TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I04-MM-B2 
   
   
   
   
   
   
  In Search of Karll 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Adventure 
  Version 1.4 
  Round One 
  by Warren Banks 
   
   
  Duke Karll has disappeared in the past but never without leaving word and his younger son Broden would 
  like to know why. 
  An mini-mission for APLs 8-16. 
  
  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 record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  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 bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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 discussed in the 
  Preparation section above 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. 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  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 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group 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 the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy of Urnst 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 2 
  
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
   
  Duke Karll Lorinar is missing.   Duke Karll was 
  last seen in public a few months ago, organizing 
  adventurers in an attempting to break the Nyrond 
  Imperium’s blockade of the Nesser River.  Karll 
  was pulled away from the operation at the last 
  minute and was unable to personally lead his 
  troops into battle.  When the Duke returned, he 
  was distraught at the loss of men and his failure to 
  see the trap the Imperium had set for him and his 
  forces.  Despite a hard-fought victory for the 
  Duke’s forces, the military action was a failure in 
  Duke Karll’s eyes.  He returned to Leukish with his 
  confidence shaken, and has not been seen 
  publicly since.   
   
  The 
  Duke’s 
  growing 
  absence 
  has 
  the 
  Honorable Chamber concerned.  They want to 
  appoint a regent to assume rule until the Duke’s 
  return.  Concerned with the political situation in the 
  Duchy, Duke Karll’s youngest son Broden wants 
  his father found.  Broden has just returned to the 
  Duchy from Ahlissa where he served as Ducal 
  embassador.  Broden is too busy keeping a lid on 
  the situation to go look for Karll himself.  He has 
  been forced to resort to hiring adventurers to 
  undertake the task for him.  He has quietly put out 
  inquiries for the names of some discrete and 
  capable heroes but will only be satisfied he can 
  trust the adventurers after he has spoken with 
  them himself. 
  Adventure Summary 
  The adventure begins with the PCs being brought 
  before Broden Lorinar.  He wishes to speak to the 
  PCs to get an idea of whether or not they are 
  trustworthy people or not.  Depending on the PC’s 
  responses, he will assign the party different tasks. 
  If the PCs prove trustworthy, Broden will send 
  them to investigate a possible lead in the Celadon 
  forest.  If the PCs seem untrustworthy or 
  unreliable, they will be sent to investigate the 
  Abbor-Alz and follow up rumours concerning the 
  Duke and his love of giant hunting. 
  Celadon 
  The PCs will head into the Celadon to find Qualar 
  Dhonin, a clan speaker for Quilyahn Clan.  She is 
  rumoured to have been part of the elven 
  entourage that Karll was last seen with that day at 
  the Nesser River.  The PCs will first run across a 
  succubus posing as an elf.  Powerful forces do not 
  want the Duke found and she has been sent to 
  draw forth information from the PCs and lure the 
  PCs into a trap. 
  The PCs may uncover the demon’s disguise and 
  fight her and her minions immediately.  Otherwise, 
  they are led on a wild goose chase throughout the 
  Celadon and eventually into a deadly ambush. 
  Once the PCs avoid the demon’s trap, they will run 
  into an elf scout with Quilyahn Clan.  He will 
  arrange for the PCs to meet Qualar Dhonin.  She 
  will not know any information about the Duke but 
  will tell the PCs that she helped guide Oraugh 
  Wolfheart and several other people to a sacred 
  grove of Ehlonna deep within the Celadon. 
  Finally the PCs will be given the option to make a 
  journey to the sacred grove to consult the divining 
  pool and possibly learn more about the nature of 
  Duke Karll’s disappearance. 
  Abbor-Alz 
  PCs sent on this mission will be told to report to 
  the Ducal Guard in the Abbor-Alz to follow up on 
  rumours that Duke Karll may be in the area 
  hunting giants.   
  Once there, the PCs will find out that there is 
  indeed a potential problem with giants.  The Ducal 
  Guard in that area is currently unable to deal with 
  the giants.  The PCs will be asked to look further 
  into the problem. 
  Assuming the PCs offer their aid, they will head 
  into the hills, confront the giants, and likely defeat 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 3 
  
