are at a dead end.  Ulaa guides her 
  faithful, however, and PCs who go to sleep that 
  night without figuring out where to go next will have 
  a dream.  Tell PCs that they wake up in the middle 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 25 
  of the night certain they need to look go back to the 
  Temple. 
  Let PCs know it is about a three mile journey to the 
  Silver Spike. 
   
  Encounter Four:  Quick & 
  Deadly 
  PCs leavin Onderill on their way to the Silver Spike 
  will encounter this camp site. 
  The terrain is not hilly, but it is rolling.  There 
  are depressions, and low rises, and the surface 
  is not purely flat.  A crow hops up on a branch 
  in a stand of brush before you.  It cocks its head 
  sideways 
  and 
  regards 
  you 
  briefly.  
  “CAAAAAWW!” it croaks.  The air behind it 
  explodes as a murder takes flight. 
  PCs will find the remains of a camp, and the 
  remains of its occupants.  Quite a bit of information 
  is available for PCs with the right skills. 
  PCs need to be careful as they search the camp.  
  Unless they specifically state that they are 
  searching for tracks BEFORE they begin their 
  general search, increase the DC of all track checks 
  by 5 as PCs will carelessly obliterate some tracks. 
  Searching this area around the camp for tracks, 
  yields the following information based on players 
  successful rolls versus search or survival. 
  DC 18 
  • 
  Clear tracks of five beings and two canines. 
   They sneaked up on the camp and hit 
  hard. 
   
  DC 23 
  • 
  One large, one medium and three small 
  humanoids made these tracks.  The tracks 
  were made last night. 
  • 
  Someone skilled has tried to hide the 
  tracks 
   
  DC 28 (can only be determined by characters with 
  track feat) 
  • 
  The large tracks are mage by an ogre, the 
  medium sized tracks by an orc, the small 
  tracks by goblins.  Two wolves, (one wolf at 
  APL 2 and APL 8) worked closely with 
  them. 
  Let PCs know that the tracks within camp are 
  intermixed with the footprints and spoor of the 
  occupants.   
  PCs who attempt to follow the tracks DC 18, can do 
  so for about an 1/8th of a mile.  The tracks suddenly 
  cease. 
  Inside of the camp are the bodies of a group of eight 
  Cult of the Dragon members dispatched to hunt 
  down Smoke.   They were wiped out as they lay in 
  camp during the night.  Their gear has been 
  stripped from them and the camp systematically 
  checked.  Players will find this process very 
  familiar. 
  While is it impossible to piece together exactly  
  what happened, PCs can tell some things from 
  examining the bodies of the slain.  Eight human 
  males were killed. 
  Heal checks reveal the following 
  DC 5   
  • 
  These people were killed in the last 24 
  hours. 
  DC 10 
  • 
  Half of them were killed in their sleep, 
  obviously the victims of coup de grace. 
  • 
  7 out of 8 of them were used to wearing 
  armor and using weapons.  One, a middle 
  aged paunchy male, clearly did not. 
  • 
  Of the four that died fighting, two were killed 
  by thrusts from small bladed weapons, 
  usually striking from opposite sides 
  • 
  Of the four that died fighting, two were killed 
  by large bladed weapons, wielded by a 
  creature of substantial strength.  
  DC 20 
  • 
  At least one of the victims was tripped and 
  then killed while prone.  A bite on his calf 
  indicates he was tripped by a canine. 
   
  All of the victims have had their tongues removed 
  save one.  Although Smoke’s band is efficient, they 
  do make mistakes.  As a result, Speak with Dead 
  can be cast on him. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 26 
  His name is Caerwin, and he was a soldier in the 
  service of the Cult of the Earth Dragon. 
  He knows the following and will share this 
  information if he misses his will save to resist the 
  spell (will +1).   
  Caerwin says: 
  • 
  They were sent after a traitor who stole an 
  item from the Cult. 
  • 
  The traitor is a renegade bounty hunter 
  called Smoke 
  • 
  Smoke is an Ogre/Ogre Mage who works 
  with a band of goblins. 
  • 
  They were hit last night, he was on guard 
  • 
  He was killed by a blow to the head by the 
  Ogre. 
  • 
  There were four other groups dispatched to 
  find Smoke. 
  • 
  They found one wiped out two days ago.  
  Seven days ago, another group missed 
  their rendezvous with them. 
  • 
  He does not know the composition of the 
  other groups. 
  • 
  He was led by Iradeen, a cleric of the Earth 
  Dragon.   
  • 
  The older gentleman who didn’t use 
  weapons was called Preblin, and was a 
  sorceror. 
   
  If asked a question he does not have an answer to, 
  Caerwin pleads ignorance.  Caerwin will respond 
  truthfully to the correct questions, however, PCs 
  must ask the correct question. 
  Encounter 5:   
  The Silver Spike 
   
  There’s been a slight rise to the land for the last 
  mile or so and for the last few hundred yards, 
  the face of the escarpment in front of you has 
  begun to take on more clear and obvious detail. 
  Naked rock is exposed along a half-mile face.  
  You can see the wreckage of several buildings 
  in the distance.  Most likely, these are the 
  remnants of the surface elements of the Silver 
  Spike Mine. 
  Allow PCs to approach the mine based on their 
  inclination.  There are five different stone buildings 
  around the mouth of the mine as well as a pile of 
  rubble and till from the mine proper.  These 
  buildings are long derelict and are more piles of 
  debris than buildings.  Do not show the PCs a 
  formal map of this are at this point.  They may 
  assume a map means an encounter, and this will 
  alter the way they eventually leave the mine. 
  PCs checking for tracks near the vicinity of the cave 
  mouth and making survival check (DC 20) will find 
  tracks from a group of medium sized creatures and 
  some small humanoids sometime in the last 
  twenty-four hours.   
  Once 
  the 
  PCs 
  are 
  satisfied 
  with 
  their 
  reconnaissance and decided to enter the mine, read 
  the following. 
  This light from the surface has faded and the 
  darkness surrounds you. After fifteen minutes 
  descent, your light envelopes a slab of rock that 
  blocks the tunnel to about a five foot height.   
  The tunnel is twenty feet wide and ten feet tall.  
  There is a rail system on the eastern side of the 
  passage that is in disrepair.  The stone has been 
  cut well and dwarves will recognize it as the work of 
  their people.  The path is not perfectly straight and 
  twists and turns.  It was originally the first vein 
  worked by the miners and was cut along its bends 
  and turns. 
  A group of Earth Dragon Cultists entered the mine 
  last night looking for Smoke.  This has been one of 
  his Band’s bolt holes and on again off again base.  
  They triggered a block trap set in the ceiling by 
  Smoke’s people.   
  Crushed underneath the slab are three kobold 
  rogues who had been on point.  They were killed 
  outright by the trap.    
  A successful search check (DC 15) lets PCs see 
  that a block fell from the ceiling.  A PC rogue with 
  ranks in disable device will quickly see that this 
  was a falling block trap. 
  PCs will be unable to determine who or what is 
  under the slab.  All they will know for sure is that 
  someone has played a blood price to move in this 
  far. 
  250 yards further down the passage is large open 
  area.  This was the central staging area for 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 27 
  exploration deeper into the earth for the miners and 
  also the place were the mined ore was bundled and 
  shipped to the surface for smelting. 
  The surviving members of the Cult of the Dragon 
  raiding party are waiting for Smoke and are staging 
  an ambush and will assume Smoke and his band 
  are coming up the corridor.  However, their taste for 
  combat has eroded and they are quite certain that 
  Smoke and his group will overrun and destroy them 
  as he has the rest of the groups that were 
  dispatched.  Their morale has been eroded by the 
  subtraction of over half of their number by the traps 
  back down the corridor and in this room.  They are 
  convinced that they have been allowed to enter 
  here, and will die as a result. 
  Unless the PCs take extraordinary precautions, 
  then the Cultists are ready for them as they 
  advance forward.  While it is possible that the PCs 
  are able to advance or infiltrate, in most instances 
  use the following box text as the PCs advance into 
  the main chamber. 
  The passage has a right hand and steady curve 
  to it.  Eventually the passage opens into a large 
  chamber beyond.  
  This chamber is large, the ceiling reaches to 
  about thirty feet up and is vaulted. Ramps lead 
  up to a second tier, about 20 feet above the 
  floor.  Tunnels lead out on both levels in many 
  directions. 
  Suddenly, there are two sounds: one, the harsh 
  and guttural sounds of spells being cast; next, 
  the coarse and guttural shouts of a war charge. 
  All buff magic will be applied prior to the start of the 
  fight. 
  Notes for APL 2-6:  PCs who make a opposed spot 
  check will see the rank and file cultists emrging 
  from their hiding places and charging.  The cultists 
  have been able to take twenty while choosing their 
  hiding places.  Gra Zook, the sorceror, will be 
  invisible and will remain so casting summoning 
  spells and those spells that will not compromise her 
  invisibility.  She will resort to more directly offensive 
  magic as a last resort.  If compromised, Gra Zook 
  fall back down the corridor behind her casting spells 
  as the opportunity presents itself.  Gra Zook will 
  summon celestial creatures initially attempting to 
  bypass or make mute any attempts to hold off her 
  creatures with protection from evil and the like.  Gra 
  Zook may switch to summoning fiendish creatures if 
  she successfully determines via spellcraft that no 
  protective magics have been cast that would hold 
  her creatures at bay. 
  Notes for APL 8-12:  Grazook will make everyone 
  invisible using her wand at higher APLs.  Otherwise, 
  the tactical notes above apply. 
  This group will not fight to the last.  The last Cultist 
  standing, most likely Gra Zook, will attempt to 
  parley for life when he or she is below 25% hit 
  points or when it is obvious that their cause is lost. 
   If PCs are too efficient, then they may drop all their 
  opponents before they can surrender. 
  Keep track of how far into negative hit points your 
  bad guys are as a result and allow PCs a chance to 
  stabilize these folks and take prisoners if they 
  suggest it. 
  Otherwise, the information below will have to be 
  drawn out via magical means.  When the time to 
  surrender is right, read what follows: 
  “Parley!  I call parley!  I have things you need to 
  know.  You seek the Gem?  You seek Smoke.  
  We can deal!  Hold!” 
  The survivor will only share this information if 
  everyone in the party agrees to let them go and not 
  to pursue him or her.  The survivor will attempt to 
  keep his or her gear if possible, but will give it up if 
  this is listed as a condition of his or her release.  If 
  any of the PCs refuses to agree to the proposed 
  terms, drop back into initiative and the fight is to the 
  death. 
  What follows is a pure roleplaying encounter.  Do 
  not resort to skill checks.  PCs who ask the right 
  question, get interesting information.  If the question 
  isn’t asked, then nothing is volunteered. 
  Questions only Gra Zook knows the answer to: 
  Q:  Why does the Cult want the gems? 
  A:  The Dragon seeks and must have.  These 
  stones are of the earth and sources of power.  
  The dread lord must have them. 
  Q:  Who else from the Dragon seeks the gem?  
  How many groups? 
  A:  The Cult sends many to seek this gem and 
  others.  Their power will be ours. 
  Q:  What are the other powers of the gems?  Where 
  are they?  Etc. 
  A:   I do not know and have not been told.  All I 
  know for certain is that we seek four more 
  beyond this one. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 28 
  Information known to everyone 
  Q:  Where is the gem? 
  A:  The traitor Smoke has the Gem.  He took 
  bounty to secure it and kill its guardians.  He 
  was to return it to agents of the Cult.  Instead of 
  exchanging the goods for the balance of his 
  payment, Smoke met and slew our bothers and 
  sisters.  He kept the Gem, sacked their bodies, 
  and took the money he was due. He has always 
  struck quickly and without hesitation or mercy.  
  He did the same to us. Our mission in 
  vengeance. 
  Q:  Who is Smoke? 
  A:  Smoke is an Ogre/Ogre Mage (different based 
  on APL) and a bounty hunter.  He is known 
  throughout the Pomarj and the Wild Coast for 
  his abilities as a tracker and assassin. 
  Q:  Tell us about his group? 
  A:  Smoke travels with a group of goblins and 
  sometimes with others.  His goblins are 
  fanatically loyal to him.  Occasionally he works 
  with other specialists based on the job. 
  Q:  Do you know about other groups of Earth 
  Dragon Cultists? 
  A:  There are many of us searching for him. 
  Q:  What rests deeper into the complex?  What 
  about the mines? 
  A:  These are dug deep.  However, we found no 
  tracks going deeper into the ground and the 
  thick dust on the floor was undisturbed.  This 
  space was clearly one of Smoke’s bases. 
  Q:  What are you doing in here? 
  A:  Looking for Smoke, this is one of his bases. 
  Q:  Why do you think Smoke took the Gem? 
  A:  I don’t know.  Greed maybe?  First time ever 
  he broke a deal, but he sure did.  The Gems are 
  supposed to be powerful, he must have figured 
  this out, and decided to keep it for himself. 
  Q:  What work has Smoke done? What is he 
  known for? 
  A:  Smoke got them Orcs to attack Hyle.  He 
  found the hole in the border where the 
  Necromancer tried to push his army through.  
  Smoke organized the encirclement of Fort 
  Stonewall.  He’s hunted and killed many folks, 
  always for pay and always to the letter of his 
  word. 
  If conversation occurs, make certain this last 
  comment in interjected. 
  The cultists will not be able to provide any other 
  information.  They will also wait to travel with the 
  PCs to the surface.  In the coming fight, surviving 
  Cultists will flee quickly back down the tunnel if 
  they can, and cower in terror if they can’t. 
  Exploring this space indicates that this has been a 
  long-term camp at times.  PCs will find spoor and 
  signs of the goblins and Smoke. 
  PCs may want to use the gear they find on the 
  bodies of their opponents.  This may be especially 
  attractive if they determine that they have a wand of 
  invisibility available.  Refer to the item identification 
  rules in the DMG if PCs head down this path.  
  Identify spells are the best mechanism for this.  
  Make certain the PCs have purchased 100 gp 
  pearls as material components before you allow 
  them to cast this spell.  Likewise, PCs who want to 
  use Identify spells off of scrolls need to have paid for 
  the cost of the component when the scroll was 
  purchased. 
  Smoke and his band have been keeping close tabs 
  on Gra Zook and let this group move directly into 
  their old base.  They decided to set up ambush and 
  wipe the Earth Dragon Cultists out as they exit the 
  mine.   
  One of the principle powers of the gem is the ability 
  to pick an individual and group as a target and 
  always know where that target is, what it’s intention 
  is, and how many are in the group being pursued.  
  Smoke begins the encounter targeting the Cultists. 
   However, once their status has changed, he will 
  switch his target to the party. 
  At APLs 2-6, Smoke and his compatriots will wait 
  for the PCs to exit the cave before attacking them. 
  At APL 8-12, Smoke and his comrades will pursue 
  the party into the mine after at the most, 6 hours.  
  Smoke and his band are cagey, they will make 
  certain they arrive prior to sunrise, figuring that this 
  will disrupt clerical attempts to regain spells. 
  When the time is right, continue with the next 
  encounter. 
  APL2 EL4 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 3; hp 16; see appendix B 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 29 
  Krindell, Female Human Adept:  ADEPT LEVEL 
  1; hp 12; see appendix B 
  Ixa, Ji, Male Kobold Warriors:  WARRIOR 
  LEVEL 1; hp 10 ea.; see appendix B 
  APL4 EL6 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 5; hp 25; see appendix B 
  Krindell, Female Human Cleric:  CLERIC LEVEL 
  1; hp 12; see appendix B 
  Jerlan. Male Human Fighter: FIGHTER LEVEL 1; 
  hp 12, see appendix B 
  Ixa, Male Kobold Rogue:  ROGUE LEVEL 1; hp 
  7; see appendix B 
  APL6 EL8 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 7; hp 29; see appendix B 
  Krindell, Female Human Cleric:  CLERIC LEVEL 
  2; hp 18; see appendix B 
  Jerlan, Male Human Fighter: FIGHTER LEVEL 2; 
  hp 20, see appendix B 
  Ixa, Male Kobold Rogue:  ROGUE LEVEL 2; hp 
  11; see appendix B 
  APL8 EL10 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 9; hp 37; see appendix B 
  Krindell, Female Human Cleric:  CLERIC LEVEL 
  4; hp 34; see appendix B 
  Jerlan. Male Human Fighter: FIGHTER LEVEL 4; 
  hp 36, see appendix B 
  Ixa, Male Kobold Rogue:  ROGUE LEVEL 4; hp 
  22; see appendix B 
  APL10 EL12 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 11; hp 52; see appendix B 
  Krindell, Female Human Cleric:  CLERIC LEVEL 
  7; hp 55; see appendix B 
  Jerlan and Linden, Male Human Fighter (2): 
  FIGHTER LEVEL 7; hp 52 ea., see appendix B 
  Ixa and Hiksa Male Kobold Rogue (2):  ROGUE 
  LEVEL 7; hp 37 ea.; see appendix B 
  APL12 EL14 
  Gra 
  Zook, 
  Female 
  Kobold 
  Sorceror:  
  SORCEROR LEVEL 13; hp 60; see appendix B 
  Krindell and Myriam, Female Human Cleric (2): 
  CLERIC LEVEL 8; hp 61 ea.; see appendix B 
  Jerlan and Linden, Male Human Fighter (2): 
  FIGHTER LEVEL 8; hp 66 ea., see appendix B 
  Ixa and Hiksa Male Kobold Rogue (2):  ROGUE 
  LEVEL 7; hp 44 ea.; see appendix B 
   
  Encounter 6:  Smoke 
  This box text may need adjustment based on the 
  PCs level and activity.  This text assumes PCs 
  encounter Smoke and his Band as they exit the 
  mine.  
  As you pass out the mouth of the mine, a voice 
  rings out, “Hold! Who steals my prey from me 
  and violates my home.  Speak quickly & well 
  or die.” 
  Before you, is a fiercely built humanoid well 
  over 10 feet tall.  He wears finely wrought 
  breast plate armor.  There’s a huge ax in his 
  right hand.  Short blades adorn his belt.  His 
  skin has a bluish tint and the tusks that project 
  from his mouth are polished ivory. 
  “Well, my mates bid me slay you outright, but I 
  would hear who dares to take my kill.  
  Understand, if you move, we’ll kill ya’.  If you 
  use magic, we’ll kill you.  If you draw steel or 
  ready a weapon, we’ll kill you.  Put up your 
  weapons and say you piece.  Who are you?” 
  At higher APLs Smoke is an Ogre Mage and can 
  be identified as such with a Knowledge: Nature 
  check (DC 15).  At lower APLs, a Knowledge nature 
  check at the same DC reveals he is an Ogre with 
  some Ogre Mage blood present. 
  Smoke’s comrades are hidden around the party 
  waiting for a signal to charge.  They were confused 
  by Smoke’s decision to parley as opposed to 
  ambush, as well as several other decisions he has 
  made lately.  However, he has consistently 
  delivered fine booty and good work.  They trust him, 
  and he has never betrayed any of them.  Actually, 
  he has always given them opportunities to prosper 
  and has saved each of their lives at least once.  
  Smoke is, in the opinion of his comrades, the finest 
  warchief ever.  They are convinced he will someday 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 30 
  have power to rival the Warlord and see his current 
  termity as a mere tactic. 
  If PCs choose to attack, they will face Smoke 
  (EL+4) and his band (EL+4) at the same time.  This 
  will be lethal, although a party might be able to pull 
  it off with tactical acumen.  They should have 
  sufficient clues at this point to realize all is not what 
  it seems. 
  Smoke is an Ogre, and a bounty hunter, and 
  sometime agent of the Pomarj, but he has done 
  several things that should not add up based on what 
  citizens of Ulek understand about Ogres and 
  creatures of his ilk. 
  These are: 
  • 
  Smoke caused the dissolution of an entire 
  tribe of orcs for no personal gain. 
  • 
  Smoke prepared the Temple of Ulaa for 
  consecration. 
  • 
  Smoke broke a deal, and he broke a deal 
  for the first time. 
  • 
  Smoke set himself against the Cult of the 
  Dragon and has kept the Gem. 
  • 
  Smoke just gave the PCs a chance to talk 
  to him.   
  • 
  Every other time that they know of, he has 
  attacked his target quickly and without 
  mercy.  With them, he relents. 
  The following exchange can be resolved in two 
  ways.  Preferably, the PCs will be skilled enough 
  role players to talk their way through the process of 
  bringing Smoke over to their side of the conflict.  
  Unfortunately, not every group of players is focused 
  on this sort of roleplaying.  As a result, this can 
  also be resolved as a series of diplomacy checks, 
  although the narrative experience of the story would 
  certainly be lessened by this choice. 
  Smoke must be moved through three realizations in 
  order to finish his conversion from Lawful Evil to 
  Lawful Good. 
  Smoke is currently Lawful Neutral.  His change so 
  far has been facilitated by an ongoing conversation 
  with the gem.  This Gem is sentient and represents 
  that aspect of Ulaa that cleanses the land of 
  impurities and nurtures the land as a safe space for 
  civilization to flourish.  The Gem of Vigilance, who 
  Smoke calls She, or the Stone Lady, has been in 
  an ongoing dialogue with Smoke.  It has talked to 
  him at length about the decisions he has made and 
  the consequences of what he has done.  Smoke 
  has not been able to escape this voice and this 
  conversation and has been unwilling to surrender 
  the Gem.  As a result, Smoke has begun to rethink 
  his choices and the path he is on.  
  However, he is an Ogre and in direct conflict with 
  his most primal self.  He is on the lip of a life 
  transforming change.  This change could end up as 
  madness. 
  In order to finish his transition, Smoke must be 
  made to realize three things.  Prophecy 19 gives 
  specific instruction about the three points that 
  Smoke needs to understand to complete his 
  alignment shift. 
  1. Smoke must understand that the PCs are 
  not a threat to him.   This is a DC 15+APL 
  diplomacy check, or PCs must make an 
  effective argument that they & the people of 
  Ulek only attack to defend themselves and 
  respond to violence 
  2. Smoke needs to understand that the gem 
  that he has is a gift to the Lortmils from 
  Ulaa.  This is a DC 25 +APL diplomacy 
  check, or PCs must explain successfully 
  the origins of the Gem. 
  3. Ulaa has been speaking to him directly.  
  This is a DC 20 +APL diplomacy check or 
  PCs must convince Smoke that “She” is a 
  manifestation of Ulaa and she is speaking 
  to him. 
  When Smoke understands these things, he will 
  collapse into a seizure-like fit, coming to just as the 
  ensuing fight ends.  Unfortunately, this will also 
  trigger an attack by his people, who will think 
  Smoke has been “magiced” by the PCs.   
  Use the text below as a guideline for the 
  conversation.  The material may be broad ranging. 
  Be prepared to step outside if what is provided here 
  as your players work towards a resolution. 
  Anything that Smoke thinks might upset his 
  followers, he says in dwarven.  If no PCs speak 
  dwarven, he uses Draconic.  If no one speaks these 
  two languages, he uses Sylvan.  After that, he will 
  default to Common.  However, he will be less direct 
  in his conversation and Diplomacy DCs are 
  increased by five as a result of this.  Passages 
  spoken in Dwarven,etc. are marked with a %. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 31 
  Roleplaying Smoke will be challenging.  He is 
  nearly insane from confusion and remorse, but still 
  wants to understand what he has experienced.  
  Smoke swings back and forth between rage and a 
  studious attempt to understand what is going on.  
  Basically, Smoke senses he is on the lip of the 
  abyss and knows that he must understand what is 
  happening to him before he goes insane.  He is 
  rough and vulgar, but also very intelligent. 
  Allow PCs a Sense Motive check (DC 10) as they 
  hear Smoke speak.  Smoke clearly does not want a 
  fight.  He is confused.  He is looking for guidance.  
  However he is scared and that makes him 
  dangerous. 
  Who are you? 
  Death. (laughs) I am Smoke.  I hunt them that 
  needs hunting and kill them that needs killing. 
  Coin tells me who to kill.  She disagrees at time 
  though. 
  Do you have the Gem? 
  Aye.  Right here.  Tells me where to find them 
  that needs killin’.  Told me where to find you.  
  Do you need killin’?  
  Who is She? 
  % The voice of the Gem.  She’s guided me and 
  helped me see.  She’s given me the gift of 
  vengeance and of vigilance.  None escape me. 
  Why haven’t you attacked us? 
  %She said I should ask you who you were and 
  what you were doing.  I been killin’ folk like you 
  for years.  Figure I’d speak to one of you once.  
  See if you needed killing. 
  Is there anyone else here/with you? 
  Old Smoke works with the best.  You bet I’m 
  backed up.  Twitch at me and they’ll drop you. 
  We need the Gem? 
  It’s MINE! and mine by right of conquest no 
  matter what She says.  Them scaly Dragon 
  kissing Cultists would have used it to bleed the 
  land dry.  I ain’t giving her up to noone.  Come 
  and get it if you thing you are hard enough. 
  Why did you clean out the Chapel in Onderill? 
  %That space had been fouled.  It cut my heart to 
  think of that space tainted by the orc god.  
  Vengeance and purification were the answer, the 
  balm for my wound. 
  Why did you attack the Saltburner orcs? 
  %They use the land with no regard for its 
  wealth.  They have no regard for the good use of 
  things and just eat and destroy.  They needed 
  killin’. 
  Where are the books? 
  %I’m taking care of them.  I got them.  Where 
  they were, anyone could grab them and put 
  them to ugly use.  I HAD to get them.  She 
  would not stop.  She  told me and told me and 
  told me they must be safe.  I could make them 
  safe.  I have them.  
  What does she say to you? 
  %She asks me why I do what I do?  She speaks 
  to me of the reason to do and not do.  She asks 
  me about who I have killed.  I have killed so 
  very many.  She tells me about each of their 
  lives.  She lets me see their death.  She is a 
  voice and many voices.  She speaks and speaks 
  and speaks with a voice of stone.  She will not 
  let me be.  Each act of bloodshed I‘ve done must 
  be spoken to and understood.  SHE WILL NOT 
  STOP UNTIL I KNOWS THEM THAT I KILLED.  
  (breathes heavily, almost pants) She says she 
  gives me vision to make my vengeance just. 
  When does she say to kill? 
  %When the land is destroyed.  When the life of 
  my shield brothers is at risk.  She says I should 
  kill to save those who cannot fight themselves.  
  This I do not understand.   The weak are the 
  weak.  They serve.  The have always served.  I 
  do not know.  The way of things is unclear for 
  me now.  So much has changed. 
  Proving Three Points and Divination 19 
  What follows are guidelines.  There are many 
  different tactics PCs could use to turn Smoke.  As 
  a result, I have not attempted to anticpate them all. 
   Rather, whatfollows are guidelines and a list of 
  possible objections Smoke will use against PC 
  arguments.   
  Item 1: We are not a threat to you. 
  Smoke will be incredulous on this point and will 
  have to be convinced that this is not a tactical pose. 
   Smoke has no reason to trust the PCs and knows 
  they are from the lands of his enemies.  He also 
  knows that if the situation were reversed, he would 
  hate them.   
  