  them.  They may find the giants hideout and a 
  message revealing clues that the situation is more 
  serious than first thought. 
  In either case, the PCs should return to Lord 
  Broden and report what they have found. 
  Preparation for Play 
  The GM should find out if the PCs have any 
  favours with Duke Karll & Lord Ellis or are noted 
  heroes of the Duchy of Urnst.  These favours will 
  have an influence on Broden Lorinar’s decision on 
  how to handle the PCs. 
  The GM may also wish to have the PCs pre-roll 
  Spot and/or Sense Motive checks as the PCs will 
  be dealing with individuals working in disguise.  
  There is also a good chance that the PCs will be 
  ambushed. Pre-rolling results speeds up game 
  play and reduces metagaming by players. 
  Introduction 
  An official messenger sent by Broden Lorinar, son 
  of Duke Karll, will contact each PC.  The 
  messenger will confirm that he has the right 
  people and hand them an important message 
  before departing.  Read the following text to the 
  PCs when they read their scroll: 
  Your name has been brought to my attention 
  as someone who is willing to provide aid to the 
  Duchy of Urnst in her time of need.  If you are 
  willing to help, please come to Leukish.  A 
  mission of great importance awaits you. 
  Broden Lorinar 
  If PCs do not agree to meet with Broden Lorinar in 
  Leukish, the adventure is over for them.  They can 
  leave the table.  Assuming they do agree, then the 
  PCs eventually arrive in Leukish and are 
  instructed to meet at Castle Shorewatch at noon 
  on Sunday. 
  PCs making a Knowledge (Nobility & Royalty), 
  Knowledge (Local – NMR) or Bardic Knowledge 
  check (DC 10) will know that Broden Lorinar is the 
  youngest son of Duke Karll Lorinar.  He is a 
  decorated military man, having served as an 
  officer in the Ducal military during the Greyhawk 
  Wars.  He has recently returned to the Duchy after 
  serving several years as the Ducal Ambassador in 
  Ahlissa. 
  Assuming all the PCs show up for the meeting, 
  read them the following: 
  Your arrival at the royal castle has clearly been 
  expected.  You have been escorted to a 
  comfortable and well-furnished room and told 
  that Lord Broden Lorinar will be with you 
  shortly.  As you wait, a fire is started to light 
  the room and help drive out the damp.  A 
  servant 
  enters 
  the 
  room 
  to 
  pass 
  out 
  refreshment.  Looking around, it seems you 
  are not the only one who has been contacted 
  to assist the Duchy. 
  The PCs should take the time to introduce their 
  characters and roleplay a bit before reading the 
  next block of text.  When the players are ready, 
  read them the following: 
  A tall, lanky man briskly walks into the room 
  and greets you politely, “Good afternoon.  I’m 
  sorry for the delay but I’m afraid I have had 
  many pressing matters of state to address.  
  But where are my manners?  I am Lord Broden 
  Lorinar.  I’m glad you have chosen to respond 
  to my message.  While I have heard somewhat 
  about each of you, I would be honored to make 
  your acquaintance personally.” 
  Lord Broden Lorinar stands tall awaiting your 
  reply. 
  Any PC that played the interactive URD5-02 
  “Rules of Engagement” may have met Broden 
  Lorinar, the Duke’s youngest son.  If so, he will 
  remember their attendance at the party even if he 
  did not meet the PCs personally. 
  When 
  the 
  PCs 
  have 
  finished 
  introducing 
  themselves 
  to 
  Broden 
  Lorinar, 
  proceed 
  to 
  Encounter One: An Evening With Broden Lorinar. 
  Encounter One: An Evening 
  With Broden Lorinar 
  Duke Karll Lorinar has not been seen in public for 
  several months.  He is known for his penchant to 
  head off adventuring, however his lengthy time 
  away has the Honorable Chamber asking for a 
  Regent to be put in place until his return.  Broden 
  Lorinar, Karll’s youngest son, wishes to place his 
  brother Jolen as Regent but factions in the 
  Honorable Chamber are pushing for Lord Ellis to 
  assume the role.  Broden does not trust Lord Ellis 
  and would like to prevent that from happening. 
  To make matters worse, rumour has begun to 
  spread amongst the nobles that Duke Karll has 
  disappeared without leaving word of where he is 
  or where he is going.  Broden is trying to ascertain 
  the Duke’s whereabouts and put a stop to this 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 4 
  
  nonsense of a Regency vote in the Honorable 
  Chamber.  This is where the PCs come in.  
  Broden wants a group loyal to him, to follow up on 
  a lead regarding the whereabouts of Duke Karll.  
  Broden wants to interview the PCs first to make 
  sure they are trustworthy and will be loyal to him.   
  Once the PCs have finished with introductions, 
  Lord Broden Lorinar will pour himself a glass of 
  wine and will begin to make conversation with the 
  PCs, attempting to gain a better understanding of 
  the PCs, their allegiances and their capabilities.  
  Broden will set out to ask the PCs a series of 
  questions.  The answers the PCs give to him will 
  determine what lead the PCs are given to follow.  
  Those who prove trustworthy will be sent to the 
  Celadon.  Those who prove untrustworthy, 
  unstable or incapable will be sent to the Abbor-Alz 
  Hills. 
  Some questions Broden asks are provided below. 
  Broden is interested to see how the PCs regard 
  Lord Ellis so he should definitely inquire about how 
  the PCs regard Ellis.  Broden is a trained 
  diplomat and is pretty good at reading PCs.  
  For this adventure, use the following to 
  represent skills Broden may need to use: Bluff 
  +10, Diplomacy +10, Sense Motive +15. 
  GMs may also ask other questions not given here 
  to help fill out the conversation, but in the interest 
  of time, the questioning should be short.   
  • 
  Have the PCs worked for Lord Ellis in the 
  past?  How many times?  In what capacity?  
  Are they friendly with Lord Ellis? 
  • 
  Have the PCs worked for Duke Karll in the 
  past?  How many times?  In what capacity? 
  • 
  Have the PCs helped to defend the Duchy in 
  the past?  In what capacity?   
  • 
  Why does each PC live an adventurer’s life?  
  What do they do as a living?  What do they 
  enjoy about it? 
  • 
  How do you feel about the nobility of the 
  Duchy?  Do you have problems working with 
  them?  Have you had any problems in the 
  past?  Do you like working for them? 
  • 
  Tell me about your greatest victory   
  • 
  Tell me about your worst defeat 
  • 
  Have any of you ever commited a crime? 
  The idea behind the questioning is to get an idea 
  of what the PCs are all about.  Broden has very 
  little time to decide whether to trust the PCs or not, 
  so he is scrutinizing the PCs answers.  He will 
  remain polite and cordial during the conversation 
  but will follow up any questionable responses with 
  more probing inquiries. 
  Things the PCs can do or say to lose Broden’s 
  confidence: 
  • 
  Lie and get caught (Broden’s Sense Motive 
  +15) 
  • 
  Treat him or his staff badly (insult, physically 
  assault, overly rude in his company, etc) 
  • 
  Prove to be overly Chaotic (GM’s discretion), 
  unstable, cowardly or untrustworthy. 
  • 
  Claim to be friends with Lord Ellis.  This will 
  automatically get them sent to the Abbor-Alz 
  Things that will work in the PCs favour: 
  • 
  Obviously Lawful (paladin, cleric of lawful god, 
  etc) 
  • 
  Served the Duchy and Duke Karll before 
  • 
  Are polite, honest and straightforward 
  If any of the PCs do anything to lose Broden’s 
  confidence, proceed to Encounter Two: Abbor-Alz. 
   Otherwise, move to Encounter Three: Celadon. 
    
  Encounter Two: Abbor-Alz 
  If the PCs do not inspire confidence in Broden 
  Lorinar, he will send them to the Abbor-Alz Hills in 
  the south to investigate the rumours that Duke 
  Karll headed that direction to fight giants.  Broden 
  is skeptical of these rumours but the Ducal Guard 
  outpost in that area has reported seeing giants 
  and is currently unable to handle such powerful 
  adversaries.  He is hoping the PCs will take care 
  of the giant problem while they are down there and 
  save him the trouble.  Of course, he’s not going to 
  tell them that.  Read the following to the players: 
  I have a mission for you.  Duke Karll, as you 
  may know, likes to spend time adventuring.  
  He is currently out hunting at the moment but 
  he is needed back here in Leukish.  Since the 
  Duke likes to hunt giants, I need someone 
  capable of handling themselves to go fetch 
  him in case there is trouble.  You will be 
  rewarded for your services and you would be 
  doing the Duchy of Urnst a great service.  
  What do you say? 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 5 
  