  ULP 4-07:  Chasing Smoke 
   
  Page 32 
  The core of his resistance to the PCs case is 
  summarized by bullets below. 
  • 
  You started this war when you invaded 
  the Lortmils during the Hateful Wars 
  • 
  Dwarves and such just hate any race that 
  doesn’t live like they do 
  • 
  The strong rule the weak, dwarves and 
  such are strong and want to make 
  verything else weak.   
   
  Smoke can be effectively won over on this point if 
  PCs demonstrate that his people have been 
  consistent aggressors and that Ulek has responded 
  to that.  That half-orcs and such that choose to, can 
  live in Ulek with a minimum of abuse, is a solid 
  argument from Smoke’s perspective.  Most orcish 
  half-breeds are the bottom of the orc social 
  hierarchy. 
  Item 2: The Gems are a gift 
  Explaining the gift of the Gems from Ulaa and their 
  relationship to Lortmils will take some time.  Smoke 
  will resist this idea on several points.  These are 
  detailed below.  Smoke will be dubious about a 
  being doing anything for just the sake of doing 
  good.  PCs must convince him/explain to him 
  altruism.  If PCs are drawing blanks on the myth, 
  allow them religion check (DC 15) to be reminded of 
  the detail provided to them by Karin and the other 
  members of the Temple. 
  Here are some of his objections and these can from 
  the spine of his counter-argument. 
  • 
  Somebody just doesn’t fork over power 
  like that without getting something.  
  What does she get? 
  • 
  So human gods protect and don’t 
  demand service, that’s dumb? 
  • 
  How did you find me?  (mentioning the 
  divinations here is useful) 
  • 
  Why would Ulaa let me get this Gem? 
  • 
  If these Gems are the gifts of Ulaa, why 
  are they given to me?  Why can I use 
  them?  I am a mercenary. 
  Item 3:  The voice he hears comes form Ulaa: 
  Convincing Smoke that Ulaa is the voice that he 
  hears is actually not that difficult once he 
  understands what the gems are for.  Drawing 
  parallels between what the voice has said and what 
  Ulaa wants will quickly bring him around.  
  Suggesting that he compare what is written in the 
  books he has is an effective technique.  Other 
  techniques centered aroundthe similarities between 
  what he has heard from Gem and what Ulaa 
  teaches are also good.  When reading a book is 
  suggested to Smoke, use the following text: 
  Smoke pulls a great tome form the bag at his 
  belt.  He flips the page and reads.  He looks up 
  at you, his brows knit and his face a deep scowl. 
   “Why does she care for me?” 
  When Smoke has successfully been convinced that 
  the PCs are not a threat to him, that Ulaa has 
  placed the gems as a gift to the Lortmils and for 
  specific reasons, and that Ulaa is speaking directly 
  to him, he will fall prone in a seizure.  Read 6a. if 
  that happens. 
  Blowing it! 
  Several actions on the part of the PCs will trigger a 
  response from Smoke.  If PCs: 
  1. Move towards Smoke or try to leave. 
  2. Drawing weapons 
  3. Using magic (a paladin’s detect evil ability 
  is the one exception to this as is healing 
  magic) 
  4. Threatening Smoke with an attack.  Smoke 
  will tell PCs that, “You just used up most of 
  my good humor.  Threaten me again and I’ll 
  kill you.”  The scond such threat triggers a 
  fight.  
  5. Get frustrated and yell or insult his 
  intelligence.  Allow PCs a DC5 sense 
  motive when they first raise their voice to 
  realize this will make him VERY MAD. 
  Smoke and his people will attack them if they take 
  any of the actions listed above.  Read 6b below if 
  PCs antagonize and Smoke and end up in combat. 
   
  6a:  Smoke Converts 
  Use this section if Smoke is eased through his 
  conversion to lawful good by PCs 
  With that, Smoke falls prone.  He babbles in a 
  strange tongue of silvery vowels and glittering 
  syllables.  A harsher voice calls for violence.  
  His comrades spring to his defense. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 33 
  Smoke is speaking Celestial.  His group will attack 
  directly and brutally.  In this encounter, Smoke and 
  his wolf will not be part of this fight. 
   
  6b:  Smoke throws down 
  Use this if PCs get in an open fight with Smoke. 
  “Die Fools!” Smoke springs forward as small 
  figures explode form the grass on all sides. 
  This is a lethal encounter as Smoke and his band 
  are professional murderers.  If PCs have somehow 
  triggered an attack by both Smoke and his Band, 
  odds are several of them, if not all of them, are 
  dead. 
  APL2 EL6 
  APL calculations do not include Smoke.  If PCs 
  have failed in unravelling the clues, or have decided 
  they prefer deploying brute force as opposed to 
  reasoned analysis, then Smoke’s stastics are 
  included at an APL appropriate for the PCs.  
  However, the fight that will follow will be lethal and 
  will most likely lead to several deaths as a result. 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 2; hp 
  15; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  2; hp 20; see appendix B 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  FIGHTER/ROGUE LEVEL1/1; hp 16; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 2; 
  hp 15; see appendix B 
  Quij, Male Wolf Animal Companion: hp 13; see 
  appendix B 
  Smoke, Male Ogre Ranger: RANGER LEVEL 2; 
  hp 43, see appendix B 
  APL4 EL8 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 4; hp 
  27; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  4; hp 36; see appendix B 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  RIGHTER/ROGUE LEVEL2/2; hp 28; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 4; 
  hp 27; see appendix B 
  Quij, Male Wolf Animal Companion: hp 26, see 
  appendix B 
  Smoke, Male Ogre Ranger: RANGER LEVEL 4; 
  hp 57, see appendix B 
  Vaisha, Female Wolf Animal Companion:  hp 
  13; see appendix B 
  APL6 EL10 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 6; hp 
  39; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  6; hp 52; see appendix B 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  RIGHTER/ROGUE LEVEL3/3; hp 42; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 6; 
  hp 39; see appendix B 
  Quij, Male Wolf Animal Companion: hp 46, see 
  appendix B 
  Smoke, Male Ogre Ranger: RANGER LEVEL 6; 
  hp 71, see appendix B 
  Vaisha, Female Wolf Animal Companion:  hp 
  26; see appendix B 
  APL8 EL12 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 8; hp 
  51; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  8; hp 68; see appendix B 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  RIGHTER/ROGUE LEVEL5/3; hp 58; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 8; 
  hp 49; see appendix B 
  Quij, Male Wolf Animal Companion: hp 46, see 
  appendix B 
  Smoke, Male Ogre Mage Ranger: RANGER 
  LEVEL 3; hp 71, see appendix B 
  APL10 EL14 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 10; hp 
  63; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  10; hp 84; see appendix B 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 34 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  RIGHTER/ROGUE LEVEL5/5; hp 70; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 10; 
  hp 64; see appendix B 
  Quij, Male Wolf Animal Companion: hp 61, see 
  appendix B 
  Smoke, Male Ogre Mage Ranger: RANGER 
  LEVEL 5; hp 103, see appendix B 
  Vaisha, Female Wolf Animal Companion:  hp 
  13; see appendix B 
  APL12 EL16 
  Rik, Male Goblin Rogue:  ROGUE LEVEL 12; hp 
  75; see appendix B 
  Pinolak, Male Half-orc Fighter:FIGHTER LEVEL 
  12; hp 100; see appendix B 
  Tuusa, 
  Male 
  Goblin 
  Fighter/Rogue:  
  RIGHTER/ROGUE LEVEL5/7; hp 92; see appendix 
  B 
  Uwari, Female Goblin Druid: DRUID LEVEL 12; 
  hp 88; see appendix B 
  Quij, Male Wolf Animal Companion: hp 61, see 
  appendix B 
  Smoke, Male Ogre Mage Ranger: RANGER 
  LEVEL 7; hp 123, see appendix B 
  Vaisha, Female Wolf Animal Companion:  hp 
  26; see appendix B 
  Conclusion A 
  Read this if PCs do not engage Smoke. 
  Smoke sits up shaking his head.  He looks 
  around at the carnage surrounding him.  He 
  holds his head in his hands.  “What have I 
  done?”  He rocks back and forth pressing his 
  hands against his temples.  “Vecna’s Eyes!” he 
  curses, and then cringes when he realizes what 
  he has said. 
  “I do not blame you.  He says as he regards the 
  fallen.  They walked the path of blood and 
  damnation.  Their deaths are on them, not you. 
  He looks to the West.  “The Stone Woman says I 
  should go with you.  She says I owe Olinstaad a 
  debt.  Smoke pays his debts.  I have caused the 
  Prince untold hardship and caused the people of 
  this land unending sorrow.  She also says I must 
  return her to her Sacred house and the dome of 
  stone.  She needs to speak to her Priestess. 
  Smoke bows his head.  “There are things I know 
  that the Prince must know.  There are things I 
  know Ulaa’s Priests must understand.  I know 
  the disposition of the Warlord’s armies.  I know 
  the haunts of the necromancer.  I know the 
  slaver’s bases.  I know where the wicked 
  servants of the Dragon lair.  Please. Take me to 
  Havenhill. I have much to atone for.” 
  Smoke will not share what he knows with PCs.  He 
  will insist on going to Havenhill.  He will insist that 
  the Stone Woman tells him not to share what he 
  knows with the PCs as they might be slain and fall 
  into the hands of the enemy.  Smoke will not 
  surrender the Gem to them.  He will insist that he is 
  taken to the Sacred House of Ulaa! 
  If PCs attack Smoke or attempt to take the Gem 
  from him by force, he fights them striking to subdue 
  and telling them to surrender and that he does not 
  want to kill them.  PCs who continue to attack and 
  defeat and kill him have committed and evil act and 
  this should one noted on their AR. Go to ending C 
  for these special few.  PCs who are defeated by 
  him, wake up several hours later with Smoke 
  standing over them, asking them if they are ready to 
  go to Havenhill.   
  In the event that Smoke travels with the PCs to 
  Havenhill, read the following.   
  This is a journey you never thought you would 
  make.  Your company is odd by anyone’s 
  reckoning.  His conversation is interesting to say 
  the least.  Smoke wants, more than anything 
  else to understand what has happened to him.  
  Smoke is afraid of what will become of him.  
  Smoke wants an understanding of his new 
  world. 
  It is clear why Smoke is so lethal.  He travels 
  like a ghost and he has an intimate 
  understanding of the land.  He knows each fold 
  and depression in the terrain and can talk at 
  length about what lays before and around you.   
  He stands watch as you let him and his senses 
  are supernaturally acute.  It is good to have him 
  on your side, and not against you. 
  A half day from the border, Smokes head goes 
  up and his nostrils flare.  “Someone comes,” he 
  says in a whispered growl.  You hear the snort 
  of some beast and the scrape of claws across 
  stone. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 35 
  “Hail friends!”  You hear the voice of Gurdvar 
  Gelbforger.  He crests the ridgeline above you 
  astride Thunderclaw.  He whistles twice and you 
  hear others move on the other side of the hill. 
  “Karin said to seek you here.  She also said I 
  would not believe my eyes.  What have we 
  here?” 
  Allow PCs to explain to Gurdvar what they’ve found. 
   He’ll offer to take Smoke (&the PCs too) to meet 
  Karin.   
  “Well met.”  Gurdvar and Smoke regard each 
  other with steely eyes.  Smoke snorts and smiles 
  around his tusks. 
  “I know you!  I chased you overland from the 
  Jewel last summer.  You got away.  Well run,” 
  Smoke says and bows his head. 
  Gurdvar grits his teeth.  “Aye.  Escape I did, but 
  two of my Shield Brothers gave their lives so 
  that I might carry a message to the Keeper.” 
  “Ulaa cupped them in her hands as they fell and 
  they grace her halls and do her works.  She has 
  shown me,” Smoke says in completely 
  unaccented dwarven. “I was different then and I 
  will atone for my sins.  They died well.” 
  Gurdvar looks long and hard at the ogre.  “Well 
  then.  Ulaa has sent you to us.  I do not question 
  the will of the Lady.”  
  Gurdvar turns and addresses you. “The Keeper 
  sends her thanks.  She bid me remind you that 
  Ulaa has spoken directly to you through her 
  divinations.  The words of the goddess are a gift. 
   Use that gift well. 
   This ends Part I of the Gems of Ulaa. 
  Conclusion B 
  Read for players that beat Smoke in combat and 
  engage him BEFORE he makes the transition to 
  lawful good. 
  This was bloody and your heart hammers in 
  your chest.  What was that THING?!?  You blows 
  bounced from its hide.  Your magic broke 
  across it like water.  It is a wonder any of you 
  stand. 
  The stone pulses dully around the fallen Ogre’s 
  throat. 
  Regardless of who picks up the Gem, read what 
  follows to everyone. 
  A woman’s voice rings out in your mind.  It 
  vibrates with the echo of vast empty 
  underground spaces and the sharp clack of 
  stone on stone.   
  “Smoke has fallen.  This is sad as I had such 
  hopes for him.  No matter what Ulaa predicts, 
  there must always be choice.  Deeds must have 
  a heart and mind behind them to have any value 
  in the grand scope of things.  He knew much 
  and he would have added might to the arm of 
  the Prince and to the Church itself.   
  “Still, you did not hear her voice in the 
  divinations.  You acted as you willed. 
  “Please.  I bid thee, take me to the Keeper.  I 
  have much she should know.  Our time is short. 
   The enemy moves against us. 
  This ends Part I of the Gems of Ulaa. 
   
  Any PC who refuses to return the Gem to Ulaa has 
  committed an evil act and should be removed from 
  play.  Contact our triad with specifics. 
  Conclusion C 
  Read this to players who kill Smoke after he has 
  made his transition to lawful good.   
  This was bloody and your heart hammers in 
  your chest.  What was that THING?!?  You blows 
  bounced from its hide.  Your magic broke 
  across it like water.  It is a wonder any of you 
  stand. 
  The stone pulses dully around the fallen Ogre’s 
  throat. 
  Regardless of who picks up the Gem, read what 
  follows to everyone. 
  A woman’s voice rings out in your mind.  It 
  vibrates with the echo of vast empty 
  underground spaces and the sharp clack of 
  stone on stone.   
  “We are what we choose to do.  You chose to 
  kill him.  We must discuss this.  Do you 
  understand that what you have done was not 
  just?  I see you do not.  You think that your 
  might gives you the right to slay as you wish.  It 
  does not.  It gives you power of a sort. 
  “You must walk with me awhile, as Smoke did, 
  and learn the folly of your ways.  Come…” 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 36 
  This ends Part I of the Gems of Ulaa. 
  This PC and his compatriots spends the next 8 TU 
  wandering the Disputed Territories in a conversation 
  with the Gem of Vigilance.
  
  ULP 4-07:  Chasing Smoke 
   
  Page 37 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
  Encounter 2: Onderill 
  Defeat or drive off Orcs of Saltburner Tribe 
   
  APL 2 – 60 xp. 
   
  APL 4 – 120 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  Encounter 5: Silver Spike 
  Defeat or drive off Orcs of Saltburner Tribe 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  Encounter 6: Smoke 
  Convert or defeat Smoke, defeat his Band 
   
  APL 2 – 180 xp. 
   
  APL 4 – 240 xp. 
   
  APL 6 – 300 xp. 
   
  APL 8 – 360 xp. 
   
  APL 10 – 420 xp. 
   
  APL 12 – 480 xp. 
   
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
   
  Total Possible Experience 
   
   
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
   
  Treasure Summary 
  During an adventure, characters come upon 
  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.  In the case of potions, they may use 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 38 
  Spellcraft to identify them.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 2:  Onderill 
   
  Strip and sell the orcs gear, search the 
  windmill. 
   
  APL 2: L: 148 gp; C: 26 gp; M: nil 
   
  APL 4: L: 216 gp; C: 49 gp; M: nil 
   
  APL 6: L: 207 gp: C: 66 gp; M: +1 chainmail 
  (108 gp), +1 falchion (198 gp) 
   
  APL8:  L: 335 gp: C: 83 gp; M: +1 chainmail (3) 
  (108 gp ea.), +1 falchion (3) (198 gp ea.), potion of 
  cure light wounds (8) (4 gp ea.), potion of cure 
  moderate wounds (2) (50 gp ea.), potion of shield of 
  faith (4 gp), +1 ring of protection (167 gp) 
   
  APL 10: L: 338 gp: C: 104 gp: +1 chainmail (3) 
  (108 gp ea.), +1 falchion (4) (198 gp ea.), potion of 
  cure moderate wounds (8) (50 gp ea.), potion of 
  shield of faith (4 gp), +1 ring of protection (167 gp), 
  +2 chainmail (358 gp) 
   
  APL 12: L: 339 gp: C: 120 gp: +1 chainmail (5) 
  (108 gp ea.), +1 falchion (5) (198 gp ea.), potion of 
  cure serious wounds (63 ea.), potion of cure 
  moderate wounds (13) (50 gp ea.), potion of shield 
  of faith (4 gp), +2 ring of protection (667 gp), +2 
  chainmail (358 gp), +1 keen falchion (697 gp) 
  Encounter 5: Silver Spike 
   
  APL 2: L: 13gp; C: 3; potion of invisibility (25 
  gp), potion of cure light wounds (4 gp), scroll of cure 
  light wounds (2 gp ea.) 
   
  APL 4: L: 141 gp; C: 5 gp;  potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), scroll of 
  cure light wounds (2 gp ea.), +1 ring of protection 
  (167 gp), potion of blur (25 gp) 
   
  APL 6: L: 198 gp; C: 5 gp;  potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), scroll of 
  cure light wounds (2 gp ea.), +1 ring of protection 
  (167 gp), potion of blur (25 gp), Cloak of Charisma 
  +2 (333 gp) 
   
  APL 8: L: 191 gp; C: 5 gp; wand of invisibility 
  with 30 charges (225 gp), potion of cure light 
  wounds (4 gp), scroll of cure moderate wounds (150 
  gp ea.), +1 ring of protection (167 gp), potion of blur 
  (25 gp), cloak of charisma +2 (333 gp), scale mail 
  +1 (100 gp), bastard sword +1 (195 gp), potion of 
  bull’s strength (25 gp) 
   
  APL 10: L: 334 gp; C: 21 gp; wand of invisibility 
  with 30 charges (225 gp), potion of cure light 
  wounds (4 gp), scroll of cure moderate wounds (150 
  gp ea.), +1 ring of protection (167 gp), potion of blur 
  (25 gp ea.), cloak of charisma +2 (333 gp), scale 
  mail +1 (100 gp), bastard sword +1 (195 gp ea.), 
  potion of bull’s strength (25 gp ea.), heavy steel 
  shield +1 (195 gp ea.), chain shirt +1 (208 gp ea.) 
   