  Provided the PCs accept the mission, move to 
  Encounter Four: A Huge Problem.  If they don’t, 
  the adventure is over.   
  Lord Broden Is not telling the PCs everything.  
  While he knows Duke Karll is off adventuring, he is 
  pretty sure he isn’t in the Abbor-Alz.  A Sense 
  Motive check (DC 25) will reveal that Lord Broden 
  is holding back information.  If confronted about 
  this fact, he will admit to Karll’s possible presence 
  in the Abbor-Alz being mere rumor but he still 
  needs the possibility checked out anyway.  He will 
  not reveal any other information. 
  Broden will answer the PCs questions as best as 
  he can.  This is what he knows: 
  • 
  The PCs should report to Lord Captain Moran 
  Grek of the Abbor-Alz East March Ducal 
  Guard.  He is stationed at a nearby outpost 
  overseeing the construction of a new Ducal 
  Guard fort.  He will give the PCs directions. 
  • 
  Lord Captain Moran Grek has sent word that 
  there have been several vicious attacks by 
  giants in the area. 
  • 
  Broden will send word ahead to alert Lord 
  Captain Grek that the PCs are coming. 
  • 
  He does not know anything about the giants.  
  The PCs will have to speak with Lord Captain 
  Moran Grek. 
  • 
  The PCs should report back once they have 
  investigated the area.  They will receive a 
  suitable payment upon their return. 
  Encounter Three: Celadon 
  If the PCs inspire confidence in Broden Lorinar, he 
  will confide in them the truth: Duke Karll is 
  missing.  He will then trust the PCs to an important 
  mission to track down the Duke.  Broden Lorinar is 
  all business and treats this conversation with 
  deadly seriousness.  He will not abide with 
  tomfoolery from the PCs.  Anyone not willing to 
  submit to the oath of secrecy or agree to help 
  unconditionally will be asked to leave.  Read the 
  following to the players: 
  “I have a mission for you but before I tell you 
  what it is, you must swear an oath of secrecy.  
  I 
  will 
  consider 
  breaking 
  this 
  oath 
  the 
  equivalent of treason.  Do you swear?” 
  If any the PC refuses to take the oath, the 
  adventure is over for that PC.  When all the PCs 
  have made their choice, read the following: 
  “Duke Karll, my father, is missing.  He has 
  been missing for several months, a fact we 
  have been careful to conceal.  He has been 
  known to disappear adventuring in the past 
  but never without leaving word of where he 
  might be.  It has been more than a decade 
  since his last absence of this length. 
  The political situation here in Leukish is 
  becoming more disconcerting every day.  The 
  Duke is needed here.  He must be found.  Your 
  names were given as people I could trust.  Will 
  you help?” 
  If the PCs refuse, Broden Lorinar will remind the 
  PCs that revealing the information they have been 
  given will be considered treason.  The PCs that 
  refuse are then dismissed.  The adventure is over 
  for those PCs.   
  Assuming the PCs accept the job, read them the 
  following: 
  “Duke Karll was last seen rallying adventurers 
  against the Nyrond Imperium some months 
  ago.  The Nyrond fleet laid a deadly trap and 
  many lives were lost.  The Duke was 
  despondent with his perceived failure.  He 
  blamed himself for not being there to lead his 
  people personally. 
  I have been told that just before the battle was 
  about to begin the Duke was called away on 
  other business.  I do not know what that 
  business was but it involved the elves of the 
  Celadon. 
  Furthermore, I have recently learned that the 
  Ducal 
  Champion, 
  Oraugh 
  Wolfheart, 
  has 
  headed into the Celadon on some kind of 
  religious quest.  I believe the two incidents are 
  connected. 
  I would like you to head to the Celadon and 
  locate my father or any information leading to 
  his whereabouts.” 
  Any PC that played interactive URD5-I03 “Dead In 
  The Water” will remember Duke Karll being called 
  away by a group of elves.  Any PC that also 
  played NMR5-01 “Under the Boughs” may make 
  an Intelligence check (DC 10) to recall that 
  Qualaur Dhonin was present in both adventures.  
  The PCs may have even already met her.  For 
  more 
  information 
  on 
  Qualaur 
  Dhonin, 
  see 
  Encounter Seven: The Real Deal. 
  Any PC who has played URD1-06 “Last Dance At 
  Heron House” or URD3-07 “Purloined Letters” will 
  recall 
  Oraugh 
  Wolfheart. 
   
  PCs 
  making 
  a 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 6 
  
  Knowledge (Local – NMR), Knowledge (Nobility & 
  Royalty) or Bardic Knowledge check (DC 15) will 
  know the following about Oraugh Wolfheart: 
  • 
  He went to the Abyss to help end the threat of 
  the Teranors, a noble house that had been 
  consorting with demons 
  • 
  He was thought to have died on that mission 
  but some years later resurfaced, recovered by 
  adventurers in the Gnatmarsh. 
  • 
  Since that time, he has begun worshipping 
  Ehlonna. 
  The PCs will likely have questions at this point.  
  Broden Lorinar will answer them to the best of his 
  ability.  This is what he knows: 
  • 
  He has managed to uncover the name of one 
  of the elves that Duke Karll met with on that 
  day at the Nesser River: a female elf by the 
  name of Qualaur Dhonin. 
  • 
  Oraugh Wolfheart has recently become a 
  devout follower of Ehlonna and has set off on 
  an important quest in her name.  Word has it 
  that Oraugh was headed to the Celadon to 
  seek guidance from the sacred pool. 
  • 
  Oraugh was seen traveling with several 
  others.  I believe one of those men was my 
  father, Duke Karll. 
  • 
  The PCs should report back to him with any 
  information they should uncover.  He will 
  provide them with suitable compensation upon 
  their return. 
  Encounter Four: A Huge 
  Problem 
  Broden sends word ahead to the Lord Captain 
  Moran Grek of the Abbor-Alz East March Ducal 
  Guard that he is sending adventurers to help with 
  their giant problem.  The commander is to 
  cooperate with the PCs when possible.  
  The PCs should arrive in the southern Abbor-Alz 
  as soon as they can.  There they should report to 
  the Ducal Guard outpost to which they have been 
  given directions.  Once at the outpost, the 
  characters will be given rooms to freshen up and 
  rest and their mounts (if any) will be tended.  After 
  the PCs have had some time to relax, they will be 
  asked to attend a private meal with Lord Captain 
  Moran Grek.  
  PCs in the Ducal Guard will immediately recognise 
  the name Lord Captain Moran Grek as the second 
  in command of the Abbor-Alz East March Ducal 
  Guard.  With the recent destruction of several of 
  the Ducal Guard forts, he is here overseeing the 
  construction of a new Ducal Guard outpost to 
  refortify and protect the area.  PCs not in the 
  Ducal Guard must make a Knowledge (local), 
  Knowledge (nobility) or Bardic Knowledge check 
  (DC 15) to know this information.  
  Assuming the PCs attend, Lord Grek will make 
  small talk with the PCs during the meal. Finally he 
  will get down to business; read the following: 
  Lord Captain Moran Grek puts down his glass 
  after a long sip of wine and wipes his mouth 
  with a serviette. 
  “Well that was a fine meal but I suppose we 
  had better get down to business.  I’m told that 
  you are here on urgent matters and that you 
  may be able to help us with our giant problem. 
    
  For months now, giant humanoids have been 
  raiding caravans and some of the local 
  tribesmen’s camps.  No survivors were ever 
  left but evidence points towards giants. 
  I’m relieved that help has arrived.  Frankly, we 
  are in no position to confront these creatures.” 
  It is likely that the PCs will have questions.  Lord 
  Captain Moran Grek knows the following: 
  • 
  Duke Karll has not stopped here any time 
  recently.  He was not aware that the Duke 
  may be in the area. 
  • 
  He is here to oversee the construction of a 
  Ducal Guard outpost.  The process has been 
  slow and cumbersome.  He will ask the PCs to 
  put in a good word with Duke Karll (if they find 
  him) and Lord Broden.  He could really use 
  some extra supplies and manpower. 
  • 
  Ducal scouts have found the remains of 
  several caravans and traveling parties in the 
  past few months but no bodies have been 
  recovered.  If the players ask, one of those 
  parties could have included Duke Karll but 
  Lord Grek thinks it unlikely. 
  • 
  We haven’t been able to track the giants.  
  There are no tracks leading away from the 
  attack sites.   
  • 
  The bulk of the attacks have occurred in one 
  specific area.  A lesser-known trade route that 
  passes into tribesmen territory.  The attacks 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 7 
  