  APL 12: L: 363 gp; C: 21 gp; wand of invisibility 
  with 30 charges (225 gp), potion of cure light 
  wounds (4 gp), scroll of cure moderate wounds (150 
  gp ea.), +1 ring of protection (167 gp), potion of blur 
  (25 gp ea.), cloak of charisma +2 (333 gp), scale 
  mail +1 (100 gp ea.), bastard sword +1 (195 gp 
  ea.), potion of bull’s strength (25 gp ea.), heavy 
  steel shield +1 (195 gp ea.), chain shirt +1 (208 gp 
  ea.) 
  Encounter 6: Smoke 
  Defeat Smoke’s band.  Note that any item marked 
  with an* belongs to Smoke. 
  APL 2:  L: 201 gp; L: C: 30 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp), potion of barkskin 
  (25 gp), amulet of natural armor +1 (167 gp); wand 
  of cure light wounds (25 gp); potion of haste* (63 
  gp), +1 chain shirt (104 gp) 
  APL 4:  L: 166 gp; L: C: 34 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp ea), potion of 
  barkskin (25 gp ea.), amulet of natural armor +1 ( 
  167 gp); wand of cure light wounds (25 gp); potion 
  of haste* (63 gp), +1 chain shirt (104 gp), +1 
  breastplate (113 gp), +1 heavy steel shield (98 gp), 
  ogre sized chain shirt +1* (113 gp) 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 39 
  APL 6:  L: 160 gp; L: C: 35 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp ea), potion of 
  barkskin (25 gp ea.), amulet of natural armor +1 
  (167 gp); wand of cure light wounds (25 gp); potion 
  of haste* (63 gp), +1 chain shirt (104 gp), +1 
  breastplate (113 gp), +1 heavy steel shield (98 gp), 
  ogre sized chain shirt +1* (113 gp), potion of bull’s 
  strength (25 gp) 
  APL 8:  L: 48 gp; L: C: 44 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp ea), potion of 
  barkskin (25 gp ea.), amulet of natural armor +1 
  (167 gp); wand of cure moderate wounds (150 gp); 
  potion of haste* (63 gp), +1 chain shirt (104 gp ea.), 
  +1 breastplate (113 gp), +1 heavy steel shield (98 
  gp), ogre sized chain shirt +1* (113 gp), potion of 
  bull’s strength (25 gp), +1 long spear (192 gp), 
  potion of shield of shield of faith (4 gp), great ax +1 
  (193 gp), long sword +1 (193 gp), potion of cat’s 
  grace (25 gp), ogre-sized battle ax  +1* (193 gp), 
  ogre-sized short sword +1* (193 gp) 
  APL 10:  L: 50 gp; L: C: 54 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp ea), potion of 
  barkskin (25 gp ea.), amulet of natural armor +1 ( 
  167 gp); wand of cure moderate wounds (150 gp); 
  potion of haste* (63 gp), +1 chain shirt (104 gp ea.), 
  +1 breastplate (113 gp), +1 heavy steel shield (98 
  gp), ogre sized chain shirt +1* (113 gp), potion of 
  bull’s strength (25 gp), +1 long spear (192 gp), 
  potion of shield of shield of faith (4 gp), great ax +1 
  (193 gp), long sword +1 (193 gp), potion of cat’s 
  grace (25 gp), ogre-sized battle ax  +1* (193 gp), 
  ogre-sized short sword +1* (193 gp), potion of 
  displacement (63 gp), hide armor +1 (105 gp) 
  APL 12:  L: 50 gp; L: C: 54 gp: potion of invisibility 
  (25 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds* (50 gp ea), potion of 
  barkskin (25 gp ea.), amulet of natural armor +2 ( 
  667 gp); wand of cure seriouse wounds (375 gp); 
  potion of haste* (63 gp), +1 chain shirt (104 gp ea.), 
  +1 breastplate (113 gp), +1 heavy steel shield (98 
  gp), ogre sized chain shirt +1* (113 gp), potion of 
  bull’s strength (25 gp), +1 long spear (192 gp), 
  potion of shield of shield of faith (4 gp), adamantine 
  great ax +1 (360 gp), keen long sword +1 (667 gp), 
  potion of cat’s grace (25 gp), ogre-sized battle ax of 
  wounding +1* (1527 gp), ogre-sized shock short 
  sword +1* (693 gp), minor cloak of displacement 
  (2000 gp), hide armor +1 (105 gp), minor ring of cold 
  resistance (1000 gp) 
   
  Total 
  Possible 
  Treasure 
  (Maximum 
  Reward Allowed) 
   
  APL 2:   400 gp 
   
  APL 4:  600 gp 
   
  APL 6:  800 gp 
   
  APL 8:  1250 gp 
   
  APL 10:  2100 gp 
   
  APL 12:  3000 gp 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2, 4, 6: 
  � potion of haste (adventure, DMG) 
  � wand of cure light wounds (adventure, 
  DMG) 
   
  APL 4,6 (all items from APL 2 plus): 
  � potion of cure serious wounds (adventure, 
  DMG) 
  APL 8 (all items from APL 2-6 plus): 
  � wand of invisibility (30 charges) (adventure, 
  DMG) 
  � wand of cure moderate wounds (20 charges 
  (adventure, DMG) 
  APL 10 (all items from APL 2-8 plus): 
  � potion of displacement (adventure, DMG) 
  � +1 large battle ax (adventure, DMG) 
  � +1 large short sword (adventure, DMG) 
  � +2 chain mail (adventure, DMG) 
   
  APL 12(all items from APL 2-10 plus): 
  � +2 ring or protection (Adventure, DMG) 
  � +1 keen falchion (Adventure, DMG) 
  � amulet of natural armor +2 (adventure, 
  DMG) 
  
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  � wand of cure serious wounds (20 charges) 
  (adventure, DMG) 
  � +1 adamantine great ax (adventure, DMG) 
  � +1 keen long sword (adventure, DMG) 
  � +1 large battle ax of wounding (adventure, 
  DMG) 
  � +1 large shock short sword adventure, 
  DMG) 
  � minor cloak of displacement (adventure, 
  DMG) 
  � minor ring of cold resistance (adventure, 
  DMG) 
  Favor of Temple of Ulaa (the gem):  For 
  successfully returning the Gem of Vigilance, you 
  earn the favor of the Temple of Ulaa.  In any 
  scenario set in the Principality of Ulek, the PC may 
  have one 1st level spell cast for them by the Temple 
  of Ulaa.  Each additional use of this favor will raise 
  the level of the spell available by one level (max 5th 
  level spell). 
  Favor of the Temple of Ulaa (the books):  For 
  successfully returning the sacred texts of Ulaa to 
  the Congregation of the Hills, you are presented 
  with an opportunity to peruse the books and learn 
  what they have to offer.  PCs who spend 2 TUs 
  studying the tomes receive a +2 bonus on any 
  Knowledge: Religion checks they make related to 
  the Gems of Ulaa. 
  Gratitude of the Village of Onderill:  Jakur and 
  the freed citizens of Onderill hail you as a hero.  
  Jakur, an accomplished minstrel, sings your 
  praises up and down the frontier.  You are known as 
  “Liberator” and receive a +2 circumstance bonus on 
  any gather information checks or diplomacy checks 
  you make among the lower classes for the next 
  year.  Date issued _____ 
  Disdain of the Village of Onderill:  Jakur and the 
  freed citizens of Onderill view your behavior as 
  suspect.  Jakur, an accomplished minstrel, 
  describes in finite detail your lack of concern over 
  the fate of the peasantry and makes it known you 
  are more concerned about chasing booty and 
  making a name as a warrior than in protecting the 
  weak.  You are known as “Libertine” and receive a -
  2 circumstance bonus on any gather information 
  checks or diplomacy checks you make among the 
  lower classes for the next year.  Date issued _____ 
  Favor of the Tallyminders:  For cleansing the 
  Church of Ulaa in Onderill, Turvan and Plima are 
  willing to brew the following potions at their caster 
  level (they are 9th level):  Oil of Magic Vestment, 
  Potion of Remove Disease, Potion of Aid, Potion of 
  Delay Poison.   
  Smoke Calls You Friend:  For helping Smoke 
  cross over from a life of bloodshed and hatred and 
  into a life of service and peace, Smoke calls you 
  friend and has made himself available to you.  In 
  any adventure set in Disputed Territories, you may 
  consult with Smoke and receive a +2 on any 
  Knowledge: Sheldomar, Knowledge: Nature, or 
  Survival checks you need to make.  Note, PCs 
  must be able to physically consult with Smoke to 
  use this bonus.  For purposes of consultation, 
  assume Smoke resides in Gryrax.  This cert. is 
  good for one year from date of issue.  Date 
  issued_____ 
  The Gem of Vigilance Cleanses You:  Because 
  you attacked and slew Smoke when he was 
  appealing for your aid and trying to ally himself with 
  Ulek, the Gem of Vigilance has taken you on a 
  walkabout to council you and bring you back into 
  the light.  This costs you an additional 8 TU. 
  Commendation from Army:  For valor and bravery 
  in the face of adversity, Karin Whytesmyth 
  commends you to the army.  She reports that you 
  have comported yourself well in returning Smoke, 
  the Gem, and Ulaa’s sacred texts to her.  As a 
  result Krufec Brightsilver notes your behavior and 
  issues a commendation. 
  Commendation from Mine Rangers: For valor and 
  bravery in the face of adversity, Karin Whytesmyth 
  commends you to the Mine Rangers. She reports 
  that you have comported yourself well in returning 
  Smoke, the Gem, and Ulaa’s sacred texts to her.  
  Dimble “Cloak” Beren notes your behavior and 
  issues a commendation. 
  Respect of Gurdvar Gelbforger:  Because you 
  willingly accepted a Quest from Karen, you have 
  earned the Respect of Defender Gurdvar.  Gurdvar 
  will arrange one-time access to “holy” or “orc bane” 
  as a weapon upgrade for you.   
  Court Martial:  Because you refused a direct order 
  from a superior involving a matter of grave urgency 
  from the state, you must spend the next 52 TU in 
  irons and working in the Prince’s coal mines.  You 
  are ejected from the army and stripped of rank and 
  benefits.  You are known as a coward and suffer a –
  
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  4 on ALL checks involving interaction with NPCs in 
  the Principality of Ulek. 
  Disdain of Dimble “Cloak” Beren:  Because you 
  refused to assist this senior officer when he asked 
  you to do him a personal favor, you may no longer 
  advance in rank in the mine rangers.  Dimble lets it 
  be known you chose not to support him in a matter 
  of grave importance. 
   
  Imprisoned:  PCs who take Karin Whytesmyth’s 
  ring and who make copies of it or who steal it are 
  captured by agents of the Prince, imprisoned for 52 
  TU, and ejected from any Ulek metaorgs they 
  belong to. 
  
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  DM Aid #1 
  Story Summary/Trouble Shooting 
   
   
  Chasing Smoke demands a flexible narrative style that empowers the characters to make 
  decisions, while at the same time rewarding them for intelligent problem solving and tactical acumen.  
  Because sections of the scenario are free form, DMs need to be prepare well and familiarize themselves 
  with the different paths their PCs might take.  As this particular story allows the PCs to approach a tactical 
  target from a variety of directions, a DM running the adventure must be ready to accommodate this in play.  
  Additionally, close famialiarity with the Divinations presented in Player Handout 1, will make the story easier 
  to tell, and the motion of the narrative flow more effectively.  
   
  Introduction: PCs find themselves in Havenhill at the Five Stones, an inn reknowned for its fine meals 
  and brandies.  There they meet Karin Whytesmyth, the Keeper, or high priest of the Congregation of the 
  Hills in the PoU.  She lets them know she has been guided to them by a prophecy and lets them know that 
  she needs to meet with them in the morning.   PCs will have an opportunity for brief interaction before she 
  leaves.  PCs will have some opportunity to talk among themselves and also to speak with the locals that 
  evening.  PCs who decide not to go to the Temple in the morning, are effectively out of the scenario and the 
  event ends for them there. 
   
  Encounter 1:  PCs who go to the Temple in the morning will meet with the senior membership of the 
  Congregation of the Hills.  Referencing the Metaorg for this organization will be helpful in understanding the 
  religion and its structure.  At least one of the senior clergy is very cautious and closely observes the PCs 
  during the initial interview to see if any of them carry evil items or an evil taint.  PCs who are forthcoming 
  about this and who discuss their afflictions will be able to proceed without difficulty.  PCs who are elusive on 
  this front or who fail to mention their issue will arouse Gurdvar Gelbforger’s ire.  He will be openly distrustful 
  of the PCs guilty of the evasion and will demand they submit to a zone of truth spell and also a quest spell if 
  they wish to continue.  This can be resolved by effective diplomacy or by submission to his suggestion. 
   
  Once this has passed, PCs will learn several things.  Karin and compatriots share the basic history of 
  the Gems of Ulaa and in particular the current situation involving the Gem of Vigilance.  They will ask the 
  party to do two things:  first they need PCs to retrieve the Gem of Vigilance; second, they would like two 
  sacred texts retrieved from the Church of Ulaa in Onderill.  Karin and company will share the results of their 
  divinations with the PCs and let them know what they have discovered so far.  Both healing magic and 
  divination magic will be offered to the PCs if they choose to assist the Temple.  PCs have an opportunity to 
  consult with the hierarchy and learn what they know about the Gems as well as the disputed territory.  From 
  this discussion it will be clear that the village of Onderill is the next most reasonable stop on their journey. 
   
  Encounter 2:  PCs are able to make their way into the disputed territory and Onderill without difficulty.  
  However, when they are about four miles from the town they come across the border totems of the 
  Saltburner tribe.  These are the orcs they know to occupy Onderill.  These totems have been defaced and 
  the remains of an orcish warband are arrayed around the site.  From here PCs have several choices. 
   
  If they sweep the perimeter of the Saltburner territories they will see that many orcs have fled from the 
  town and that at east one more group of orcs has butchered and put on display.   They also have some 
  tactical choices they need to make.  PCs can choose their angle of approach and the means that they 
  choose to reconnoiter the town.  PCs who choose to walk in and have a straight up fight with the orcs will be 
  up against a very difficult fight.  PCs who reconnoiter Onderill and approach via stealth, have a much easier 
  time of it.  Effective reconnaissance gives the PCs a ton of valuable information about the number and 
  disposition of the orcs in town and gives them a path of approach that allows them to enter the town 
  undetected. 
   
  Encounter 2a or 2b:  Based on PC choice, there are two different arcs in running encounter 2.  PCs 
  who rush the town without recon, will encounter the full weight of the surviving orcs and will have an APL+4 
  encounter as a result in the town square.  PCs who sneak into town will have an opportunity to meet and 
  
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  interact with the some of the slaves in the town as well as question a captured orc.  Because PCs have 
  done effective reconnaissance, they will have an opportunity to fight the orcs in detail, as opposed to engage 
  them in one mass brawl. 
   
  Once the fight is over, PCs will have an opportunity to interact with the survivors in Onderill as well as 
  explore the town.  Most of the town in wreckage, but the Main Windmill, The Town Square, The Church of 
  Ulaa, and the Slave Pens all are of potential interest to the PCs.  Exploring each of these areas provides 
  PCs with information of varying value.  Interaction with the survivors from the village presents the PCs with 
  the opportunity for a unique cert.  PCs who arrange to escort the villagers back home after they have 
  accomplished their business, have a chance to earn the praise of the village.  PCs who leave the villagers to 
  their own devices earn their scorn. Once PCs decide to explore the Church of Ulaa, go to the next 
  encounter.  Your party may, of course, return to other parts of Onderill after investigating the chapel.  
  However, investigating the church triggers the next encounter. 
   
  Encounter 3:  At the Church of Ulaa, PCs have more opportunities to piece together what is going on.  
  PCs have an opportunity to investigate the Church.  In so doing they find a note from Smoke as well as the 
  sacred books of Ulaa they were sent after.  Additionally, they can begin to determine what beings are 
  attacking the orcs, as the spoor left behind by Smoke and his band.  Most importantly, PCs can learn what 
  their next destination in the investigation is by applying divination 17.  The dome of the Church is a map of 
  the area around Onderill.  It depicts the surrounding countryside including a including a mine called the 
  Silver Spike.  PCs moving forward from here, begin the journey to the Mine 
   
  Encounter 4:  On the way to the mine, PCs come across a campsite that belonged to members of the 
  Cult of the Dragon.  Smoke and his Band killed these individuals the prior night.  Investigation of the site lets 
  PCs know the exact number and composition of the attacking group.  PCs also have opportunities to 
  magically interrogate one of the victims of the raid if they have Speak with Dead available.  PCs with the 
  right skills and preparation can learn about how the Cult of the Dragon is responding to the current situation. 
   This information, in combination with what has learned so far and what they are learning, brings Smoke and 
  his situation into clearer and clearer focus. 
   
  Encounter 5:  PCs should proceed to the mine next.  There, they will find the space derelict, but very 
  much occupied.  In the mine, PCs will find the surviving elements of a Cult of the Dragon war party 
  dispatched to chase Smoke and bring back the Gem of Vigilance.  After a brief but fierce fight, PCs may 
  have an opportunity to take prisoners or to cut a deal with the surviving Cultists.  Some very good 
  information about Smoke is available to PCs who choose to obtain it.  At low APLs PCs can camp here and 
  heal and regain spells unmolested.  At APLs 2-6, Smoke and his ring will attack the PCs during the night if 
  they choose this course of action. 
   
  Encounter 6:  If PCs exit the surface, or if they are engaged by Smoke and his group while in camp, 
  use this encounter.  PCs will be directly confronted by Smoke.  It should be apparent at this point that 
  everything with this ogre is not what it appears.  PCs who choose to throw down, will have to fight smoke 
  and his group.  This will be lethal.  PCs who hear Smoke out and speak to him, have an opportunity to move 
  him from Lawful Neutral to Lawful Good and develop a strong ally and asset for Ulek.   
   
  PCs will need to convince Smoke of three points, each detailed in prophecy number 19.  PCs who 
  successfully convince Smoke that their intentions are peaceful, that the Gem is a creation of Ulaa, and that 
  Ulaa speaks directly to him, will cause Smoke to collapse into a seizure and make his final steps into the 
  light of Ulaa.  His collapse will trigger a fight with his compatriots. 
   
  Conclusion:  Your players will end the scenario in five different ways: they will either never piece 
  together how to Chase Smoke and not find the Gem of Vigilance; they are defeated and driven home or slain 
  to a man; they bring Smoke over into the light of Ulaa and bring him back to Ulek (use conclusion A); they 
  defeat both Smoke and his band and bring the Gem of Vigilance home with them (use conclusion B);  or 
  they kill Smoke after he has done his alignment shift and are taken on an 8 TU walkabout as a result of their 
  behavior while the Gem redeems them and educated them in the error of their ways. 
   
   
   
  
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  DM AID # 2 
  The Divinations of Ulaa 
  JUDGE’s Eyes Only 
  1)  Who has taken the gem? 
  The dragon’s breath beat the air to flame, but the fire yielded only ash and smoke. 
  This implies the involvement of the cult. 
  DM Notes:  This verifies that the Cult of the Dragon is involved. 
   
  2)  Where is the gem? 
  The double hills and the whirling wheels saw the bloodstone pass through the hands 
  of the goddess. 
  This describes the village of Onderill, 
  which rests upon twin hills and was known 
  for its windmills. 
  DM Notes:  Also references the Gem itself and confirms it is a bloodstone. 
   
  3)  Did the Cult of the Earth Dragon take the gem? 
  Who owns the ore, the miner or the smelter? 
  DM Notes:  This references Smoke’s betrayal.  He mined the ore, but the Cult of the 
  Dragon was going to smelt, or transform it. 
   
  4)  Does the cult of the Dragon have the gem now? 
  The Dragon’s jaws snap at bitter air and its claws clutch at emptiness.   
  No. 
  DM Notes:  Smoke took the Gem and this divination refers to that activity. 
   
  5)  Does the Cult of the Earth Dragon pursue the gem now? 
  What Wyrm can abide the loss of what it calls it own? 
  Yes? 
  DM Notes:  Yes, the Cult of the Dragon pursues the Gem. 
   
  
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  DM COPY 
  6)  How do we reclaim the gem? 
  The Stone wife’s halls will be reclaimed by cleansing smoke. 
  DM Notes:  This directly references Smoke’s activity in Onderil purifying the Church there.  
  PCs must pass through the Church in Onderill to find Smoke. 
   
  7)  What will the Cult do if we have the gem? 
  The Dragon hunts and sends death quickly in one swift blow. 
  DM Notes:  This references future scenarios in the series. 
   
  8)  Who killed the servants of the temple at the dead copper mine? 
  No answer. 
  DM Notes:  Ulaa did not respond to this. 
   
  9)  Is the gem in the village of Onderill? 
  The wind pushes the wind mill’s blade.  Where does it go once the blade has moved?  
  The gem may or may not be there? 
  DM Notes:  The Gem passed through Onderill in Smoke’s possession.  It is with Smoke 
  also.  Linguistically, this plays with Smoke and air. 
   
  10)  What will we find in the village of Onderill? 
  Strike a man often and he flinches each time you make a fist. 
  DM Notes:  This refers both to the conditions of the orcs in Onderill and also to the slaves. 
   
  11)  Is there someone who can guide us to the gem? 
  In the dark, depend on the lost. 
  Pengellin believes this refers to a clan 
  Deep Dwarves, who have been lost to us for a 
  generation. 
  DM Notes:  This references activity in future scenarios in the series. 
   
  12)  How can the gems be used? 
  
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  Page 46 
   
  DM COPY 
  One guides the heart in vengeance, one cleanses the land, one brings life when death 
  hovers near, one makes the mind see anew, and the other brings clarity. 
  There are 5 gems. 
  DM Notes:  This describes the function of each of the Gems. 
   
  13)  Is the Ax of Corond linked to the gems? 
  All things drawn from the earth can be forged anew. 
  DM Notes:  Verifies the connection between the Ax of Corond and the Gems of Ulaa. 
   
  14)  How do we unleash the power of the gem and the ax? 
  The Prince’s heart must beat with the blood of Ulaa 
  The Keeper believes there is a ritual that 
  will consecrate the Prince in the eyes of 
  Ulaa. 
  DM Notes:  References activity in a future part of this series. 
   
  15)  Does the Warlord know about the gems and the ax? 
  Life is a spider web.  If you tap your foot, all know. 
  Yes. 
  DM Notes:  The Warlord knows about these things. 
   
  16)  Is the warlord after the gems? 
  The hunt begins when the horn is blown? 
  DM Notes:  He may or may not take action based on his condition and the opportunites he 
  has. 
   
  17)  Where can we find the gem? 
  When all else fails, drive the silver spike. 
  DM Notes:  This clearly references the mine. 
   
  
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  18)  Who can we depend on for help? 
  Friend is foe and foe is friend.  Trust no one.  Trust everyone. 
  DM Notes:  This references Smoke , but has other applications to other scenarios in the 
  series. 
  DM COPY 
  19)  What steps must we take to regain the gem? 
  Questions asked should be answered. Peace brings trust. A gift must be understood. 
  Explain the voice of the goddess through her written word. 
  DM Notes:  This directly refers to how to save Smoke and bring him back. 
   
  20)  How many gems can the Ax accommodate? 
  Five fingers make a fist. 
  Five gems for sure. 
  DM Notes:  Verifies that the Ax can accommodate up to five Gems. 
   
  21)  What happens if all the gems are not recovered? 
  A fist can still be made with missing fingers.  
  Not all the gems are needed to unleash at 
  least some of the powers of the ax. 
  DM Notes:  All the Gems are not necessary to unleash all the powers of the Gems. 
   
  22)  Can the power of the gems be subverted for evil use? 
  A sword made is a sword made and woe the smith who finds his blades turned against 
  him. 
  Yes, and this is a warning. 
  DM Notes:  Verfies that THE ENEMY can also use the Gems. 
   
  23)  What is the worst mistake we can make? 
  Attacking smoke when the fire burns. 
  DM Notes:  This is a clear warningabout attacking Smoke.  Point this out to any TPKs. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 48 
   
  24)  When will we know what to do? 
  When your Enemy becomes your Ally, the path will be revealed by the blind. 
  DM Notes:  This references activity in later scenarios in the series. 
  25) What matters most in the end? 
  The madness of the angry dead. 
  DM Notes:  This references activity in later scenarios in the series. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 49 
  Player Handout 1 
  The Divinations of Ulaa 
  Make a copy for each player 
  1)  Who has taken the gem? 
  The dragon’s breath beat the air to flame, but the fire yielded only ash and smoke. 
  This implies the involvement of the cult. 
   
  2)  Where is the gem? 
  The double hills and the whirling wheels saw the bloodstone pass through the hands 
  of the goddess. 
  This describes the village of Onderill, 
  which rests upon twin hills and was known 
  for its windmills. 
   
  3)  Did the Cult of the Earth Dragon take the gem? 
  Who owns the ore, the miner or the smelter? 
   
   
  4)  Does the cult of the Dragon have the gem now? 
  The Dragon’s jaws snap at bitter air and its claws clutch at emptiness.   
  No. 
   
  5)  Does the Cult of the Earth Dragon pursue the gem now? 
  What Wyrm can abide the loss of what it calls it own? 
  Yes? 
   
  6)  How do we reclaim the gem? 
  The Stone wife’s halls will be reclaimed by cleansing smoke. 
   
  7)  What will the Cult do if we have the gem? 
  
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  The Dragon hunts and sends death quickly in one swift blow. 
   
  8)  Who killed the servants of the temple at the dead copper mine? 
  No answer. 
   
  9)  Is the gem in the village of Onderill? 
  The wind pushes the wind mill’s blade.  Where does it go once the blade has moved?  
  The gem may or may not be there? 
   
  10)  What will we find in the village of Onderill? 
  Strike a man often and he flinches each time you make a fist. 
   
  11)  Is there someone who can guide us to the gem? 
  In the dark, depend on the lost. 
  Pengellin believes this refers to a clan 
  Deep Dwarves, who have been lost to us for a 
  generation. 
   
  12)  How can the gems be used? 
  One guides the heart in vengeance, one cleanses the land, one brings life when death 
  hovers near, one makes the mind see anew, and the other brings clarity. 
  There are 5 gems. 
   
  13)  Is the Ax of Corond linked to the gems? 
  All things drawn from the earth can be forged anew. 
   
  14)  How do we unleash the power of the gem and the ax? 
  The Prince’s heart must beat with the blood of Ulaa 
  The Keeper believes there is a ritual that 
  will consecrate the Prince in the eyes of 
  Ulaa. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 51 
   
  15)  Does the Warlord know about the gems and the ax? 
  Life is a spider web.  If you tap your foot, all know. 
  Yes. 
   
  16)  Is the warlord after the gems? 
  The hunt begins when the horn is blown? 
   
  17)  Where can we find the gem? 
  When all else fails, drive the silver spike. 
   
  18)  Who can we depend on for help? 
  Friend is foe and foe is friend.  Trust no one.  Trust everyone. 
   
  19)  What steps must we take to regain the gem? 
  Questions asked should be answered. Peace brings trust. A gift must be understood. 
  Explain the voice of the goddess through her written word. 
   
  20)  How many gems can the Ax accommodate? 
  Five fingers make a fist. 
  Five gems for sure. 
  21)  What happens if all the gems are not recovered? 
  A fist can still be made with missing fingers.  
  Not all the gems are needed to unleash at 
  least some of the powers of the ax. 
  22)  Can the power of the gems be subverted for evil use? 
  A sword made is a sword made and woe the smith who finds his blades turned against 
  him. 
  Yes, and this is a warning. 
  23)  What is the worst mistake we can make? 
  Attacking smoke when the fire burns. 
   
  
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  24)  When will we know what to do? 
  When your Enemy becomes your Ally, the path will be revealed by the blind. 
   
  25) What matters most in the end? 
  The madness of the angry dead. 
  
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  Player Handout 2 
  Commune with Ulaa 
  The keeper and her comrades propose the following questions.  12 total may be asked. 
  Does the Cult of the Dragon have the gem? 
   