  have occurred at a point in the road that lies 
  between two hills. 
  • 
  The attacks have reflected a greater degree of 
  intelligence than giants normally possess.  
  Perhaps someone is directing their actions. 
  • 
  The giants have been in the area for many 
  months but have not ventured out of the hills.  
  There isn’t much out there.  He’s concerned 
  they are massing for an attack. 
  The captain will ask the PCs if they have a plan.  If 
  they are struggling for ideas, he will suggest 
  investigating the site where most of the attacks 
  seem to be taking place, perhaps even posing as 
  a caravan.  The outpost can’t spare any 
  equipment but could loan a wagon and some 
  empty crates to assist the PCs with their ruse. 
  Lord Captain Moran Grek is unaware of the 
  current situation with Duke Karll.  He is being 
  truthful with all of his information, should the PCs 
  attempt Sense Motive checks, etc.  He is would 
  like to see situation with the giants resolved 
  quickly. 
  Once the PCs have finished with their questions, 
  and have agreed to help, Lord Captain Moran 
  Grek will excuse himself and retire for the evening. 
   If the PCs do not agree to help, Lord Grek will ask 
  them to reconsider but will not push the issue.  He 
  will allow the PCs to stay overnight, then send 
  them on their way.  If the PCs decline the mission 
  a second time, their adventure is over; proceed to 
  the conclusion. 
  Encounter Five: Run To The 
  Hills 
  When the PCs are ready, Lord Captain Moran 
  Grek will provide a scout to take the PCs to the 
  area of the attacks.  As noted in Encounter Four, 
  he will also provide assistance by providing a 
  wagon and some empty crates if the PCs choose 
  to disguise themselves as a travelling caravan. 
  Ambush Site 
  A ten-foot wide path winds between two steep 
  hills.  The hills are 50 feet high at the highest 
  point.  The hills are too steep to run up.  They are 
  considered rough terrain and PCs must move at 
  half speed heading up the hills.  The succubus 
  and the giants are hidden 60 feet away from the 
  path in two groups. 
  Waiting on one hilltop is a succubus named 
  Jazaria.  She has been sent to set a trap for Duke 
  Karll and now the PCs have walked into it.  
  Knowing Duke Karll’s weakness for hunting, 
  especially giants, Jazaria set loose her half-fiend 
  giants to wreak havoc and to attract the attention 
  of Duke Karll.  Duke Karll has not taken the bait 
  but Jazaria learned that Broden Lorinar has sent 
  the PCs here to find Duke Karll and has remained 
  behind to set up an ambush.  The giants will 
  always start on the other hilltop waiting for the PCs 
  to come in range of their rock throwing.   
  Tactics 
  Jazaria is currently invisible (ring of invisibility) and 
  hiding (Hide +30) behind a rock.  She wants to 
  watch the battle and assist her troops with her 
  spell like abilities.  She will use suggestion on 
  male fighter types first, suggesting they come up 
  the hill for a kiss.  If things go badly, she will flee 
  the area using her greater teleport.   
  The giant(s) will start out hiding on the other 
  hilltop, revealing themselves to begin throwing 
  rocks.  After a round, at least one giant will take to 
  the air, swooping down on the PCs and activate its 
  blasphemy ability, attempting to catch as many 
  PCs in the area of the spell as possible.  Then it 
  will land and full attack the easiest looking target 
  (ie. no armor) in an attempt to demoralize the PCs. 
   Jazaria will direct the giants to attack anyone 
  trying to harm her. 
  APL 8 (EL 11) 
  Jazaria, female Succubus Sor1: hp 50; see 
  Combat Appendix. 
  Half Fiend Hill Giant: hp 114; see Combat 
  Appendix. 
  APL 10 (EL 13) 
  Jazaria, female Succubus Sor3: hp 61; see 
  Combat Appendix. 
  Half Fiend Hill Giant (2): hp 114 each; see 
  Combat Appendix. 
  APL 12 (EL 15) 
  Jazaria, female Succubus Sor5: hp 72; see 
  Combat Appendix. 
  Half Fiend Hill Giant Bar2 (2): hp 165 each; 
  see Combat Appendix. 
  APL 14 (EL 17) 
  Jazaria, female Succubus Sor7: hp 83; see 
  Combat Appendix. 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 8 
  
  Half Fiend Stone Giant Bar3 (2): hp 218 each; 
  see Combat Appendix. 
  APL 16 (EL 19) 
  Jazaria, female Succubus Sor9: hp 94; see 
  Combat Appendix. 
  Half Fiend Stone Giant Bar3 (2): hp 247 each; 
  see Combat Appendix. 
   
  Half Fiend Hideout 
  Not far from the ambush site is a cave that the 
  demons were using as a base.  Any PC making a 
  Search check of the area (DC 20) will notice 
  obscured tracks heading into the hills.  Following 
  the tracks (Track check DC 20) will bring the PCs 
  to a cave.  Inside the cave are all the valuables 
  that the fiends have taken from various travelers 
  they have killed.  Also scattered around the room, 
  especially near the fire, are the remains of the 
  several humans that the fiends were recently 
  dining on. 
  A Search check (DC 20) will find a scroll hidden 
  amongst the various goods.  The scroll is to 
  Jazaria from her masters and reads: 
  Adventurers are being sent your way.  Make 
  sure they do not live to report back to the 
  Lorinar boy.   
  There are no other clues as to what was really 
  going on here in the Abbor-Alz though the PCs 
  might rightfully suspect that there is more going on 
  here than first imagined. 
  Assuming the PCs survive the fight, they should 
  report back to Lord Captain Moran Grek about 
  what they found.  He will provide food and a place 
  to stay until the PCs are ready to return to Leukish 
  to speak with Broden Lorinar.  He will also ask the 
  characters pass along his request for more aid to 
  Broden Lorinar. 
  Encounter Six: Babe In The 
  Woods 
  The PCs will eventually arrive at the Celadon and 
  venture in.  A Listen check (DC 15) will allow the 
  PCs to notice that they do not hear the usual 
  woodland activity they would normally hear in the 
  forest.  Any PC making an Intelligence check (DC 
  20) will notice they are being scryed upon.   
  The Duke has powerful enemies.  They have 
  taken notice to the PCs involvement and are 
  attempting to keep track of them.  They have sent 
  powerful demons in an attempt to prevent the PCs 
  from uncovering any information about the Duke’s 
  whereabouts.   
  Eventually, the PCs will find themselves in a large 
  clearing (40 foot radius) where Nazella, a 
  succubus Polymorphed into an elf, will confront 
  the PCs.  She will introduce herself as Xanaphia 
  Liadon, claiming to be sent to assist the PCs in 
  finding Qualaur Dhonin.  She will engage the PCs 
  in conversation in an attempt to draw information 
  from them and win their trust so she can lead them 
  into a trap.   
  What Nazella/Xanaphia will tell the PCs: 
  • 
  She is here to help alleviate the scourge that 
  is plaguing the Celadon.  (false – she is here 
  to prevent the PCs from learning more about 
  Duke Karll’s whereabouts) 
  • 
  If the PCs ask about the scrying, she will say 
  she fears for the PCs.  She can sense an evil 
  presence in the forest watching them and 
  came to warn them (true and false – she 
  doesn’t fear for them but there they are being 
  watched by her companions) 
  • 
  If the PCs ask, she claims the animals are 
  leaving due to the blight plaguing the forest.  
  They are seeking new homes. (false –demons 
  are in the area and their evil auras have driven 
  off the animals) 
  • 
  She can lead the PCs to Qualaur Dhonin.  
  (false – she is trying to lead the PCs into a 
  trap.  She has no idea where Qualaur Dhonin 
  is nor does she care.) 
  • 
  She has not seen any signs of Duke Karll in 
  the Celadon nor does she know where he may 
  be. (true) 
  Nazella (aka Xanaphia Liadon) Succubus: hp 
  33; see Monster Manual v3.5 page 47 (Bluff +19, 
  Hide +10, Move Silently +10) 
  If the PCs see through Nazella’s disguise (with 
  True Seeing or some other method) then she 
  immediately teleports away and waits for the PCs 
  to sleep tonight before triggering the ambush. 
  The Trap 
  Once the PCs have finished asking Xanaphia 
  questions, she will suggest that they get going 
  before night falls.  She will lead them through the 
  woods until nightfall at which point she will suggest 
  that they make camp.  She will volunteer for 
  middle watch since she claims she need very little 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 9 
  