  If no to this last question, then…  Does the warlord have the gem? 
   
  Was the Cult of the Dragon/the warlord  responsible for the murder of our agents? 
  Cult or Warlord will depend on previous answer. 
   
  Is the gem in the village of Onderill? 
   
  If no to the previous question, then Is the gem near Onderill? 
   
   
   
   
  
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  Player Handout 3 
   
   
   
  THE BOOKS ARE MINE NOW. 
   
  THE STONE WOman NEEDS NOT 
  FEAR FOR HER TRINKETS. 
   
  NONE CAN TAKE THEM FROM ME.  I 
  WILL PUT THEM TO THEIR PROPER 
  USE. 
   
   
   
  
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  Appendix A 
  Powers of the Gem of Vigilance 
  The Gem is sentient and devoted to Ulaa.  While it’s powers are usable by anyone who decides to pick the 
  Gem up, the Gem itself is quite concerned with its usage and will discuss this at length with anyone so 
  inclined.  The Gem has an ego of 24 and is lawful good (review intelligent items rules on pp 268-271 of 
  DMG).  It must allow its wielder to use its powers as it wielder desires, as it is a creation of Ulaa and Ulaa 
  values personal choice, but it will use its dominance to further its own agenda.  That is, it will use its 
  dominance over its host to do things like cleanse the temple of Ulaa, kill agents of the Cult of the Earth 
  Dragon or systematically wipe out the Saltburner tribe.  The Gem has used magical compulsion on its 
  current wielder on several occasions.  However, Smoke’s alignment change is his own decision and a direct 
  result of his own personal choice. 
  The Gem of Vigilance:  AL—LG; Int 16, Wis 16, Cha 14; Telepathy with wielder using  Common, Dwarven, 
  Terran and Celestial; Has Darkvision and normal vision out to 120 ft.; EGO score:  24; 
  Lesser Powers:   
  Imbues wielder with 10 ranks of Survival 
   
   
   
  Imbues wielder with 10 ranks of Knowledge: Nature 
   
   
   
  Imbues wielder with 10 ranks of Knowledge: Architecture and Engineering 
   
   
   
  Imbues wielder with 10 ranks of Knowledge:  Dungeoneering 
   
   
   
  Imbues wielder with Track feat 
   
   
   
  Provides wielder with DR 10/evil 
   
   
   
  Provides wielder with SR 25 
   
   
   
  Cast Align Weapon 3/day 
   
  Greater Powers:  
  Discern Location 1/day 
   
   
   
  Scrying, Greater, 3/day 
   
   
   
  True Seeing as a Gem of True Seeing 
   
   
   
  Find the Path 3/day 
   
  
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  Appendix B 
  The Bad Guys 
  Encounter 2:  The Orcs of Saltburner Tribe 
  Handled properly, this encounter should be equal 
  to a straight encounter of the PCs EL.  If PCs are 
  intelligent and cautious on their approach to the 
  town, the orcs will show up in small groups and 
  destroyed in detail.  If PCs just charge into 
  Onderill and proclaim their prowess, the fight is 
  APL +4 and difficult. 
  APL 2 (EL 6) 
  Orcish Warriors (6) Boj, Cruish, Dredja, Eka. 
  Flish, and Jeroo:  Male Orc Warrior level 1; HD 
  1d8+1;  hp 9, 8, 6, 6, 5, 4 each;  Init +0; Spd 30 
  feet; AC 13, Touch 10, flat footed 13;  Base atk: 
  +1;  Grp: +4; Atks +4 melee (2d4+4 [crit 18-20], 
  falchion) or +1 ranged (1d6+3 [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight);  AL--CE;  SV:  Fort +3, Ref +0, 
  Will –2;  Str 17, Dex 11, Con 12, Int 8, Wis 7, 
  Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +1, Spot +1;  Alertness 
  Possessions:  6 suits of studded leather, 6 
  falchions, 18 javelins, 6 daggers, 63 sp, 14 gp. 
  Orc Barbarian (2) Huussa, Ibinu:  Male Orc 
  Barbarian level 1;  HD d12+2 (4 when raging); hp 
  14 (16 when raging); Init + 0; Spd 30 feet; AC 15 
  (13 when raging), touch 10 (8 when raging), flat 
  footed 15 (13 when raging);  Base atk: +1; Grp +5 
  (7 when raging) Atks +5 melee (+7 when raging) 
  (2d4+6/+9 when raging [crit 18-20], falchion) or +1 
  ranged (1d6+4/+6 when raging [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight), Rage;  AL--CE;  SV:  Fort +4, Ref 
  +0, Will –1 (+1 when raging);  Str 18, Dex 10, 
  Con 14, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb+5;  Alertness 
  Possessions:  2 suits of chainmail, 2 falchions, 6 
  javelins, 2 daggers, 40 sp, 28 gp., 2 warhorns 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 2;  HD 2d12+4 (8 when raging); hp 
  23 (27 when raging); Init + 0; Spd 30 feet; AC 15 
  (13 when raging), touch 10 (8 when raging), flat 
  footed 15 (13 when raging);  Base atk: +2; Grp +6 
  (8 when raging) Atks +7 melee (+9 when raging) 
  (2d4+6/+9 when raging [crit 18-20], falchion) or +2 
  ranged (1d6+4/+6 when raging [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight), Uncanny Dodge, Rage;  AL--CE; 
   SV:  Fort +4, Ref +0, Will –1 (+1 when raging);  
  Str 18, Dex 10, Con 14, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +5, Jump +5;  Alertness 
  Possessions:  Suit of chainmail, masterwork 
  falchion, 3 javelins, 2 daggers, 8 sp, 55 gp., silver 
  ring set with topaz (100 gp value), warhorn 
  APL 4 (EL 8) 
  Orcish Warriors (8) Boj, Cruish, Dredja, Eka, 
  Flish, Gla, Jeroo, Krunk:  Male Orc Warrior 
  level 2; HD 2d8+2;  hp 14 each;  Init +0; Spd 30 
  feet; AC 14, Touch 10, flat footed 14;  Base atk: 
  +2;  Grp: +5; Atks +5 melee (2d4+4 [crit 18-20], 
  falchion) or +1 ranged (1d6+3 [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight);  AL--CE;  SV:  Fort +3, Ref +0, 
  Will –1;  Str 17, Dex 11, Con 12, Int 8, Wis 8, 
  Cha 6 
  Skills and Feats: Speak Orc, Common; Listen 
  +2, Spot +2, Climb +4, Jump +4;  Alertness 
  Possessions:  8 chain shirts, 8 falchions, 24 
  javelins, 8 daggers, 16 sp, 4 gp. 
  Orc Barbarian (2) Huussa, Ibinu:  Male Orc 
  Barbarian level 2;  HD 2d12+4 (8 when raging); hp 
  23 (27 when raging); Init + 0; Spd 30 feet; AC 15 
  (13 when raging), touch 10 (8 when raging), flat 
  footed 15 (13 when raging);  Base atk: +2; Grp +6 
  (8 when raging) Atks +7 melee (+9 when raging) 
  (2d4+6/+9 when raging [crit 18-20], falchion) or +2 
  ranged (1d6+4/+6 when raging [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  
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  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight), Uncanny Dodge, Rage;  AL--CE; 
   SV:  Fort +4, Ref +0, Will –1 (+1 when raging);  
  Str 18, Dex 10, Con 14, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +5, Jump +5;  Alertness 
  Possessions:  2 suits of chainmail, 2 falchions, 6 
  javelins, 2 daggers, 40 sp, 28 gp., 2 warhorns 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 3;  HD 3d12+6 (12 when raging); 
  hp 32 (36 when raging); Init + 0; Spd 30 feet; AC 
  15 (13 when raging), touch 10 (8 when raging), flat 
  footed 15 (13 when raging);  Base atk: +3; Grp +7 
  (9 when raging) Atks +8 melee (+10 when raging) 
  (2d4+6/+9 when raging [crit 18-20], falchion) or +3 
  ranged (1d6+4/+6 when raging [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight), Uncanny Dodge, Rage, Trap 
  Sense +1;  AL--CE;  SV:  Fort +4, Ref +1, Will 
  +0 (+2 when raging);  Str 18, Dex 10, Con 14, Int 
  8, Wis 8, Cha 6 
  Skills and Feats: Speak Orc, Common; Listen 
  +2, Spot +2, Climb +5, Jump +5;  Alertness, 
  Power Attack 
  Possessions:  Suit of chainmail, masterwork 
  falchion, 3 javelins, 2 daggers, 8 sp, 55 gp., silver 
  ring set with topaz (100 gp value), warhorn 
  APL 6 (EL 10) 
  Orcish Warriors (7) Boj, Cruish, Dredja, Eka. 
  Flish, Gla, Jeroo:  Male Orc Warrior level 3; HD 
  3d8+3;  hp 20 each;  Init +0; Spd 30 feet; AC 14, 
  Touch 10, flat footed 14;  Base atk: +3;  Grp: +6; 
  Atks +7 melee (2d4+4 [crit 18-20], falchion) or +3 
  ranged (1d6+3 [crit 20], javelin); Full atk: same;  
  Space/reach: 5 ft/5ft; SQ: Darkvision, 60 ft., Light 
  sensitivity (dazzled in bright sunlight);  AL--CE;  
  SV:  Fort +4, Ref +1, Will 0;  Str 17, Dex 11, Con 
  12, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +5, Jump +4;  Alertness, WF: 
  Falchion 
  Possessions:  7 chain shirts, 7 falchions, 21 
  javelins, 7 daggers, 14 sp, 7 gp. 
  Orc Barbarian (2) Huussa, Ibinu:  Male Orc 
  Barbarian level 4;  HD 4d12+8 (16 when raging); 
  hp 41 (49 when raging); Init + 0; Spd 30 feet; AC 
  15 (13 when raging), touch 10 (8 when raging), flat 
  footed 15 (13 when raging);  Base atk: +4; Grp +8 
  (+10 when raging) Atks +10 melee (+12 when 
  raging) (2d4+6/+9 when raging [crit 18-20], 
  falchion) or +4 ranged (1d6+4/+6 when raging [crit 
  20], javelin); Full atk: same;  Space/reach: 5 
  ft/5ft; SQ: Darkvision, 60 ft., Light sensitivity 
  (dazzled in bright sunlight), Uncanny Dodge, 
  Rage, Trap Sense +1;  AL--CE;  SV:  Fort +6, Ref 
  +1, Will +0 (+2 when raging);  Str 19, Dex 10, 
  Con 14, Int 8, Wis 8, Cha 6 
  Skills and Feats: Speak Orc, Common; Listen 
  +2, Spot +2, Climb +6, Jump +6;  Alertness, 
  Power Attack 
  Possessions:  2 suits of chainmail, 2 master 
  work falchions, 6 javelins, 2 daggers, 40 sp, 28 
  gp, 2 warhorns 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 5;  HD 5d12+10 (20 when raging); 
  hp 50 (60 when raging); Init + 0; Spd 30 feet; AC 
  16 (14 when raging), touch 11 (9 when raging), flat 
  footed 16 (14 when raging);  Base atk: +5; Grp +9 
  (11 when raging) Atks +10 melee (+12 when 
  raging) (2d4+7/+10 when raging [crit 18-20], 
  falchion) or +3 ranged (1d6+4/+6 when raging [crit 
  20], javelin); Full atk: same;  Space/reach: 5 
  ft/5ft; SQ: Darkvision, 60 ft., Light sensitivity 
  (dazzled in bright sunlight) ), Uncanny Dodge, 
  Rage2/ day, Trap Sense +1, Improved Uncanny 
  Dodge;  AL--CE;  SV:  Fort +6, Ref +1, Will +0 
  (+2 when raging);  Str 18, Dex 10, Con 14, Int 8, 
  Wis 8, Cha 6 
  Skills and Feats: Speak Orc, Common;  Listen 
  +2, Spot +2, Climb +7, Jump +6;  Alertness, 
  Power Attack 
  Possessions:  Suit of +1 chainmail, +1 falchion, 
  3 javelins, 2 daggers, 8 sp, 55 gp., silver ring set 
  with topaz (100 gp value), warhorn. 
   
  APL 8 (EL 12)  
  Orcish Warriors (8) Boj, Cruish, Dredja, Eka. 
  Flish, Gla, Jeroo, Krunk:  Male Orc Warrior 
  level 4; HD 4d8+4;  hp 27 each;  Init +0; Spd 30 
  
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  feet; AC 14, Touch 10, flat footed 14;  Base atk: 
  +4;  Grp: +7; Atks +9 melee (2d4+4 [crit 18-20], 
  falchion) or +4 ranged (1d6+3 [crit 20], javelin); 
  Full atk: same;  Space/reach: 5 ft/5ft; SQ: 
  Darkvision, 60 ft., Light sensitivity (dazzled in 
  bright sunlight);  AL--CE;  SV:  Fort +5, Ref +1, 
  Will 0;  Str 17, Dex 11, Con 12, Int 8, Wis 8, Cha 
  6 
  Skills and Feats:  Listen +2, Spot +2, Climb +5, 
  Jump+5;  Alertness, WF: Falchion 
  Possessions: 8 chain shirts, 8 MW falchions, 24 
  javelins, 8 daggers, 14 sp, 7 gp., 8 potions of 
  cure light wounds 
  Orc Barbarian (2) Huussa, Ibinu:  Male Orc 
  Barbarian level 5;  HD 5d12+10 (20 when raging); 
  hp 50 (60 when raging); Init + 0; Spd 30 feet; AC 
  16 (14 when raging), touch 11 (9 when raging), flat 
  footed 16 (14 when raging);  Base atk: +5; Grp +9 
  (+11 when raging) Atks +10 melee (+12 when 
  raging) (2d4+6/+9 when raging [crit 18-20], 
  falchion) or +5 ranged (1d6+4/+6 when raging [crit 
  20], javelin); Full atk: same;  Space/reach: 5 
  ft/5ft; SQ: Darkvision, 60 ft., Light sensitivity 
  (dazzled in bright sunlight), Uncanny Dodge, 
  Rage 2/day, Trap Sense +1, Improved Uncanny 
  Dodge;  AL--CE;  SV:  Fort +6, Ref +1, Will +0 
  (+2 when raging);  Str 19, Dex 10, Con 14, Int 8, 
  Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +7, Jump +6; Alertness, 
  Power Attack 
  Possessions:  2 suits of +1 chainmail, 2 master 
  work falchions, 6 javelins, 2 daggers, 40 sp, 28 
  gp., 2 potions of cure moderate wounds, 2 
  warhorns. 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 6;  HD 6d12+12 (24 when raging); 
  hp 59 (71 when raging); Init + 0; Spd 30 feet; AC 
  17 (15 when raging), touch 12 (10 when raging), 
  flat footed 16 (14 when raging);  Base atk: +6/1; 
  Grp +10 (12 when raging) Atks +12 melee (+14 
  when raging) (2d4+7/+10 when raging [crit 18-20], 
  falchion) or +6 ranged (1d6+4/+6 when raging [crit 
  20], javelin); Full atk: +12/7 melee (+14/9 when 
  raging) (2d4+7/+10 when raging [crit 18-20], 
  falchion);  Space/reach: 5 ft/5ft; SQ: Darkvision, 
  60 ft., Light sensitivity (dazzled in bright sunlight) 
  , Uncanny Dodge, Rage, Trap Sense +2, 
  Improved Uncanny Dodge;  AL--CE;  SV:  Fort 
  +7, Ref +2, Will +1 (+3 when raging);  Str 18, Dex 
  10, Con 14, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +7, Jump +7;  Alertness, 
  Power Attack, WF: Falchion 
  Possessions:  Suit of +1 chainmail, +1 falchion, 
  3 javelins, 2 daggers, 8 sp, 55 gp., silver ring set 
  with topaz (100 gp value), +1 ring of protection, 
  potion of shield of faith +2, warhorn. 
  APL 10 (EL 14) 
  Orcish Warriors (8) Boj, Cruish, Dredja, Eka. 
  Flish, Gla, Jeroo, Krunk:  Male Orc Warrior 
  level 6; HD 6d8+6;  hp 39 each;  Init +0; Spd 30 
  feet; AC 14, Touch 10, flat footed 14;  Base atk: 
  +6/1;  Grp: +9; Atks +11 melee (2d4+4 [crit 18-
  20], falchion) or +6 ranged (1d6+3 [crit 20], 
  javelin); Full atk +11/6 melee (2d4+4 [crit 18-20], 
  falchion);  Space/reach: 5 ft/5ft; SQ: Darkvision, 
  60 ft., Light sensitivity (dazzled in bright sunlight); 
   AL--CE;  SV:  Fort +6, Ref +2, Will +1;  Str 17, 
  Dex 11, Con 12, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +6, Jump+6;  Alertness, WF: 
  Falchion, Power Attack 
  Possessions: 8 chain shirts, 8 MW falchions, 24 
  javelins, 8 daggers, 14 sp, 7 gp., 8 potions of 
  cure light wounds 
  Orc Barbarian (3) Huussa, Ibinu, Laga:  Male 
  Orc Barbarian level 10;  HD 10d12+20 (40 when 
  raging); hp 95 (115 when raging); Init + 0; Spd 30 
  feet; AC 16 (14 when raging), touch 11 (9 when 
  raging), flat footed 16 (14 when raging);  Base atk: 
  +10/+5; Grp +15 (+17 when raging) Atks +17 
  melee (+19 when raging) (2d4+8/+11 when raging 
  [crit 18-20], falchion) or +10 ranged (1d6+5/+7 
  when raging [crit 20], javelin); Full atk: +17/12 
  melee (+19/14 when raging) (2d4+7/+10 when 
  raging [crit 18-20], falchion);  Space/reach: 5 
  ft/5ft; SQ: Darkvision, 60 ft., Light sensitivity 
  (dazzled in bright sunlight), Uncanny Dodge, 
  Rage 3/day, Trap Sense +3, Improved Uncanny 
  Dodge, Damage Reduction 2/-;  AL--CE;  SV:  
  Fort +9, Ref +3, Will +2 (+4 when raging);  Str 20, 
  Dex 10, Con 14, Int 8, Wis 8, Cha 6 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 59 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +10, Jump +10; Alertness, 
  Power Attack, Improved Sunder, WF: Falchion 
  Possessions:  3 suits of +1 chainmail, 3 +1 
  falchions, 9 javelins, 3 daggers, 60 sp, 51 gp., 3 
  potion of cure moderate wounds, 3 warhorns. 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 11;  HD11d12+22 (55 when 
  raging); hp 104 (137 when raging); Init + 0; Spd 
  30 feet; AC 18 (16 when raging), touch 13 (11 
  when raging), flat footed 18 (16 when raging);  
  Base atk: +11/6/1; Grp +16 (19 when raging) 
  Atks +18 melee (+21 when raging) (2d4+7/+12 
  when raging [crit 18-20], falchion) or +11 ranged 
  (1d6+5/+8 when raging [crit 20], javelin); Full atk: 
  +18/13/8 
  melee 
  (+21/16/11 
  when 
  raging) 
  (2d4+8/+11 when raging [crit 18-20], falchion);  
  Space/reach: 5 ft/5ft; SQ: Darkvision, 60 ft., Light 
  sensitivity (dazzled in bright sunlight) , Uncanny 
  Dodge, Greater Rage 3/day, Trap Sense +3, 
  Improved Uncanny Dodge, Damage Reduction 3/--
  ;  AL--CE;  SV:  Fort +8, Ref +3, Will +2 (+4 
  when raging);  Str 20, Dex 10, Con 14, Int 8, Wis 
  8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +11, Jump +10;  Alertness, 
  Power Attack, Improved Sunder, WF: Falchion 
  Possessions:  Suit of +2 chainmail, +1 falchion, 
  3 javelins, 2 daggers, 8 sp, 55 gp., silver ring set 
  with topaz (100 gp value), +1 ring of protection, 
  potion of shield of faith +2, warhorn. 
   
  APL 12 (EL 16) 
  Orcish Fighters (8) Boj, Cruish, Dredja, Eka. 
  Flish, Gla, Jeroo, Krunk:  Male Orc Fighter level 
  8; HD 8d10+8;  hp 60 each;  Init +0; Spd 20 feet; 
  AC 14, Touch 10, flat footed 14;  Base atk: +8/3; 
   Grp: +12; Atks +14 melee (2d4+8 [crit 15-20], 
  falchion) or +8 ranged (1d6+3 [crit 20], javelin); 
  Full atk +14116 melee (2d4+8 [crit 15-20], 
  falchion);  Space/reach: 5 ft/5ft; SQ: Darkvision, 
  60 ft., Light sensitivity (dazzled in bright sunlight); 
   AL--CE;  SV:  Fort +7, Ref +2, Will +3;  Str 18, 
  Dex 11, Con 12, Int 8, Wis 8, Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +6, Jump+6;  Alertness, WF: 
  Falchion, Power Attack, Weapon Specialization: 
  Falchion, Improved Sunder, Improved Critical, Iron 
  Will, Cleave  
  Possessions: 8 chain shirts, 8 MW falchions, 24 
  javelins, 8 daggers, 14 sp, 7 gp., 8 potions of 
  cure moderate wounds 
  Orc Barbarian (5) Huussa, Ibinu, Laga, Mul, 
  Naxa:  Male Orc Barbarian level 10;  HD 
  10d12+20 (40 when raging); hp 95 (115 when 
  raging); Init + 0; Spd 30 feet; AC 16 (14 when 
  raging), touch 11 (9 when raging), flat footed 16 
  (14 when raging);  Base atk: +10/+5; Grp +15 
  (+17 when raging) Atks +17 melee (+19 when 
  raging) (2d4+8/+11 when raging [crit 18-20], 
  falchion) or +10 ranged (1d6+5/+7 when raging 
  [crit 20], javelin); Full atk: +17/12 melee (+19/14 
  when raging) (2d4+7/+10 when raging [crit 18-20], 
  falchion);  Space/reach: 5 ft/5ft; SQ: Darkvision, 
  60 ft., Light sensitivity (dazzled in bright sunlight), 
  Uncanny Dodge, Rage 3/day, Trap Sense +3, 
  Improved Uncanny Dodge, Damage Reduction 2/-; 
   AL--CE;  SV:  Fort +9, Ref +3, Will +2 (+4 when 
  raging);  Str 20, Dex 10, Con 14, Int 8, Wis 8, 
  Cha 6 
  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +10, Jump +10; Alertness, 
  Power Attack, Improved Sunder, WF: Falchion 
  Possessions:  5 suits of +1 chainmail, 5 +1 
  falchions, 15 javelins, 5 daggers, 60 sp, 51 gp., 5 
  potions of cure moderate wounds, 5 warhorns. 
  Orc Barbarian Leader Agara:  Male Orc 
  Barbarian level 12;  HD12d12+24 (60 when 
  raging); hp 113 (149 when raging); Init + 0; Spd 
  30 feet; AC 19 (17 when raging), touch 14 (12 
  when raging), flat footed 19 (17 when raging);  
  Base atk: +12/7/2; Grp +16 (19 when raging) 
  Atks +18 melee (+21 when raging) (2d4+7/+12 
  when raging [crit 15-20], falchion) or +11 ranged 
  (1d6+5/+8 when raging [crit 20], javelin); Full atk: 
  +18/13/8 
  melee 
  (+21/16/11 
  when 
  raging) 
  (2d4+8/+11 when raging [crit 15-20], falchion);  
  Space/reach: 5 ft/5ft; SQ: Darkvision, 60 ft., Light 
  sensitivity (dazzled in bright sunlight), Uncanny 
  Dodge, Greater Rage 4/day, Trap Sense +4, 
  Improved Uncanny Dodge, Damage Reduction 3/--
  ;  AL--CE;  SV:  Fort +10, Ref +4, Will +3 (+5 
  when raging);  Str 21, Dex 10, Con 14, Int 8, Wis 
  8, Cha 6 
  
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  Skills and Feats:  Speak Orc, Common; Listen 
  +2, Spot +2, Climb +11, Jump +10;  Alertness, 
  Power Attack, Improved Sunder, WF: Falchion, 
  Intimidating rage 
  Possessions:  Suit of +2 chainmail, +1 keen 
  falchion, 3 javelins, 2 daggers, 138 sp, 655 gp., 
  silver ring set with topaz (100 gp value), +2 ring of 
  protection, potion of shield of faith+2, Potion of 
  cure serious wounds, warhorn. 
   
  Encounter 5:  Cult of the Dragon 
   
  APL 2 EL 4 
   
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 3; HD 3d4+3;  hp 16;  Init +3;  Spd 
  30 feet; AC 15, touch 15, flat footed 11;  Base 
  atk: +1; Grp –7;  Atks +2 (1d3-3, [crit 20], 
  dagger); Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SA:  Toad familiar – adds 3hp total;  SQ:  Light 
  Sensivity (dazzled in bright sunlight);  AL—LN;  
  SV:  Fort +2, Ref +4, Will +3;  Str 4, Dex 16; Con 
  12;  Int 12, Wis 12, Cha 16  
  Toad Familiar:  HD 3; hp 7; Init +1; Spd 5 feet; 
  AC 16, touch 15, flat footed 15; Base atk: +0, grp 
  -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  Hide +21, Listen +4, Spot +4; AL—LN; SV:  Fort 
  +2, Ref +4, Will +3;  Str 1, Dex 12, Con 11, Int 6, 
  Wis 14, Cha 4 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +7, Knowledge:  
  Arcana +7;  Spellcraft +7:  Spell Focus:  
  Conjuration, Augment Summoning  
  Spells Available (6/6;  base DC= 13 [14 for 
  conjuration spells]+ spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitaion 
  1st – summon monster I, mage armor,  
  magic missile  
   
  Possessions:   dagger, potion of invisibility, 
  potion of cure light wounds, 15sp, 5gp 
   
  Human Adept, Krindell:  Female Human Adept, 
  level 1;  HD d6+4; hp 10; Init +1;  Spd 30 feet;  
  AC 16, touch 12, flat footed 15;  Base attack +0; 
  Grp +1;  Atks + 1 (d8+1, [crit 20] heavy mace) or 
  +2 (D8 [crit 20] light crossbow);  Full atk:  same; 
   Space/reach:  5 ft./5 ft.;  SQ:  light Sensivity 
  (dazzled in bright sunlight);  AL—LE;  SV:  Fort 
  +1, Ref +2, Will +4;  Str 12, Dex 14; Con 12;  Int 
  12, Wis 14, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +6, 
  Concentration 
  +5, 
  Knowledge: 
  geography +5, Knowledge: religion +5;  Dodge, 
  Toughness 
  Spells Prepared (3/2;  base DC= 12 + spell level): 
    
  0 – light, ghost sound, cure minor 
  wounds 
  1st – cure light wounds, protection from 
  good 
   
  Possessions:   studded leather armor, heavy 
  wooden shield, heavy mace, light crossbow and 
  10 bolts, 2 scrolls of cure light wounds, 12 gp 
  Kobold Warriors (2), Ixa, Ji:  Male kobold 
  warriors, level 1:  HD 1d8+2;  hp 10 ea.;  Init +2;  
  Spd 30 feet;  AC 17, touch 13, flat footed 15;  
  Base atk: +1;  Grp –3:  Atks +5 melee (d4+1 [crit 
  19-20] short sword) or +5 missile (d6+1 [crit x3] 
  spear);  Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SQ:  light Sensivity (dazzled in bright sunlight);  
  AL—LE;  SV:  Fort +4, Ref +2, Will +0;  Str 12, 
  Dex 16; Con 14;  Int 10, Wis 10, Cha 8 
  Skills and Feats:  Speak Draconic;  Spot +1, 
  Listen +1;  Weapon Finesse,  Dodge  
  Possessions:   2 suits of studded leather armor, 
  2 small wooden shields, 2 short swords, 2 
  spears, 6 cp 
   
  APL 4 EL 6 
   
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 5; HD 5d4+5;  hp 25;  Init +3;  Spd 
  30 feet; AC 16, touch 16, flat footed 12;  Base 
  atk: +2; Grp –5;  Atks +1 (1d3-3, [crit 20], 
  dagger); Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SA:  Toad familiar – adds 3 hp total;  SQ:  light 
  Sensivity (dazzled in bright sunlight);  AL—LN;  
  SV:  Fort +2, Ref +4, Will +5;  Str 4, Dex 16; Con 
  12;  Int 12, Wis 12, Cha 17 
  
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  Page 61 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +9, Knowledge:  
  Arcana +9;  Spellcraft +9:  Spell Focus:  
  Conjuration, Augment Summoning 
  Toad Familiar:  HD 5; hp 12; Init +1; Spd 5 feet; 
  AC 17, touch 16, flat footed 16; Base atk: +0, grp 
  -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  Hide +21, Listen +4, Spot +4; AL—LN; SV:  Fort 
  +1, Ref +2, Will +6;  Str 1, Dex 12, Con 11, Int 8, 
  Wis 14, Cha 4 
   
  Spells Available (6/7/5;  base DC= 13 [14 for 
  conjuration spells] + spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitation, light 
  1st — summon monster I, mage armor,  
  magic missile, obscuring mist 
  2nd — summon monster II, glitterdust  
   
  Possessions:   dagger, potion of invisibility, 
  potion of cure light wounds, +1 ring of protection, 
  15sp, 5gp 
   
  Human Cleric, Krindell:  Female Human Cleric, 
  level 1;  HD d8+4; hp 12; Init +1;  Spd 20 feet;  
  AC 19, touch 12, flat footed 17;  Base attack +0; 
  Grp +1;  Atks + 1 (d8+1, [crit 20] heavy mace) or 
  +2 (D8 [crit 20] light crossbow);  Full atk:  same; 
   Space/reach:  5 ft./5 ft.;  SQ:  Rebuke undead;  
  AL—LE;  SV:  Fort +3, Ref +2, Will +4;  Str 12, 
  Dex 14; Con 12;  Int 12, Wis 14, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +6, 
  Concentration 
  +5, 
  Knowledge: 
  geography +5, Knowledge: religion +5;  Dodge, 
  Toughness 
  Spells Prepared (3/3;  base DC= 12 + spell level): 
    
  0 – light, ghost sound, cure minor 
  wounds 
  1st – cure light wounds, protection from 
  good, sanctuary* 
   
  *Domain spell:  domains — Protection (protective 
  ward), Earth (rebuke earth creatures as if they 
  were undead, turn or destroy air creatures as if 
  they were undead) 
  Possessions:   Scale mail armor, heavy wooden 
  shield, heavy mace, light crossbow and 10 bolts, 
  2 scrolls of cure light wounds, 12 gp 
   
  Human Fighter, Jerlan: Male Human Fighter, 
  level 1:  HD 1d10+2; hp 12; Init +1;  Spd 20 feet; 
  AC 21, touch 11, flat footed 20; Base attack: +1; 
  Grp  +5; Atks +6 (d10+4, [crit 19-20] bastard 
  sword) or +2 (d6+4, [crit 20] throwing ax);  Full 
  atk: same; Space/reach: 5 ft./5ft.; AL-LE; SV:  
  Fort +4, Ref +1, Will +0; Str 18, Dex 12, Con 14, 
  Int 8 Wis 10, Cha 8 
  Skills and Feats:  Speak Common, Draconic:  
  Climb +7, Jump+7, Ride +5;  Exotic Weapon 
  Proficiency: Bastard Sword, WF: Bastard Sword, 
  Power Attack 
  Possessions:  Plate mail armor, heavy wooden 
  shield, bastard sword, throwing ax, 24sp 
   
  Kobold Rogue, Ixa:  Male kobold rogue, level 1: 
   HD 1d6+1; hp 7; init +4; Spd 30 feet;  AC 19, 
  touch 15, flat footed 15;  Base atk: +0;  Grp –4:  
  Atks +1 (d4+1 [crit 19-20] short sword or +1 
  melee/+5 missile (d6+1 [crit x3] spear);  Full atk: 
   same;  Space/reach:  5 ft./5 ft.;  SQ:  light 
  Sensivity (dazzled in bright sunlight), Sneak 
  attack +1d6, Trapfinding;  AL—LE;  SV:  Fort +1, 
  Ref +6, Will +0;  Str 12, Dex 18; Con 12;  Int 10, 
  Wis 10, Cha 8 
  Skills and Feats:  Speak Draconic;  Spot +4, 
  Listen +4, Hide +12, Move Silently +8, Search 
  +6, Disable Device +4, Escape Artist +8, Climb 
  +5;  Dodge  
  Possessions:   1 suit of studded leather armor, 
  short sword, long spear, potion of blur, 12 gp 
   
  APL 6 EL 8 
   
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 7; HD 7d4+7;  hp 29;  Init +7;  Spd 
  30 feet; AC 16, touch 16, flat footed 12;  Base 
  atk: +3; Grp –4;  Atks +1 (1d3-3, [crit 20], 
  dagger); Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SA:  Toad familiar – adds 3 hp total;  SQ:  light 
  Sensivity (dazzled in bright sunlight);  AL—LN;  
  SV:  Fort +3, Ref +5, Will +6;  Str 4, Dex 16; Con 
  12;  Int 12, Wis 12, Cha 19 (modified by cloak) 
  
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  Page 62 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +11, Knowledge:  
  Arcana +11;  Spellcraft +11:  Spell Focus:  
  Conjuration, 
  Augment 
  Summoning, 
  Improved 
  Initiative, Extend Spell 
  Toad Familiar:  HD 7; hp 14; Init +1; Spd 5 feet; 
  AC 18, touch 17, flat footed 17; Base atk: +0, grp 
  -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  speak with master and others of its kind; Hide 
  +21, Listen +4, Spot +4; AL—LN; SV:  Fort +2, 
  Ref +3, Will +7;  Str 1, Dex 12, Con 11, Int 8, 
  Wis 14, Cha 4 
  Spells Available (6/7/7/5;  base DC= 14 [15 for 
  conjuration spells] + spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitation, light, 
  flare   
  1st — summon monster I, mage armor,  
  magic missile, obscuring mist, grease   
  2nd --- summon monster II, glitterdust, 
  invisibility  
  3rd --- summon monster III, dispel magic 
   
  Possessions:   dagger, potion of invisibility, 
  potion of cure light wounds, +1 ring of protection, 
  cloak of charisma +2, 15sp, 5gp 
   
  Human Cleric, Krindell:  Female Human Cleric, 
  level 2;  HD 2d8+5; hp 18; Init +1;  Spd 20 feet;  
  AC 19, touch 12, flat footed 17;  Base attack +1; 
  Grp +2;  Atks + 3 (d8+1, [crit 20] heavy mace) or 
  +3 (D8 [crit 20] light crossbow);  Full atk:  same; 
   Space/reach:  5 ft./5 ft.;  SQ:  Rebuke undead;  
  AL—LE;  SV:  Fort +4, Ref +2, Will +5;  Str 12, 
  Dex 14; Con 12;  Int 12, Wis 14, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +7, 
  Concentration 
  +6, 
  Knowledge: 
  geography +6, Knowledge: religion +6;  Dodge, 
  Toughness 
  Spells Prepared (4/4;  base DC= 12 + spell level): 
    
  0 – light, ghost sound, cure minor 
  wounds, create water 
  1st – cure light wounds, protection from 
  good, doom, sanctuary* 
   
  *Domain spell:  domains — Protection (protective 
  ward), Earth (rebuke earth creatures as if they 
  were undead, turn or destroy air creatures as if 
  they were undead) 
  Possessions:   Scale mail armor, heavy wooden 
  shield, mw heavy mace, light crossbow and 10 
  bolts, 2 scrolls of cure light wounds, 12 gp 
   
  Human Fighter, Jerlan: Male Human Fighter, 
  level 2:  HD 2d10+4; hp 20; Init +1;  Spd 20 feet; 
  AC 21, touch 11, flat footed 20; Base attack: +2; 
  Grp  +6; Atks +7 (d10+4, [crit 19-20] bastard 
  sword) or +3 (d6+4, [crit 20] throwing ax);  Full 
  atk: same; Space/reach: 5 ft./5ft.; AL-LE; SV:  
  Fort +5, Ref +1, Will +0; Str 18, Dex 12, Con 14, 
  Int 8 Wis 10, Cha 8 
  Skills and Feats:  Speak Common, Draconic:  
  Climb +8, Jump+8, Ride +6;  Exotic Weapon 
  Proficiency: Bastard Sword, WF: Bastard Sword, 
  Power Attack, Cleave 
  Possessions:  Plate mail armor, heavy wooden 
  shield, bastard sword, throwing ax, 24sp 
   
  Kobold Rogue, Ixa:  Male kobold rogue, level 2: 
   HD 2d6+2; hp 11; init +4; Spd 30 feet;  AC 20, 
  touch 16, flat footed 16;  Base atk: +1;  Grp –3:  
  Atks +3 (d4+1 [crit 19-20] short sword) or +3 
  melee/+5 missile (d6+1 [crit x3] spear);  Full atk: 
   same;  Space/reach:  5 ft./5 ft.;  SQ:  light 
  Sensivity (dazzled in bright sunlight), Trap 
  Finding, Sneak attack +1d6, Evasion;  AL—LE;  
  SV:  Fort +1, Ref +7, Will +0;  Str 12, Dex 18; 
  Con 12;  Int 10, Wis 10, Cha 8 
  Skills and Feats:  Speak Draconic;  Spot +5, 
  Listen +5, Hide +13, Move Silently +9, Search 
  +7, Disable Device +5, Escape Artist +9, Climb 
  +6;  Dodge 
  Possessions:   1 Chainmail shirt, MW short 
  sword, long spear, potion of blur, 12 gp 
   
  APL 8 EL 10 
   
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 9; HD 9d4+9;  hp 37;  Init +7;  Spd 
  30 feet; AC 16, touch 16, flat footed 12;  Base 
  atk: +4; Grp –4;  Atks +2 (1d3-3, [crit 20], 
  dagger); Full atk:  same;  Space/reach:  5 ft./5 ft.; 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 63 
   SA:  Toad familiar – adds 3 hp total;  SQ:  light 
  Sensivity (dazzled in bright sunlight);  AL—LN;  
  SV:  Fort +3, Ref +5, Will +6;  Str 4, Dex 16; Con 
  12;  Int 12, Wis 12, Cha 20 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +11, Knowledge:  
  Arcana +11;  Spellcraft +11:  Spell Focus:  
  Conjuration, 
  Augment 
  Summoning, 
  Improved 
  Initiative, Extend Spell, Craft wand 
  SA:  Toad Familiar:  HD 9; hp 18; Init +1; Spd 5 
  feet; AC 19, touch 15, flat footed 18; Base atk: 
  +0, grp -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  speak with master and others of its kind; Hide 
  +21, Listen +4, Spot +4; AL—LN; SV:  Fort +3, 
  Ref +5, Will +6;  Str 1, Dex 12, Con 11, Int 8, 
  Wis 14, Cha 4 
   
  Spells Available (6/7/7/7/5;  base DC= 15 [16 for 
  conjuration spells] + spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitation, light, 
  flare, guidance  
  1st — summon monster I, mage armor, 
  magic missile, obscuring mist, grease   
  2nd — summon monster II, glitterdust, 
  invisibility,  false life  
  3rd — summon monster III, slow, dispel 
  magic 
  4th —  summon monster IV, wall of fire 
   
  Possessions:   dagger, wand of invisibility (30 
  charges), potion of cure light wounds, +1 ring of 
  protection, cloak of charisma +2, 15sp, 5gp 
   
  Human Cleric, Krindell:  Female Human Cleric, 
  level 4;  HD 4d8+11; hp 34; Init +1;  Spd 20 feet;  
  AC 20, touch 13, flat footed 18;  Base attack +3; 
  Grp +4;  Atks + 5 (d8+1, [crit 20] heavy mace) or 
  +5 (D8 [crit 20] light crossbow);  Full atk:  same; 
   Space/reach:  5 ft./5 ft.;  SQ:  Rebuke undead;  
  AL—LE;  SV:  Fort +5, Ref +3, Will +6;  Str 12, 
  Dex 14; Con 12;  Int 12, Wis 15, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +9, 
  Concentration 
  +8, 
  Knowledge: 
  geography +8, Knowledge: religion +8;  Dodge, 
  Toughness, Improved Toughness (4) 
  Spells Prepared (5/5/4;  base DC= 12 + spell 
  level):   
  0  — light, ghost sound, cure minor 
  wounds, create water, detect magic 
  1st  — cure light wounds, cure light 
  wounds, protection from good, doom, 
  sanctuary* 
  2nd  — cure moderate wounds, soften 
  earth and stone*, Silence, Hold Person 
   
  *Domain spell:  domains — Protection (protective 
  ward), Earth (rebuke earth creatures as if they 
  were undead, turn or destroy air creatures as if 
  they were undead) 
  Possessions:   +1 Scale mail armor, heavy 
  wooden shield, mw heavy mace, light crossbow 
  and 10 bolts, 2 scrolls of cure moderate wounds, 
  62 gp 
   
  Human Fighter, Jerlan: Male Human Fighter, 
  level 4:  HD 4d10+8; hp 36; Init +1;  Spd 20 feet; 
  AC 21, touch 11, flat footed 20; Base attack: +4; 
  Grp  +8; Atks +10 (d10+7 [crit 19-20] bastard 
  sword) or +5 (d6+4, [crit 20] throwing ax);  Full 
  atk: same; Space/reach: 5 ft./5ft.; AL-LE; SV:  
  Fort +6, Ref +2, Will +1; Str 19, Dex 12, Con 14, 
  Int 8, Wis 10, Cha 8 
  Skills and Feats:  Speak Common, Draconic:  
  Climb +8, Jump+8, Ride +6;  Exotic Weapon 
  Proficiency: Bastard Sword, WF: Bastard Sword, 
  Power Attack, Cleave, Weapon Specialization: 
  Bastard Sword 
  Possessions:  Plate mail armor, heavy wooden 
  shield, +1 bastard sword, throwing ax, Potion of 
  Bull’s Strength, 24sp 
   
  Kobold Rogue, Ixa:  Male kobold rogue, level 4: 
   HD 4d6+4; hp 22; init +4; Spd 30 feet;  AC 20, 
  touch 16, flat footed 16;  Base atk: +3;  Grp +1:  
  Atks +6 (d4+1 [crit 19-20] short sword or +5 
  melee/+8 missile (d6+1 [crit x3] spear);  Full atk: 
   same;  Space/reach:  5 ft./5 ft.;  SQ:  light 
  Sensivity (dazzled in bright sunlight), Trap 
  Finding, Sneak attack +2d6, Evasion, Trap Sense 
  +1, Uncanny Dodge;  AL—LE;  SV:  Fort +2, Ref 
  +8, Will +1;  Str 12, Dex 18; Con 12;  Int 10, Wis 
  10, Cha 8 
  Skills and Feats:  Speak Draconic;  Spot +7, 
  Listen +7, Hide +15, Move Silently +10, Search 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 64 
  +9, Disable Device +7, Escape Artist +11, Climb 
  +8;  Dodge, Mobility 
  Possessions:   1 Chainmail shirt, MW short 
  sword, long spear, potion of blur, 12 gp 
   
  APL 10 EL 12 
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 11; HD 11d4+11;  hp 52;  Init +7;  
  Spd 30 feet; AC 16, touch 16, flat footed 12;  
  Base atk: +5; Grp –2;  Atks +3 (1d3-3, [crit 20], 
  dagger); Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SA:  Toad familiar – adds 3 hp total;  SQ:  light 
  Sensivity (dazzled in bright sunlight);  AL—LN;  
  SV:  Fort +4, Ref +6, Will +8;  Str 4, Dex 16; Con 
  12;  Int 12, Wis 12, Cha 20 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +13, Knowledge:  
  Arcana +13;  Spellcraft +13:  Spell Focus:  
  Conjuration, 
  Augment 
  Summoning, 
  Improved 
  Initiative, Extend Spell 
  SA:  Toad Familiar:  HD 11; hp 24; Init +1; Spd 5 
  feet; AC 21, touch 15, flat footed 20; Base atk: 
  +0, grp -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  speak with master and others of its kind, SR 16; 
  Hide +21, Listen +4, Spot +4; AL—LN; SV:  Fort 
  +3, Ref +5, Will +6;  Str 1, Dex 12, Con 11, Int 
  11, Wis 14, Cha 4 
  Spells Available (6/8/7/7/7/5; base DC= 15 [16 for 
  conjuration spells] + spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitation, light, 
  flare, guidance, Mage Hand   
  1st — summon monster I, mage armor,  
  magic missile, obscuring mist, grease   
  2nd — summon monster II, glitterdust, 
  invisibility,  false life, cat’s grace  
  3rd — summon monster III, slow, dispel 
  magic, Fly 
  4th —  summon monster IV, wall of fire, 
  Dimension Door 
  5th —  summon monster V, baleful 
  polymorph 
   
  Possessions:   dagger, wand of invisibility (30 
  charges), potion of cure light wounds, +1 ring of 
  protection, cloak of charisma +2, 15sp, 5gp 
   
  Human Cleric, Krindell:  Female Human Cleric, 
  level 7;  HD 7d8+17; hp 55; Init +1;  Spd 20 feet;  
  AC 20, touch 13, flat footed 18;  Base attack +5; 
  Grp +6;  Atks +7 (d8+1, [crit 20] heavy mace) or 
  +7 (D8 [crit 20] light crossbow);  Full atk:  same; 
   Space/reach:  5 ft./5 ft.;  SQ:  Rebuke undead;  
  AL—LE;  SV:  Fort +7, Ref +4, Will +9;  Str 12, 
  Dex 14; Con 12;  Int 12, Wis 15, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +12, 
  Concentration 
  +11, 
  Knowledge: 
  Geography 
  +11, 
  Knowledge: 
  Religion 
  +11;  
  Dodge, Toughness, Improved Toughness (7), Iron 
  Will 
  Spells Prepared (6/6/5/3/2;  base DC= 12 + spell 
  level):   
  0  — light, ghost sound, cure minor 
  wounds, create water, detect magic, 
  Detect Poison 
  1st  — cure light wounds, cure light 
  wounds, protection from good, doom, 
  Shield of Faith, sanctuary* 
  2nd  — cure moderate wounds, soften 
  earth and stone*, silence, hold person, 
  death knell 
  3rd — cure serious wounds, stone 
  shape*, magic vestment 
  4th — poison, spike stones* 
   
  *Domain spell:  domains — Protection (protective 
  ward), Earth (rebuke earth creatures as if they 
  were undead, turn or destroy air creatures as if 
  they were undead) 
  Possessions:   +1 Scale mail armor, heavy 
  wooden shield, mw heavy mace, light crossbow 
  and 10 bolts, 2 scrolls of cure moderate wounds, 
  62 gp 
   
  Human Fighter (2), Jerlan, Linden: Male 
  Human Fighter, level 7:  HD 7d10+14; hp 52; Init 
  +1;  Spd 20 feet; AC 22, touch 12, flat footed 21; 
  Base attack: +7/+2; Grp  +12; Atks +14 (d10+8 
  [crit 19-20] bastard sword) or +8 (d6+5, [crit 20] 
  throwing ax);  Full atk: +14/+9 (d10+8 [crit 19-20] 
  bastard sword); Space/reach: 5 ft./5ft.; AL-LE; 
  SV:  Fort +7, Ref +3, Will +2; Str 20, Dex 12, 
  Con 14, Int 8, Wis 10, Cha 8 
  Skills and Feats:  Speak Common, Draconic:  
  Climb +8, Jump+8, Ride +6;  Exotic Weapon 
  Proficiency: Bastard Sword, WF: Bastard Sword, 
  Power Attack, Cleave, Weapon Specialization: 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 65 
  Bastard Sword, Improved Bull Rush, Improved 
  Sunder 
  Possessions:  2 plate mail armor, 2 +1 heavy 
  steel shield, 2 +1 bastard sword, 2 throwing ax, 2 
  potions of bull’s strength, 24 gp 
   
  Kobold Rogue (2), Ixa, Hiksa:  male kobold 
  rogue, level 7:  HD 7d6+7; hp 37; init +4; Spd 30 
  feet;  AC 22, touch 18, flat footed 18;  Base atk: 
  +5;  Grp +2:  Atks +9 (d4+1 [crit 19-20] short 
  sword or +7 melee/+10 missile (d6+1 [crit x3] 
  spear);  Full atk:  same;  Space/reach:  5 ft./5 ft.; 
   SQ:  light Sensivity (dazzled in bright sunlight), 
  Trap Finding, Sneak attack +4d6, Evasion, Trap 
  Sense +2, Uncanny Dodge;  AL—LE;  SV:  Fort 
  +3, Ref +10, Will +2;  Str 12, Dex 19; Con 12;  Int 
  10, Wis 10, Cha 8 
  Skills and Feats:  Speak Draconic;  Spot +10, 
  Listen +10, Hide +19, Move Silently +14, Search 
  +12, Disable Device +10, Escape Artist +15, 
  Climb +11;  Dodge, Mobility, WF: short sword 
  Possessions:   2 +1 Chainmail shirts, 2 MW 
  short sword, 2 long spear, 2 potion of blur, 36 gp 
   
  APL 12 EL 14 
  Kobold Sorceror, Gra Zook:  Female Kobold 
  Sorceror level 13; HD 13d4+13;  hp 60;  Init +7;  
  Spd 30 feet; AC 16, touch 16, flat footed 12;  
  Base atk: +6/+1; Grp –1;  Atks +4 (1d3-3, [crit 
  20], dagger); Full atk:  +4/-1 (1d3-3, [crit 20], 
  dagger);  Space/reach:  5 ft./5 ft.;  SA:  Toad 
  familiar – adds 3 hp total;  SQ:  light Sensivity 
  (dazzled in bright sunlight);  AL—LN;  SV:  Fort 
  +5, Ref +7, Will +9;  Str 4, Dex 16; Con 12;  Int 
  12, Wis 12, Cha 21 
  Skills and Feats:  Speak Common, Draconic, 
  Undercommon, Concentration +15, Knowledge:  
  Arcana +15;  Spellcraft +15:  Spell Focus:  
  Conjuration, 
  Augment 
  Summoning, 
  Improved 
  Initiative, Extend Spell, Craft wand 
  Toad Familiar:  HD 13; hp 30; Init +1; Spd 5 feet; 
  AC 21, touch 15, flat footed 20; Base atk: +0, grp 
  -17; Atk: --, Space/reach:  1ft/0 ft; SQ:  
  amphibious, low-light vision, improved evasion, 
  alertness for master, share spells, empathic link, 
  speak with master and others of its kind, SR 16, 
  Scry on Familiar; Hide +21, Listen +4, Spot +4; 
  AL—LN; SV:  Fort +3, Ref +5, Will +6;  Str 1, 
  Dex 12, Con 11, Int 11, Wis 14, Cha 4 
   
  Spells Available (6/8/7/7/7/7/4; base DC= 15 [16 
  for conjuration spells] + spell level):   
  0 — read magic, detect magic, acid 
  splash, ray of frost, prestidigitation, light, 
  flare, guidance, Mage Hand   
  1st — summon monster I, mage armor,  
  magic missile, obscuring mist, grease  
  2nd — summon monster II, glitterdust, 
  invisibility,  false life, cat’s grace  
  3rd — summon monster III, slow, dispel 
  magic, fly 
  4th — summon monster IV, wall of fire, 
  dimension door, stoneskin 
  5th — summon monster V, baleful 
  polymorph, dragon’s breathCD 
  6th — summon monster VI, disintegrate 
   
  Possessions:   dagger, wand of invisibility (30 
  charges), potion of cure moderate wounds, +1 
  ring of protection, cloak of charisma +2, 15sp, 
  5gp 
   
  Human Cleric (2), Krindell, Myriam:  Female 
  Human Cleric, level 8;  HD 8d8+19; hp 61; Init +1; 
   Spd 20 feet;  AC 20, touch 13, flat footed 18;  
  Base attack +6/+1; Grp +7;  Atks +8 (d8+1, [crit 
  20] heavy mace) or +9 (D8 [crit 20] light 
  crossbow);  Full atk:  Atks +8/+3 (d8+1, [crit 20] 
  heavy mace);  Space/reach:  5 ft./5 ft.;  SQ:  
  Rebuke undead;  AL—LE;  SV:  Fort +8, Ref +4, 
  Will +11;  Str 12, Dex 14; Con 12;  Int 12, Wis 
  16, Cha 8 
  Skills and Feats:  Speak Common, Draconic;  
  Heal 
  +14, 
  Concentration 
  +12, 
  Knowledge: 
  Geography 
  +12, 
  Knowledge: 
  Religion 
  +12;  
  Dodge, Toughness, Improved Toughness (8), Iron 
  Will 
  Spells Prepared (6/6/5/4/3;  base DC= 13 + spell 
  level):   
  0  — light, ghost sound, cure minor 
  wounds, create water, detect magic, 
  Detect poison 
  1st  — cure light wounds, cure light 
  wounds, protection from good, doom, 
  Shield of Faith, sanctuary* 
  2nd  — cure moderate wounds, soften 
  earth and stone*, silence, hold person, 
  death knell 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 66 
  3rd — cure serious wounds, stone 
  shape*, magic vestment, dispel magic 
  4th — cure critical wounds, spike stones*, 
  poison 
   
  *Domain spell:  domains — Protection (protective 
  ward), Earth (rebuke earth creatures as if they 
  were undead, turn or destroy air creatures as if 
  they were undead) 
  Possessions:   +1 Scale mail armor, heavy 
  wooden shield, mw heavy mace, light crossbow 
  and 10 bolts, 2 scrolls of cure moderate wounds, 
  62 gp 
   
  Human Fighter (2), Jerlan, Linden: Male 
  Human Fighter, level 8:  HD 8d10+16; hp 66; Init 
  +1;  Spd 20 feet; AC 22, touch 12, flat footed 21; 
  Base attack: +8/+3; Grp  +13; Atks +15 (d10+8 
  [crit 17-20] bastard sword) or +9 (d6+5, [crit 20] 
  throwing ax);  Full atk: +15/+10 (d10+8 [crit 17-
  20] bastard sword); Space/reach: 5 ft./5ft.; AL-LE; 
  SV:  Fort +8, Ref +3, Will +2; Str 20, Dex 12, 
  Con 14, Int 8, Wis 10, Cha 8 
  Skills and Feats:  Speak Common, Draconic:  
  Climb +10, Jump+10, Ride +7;  Exotic Weapon 
  Proficiency: Bastard Sword, WF: Bastard Sword, 
  Power Attack, Cleave, Weapon Specialization: 
  Bastard Sword, Improved Bull Rush, Improved 
  Sunder, Improved Critical 
  Possessions:  2 Plate mail armor, 2 +1 heavy 
  steel shield, 2 +1 bastard sword, 2 throwing ax, 2 
  Potion of bull’s strength, 24 gp 
   
  Kobold Rogue (2), Ixa, Hiksa:  Male Kobold 
  Rogue, level 8:  HD 8d6+8; hp 44; init +4; Spd 30 
  feet;  AC 22, touch 18, flat footed 18;  Base atk: 
  +6/+1;  Grp +3:  Atks +10 (d4+1 [crit 19-20] short 
  sword or +8 melee/+11 missile (d6+1 [crit x3] 
  spear);  Full +10/+5 (d4+1 [crit 19-20] short sword 
  or 
  +8/+3 
  (d6+1 
  [crit 
  x3] 
  long 
  spear);  
  Space/reach:  5 ft./5 ft.;  SQ:  light Sensivity 
  (dazzled in bright sunlight), Trap Finding, Sneak 
  attack +4d6, Evasion, Trap Sense +2, Improved 
  Uncanny Dodge;  AL—LE;  SV:  Fort +3, Ref 
  +11, Will +2;  Str 12, Dex 20; Con 12;  Int 10, 
  Wis 10, Cha 8 
  Skills and Feats:  Speak Draconic; Spot +11, 
  Listen +11, Hide +20, Move Silently +15, Search 
  +13, Disable Device +11, Escape Artist +16, 
  Climb +12;  Dodge, Mobility, WF: Short sword 
  Possessions:   2 +1 Chainmail shirts, 2 MW 
  short sword, 2 long spear, 2 potions of blur, 36 gp 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 67 
   
  Summoned Beasts 
  Feel free to use other beasts based on your 
  tactical inclination.  These are provided for your 
  reference and convenience.  Remember that all 
  creatures summoned are affected by the augment 
  summoning feat. Note that summoned creatures 
  that are of good alignment and not restricted by 
  protection from evil. 
   
  Monster Summoning I 
  Celestial Badger:  HD 1d8+6 (+10 when raging); 
  hp 10 (14 when raging); init +3; Spd. 30 ft., 10 ft. 
  burrow; AC 14, touch 14, flat-footed 12; Base atk: 
  +0; Grp –3/-1 when raging; Atks: +4 (1d2+1/+3 
  when raging [crit 20] claw); Full:  2@+4 
  (1d2+1/+3 when raging [crit 20] claw) and +1 (+3 
  when raging) (1d3+1/+3 when raging [crit 20] 
  bite); Space/reach 5ft./5 ft.; SA:  Rage when hit, 
  smite evil 1/day for +1 damage; SQ: SR 6, 
  Darkvision 60 ft,.; AL – CG; SV:  Fort + 6 (+8 
  when raging), Ref +5, Wil +1 (+3 when raging);  
  Str 12, Dex 17, Con 15, Int 2, Wis 12, Cha 6 
  Skills and Feats:  Escape Artist +7; Listens +3, 
  Spot +3: Weapon Finesse, Track 
   
  Fiendish Monstrous Spider, Small:  HD 1d8+2; 
  hp 6; init +3; Spd. 30 ft., 20 ft. climb; AC 14; 
  touch 15, flat-footed 12; Base atk: +0; Grp –4; 
  Atks: +6 (1d4 plus poison [crit 20] bite); Full: 
  same; Space/reach 5ft./5ft.; SA: poison (DC 10, 
  1d3 str./1d3 str), smite good 1/day for +1 
  damage, web 8/day (atk as a net, DC 10 Escape 
  Artist, DC 14 break); SQ: Darkvision 60 ft., 
  termorsense, 60 ft., vermin traits SR 6; AL – NE; 
  SV: Fort +4, Ref +3; Will +0; Str 11, Dex 17, Con 
  14, Int --, Wis 10, Cha 2 
  Skill and Feats:  Climb +11, Hide +11, Jump –2; 
  Spot +4; Weapon Finesse 
   
  Monster Summoning II 
  Celestial Giant Bombadier Beetle:  HD 2d8+8; 
  hp 17; init +0; Spd, 30 feet; AC 16, touch 10, flat-
  footed 16; Base atk.: +1, Grp +4; Atks: +4 
  (1d4+4 [crit 20] bite); Full: same; SA: Acid Spray, 
  Smite Evil, 1/day for +2 damage; SQ: SR 7;  AL – 
  NG; SV: +7, Ref +0, Will +0; Str 17, Dex 10, Con 
  18, Int --, Wis 10, CH 9 
  Acid Spray (Ex):  1/round, 10 foot cone, DC 14 
  Fort., or d4+2 damage 
  Skills and Feats:  none 
  Fiendish Monstrous Spider, Medium: HD 
  2d8+6; hp 15; init +3; Spd. 30 ft., 20 ft. climb; AC 
  14; touch 13, flat-footed 12; Base atk: +1; Grp 
  +3; Atks: +4 (1d6 plus poison [crit 20] bite); Full: 
  same; Space/reach 5ft./5ft.; SA: poison: DC 12, 
  1d4 str./1d4 str., smite good 1/day for +2 
  damage, web 8/day (atk as a net, DC 12 Escape 
  Artist, DC 16 break); SQ: Darkvision 60 ft., 
  tremorsense, 60 ft., vermin traits SR 7; AL – NE; 
  SV: Fort +4, Ref +3; Will +0; Str 15, Dex 17, Con 
  16, Int --, Wis 10, Cha 2 
  Skill and Feats:  Climb +11, Hide +7, Jump +0; 
  Spot +4; Weapon Finesse 
   
  Monster Summoning III 
  Celestial Dire Badger:  HD 3d8+21 (+27 when 
  raging); hp 32 (36 when raging); init +3; Spd. 30 
  ft., 10 ft. burrow; AC 16, touch 13, flat-footed 13; 
  Base atk: +2; Grp +6/+8 when raging; Atks: 
  +6/+8 when raging (1d4+4/+6 when raging [crit 
  20] claw); Full:  2@+6/+8 when raging (1d4+4/+6 
  when raging [crit 20] claw) and +2 (+4 when 
  raging) (1d6+3/+5 when raging [crit 20] bite); 
  Space/reach: 5ft./5 ft.; SA:  Rage when hit, smite 
  evil 1/day for +3 damage; SQ: SR 8, Darkvision 
  60 ft,.; AL – CG; SV:  Fort +9 (+11 when raging), 
  Ref +6, Wil +4 (+6 when raging);  Str 16, Dex 17, 
  Con 23, Int 2, Wis 12, Cha 10 
  Skills and Feats:  Listen +6, Spot +6; Alertness, 
  Toughness, Track 
   
  Fiendish Dire Weasel:HD 3d8+4; hp 17; init +4; 
  Spd. 40 ft.; AC 16, touch 14, flat-footed 12; Base 
  atk: +2, Grp +6; Atk: +6 (1d6+5 [crit 20] bite); 
  Full: same; Space/reach: 5 ft./5 ft.; SA: Attach, 
  Blood Drain; SQ: Darkvision 60 ft., scent, low 
  light vision, SR 8; AL – LE; SV: Fort +5, Ref +7, 
  Wil +4; Str 18, Dex 19, Con 14, Int 2, Wis 12, 
  Cha 11 
  Attach (Ex):  Hits with jaws and attach:  loses 
  dex and AC drops to 12 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 68 
  Blood Drain (Ex):  drains 1d4 Con damage each 
  round once attached 
  Skills and Feat:  Hide +8, Listen +3, Move 
  Silently +8, Spot +5 ; Alertness, Stealthy, 
  Weapon Finesse 
  Monster Summoning IV 
   
  Celestial Lion:  HD 5d8 +20; hp 42; init +3; Spd. 
  40 ft.; AC: 15, touch 12, flat-footed 12; Base atk: 
   +3. Grp +12; Atk: +9 (1d4+7 [crit 20] claw); Full: 
  2@+9 (1d4+7 [crit 20] claw) and +4 (1d8+4 [crit 
  20] bite); Space/reach: 10 ft./5 ft.; SA:  Pounce, 
  Improved Grab, Rake 1d4+4; SQ:  Darkvision 60 
  ft., SR 10, Low-light Vision, Scent, Energy 
  Resistance: 5 to acid, cold, & electricity, DR 
  5/magic;  AL—LG; SV: Fort +8, Ref +7, Will +3; 
  Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6 
  Pounce(Ex):  full attack on a charge 
  Improved Grab (Ex):  Hit with bite allows free 
  grapple check that does not provoke, if grapple 
  successful, get rake 
  Rake (Ex): +7 atk: 1d4+4 
  Skills and Feats:  Balance +7, Hide +3, Listen 
  +5, Move Silently +11, Spot +5; Alertnes, Run 
   
  Fiendish Monstrous Spider, Large:  HD 
  4d8+12; hp 30; init +3; Spd. 30 ft., 20 ft. climb; 
  AC 14; touch 12, flat-footed 11; Base atk: +3; Grp 
  +11; Atk: +6 (1d8+5 plus poison [crit 20] bite); 
  Full: same; Space/reach 5ft./5ft.; SA: poison: DC 
  16, 1d8 str./1d8 str., smite good 1/day for +4 
  damage, web 8/day (atk as a net, DC 13 Escape 
  Artist, DC 17 break); SQ: Darkvision 60 ft., 
  tremorsense, 60 ft., vermin traits SR 9, Energey 
  resistance 5, cold and fire, DR 5/magic; AL – NE; 
  SV: Fort +7, Ref +4; Will +1; Str 19, Dex 17, Con 
  16, Int --, Wis 10, Cha 2 
  Skill and Feats:  Climb +11, Hide +3, Jump +4; 
  Spot +4; Weapon Finesse 
   
  Monster Summoning V 
   
  Celestial Griffin:  HD 7d10+35; hp 74; Init +2, 
  Spd. 30 ft., 80 ft. fly (average), ; AC 17, touch 11, 
  flat-footed 15; Base atk:  +7, Grp. +17; Atk: +13 
  (2d6+6 [crit 20], bite), Full:  +13 (2d6+6 [crit 20], 
  bite), and 2@ +8 (d4+4 [crit 20] claws); 
  Space/reach: 10 ft./5 ft.; SA: Pounce, Rake, 
  Smite evil 1/day for +7 damage; SQ, Darkvisions 
  60 ft., Lowlight Vision, Scent, Energy Resitance  
  Acid 5, Cold 5, Fire 5 , Dr 5/magic, SR 12;   AL – 
  CG, SV: Fort +10, Ref +7, Will +5; Str 22, Dex 
  15, Con 20, Int 5, Wis 13, Cha 8 
   
  Pounce (Ex):  full attack on a charge 
  Rake (Ex): +8 atk: 1d6+4, must be in grapple or 
  hit with both claws in melee 
   
  Skills and Feats:  WF: Bite; Jump +10, Listen 
  +6, Spot +10; Iron Will, Multi-attack 
   
  Bearded Devil:  HD 6 D8+30 (+42 when raging); 
  hp 57; Init. +6; Spd.:  40 ft.; AC 19, touch 12, flat-
  footed 17; Base atk: +6, Grp. +10 (+12 when 
  raging); Atk: +11 (+13 when raging) (1d10+6/+9 
  when raging [crit X3] glaive) or +10 (+12 when 
  raging) (d6+4/+6 when raging [crit 20] claw); Full: 
   +11/+6 (+13/+8 when raging) (1d10+6/+9 when 
  raging [crit X3] glaive) or 2@+10 (+12 when 
  raging) (d6+4/+6 when raging [crit 20] claw): 
  Space/ reach: 5 ft./5ft.; SA: Infernal Wound, 
  Battle Frenzy, Beard, Smite good 1/day +5 dam., 
  Summon Baatezu; SQ:  DR 5/silver or good,  
  Darkvision 60 ft., immunity to fire and poison, 
  Resistance to acid 10 and cold 10, SR 17, 
  Telepathy 100 ft., Teleport self and 50 lbs. of gear 
  at will; AL – LE; SV: Fort +10( +12  when raging), 
  Ref +7, Will +5(+7 when raging); Str 19(23 when 
  raging) , Dex 15, Con 21 (25 when raging), Int 6, 
  Wis 10, Cha 10 
   
  Beard (Ex):  If single opponent hit with both 
  claws, then hit with beard.  Beard causes 1d8+2 
  damage and make DC 16 fort save or suffer devil 
  chills 
  Infernal Wound (Su):  damage dealt with a glaive 
  causes a persistent 2 hp/round wound.  Per round 
  bleeding can only be stopped by a DC 16 heal 
  check or a cure spell successfully cast against a 
  DC 16 caster level check.. 
  Battle Frenzy (Ex):  2/day rage like a barbarian for 
  6 rounds (+4 Str, +4 Con, +2 will saves) 
  Summon Baatezu (Sp):  Because the devil is 
  summoned, it cannot summon other devils. 
  Feats and Skills:  Improved Initiative, Power 
  Attack, WF: Glaive; Climb +13, Diplomacy +2, 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 69 
  Hide +11, Listen +9, Move Silently +9, Sense 
  Motive +9, Spot +9 
   
  Monster Summoning VI 
   
  Celestial Dire Lion: HD 8d8+40; hp 76; Init. +2, 
  Spd.: 40 ft.; AC 15, touch 11, flat-footed 13; Base 
  +6, Grp. +17; Atk. +15 (1d6+9 [crit 20] claw); 
  Full: 2@+15 (1d6+9 [crit 20] claw) and +9 (1d8+5 
  [crit 20] bite); Space/reach: 10 ft./5ft.; SA: 
  Improved grab, rake, pounce, smite evil 1/day for 
  +8 damage; SQ: Low-light Vision, Scent, SR 13, 
  Reistance to Acid 10, Cold 10, Fire 10, DR 
  10/magic; AL—LG; SV: Str 29, Dex 15, Con 21, 
  Int 2, Wis 12, Cha 10 
  Pounce (Ex):  full attack on a charge 
  Improved Grab (Ex):  Hit with bite allows free 
  grapple check that does not provoke, if grapple 
  successful, get rake 
  Rake (Ex): +14 atk: 1d6+5 
  Skills and Feats:  Hide +2, Listen +7, Move 
  Silently +5, Spot +7; Alertness, Run, WF: Bite 
   
  Chaos Beast:  HD 8d8+24; hp 60; Init. +6; SPd. 
  20 ft.; AC 16, touch 11, flat-footed 15; Base: +8, 
  Grp + 10; Atk: +10 (1d3+4 +corporal instability 
  [crit 20] claw); Full:  2@+10 (1d3+4 +corporal 
  instability [crit 20] claw); Space/Reach 5ft./5ft.; 
  SA: Corporal Instability; SQ:  Darkvision 60 feet, 
  Immunity to critical hits and transformation, SR 
  15; AL: CN, SV: Fort +7, Ref +7, Will +6; Str 18, 
  Dex 13, Con 17, Int 10, Cha 10 
  Corporal Instability (Su):  DC 15 Fort save or 
  become a spongy amorphous mass, reduces dex 
  by 4, move to 10 ft. or to a ¼, whichever is worse. 
   Victim cannot cast spells or use magic items, 
  and will attack blindly unable to distinguish friend 
  from foe, attacking with a 50% miss chance.  
  Each round victim is in amorphous state, suffers 
  1 point of wisdom drain.  Upon reaching 0, victim 
  becomes a chaos beast.  Victim can regain own 
  shape for 1 minute by making a DC 15 Cha 
  check.  MM pg 33 
  Skills and feats:  Dodge, Improved Initiative, 
  Mobility; Climb +15, Escape Artist +12, Hide 
  +12, Jump +9, Listen +11, Search +11, Search 
  +11, Spot +11, Survial +0 (+2 following tracks), 
  Tumble +14, Use Rope +1 (+3 with bindings) 
   
  Encounter 6:  Smoke 
   
  If PCs have not been paying attention or are role 
  playing a character incapable of negotiation with 
  Smoke, then his statistics are included to support 
  that combat.  However, fighting Smoke and his 
  ring at the same time will result in player death 
  and could potentially kill an entire table.  This is 
  especially true at low APLs. 
   
  APL 2 EL 6 
  Goblin Rogue, Rik:  Male goblin rogue, level 2:  
  HD 2d6+4; hp 15; init +4; Spd 30 feet;  AC 19, 
  touch 15, flat footed 15;  Base atk: +0;  Grp –4:  
  Atks  +4 (d6+2 [crit X3] long spear) or +3 (d4+1 
  [crit 19-20] short sword) or +6 missile (d4 [crit x3] 
  short bow);  Full atk:  same;  Space/reach:  5 
  ft./5 ft.;  SA:  Sneak Attack +1d6; SQ:  
  Darkvision 60 ft., Trapfinding;  AL—LE;  SV:  Fort 
  +2, Ref +7, Will +0;  Str 12, Dex 18; Con 14;  Int 
  12, Wis 10, Cha 10 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +4, Spot +4, Listen +4, Hide +12, 
  Move Silently +12, Search +5, Disable Device +5, 
  Escape Artist +8, Climb +5;  Dodge  
  Possessions:   1 chain shirt, MW long spear, 
  short sword, short bow and twenty arrows, potion 
  of invisibility, 50 gp. 
   
  Half-orc Fighter, Pinolak: Male Half-orc Fighter, 
  Level 2; HD 2d10+4; hp 20; init. +2; Spd. 20 feet; 
  AC 18, touch 12, flat-footed 16; Base atk. +2, Grp 
  +5; Atk: +8 (1d12+6 [crit x3] great ax) or +4 (1d8 
  [crit X3] long bow); Full atk: same; Space/reach 5 
  ft./5 ft.; AL—NE; SV: Fort +5; Ref +2, Will +0; Str 
  18, Con 14, Dex 14, Int 8, Wis 10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: Great Ax, Dodge; Jump +5, Climb +5 
  Possessions: 1 breastplate, MW great ax, long 
  composite bow and twenty arrows, dagger, 
  amulet of natural armor+1; potion of cure light 
  wounds, 8 gp 
   
  
  ULP 4-07:  Chasing Smoke 
   
  Page 70 
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 1/1; HD 1d10/1d6 +4; hp: 16; 
  init. +2; Spd. 30 ft.; AC 19, touch 14, flat-footed 
  17; Base atk: +1, Grp. –2; Atk: +4 (1d6+1 [crit 
  19-20] long sword) or +3 (1d6 [crit X3] long 
  composite bow); Full:  same; Space/reach: 
  5ft./5ft.; SA:  Sneak Attack +1d6; SQ:  Darkvision 
  60 ft., Trapfinding; AL—LE; SV: Fort +4, Ref +4, 
  Will +0; Str 12, Dex 15, Con 14, Int 13, Wis 10, 
  Cha 10 
  Skills and Feats: Speak Common, Goblin, Giant; 
  WF: long sword, Combat Expertise; Bluff +4, 
  Disable Device +5, Search +5, Spot +4, Listen 
  +4, Hide +6, Move +6, Knowledge: Local +5, 
  Information Gathering +4 
   
  Possessions:  +1 chain shirt; MW long sword, 
  heavy steel shield, long composite bow, potion of 
  barkskin +2, 18 sp 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  2; HD 2d8+2; hp 15; init +1; Spd. 20 ft.; AC 17, 
  touch 13, flat-footed 16; Base Atk: +1, Grp –5; 
  Atk: +1 melee (d6-1 [crit X3] spear) or +3 missile 
  (1d3-1 [crit 20] sling); Full: same; Space/reach 5 
  ft./5ft.; SA:  Animal Companion—Riding Dog; SQ: 
   Darkvision 60 ft., Nature Sense, Wild Empathy, 
  Woodland Stride;  AL—NE; SV: Fort +3, Ref +1, 
  Will +6; Str 8, Dex 12, Con 12, Int 12, Wis 17, 
  Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, 
  Giant; 
  Concentration 
  +6, 
  Handle 
  Animal +5, Ride +5, Knowledge: Nature +5, 
  Survival +5, Listen +5, Spot +5; Brew Potion 
   
  Spells Prepared (4/3; Base DC=13 +spell level): 
  0—cure minor wounds, detect magic, 
  know direction, resistance 
  1— camouflage, entangle, magic fang 
   
  Possessions: hide armor, heavy wooden shield, 
  spear, wand of cure light wounds (20 charges), 25 
  gp, gold wire necklace set with human teeth 40 
  gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  2D8+4; hp 13; init. +2, Spd.: 40 ft.; AC 14, touch 
  12, flat-footed 12; Base atk: +1, Grp +2; Atk: +3 
  melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Track, Seek, Heel 
   
  Feats and Skills:  Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1/+5 when 
  tracking; Track, WF: Bite 
   
  Ogre Ranger, Smoke:  Male Ogre, Giant level 3, 
  Ranger level 2; HD 6d8+12; hp 43; Init. +2; Spd. 
  40 ft.; AC 20, touch 11, flat-footed 18; Base atk.: 
  +4, Atk.:  +11 melee (2d6+5 [critX3] battle ax) or 
  missile +6 (2d6 [crit X3] long composite bow); 
  Full: +9 melee (2d6+5 [critX3] battle ax) and +9 
  melee 
  (1d8+2 
  [crit 
  19-20] 
  short 
  sword);  
  Space/reach 10ft./10 ft.:  SA: Favored enemy: 
  Dwarves; SQ: +5 natural armor, Darkvision 60 
  ft.SR 25, DR 10/evil; AL—LN, SV:  Fort +8, Ref 
  +6. Will +4 Str 20, Dex 14, Con 14, Int 12, 
  Wis16, Cha 8 
   
  Favored Enemy—Dwarves: + 2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, and 
  Giant; WF: short sword, WF: battle ax, Track, 
  Two Weapon Fighting, Quick Draw; Spot +10, 
  Listen +10, Climb +12, Survival +7, Knowledge 
  Nature +5, Swim +7; Hide +2. Move Silently +6, 
  Sense Motive +5 
   
  Possessions:  Gem of Vigilance, chain shirt, MW 
  battle ax, MW short sword, potion of cure 
  moderate wounds, potion of haste, 20 PP 
   
   
  APL 4 EL 8 
  Goblin Rogue, Rik:  Male goblin rogue, level 4:  
  HD 4d6+8; hp 27; init +4; Spd 30 feet;  AC 19, 
  touch 15, flat footed 15;  Base atk: +3;  Grp –1:  
  Atk:  +6 (d6+2 [crit X3] long spear) or +5(d4+1 
  [crit 19-20] short sword) or +7 missile (d4 [crit x3] 
  short bow);  Full atk:  same;  Space/reach:  5 
  ft./5 ft.;  SA:  Sneak Attack +2d6; SQ:  
  Darkvision 60 ft., Trapfinding, Evasion, Trap 
  Sense +1, Uncanny Dodge;  AL—LE;  SV:  Fort 
  +3, Ref +8, Will +1;  Str 12, Dex 19; Con 14;  Int 
  12, Wis 10, Cha 10 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 71 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +6, Spot +6, Listen +6, Hide +14, 
  Move Silently +14, Search +7, Disable Device +7, 
  Escape Artist +10, Climb +7;  Dodge, Mobility  
  Possessions:   1 Chain shirt, MW long spear, 
  short sword, short bow, potion of barkskin+2, 
  potion of cure light wounds,  potion of invisibility, 
  50 gp. 
   
  Half-orc Fighter, Prulak: Male Half-orc Fighter, 
  Level 4; HD 4d10+8; hp 36; init. +2; Spd. 20 feet; 
  AC 19, touch 13, flat-footed 17; Base atk. +4, Grp 
  +7; Atk: +10 (1d12+8 [crit x3] great ax) or +6 
  (1d8 [crit X3] long bow); Full atk: same; 
  Space/reach 5 ft./5 ft.; AL—NE; SV: Fort +6; Ref 
  +3, Will +1; Str 19, Con 14, Dex 14, Int 8, Wis 
  10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: great ax, Dodge, Power Attack, Weapon 
  Specialization: great ax; Jump +7, Climb +7 
  Possessions: +1 breastplate, MW great ax, long 
  composite bow, dagger, amulet of natural 
  armor+1; potion of cure moderate wounds 
   
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 2/2; HD 2d10/2d6 +8; hp: 28; 
  init. +3; Spd. 30 ft.; AC 21, touch 15, flat-footed 
  18; Base atk: +3, Grp. +0; Atk: +6 (1d6+1 [crit 
  19-20] long sword) or +6 (1d6 [crit X3] long 
  composite bow); Full:  same; Space/reach: 
  5ft./5ft.; SA:  Sneak Attack +1d6; SQ:  Darkvision 
  60 ft., Trapfinding, Evasion; AL—LE; SV: Fort +4, 
  Ref +4, Will +0; Str 12, Dex 16, Con 14, Int 13, 
  Wis 10, Cha 10 
  Skills and Feats: Speak Common, Goblin, Giant; 
  Bluff +6, Disable Device +6, Search +6, Spot +5, 
  Listen +5, Hide +7, Move +7, Knowledge: Local 
  +6, Information Gathering +5, Swim +2; WF: long 
  sword, 
  Combat 
  Expertise, 
  Improved 
  Feint, 
  Improved Disarm 
  Possessions:  +1 chain shirt; MW long sword, +1 
  heavy steel shield, long composite bow,  dagger 
  potion of barkskin +2 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  4; HD 4d8+4; hp 27; init +1; Spd. 20 ft.; AC 17, 
  touch 13, flat-footed 16; Base Atk: +2, Grp –4; 
  Atk: +2 melee (d6-1 [crit X3] spear) or +3 missile 
  (1d3-1 [crit 20] sling); Full: same; Space/reach 5 
  ft./5ft.; SA:  Animal Companion—Riding Dog; SQ: 
   Darkvision 60 ft., Nature Sense, Wild Empathy, 
  Woodland Stride, Trackless Step, Resist Nature’s 
  Lure;  AL—NE; SV: Fort +4, Ref +2, Will +8; Str 
  8, Dex 12, Con 12, Int 12, Wis 18, Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, 
  Giant; 
  Concentration 
  +6, 
  Handle 
  Animal +5, Ride +5, Knowledge: Nature +5, 
  Survival +5, Listen +5, Spot +5; Brew dagger, 
  Track 
   
  Spells Prepared: (5/4/3; Base DC=14 +spell 
  level): 
  0—cure minor wounds@2, detect magic, 
  know direction, resistance 
  1—camouflage, entangle, magic fang, 
  produce flame 
  2—briar webCD,  creeping coldCD, bear’s 
  endurance 
   
  Possessions: hide armor, heavy wooden shield, 
  spear, wand of cure light wounds (20 charges), 25 
  gp, gold wire necklace set with human teeth 40 
  gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  4D8+8; hp 26; init. +3, Spd.: 40 ft.; AC 17, touch 
  13, flat-footed 14; Base atk: +3, Grp +4; Atk: +5 
  melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +6, 
  Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel 
   
  Feats and Skills:  Bite, Run; Hide +3, Listen +3, 
  Move Silently +3, Spot +3, Survival +2/+6 when 
  tracking; Track, WF 
   
   
  Ogre Ranger, Smoke:  Male Ogre, Giant level 3, 
  Ranger level 4; HD 8d8+16; hp 57; Init. +2; Spd. 
  40 ft.; AC 22, touch 12, flat-footed 20; Base atk.: 
  +6/1, Atk.:  +12 melee (2d6+5 [critX3] battle ax) 
  or missile +8 (2d6 [crit X3] long composite bow); 
  Full: +10/5 melee (2d6+5 [critX3] battle ax) and 
  +10 melee (1d8+2 [crit 19-20] short sword);  
  Space/reach 10ft./10 ft.:  SA: Favored Enemy: 
  Dwarves, Animal Companion; SQ: +5 natural 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 72 
  armor, Darkvision 60 ft.; Str 20, Dex 14, Con 14, 
  Int 13, Wis16, Cha 8 
   
  Favored Enemy—Dwarves: + 2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, 
  and Giant; Spot +10, Listen +10, Climb +12, 
  Survival +9, Knowledge Nature +7, Swim +9; Hide 
  +4. Move Silently +8, Sense Motive +6; WF: 
  short sword, WF: battle ax, Track, Two Weapon 
  Fighting, Quick Draw, Endurance, Two Weapon 
  Defense 
   
  Spells Prepared:  (1 DC=13 +Spell Level) 
  1st—entangle 
   
  Possessions:  Gem of Vigilance, +1 chain shirt, 
  MW battle ax, MW short sword, potion of cure 
  moderate wounds, potion of haste, 20 PP. 
   
  Wolf Animal Companion to Smoke, Vaisha:  
  HD 2D8+4; hp 13; init. +2, Spd.: 40 ft.; AC 14, 
  touch 12, flat-footed 12; Base atk: +1, Grp +2; 
  Atk: +3 melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Track, Seek, Heel 
   
  Feats and Skills:  Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1/+5 when 
  tracking; Track, WF:  Bite 
   
  APL 6 EL 10 
   
  Goblin Rogue, Rik:  Male goblin rogue, level 6:  
  HD 6d6+12; hp 39; init +4; Spd 30 feet;  AC 20, 
  touch 16, flat footed 16;  Base atk: +4;  Grp +1:  
  Atk:  +7 (d6+2 [crit X3] long spear) or +6 (d4+1 
  [crit 19-20] short sword) or +8 missile (d4 [crit x3] 
  short bow);  Full atk:  same;  Space/reach:  5 
  ft./5 ft.;  SA:  Sneak Attack +3d6; SQ:  
  Darkvision 60 ft., Trapfinding, Evasion, Trap 
  Sense +2, Uncanny Dodge;  AL—LE;  SV:  Fort 
  +4, Ref +9, Will +2;  Str 12, Dex 19; Con 14;  Int 
  12, Wis 10, Cha 10 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +8, Spot +8, Listen +8, Hide +16, 
  Move Silently +16, Search +9, Disable Device +9, 
  Escape Artist +12, Climb +9;  Dodge, Mobility, 
  Spring Attack  
  Possessions:   +1 chain shirt, MW long spear, 
  short sword, short bow, potion of barkskin+2, 
  potion of cure light wounds, potion of invisibility, 
  50 gp. 
   
  Half-orc Fighter, Prulak: Male Half-orc Fighter, 
  Level 6; HD 6d10+12; hp 52; init. +2; Spd. 20 
  feet; AC 19, touch 13, flat-footed 17; Base atk. 
  +6/+1, Grp +9; Atk: +12 (1d12+8 [crit x3] great 
  ax) or +8 (1d8 [crit X3] long bow); Full atk: : 
  +12/+7 (1d12+8 [crit x3] great ax) or +8/+3  (1d8 
  [crit X3] long bow); Space/reach 5 ft./5 ft.; AL—
  NE; SV: Fort +7; Ref +4, Will +2; Str 19, Con 14, 
  Dex 14, Int 8, Wis 10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: great ax, Dodge, Power Attack, Weapon 
  Specialization: 
  great 
  ax, 
  Close 
  Quarters 
  FightingCW, Power Critical: great axCW; Jump +7, 
  Climb +7 
  Possessions: +1 breastplate, MW great ax, long 
  composite bow, dagger, amulet of natural 
  armor+1; potion of cure moderate wounds, potion 
  of bull’s strength, 15 gp. 
   
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 3/3; HD 3d10/3d6 +12; hp: 42; 
  init. +3; Spd. 30 ft.; AC 21, touch 15, flat-footed 
  18; Base atk: +5, Grp. +1; Atk: +8 (1d6+2 [crit 
  19-20] long sword) or +6 (1d6 [crit X3] long 
  composite bow); Full:  same; Space/reach: 
  5ft./5ft.; SA:  Sneak Attack +2d6; SQ:  Darkvision 
  60 ft., Trapfinding, Evasion, Trap Sense +1; AL—
  LE; SV: Fort +5, Ref +5, Will +2; Str 12, Dex 16, 
  Con 14, Int 13, Wis 10, Cha 10 
  Skills and Feats: Speak Common, Goblin, 
  GiantBluff +7, Disable Device +7, Search +6, 
  Spot +6, Listen +6, Hide +8, Move +8, 
  Knowledge: Local +7, Information Gathering +6, 
  Swim +4, Climb +4; ; WF: long sword, Combat 
  Expertise, Improved Feint, Improved Disarm, 
  Dodge 
   
  
  ULP 4-07:  Chasing Smoke 
   
  Page 73 
  Possessions:  +1 chain shirt; +1 long sword, +1 
  heavy steel shield, long composite bow,  potion of 
  barkskin +2 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  6; HD 6d8+6; hp 39; init +1; Spd. 20 ft.; AC 17, 
  touch 13, flat-footed 16; Base Atk: +4, Grp –2; 
  Atk: +4 melee (d6-1 [crit X3] spear) or +5 missile 
  (1d3-1 [crit 20] sling); Full: same; Space/reach 5 
  ft./5ft.; SA:  Animal Companion—Wolf; SQ:  
  Darkvision 60 ft., Nature Sense, Wild Empathy, 
  Woodland Stride, Trackless Step, Resist Nature’s 
  Lure, Wild Shape 2/day;  AL—NE; SV: Fort +5, 
  Ref +3, Will +9; Str 8, Dex 12, Con 12, Int 12, 
  Wis 18, Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, 
  Giant; 
  Concentration 
  +8, 
  Handle 
  Animal +7, Ride +7, Knowledge: Nature +7, 
  Survival +7, Listen +7, Spot +7; Brew dagger, 
  Track, Natural Spell 
   
  Spells Prepared (5/4/4/3; Base DC=14 +spell 
  level): 
  0—cure minor wounds@2, detect magic, 
  know direction, resistance 
  1st—camouflage, entangle, magic fang, 
  produce flame 
  2nd—briar webCD,  creeping coldCD, bear’s 
  endurance, heat metal 
  3rd—call 
  lightning, 
  Protection 
  from 
  Energy, Spike Growth 
   
  Possessions: hide armor, heavy wooden shield, 
  spear, wand of cure light wounds (20 charges), 
  potion of cat’s grace, 25 gp, gold wire necklace 
  set with human teeth 40 gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  6D8+18; hp 46; init. +3, Spd.: 40 ft.; AC 19, 
  touch 13, flat-footed 16; Base atk: +4, Grp +6; 
  Atk: +7 melee (1d6+2 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +7, 
  Ref +7, Will +3; Str 15, Dex 16, Con 16, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel 
   
  Feats and Skills:  Hide +3, Listen +6, Move 
  Silently +3, Spot +6, Survival +2/+6 when 
  tracking; Track, WF: Bite, Alertness, Run 
   
  Ogre Ranger, Smoke:  Male Ogre, Giant level 3, 
  Ranger level 6; HD 10d8+20; hp 71; Init. +2; Spd. 
  40 ft.; AC 22, touch 12, flat-footed 20; Base atk.: 
  +8/+3, Grp. +17; Atk.:  +14 melee (2d6+5 [critX3] 
  battle ax) or missile +10 (2d6 [crit X3] long 
  composite bow); Full: +12/7 melee (2d6+5 [critX3] 
  battle ax) and +12/7 melee (1d8+2 [crit 19-20] 
  short sword);  Space/reach 10ft./10 ft.:  SA: 
  Favored Enemy: Dwarves, Favored Enemy: 
  Humans, Animal Companion; SQ: +5 natural 
  armor, Darkvision 60 ft.; Str 20, Dex 14, Con 14, 
  Int 13, Wis16, Cha 8 
   
  Favored Enemy—Dwarves: +4 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
  Favored Enemy—Humans: +2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, 
  and Giant; Spot +13, Listen +13, Climb +12, 
  Survival +11, Knowledge Nature +9, Swim +11; 
  Hide +6. Move Silently +8, Sense Motive +7; WF: 
  short sword, WF: battle ax, Track, Two Weapon 
  Fighting, Quick Draw, Endurance, Two Weapon 
  Defense, Improved Two Weapon Fighting, Combat 
  Expertise 
   
  Spells Prepared:  (2 DC=13 +Spell Level) 
  1st—longstrider, entangle  
   
  Possessions:  Gem of Vigilance, +1 chain shirt, 
  MW battle ax, MW short sword, potion of cure 
  moderate wounds, potion of haste, 20 PP. 
   
  Wolf Animal Companion to Smoke, Vaisha:  
  HD 4D8+8; hp 26; init. +3, Spd.: 40 ft.; AC 17, 
  touch 13, flat-footed 14; Base atk: +3, Grp +4; 
  Atk: +5 melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +6, 
  Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel 
   
  Feats and Skills:  Hide +3, Listen +3, Move 
  Silently +3, Spot +3, Survival +2/+6 when 
  tracking; Track, WF: Bite 
   
  
  ULP 4-07:  Chasing Smoke 
   
  Page 74 
  APL 8 EL 12 
  Goblin Rogue, Rik:  Male goblin rogue, level 8:  
  HD 8d6+16; hp 51; init +5; Spd 30 feet;  AC 21, 
  touch 17, flat footed 16;  Base atk: +6/+1;  Grp 
  +3:  Atk:  +9 (d6+3 [crit X3] long spear) or +8 
  (d4+1 [crit 19-20] short sword) or +11 missile (d4 
  [crit x3] short bow);  Full atk:  +9/+4 (d6+3 [crit 
  X3] long spear) or +8/+3 (d4+1 [crit 19-20] short 
  sword) or +11/+6 missile (d4 [crit x3] short bow); 
   Space/reach:  5 ft./5 ft.;  SA:  Sneak Attack 
  +4d6; SQ:  Darkvision 60 ft., Trapfinding, Evasion, 
  Trap Sense +2, Improved Uncanny Dodge;  AL—
  LE;  SV:  Fort +4, Ref +11, Will +2;  Str 12, Dex 
  20; Con 14;  Int 12, Wis 10, Cha 10 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +9, Spot +9, Listen +9, Hide +18, 
  Move Silently +18, Search +10, Disable Device 
  +10, Escape Artist +14, Climb +10;  Dodge, 
  Mobility, Spring Attack  
  Possessions:   +1 Chain shirt, +1 long spear, 
  MW 
  short 
  sword, 
  short 
  bow, 
  potion 
  of 
  barkskin+2, potion of cure light wounds,  potion 
  of invisibility, 50 gp. 
   
  Half-orc Fighter, Prulak: Male Half-orc Fighter, 
  Level 8; HD 8d10+16; hp 68; init. +2; Spd. 20 
  feet; AC 19, touch 13, flat-footed 17; Base atk. 
  +8/+3, Grp +12; Atk: +15 (1d12+10 [crit 19-20: 
  x3] great ax) or +10 (1d8 [crit X3] long bow); Full 
  atk: +15/+10 (1d12+10 [crit 19-20: x3] great ax) 
  or +10/+5  (1d8 [crit X3] long bow); Space/reach 5 
  ft./5 ft.; AL—NE; SV: Fort +8; Ref +4, Will +2; Str 
  20, Con 14, Dex 14, Int 8, Wis 10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: great ax, Dodge, Power Attack, Weapon 
  Specialization: 
  great 
  ax, 
  Close 
  Quarters 
  FightingCW, Power Critical: great axCW, Improved 
  Critical: great ax; Jump +9, Climb +9 
  Possessions: +1 breastplate, +1 great ax, long 
  composite bow, dagger, amulet of natural 
  armor+1; potion of cure moderate wounds, potion 
  of bull’s strength, potion of shield of faith +2; 45 
  gp. 
   
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 5/3; HD 5d10/3d6 +16; hp: 58; 
  init. +3; Spd. 30 ft.; AC 21, touch 15, flat-footed 
  18; Base atk: +7/+2, Grp. +3; Atk: +10 (1d6+4 
  [crit 19-20] long sword) or +8 (1d6 [crit X3] long 
  composite bow); Full:  +10/+5 (1d6+4 [crit 19-20] 
  long sword) or +8/+3 (1d6 [crit X3] long composite 
  bow); Space/reach: 5ft./5ft.; SA:  Sneak Attack 
  +2d6; SQ:  Darkvision 60 ft., Trapfinding, Evasion, 
  Trap Sense +1; AL—LE; SV: Fort +7, Ref +7, 
  Will +2; Str 13, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 10 
  Skills and Feats: Speak Common, Goblin, Giant; 
  Bluff +8, Disable Device +7, Search +6, Spot +6, 
  Listen +6, Hide +8, Move +8, Knowledge: Local 
  +7, Information Gathering +6, Swim +5 Climb +5; 
  WF: long sword, Combat Expertise, Improved 
  Feint, 
  Improved 
  Disarm, 
  Dodge, 
  Weapon 
  Specialization: long sword 
   
  Possessions:  +1 chain shirt; +1 long sword, +1 
  heavy steel shield, long composite bow,  potion of 
  barkskin +2, potion of cure moderate wounds, 24 
  gp 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  8; HD 8d8+8; hp 49; init +1; Spd. 20 ft.; AC 17, 
  touch 13, flat-footed 16; Base Atk: +6/+1, Grp +0; 
  Atk: +6 melee (d6-1 [crit X3] spear) or +7 missile 
  (1d3-1 [crit 20] sling); Full: +6/+1 melee (d6-1 [crit 
  X3] spear) or +7/+2 missile (1d3-1 [crit 20] sling); 
  Space/reach 5 ft./5ft.; SA:  Animal Companion—
  Wolf; SQ:  Darkvision 60 ft., Nature Sense, Wild 
  Empathy, Woodland Stride, Trackless Step, 
  Resist Nature’s Lure, Wild Shape 3/day, Wild 
  Shape (Large);  AL—NE; SV: Fort +6, Ref +3, 
  Will +10; Str 8, Dex 12, Con 12, Int 12, Wis 19, 
  Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, Giant:  Brew dagger, Track, Natural 
  Spell: Concentration +12, Handle Animal +11, 
  Ride +11, Knowledge: Nature +11, Survival +11, 
  Listen +11, Spot +11 
   
  Spells Prepared (6/5/4/4/3; Base DC=14 +spell 
  level): 
  0—cure 
  minor 
  wounds@2, 
  detect 
  magic@2, know direction, resistance 
  1st—camouflage, entangle, magic fang, 
  produce flame, pass without trace 
  2nd—briar webCD,  creeping coldCD, bear’s 
  endurance, barkskin 
  3rd—call lightning, protection from energy, 
  spike growth, sleet storm 
  4th—flame strike, murderous mistCD, ice 
  storm 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 75 
   
  Possessions: hide armor, heavy wooden shield, 
  spear, wand of cure moderate wounds (20 
  charges), potion of cat’s grace, 25 gp, gold wire 
  necklace set with human teeth 40 gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  6D8+18; hp 46; init. +3, Spd.: 40 ft.; AC 20, 
  touch 13, flat-footed 17; Base atk: +6/+1, Grp +8; 
  Atk: +9 melee (1d6+2 [crit 20] bite); Full: +9/+3 
  melee (1d6+3 [crit 20] bite); Space/reach 5ft./5ft.; 
  SA: Trip, Knows Tricks; SQ:  low-light vision, 
  scent; AL—N; SV: Fort +8, Ref +8, Will +3; Str 
  15, Dex 16, Con 16, Int 2, Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel, Work 
   
  Feats and Skills:  Track, WF: Bite, Alertness, 
  Run; Hide +4, Listen +6, Move Silently +4, Spot 
  +6, Survival +2/+6 when tracking 
   
  Ogre Mage Ranger, Smoke:  Male Ogre Mage, 
  Giant level 5, Ranger level 3; HD 8d8+40; hp 83; 
  Init. +3; Spd. 40 ft., fly 40 ft. (good); AC 23, touch 
  13, flat-footed 20; Base atk.: +6/+1, Grp. +15; 
  Atk.:  +12 melee (2d6+6 [critX3] battle ax) or 
  missile +10 (2d6 [crit X3] long composite bow); 
  Full: +12/7 melee (2d6+6 [critX3] battle ax) and 
  +12 melee (1d8+3 [crit 19-20] short sword);  
  Space/reach 10ft./10 ft.:  SA: Favored Enemy: 
  Dwarves, Animal Companion, Spell-like abilities; 
  SQ: +5 natural armor, Darkvision 60 ft., DR 
  10/good, SR 25, Regeneration 5, Flight; Fort +12 
  Ref +7 Will +4; Str 20, Dex 16, Con 20, Int 18, 
  Wis16, Cha 16 
   
  Favored Enemy—Dwarves: +2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, 
  Infernal, Orc, Draconic and Giant; Spot +11, 
  Listen +11, Spell Craft +12, Concentration +11, 
  Sense Motive +7, Knowledge: Arcana +8, Climb 
  +8, Survival +6, Knowledge Nature +7, Swim +8, 
  Hide 
  +2, 
  Move 
  Silently 
  +6, 
  Search 
  +7, 
  Knowledge: 
  Dungeoneering 
  +7, 
  Knowledge: 
  Geography +7, Handle Animal +6; WF: short 
  sword, WF: battle ax, Track, Two Weapon 
  Fighting, Endurance, Two Weapon Defense, 
  Combat Expertise 
   
  Spell-like abilities:  
   
    
   
  darkness/at will 
   
  invisibility/at will 
   
  charm person (DC 14) 1/day 
   
  cone of cold (DC 18) 1/day 
   
  gaseous form 1/day 
   
  polymorph 1/day 
   
  sleep (DC 14) 1/day 
   
  Possessions:  Gem of Vigilance, +1 chain shirt, 
  +1 battle ax, +1 short sword, potion of cure 
  moderate wounds, potion of haste, 20 PP. 
   
   
  APL 10 EL 14 
  Goblin Rogue, Rik:  Male goblin rogue, level 10: 
   HD 10d6+20; hp 63; init +5; Spd 30 feet;  AC 21, 
  touch 17, flat footed 16;  Base atk: +7/+2;  Grp 
  +4:  Atk:  +10 (d6+3 [crit X3] long spear) or +9 
  (d4+1 [crit 19-20] short sword) or +12 missile (d4 
  [crit x3] short bow);  Full atk:  +10/+5 (d6+3 [crit 
  X3] long spear) or +9/+4 (d4+1 [crit 19-20] short 
  sword) or +12/+7 missile (d4 [crit x3] short bow); 
   Space/reach:  5 ft./5 ft.;  SA:  Sneak Attack 
  +5d6; SQ:  Darkvision 60 ft., Trapfinding, Evasion, 
  Trap Sense +3, Improved Uncanny Dodge, Rogue 
  special ability: Opportunist;  AL—LE;  SV:  Fort 
  +4, Ref +11, Will +2;  Str 12, Dex 20; Con 14;  Int 
  12, Wis 10, Cha 10 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +11, Spot +11, Listen +11, Hide +20, 
  Move Silently +20, Search +12, Disable Device 
  +12, Escape Artist +16, Climb +12;  Dodge, 
  Mobility, Spring Attack, Hamstring CW  
  Possessions:   +1 Chain shirt, +1 long spear, 
  MW 
  short 
  sword, 
  short 
  bow, 
  potion 
  of 
  barkskin+2, potion of cure light wounds, potion of 
  invisibility, potion of displacement, 50 gp. 
   
  Half-orc Fighter, Prulak: Male Half-orc Fighter, 
  Level 10; HD 10d10+20; hp 84; init. +2; Spd. 20 
  feet; AC 19, touch 13, flat-footed 17; Base atk. 
  +10/+5, Grp +14; Atk: +17 (1d12+10 [crit 19-20: 
  x3] great ax) or +12 (1d8 [crit X3] long bow); Full 
  atk: +17/+12 (1d12+10 [crit 19-20: x3] great ax) 
  or +12/+7  (1d8 [crit X3] long bow); Space/reach 5 
  ft./5 ft.; AL—NE; SV: Fort +9; Ref +5, Will +5; Str 
  20, Con 14, Dex 14, Int 8, Wis 10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: great ax, Dodge, Power Attack, Weapon 
  Specialization: great ax, Close Quarters Fighting 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 76 
  CW, Power Critical: great ax CW, Improved Critical: 
  great ax, Iron Will; Jump +10, Climb +10 
  Possessions: +1 breastplate, +1 great ax, long 
  composite bow, dagger, amulet of natural 
  armor+1; potion of cure moderate wounds, potion 
  of bull’s strength, potion of shield of faith +2; 45 
  gp. 
   
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 5/5; HD 5d10/5d6 +20; hp: 70; 
  init. +3; Spd. 30 ft.; AC 21, touch 15, flat-footed 
  18; Base atk: +9/+4, Grp. +5; Atk: +12 (1d6+4 
  [crit 19-20] long sword) or +12 (1d6 [crit X3] long 
  composite bow); Full:  +12/+7 (1d6+4 [crit 19-20] 
  long sword) or +12/+7 (1d6 [crit X3] long 
  composite bow); Space/reach: 5ft./5ft.; SA:  
  Sneak Attack +3d6; SQ:  Darkvision 60 ft., 
  Trapfinding, Evasion, Trap Sense +1, Uncanny 
  Dodge; AL—LE; SV: Fort +7, Ref +7, Will +2; Str 
  13, Dex 16, Con 14, Int 13, Wis 10, Cha 10 
   
  Skills and Feats: Speak Common, Goblin, Giant; 
  Bluff +13, Disable Device +9, Search +8, Spot 
  +8, Listen +8, Hide +10, Move +10, Knowledge: 
  Local +9, Information Gathering +8, Swim +5 
  Climb +5; WF: long sword, Combat Expertise, 
  Improved 
  Feint, 
  Improved 
  Disarm, 
  Dodge, 
  Weapon Specialization: long sword, SF: Bluff 
   
  Possessions:  +1 chain shirt; +1 long sword, +1 
  heavy steel shield, long composite bow, potion of 
  barkskin +2, potion of cure moderate wounds, 84 
  gp 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  10; HD 10d8+13; hp 64; init +1; Spd. 20 ft.; AC 
  18, touch 14, flat-footed 17; Base Atk: +7/+2, Grp 
  +1; Atk: +7 melee (d6-1 [crit X3] spear) or +8 
  missile (1d3-1 [crit 20] sling); Full: +7/+2 melee 
  (d6-1 [crit X3] spear) or +8/+3 missile (1d3-1 [crit 
  20] sling); Space/reach 5 ft./5ft.; SA:  Animal 
  Companion—Wolf; SQ:  Darkvision 60 ft., Nature 
  Sense, 
  Wild 
  Empathy, 
  Woodland 
  Stride, 
  Trackless Step, Resist Nature’s Lure, Wild Shape 
  4/day, Wild Shape (Large), Venom Immunity;  
  AL—NE; SV: Fort +8, Ref +4, Will +11; Str 8, 
  Dex 12, Con 12, Int 12, Wis 19, Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, Giant; Concentration +14, Handle 
  Animal +13, Ride +13, Knowledge: Nature +13, 
  Survival +13, Listen +13, Spot +13; Brew dagger, 
  Track, Natural Spell, Toughness 
   
   
  Spells Prepared (6/5/5/4/4/2; Base DC=14 +spell 
  level): 
  0—cure 
  minor 
  wounds@2, 
  detect 
  magic@2, know direction, resistance 
  1st—camouflage, entangle, magic fang, 
  produce flame, pass without trace 
  2nd—briar web 
  CD, creeping cold 
  CD, 
  bear’s endurance, barkskin, heat metal 
  3rd—call lightning, protection from energy, 
  spike growth, sleet storm, nature’s favor 
  CD  
  4th—flame strike, murderous mistCD, ice 
  storm, dispel magic 
  5th—call 
  lightning 
  storm, 
  baleful 
  polymorph 
   
  Possessions: hide armor +1, heavy wooden 
  shield, spear, wand of cure moderate wounds (20 
  charges), potion of cat’s grace, 25 gp, gold wire 
  necklace set with human teeth 40 gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  8D8+24; hp 61; init. +3, Spd.: 40 ft.; AC 20, 
  touch 13, flat-footed 17; Base atk: +6/+1, Grp +9; 
  Atk: +10 melee (1d6+3 [crit 20] bite); Full: +10 
  melee (1d6+3 [crit 20] bite); Space/reach 5ft./5ft.; 
  SA: Trip, Knows Tricks; SQ:  low-light vision, 
  scent; AL—N; SV: Fort +8, Ref +8, Will +3; Str 
  16, Dex 17, Con 16, Int 2, Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel, Work 
   
  Feats and Skills:  Hide +4, Listen +6, Move 
  Silently +4, Spot +6, Survival +2/+6 when 
  tracking; Track, WF: Bite, Alertness, Run, Multi-
  attack 
   
  Ogre Mage Ranger, Smoke:  Male Ogre Mage, 
  Giant level 5, Ranger level 5; HD 10d8+50; hp 
  103; Init. +3; Spd. 40 ft., fly 40 ft. (good); AC 23, 
  touch 13, flat-footed 20; Base atk.: +8/+3, Grp. 
  +17; Atk.:  +14 melee (2d6+6 [critX3] battle ax) or 
  missile +12 (2d6 [crit X3] long composite bow); 
  Full: +14/9 melee (2d6+6 [critX3] battle ax) and 
  +14 melee (1d8+3 [crit 19-20] short sword);  
  Space/reach 10ft./10 ft.:  SA: Favored Enemy: 
  Dwarves, Animal Companion, Spell-like abilities; 
  SQ: +5 natural armor, Darkvision 60 ft., DR 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 77 
  10/good, SR 25, Regeneration 5, Flight; SV:  Fort 
  +13 Ref +8 Will +5; Str 20, Dex 16, Con 20, Int 
  18, Wis17, Cha 16 
   
  Favored Enemy—Dwarves: +4 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
  Favored Enemy—Humans: +2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, 
  Infernal, Orc, Draconic and Giant; Spot +11, 
  Listen +11, Spell Craft +12, Concentration +11, 
  Sense Motive +9, Knowledge: Arcana +10, Climb 
  +10, Survival +8, Knowledge Nature +9, Swim 
  +10, Hide +4, Move Silently +8, Search +9, 
  Knowledge: 
  Dungeoneering 
  +9, 
  Knowledge: 
  Geography +9, Handle Animal +8; WF: short 
  sword, WF: battle ax, Track, Two Weapon 
  Fighting, Endurance, Two Weapon Defense, 
  Combat Expertise 
   
  Spell-like abilities: 
   
   
   
  darkness/at will 
   
  invisibility/at will 
   
  charm person (DC 14) 1/day 
   
  cone of cold (DC 18) 1/day 
   
  gaseous form 1/day 
   
  polymorph 1/day 
   
  sleep (DC 14) 1/day 
   
   
   
  Spells Prepared:  (1 DC=13 +Spell Level) 
  1st—entangle 
   
  Possessions:  Gem of Vigilance, +1 chain shirt, 
  +1 battle ax, +1 short sword, potion of cure 
  moderate wounds, potion of haste, 20 PP. 
   
  Wolf Animal Companion to Smoke, Vaisha:  
  HD 2D8+4; hp 13; init. +2, Spd.: 40 ft.; AC 14, 
  touch 12, flat-footed 12; Base atk: +1, Grp +2; 
  Atk: +3 melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +5, 
  Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Track, Seek, Heel 
   
  Feats and Skills:  Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1/+5 when 
  tracking; Track, WF: Bite 
   
   
  APL 12 EL 16 
  Goblin Rogue, Rik:  Male goblin rogue, level 12: 
   HD 10d6+24; hp 75; init +5; Spd 30 feet;  AC 22, 
  touch 18, flat footed 17;  Base atk: +9/+4;  Grp 
  +6:  Atk:  +12 (d6+3 [crit X3] long spear) or +11 
  (d4+1 [crit 19-20] short sword) or +14 missile (d4 
  [crit x3] short bow);  Full atk:  +12/+7 (d6+3 [crit 
  X3] long spear) or +11/+6 (d4+1 [crit 19-20] short 
  sword) or +14/+9 missile (d4 [crit x3] short bow); 
   Space/reach:  5 ft./5 ft.;  SA:  Sneak Attack 
  +6d6; SQ:  Darkvision 60 ft., Trapfinding, Evasion, 
  Trap Sense +4, Improved Uncanny Dodge, Rogue 
  special ability: Opportunist;  AL—LE;  SV:  Fort 
  +4, Ref +11, Will +2;  Str 12, Dex 21; Con 14;  Int 
  12, Wis 10, Cha 10 
  Skills and Feats:  Speak Common, Goblin, and 
  Giant;  Bluff +11, Spot +11, Listen +11, Hide +20, 
  Move Silently +20, Search +12, Disable Device 
  +12, Escape Artist +16, Climb +12;  Dodge, 
  Mobility, Spring Attack, Hamstring CW  
  Possessions:   +1 Chain shirt, +1 long spear, +1 
  ring of protection, MW short sword, short bow, 
  potion of barkskin+2, potion of cure light wounds, 
  potion of invisibility, potion of displacement, 50 
  gp. 
   
  Half-orc Fighter, Prulak: Male Half-orc Fighter, 
  Level 12; HD 12d10+24; hp 100; init. +2; Spd. 20 
  feet; AC 20, touch 13, flat-footed 18; Base atk. 
  +12/+7/+2, Grp +17; Atk: +20 (1d12+12 [crit 19-
  20: x3] great ax) or +14 (1d8 [crit X3] long bow); 
  Full atk: +20/+15/+10 (1d12+12 [crit 19-20: x3] 
  great ax) or +14/+9/+4  (1d8 [crit X3] long bow); 
  Space/reach 5 ft./5 ft.; AL—NE; SV: Fort +10; 
  Ref +6, Will +4; Str 21, Con 14, Dex 14, Int 8, 
  Wis 10, Cha 6;  
  Skills and Feats:  Speak Common, Orc, Giant; 
  WF: great ax, Dodge, Power Attack, Weapon 
  Specialization: great ax, Close Quarters Fighting 
  CW, Power Critical: great ax CW, Improved Critical: 
  great ax, Improved Weapon Focus, Improved 
  Weapon Specialization; Jump +11, Climb +11 
  Possessions: +1 breastplate, +1 Adamantine 
  great ax, long composite bow, dagger, amulet of 
  natural armor+2; potion of cure moderate wounds, 
  potion of bull’s strength, potion of shield of faith 
  +2; 45 gp. 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 78 
   
  Goblin Fighter/Rogue, Tuusa: male goblin, 
  fighter/rogue, level 5/7; HD 5d10/7d6 +24; hp: 92; 
  init. +3; Spd. 30 ft.; AC 21, touch 15, flat-footed 
  18; Base atk: +11/+6/+1, Grp. +7; Atk: +15 
  (1d6+5 [crit 17-20] long sword) or +14 (1d6 [crit 
  X3] long composite bow); Full:  +15/+11/+5 
  (1d6+5 [crit 17-20] long sword) or +14/+7/+2 (1d6 
  [crit X3] long composite bow); Space/reach: 
  5ft./5ft.; SA:  Sneak Attack +4d6; SQ:  Darkvision 
  60 ft., Trapfinding, Evasion, Trap Sense +2, 
  Uncanny Dodge; AL—LE; SV: Fort +8, Ref +9, 
  Will +3; Str 14, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 10 
  Skills and Feats: Speak Common, Goblin, Giant; 
  WF: long sword, Combat Expertise, Improved 
  Feint, 
  Improved 
  Disarm, 
  Dodge, 
  Weapon 
  Specialization: long sword, SF: Bluff, Persuasive; 
  Bluff +17, Disable Device +11, Search +10, Spot 
  +10, 
  Listen 
  +10, 
  Hide 
  +12, 
  Move 
  +12, 
  Knowledge: Local +11, Information Gathering 
  +10, Swim +5 Climb +5 
   
  Possessions:  +1 chain shirt; +1 Keen long 
  sword, +1 heavy steel shield, long composite 
  bow,  potion of barkskin +2, potion of cure 
  moderate wounds, Cloak Of Displacement, Minor 
  84 gp 
   
  Goblin Druid, Uwari:  female goblin, druid, level 
  12; HD 12d8+27; hp 88; init +1; Spd. 20 ft.; AC 
  18, touch 14, flat-footed 17; Base Atk: +7/+2, Grp 
  +1; Atk: +7 melee (d6-1 [crit X3] spear) or +8 
  missile (1d3-1 [crit 20] sling); Full: +7/+2 melee 
  (d6-1 [crit X3] spear) or +8/+3 missile (1d3-1 [crit 
  20] sling); Space/reach 5 ft./5ft.; SA:  Animal 
  Companion—Wolf; SQ:  Darkvision 60 ft., Nature 
  Sense, 
  Wild 
  Empathy, 
  Woodland 
  Stride, 
  Trackless Step, Resist Nature’s Lure, Wild Shape 
  4/day, Wild Shape (Large), Venom Immunity;  
  AL—NE; SV: Fort +8, Ref +4, Will +11; Str 8, 
  Dex 12, Con 12, Int 12, Wis 20, Cha 14 
   
  Feats 
  and 
  skills: 
  Speak 
  Druidic, 
  Goblin, 
  Common, Giant:  Brew dagger, Track, Natural 
  Spell, Toughness, Improved Toughness (12): 
  Concentration +14, Handle Animal +13, Ride +13, 
  Knowledge: Nature +13, Survival +14, Listen +14, 
  Spot +14 
   
   
  Spells Prepared (6/7/5/5/4/4/3; Base DC=15 
  +spell level): 
  0—cure 
  minor 
  wounds@2, 
  detect 
  magic@2, know direction, resistance 
  1st—camouflage, entangle, magic fang, 
  produce flame, pass without trace, charm 
  animal, obscuring mist 
  2nd—briar web 
  CD, creeping cold 
  CD, 
  bear’s endurance, barkskin, heat metal 
  3rd—call lightning, protection from energy, 
  spike growth, sleet storm, nature’s favor 
  CD  
  4th—flame strike, murderous mist CD, ice 
  storm, dispel magic 
  5th—call 
  lightning 
  storm, 
  baleful 
  polymorph, death ward, stoneskin 
  6th—cometfall CD, fireseeds  
   
  Possessions: hide armor +1, heavy wooden 
  shield, spear, wand of cure serious wounds (20 
  charges), minor ring of cold resistance, potion of 
  cat’s grace, 25 gp, gold wire necklace set with 
  human teeth 40 gp  
   
  Wolf Animal Companion to Uwarir, Quij:  HD 
  10D8+30; hp 61; init. +3, Spd.: 40 ft.; AC 21, 
  touch 14, flat-footed 17; Base atk: +7/+2, Grp 
  +10; Atk: +11 melee (1d6+3 [crit 20] bite); Full: 
  +11/+5 melee (1d6+3 [crit 20] bite); Space/reach 
  5ft./5ft.; SA: Trip, Knows Tricks; SQ:  low-light 
  vision, scent; AL—N; SV: Fort +9, Ref +9, Will 
  +4; Str 17, Dex 18, Con 16, Int 2, Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel, Work 
   
  Feats and Skills:  Hide +5, Listen +6, Move 
  Silently +5, Spot +6, Survival +2/+6 when 
  tracking; Track, WF: Bite, Alertness, Run, Multi-
  attack, Dodge 
   
  Ogre Mage Ranger, Smoke:  Male Ogre Mage, 
  Giant level 5, Ranger level 7; HD 12d8+60; hp 
  123; Init. +3; Spd. 40 ft., fly 40 ft. (good); AC 24, 
  touch 13, flat-footed 21; Base atk.: +10/+5, Grp. 
  +19; Atk.:  +16 melee (2d6+6 [critX3] battle ax) or 
  missile +14 (2d6 [crit X3] long composite bow); 
  Full: +14/9 melee (2d6+6 [critX3] battle ax) and 
  +14/+9 melee (1d8+3 [crit 19-20] short sword);  
  Space/reach 10ft./10 ft.:  SA: Favored Enemy: 
  Dwarves, Humans, Animal Companion, Spell-like 
  abilities, Woodland Stride; SQ: +5 natural armor, 
  Darkvision 
  60 
  ft., 
  DR 
  10/good, 
  SR 
  25, 
  Regeneration 5, Flight; SV:  Fort +14 Ref +9 Will 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 79 
  +6; Str 20, Dex 16, Con 20, Int 18, Wis17, Cha 
  16 
   
  Favored Enemy—Dwarves: +4 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
  Favored Enemy—Humans: +2 to damage, spot, 
  bluff, listen, sense motive, spot and survival 
  checks against dwarves. 
   
  Feats and Skills:  Common, Goblin, Dwarven, 
  Infernal, Orc, Draconic and Giant; Spot +11, 
  Listen +11, Spell Craft +12, Concentration +11, 
  Sense Motive +10, Knowledge: Arcana +12, 
  Climb +12, Survival +10, Knowledge Nature +11, 
  Swim +12, Hide +6, Move Silently +10, Search 
  +11, Knowledge: Dungeoneering +11, Knowledge: 
  Geography +11, Handle Animal +10; WF: short 
  sword, WF: battle ax, Track, Two Weapon 
  Fighting, Endurance, Two Weapon Defense, 
  Combat 
  Expertise, 
  Improved 
  Two 
  Weapon 
  Fighting, Improved Two Weapon Defense 
   
  Spell-like abilities: 
   
   
    
  darkness/at will 
   
  invisibility/at will 
   
  charm person (DC 14) 1/day 
   
  cone of cold (DC 18) 1/day 
   
  gaseous form 1/day 
   
  polymorph 1/day 
   
  sleep (DC 14) 1/day 
   
  Spells Prepared:  (1 DC=13 +Spell Level) 
  1st—entangle, magic fang 
   
  Possessions:  Gem of Vigilance, +1 chain shirt, 
  +1 battle ax of wounding, +1 shock short sword, 
  potion of cure moderate wounds, potion of haste, 
  20 PP. 
   
  Wolf Animal Companion to Smoke, Vaisha:  
  HD 4D8+8; hp 26; init. +3, Spd.: 40 ft.; AC 17, 
  touch 13, flat-footed 14; Base atk: +3, Grp +4; 
  Atk: +5 melee (1d6+1 [crit 20] bite); Full: same; 
  Space/reach 5ft./5ft.; SA: Trip, Knows Tricks; 
  SQ:  low-light vision, scent; AL—N; SV: Fort +6, 
  Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 2, 
  Wis 12, Cha 6 
   
  Known tricks: Attack 1, Attack 2, Come, Defend, 
  Guard, Track, Seek, Heel 
   
  Feats and Skills:  Hide +3, Listen +3, Move 
  Silently +3, Spot +3, Survival +2/+6 when 
  tracking; Track, WF: Bite, Run 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 80 
  DM Aid 1 
  Q&A at the Temple 
  PCs questions. 
  Q:  Tell us about Onderil. What’s the history of Onderill?   
  Answered by Turvan Tallyminder: pg 14 column 1 
   
  Q:  What do we know of the Saltburner Orcs?  
  Answered by Gurdvar Gelbforger:  pg 14   column 2 
   
  Q:  Who killed your agents? 
  Answered by Gurdvar Gelbforger:  pg 15 column 1 
   
  Q:  PC talks about their dream. 
  Answered by Karin Whytesmyth:  pg.15 column 1 
   
  Q:  Why do you think the Cult of the Earth Dragon is involved? 
  Answered by Karin Whytesmyth:  pg. 15 column 1 
   
  Q:  What is your plan for the Prince?  How does the Ax and the Prince play into this?  Tell us about this 
  ritual. 
  Answered by Karin Whytesmyth:  pg. 15 column 1 
   
  Q:  What about the other gems?   
  Answered by Karin Whytesmyth:  pg. 15 column 1-2 
   
  Q:How do we get to Onderill?  What lies between here and Onderill? 
  Answered by Gurdvar Gelbgorger:  pg. 15 column 2 
   
  What help can you give us? 
  Answered by Plima Tallyminder:  pg. 15 column 2 
  
  ULP 4-07:  Chasing Smoke 
   
  Page 81 
   
  MAPS 1-4 will be on these pages 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/594/Normal Scenarios/ULP4-07 - Chasing Smoke (APL 2-12)/ULP4-07 - Chasing Smoke.pdf