  rest as an elf.  On  guard duty, she will attempt to 
  take as many of the PCs weapons she can while 
  they sleep and slip away unseen using her 
  teleport ability if necessary.  If there is no 
  opportunity to steal weapons, she will try and 
  extinguish any fire before she leaves.  Once 
  Nazella disappears, the demons will begin their 
  ambush.   
  The demons will have a perfect idea of where to 
  appear to best ambush the PC.  If the PCs spend 
  the night in a Rope Trick or other magical resting 
  space, the demons will wait for the first person to 
  climb out then attack that person.   
  If the PCs saw through Nazella’s disguise (aka 
  Xanaphia), then the demons attack that night 
  anyway but Nazella will not have taken any of the 
  PCs weapons nor have a chance to extinguish 
  any campfires.  Note that PCs who have 
  adventured in the Celadon before will likely have a 
  cold camp without fires. 
  If the PCs survive this combat proceed to 
  Encounter Seven: The Real Deal 
  NOTE 
  The encounter level for this encounter is increased 
  by one because some of the party will be sleeping 
  and may be less prepared for combat when the 
  demons attack.  If the PCs make it through the 
  night without being attacked, and are prepared to 
  fight, decrease the EL by one.   
  When the demons attack, read the following: 
  Suddenly the smell of sulphur and acrid smoke 
  fill the air.  The shrill cry of an eagle sounds 
  out alerting your senses to the presence of 
  creatures most foul. 
  The eagle scream is provided by the Sylvan Elf as 
  a warning to the PCs.  Any sleeping PC may 
  immediately make a Listen check (DC 10) to wake 
  up.  Any PC that makes the check will start their 
  turn awake.  Once combat starts, PCs must take a 
  standard action to make a Listen check (DC 0) to 
  wake up.  This second check has not been 
  adjusted for distance, if the PCs are inside a 
  magical structure, etc. 
  Tactics 
  If attacking at night, at least one of the demons will 
  attempt to extinguish the fire if enough of the party 
  would be hampered by the darkness.  The 
  demons will try and tackle spellcasters first since 
  they are the ones most likely to send them back to 
  the Abyss.   
   
  At APLs 8, 10, and 12, one of the fiends has a 
  ring of invisibility (in the case of the bebelith, it is 
  stuck in its craw).  At APLs 14 and 16, one of the 
  Nalfeshnees has a ring of invisibility and a ring of 
  shooting stars. 
  APL 8 (EL 10 / 11 at night) 
  Bebelith: hp 150; see Monster Manual v3.5 
  page 42. 
  APL 10 (EL 12 / 13 at night) 
  Vrock (3): hp 115; see Monster Manual v3.5 
  page 48. 
  APL 12 (EL 14 / 15 at night) 
  Glabrezu: hp 174; see Monster Manual v3.5 
  page 43. 
  Hezrou: hp 138; see Monster Manual v3.5 page 
  44. 
  APL 14 (EL 16 / 17 at night) 
  Nalfeshnee (2): hp 175; see Monster Manual 
  v3.5 page 45. 
  APL 16 (EL 18 / 19 at night) 
  Marilith: hp 216; see Monster Manual v3.5 page 
  44. 
  Nalfeshnee (2): hp 175; see Monster Manual 
  v3.5 page 45. 
  Encounter Seven: The Real 
  Deal 
  Assuming the PCs survive the combat, the Sylvan 
  Elf observing the battle steps forth and introduces 
  himself as Aust.  He is dressed in greens and 
  black and has a small magpie emblem on the 
  shoulder of his leather armor.  He is a scout for the 
  Quilyahn Clan and discovered the PCs trail just 
  before dusk.  He followed the trail and came upon 
  the PCs in time to provide them with a warning.  
  He remained hidden due to the overwhelming 
  odds.  Sometimes it is best not to fight. 
  Some of the questions Aust may ask are: 
  • 
  What they are doing here and why.   
  • 
  Who do they work for? 
  • 
  Why were they attacked? 
  If the PCs mention that they are looking for 
  Qualaur Dhonin regarding the location of Duke 
  Karll and make a Diplomacy check (DC 15), Aust 
  will suggest that they accompany him back to the 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 10 
  
  Quilyahn encampment.  Once there he will send 
  word to Qualar Dhonin regarding the PC’s 
  request.  Any PC willing to expend an appropriate 
  favour connected to inhabitants of the Celadon, 
  may automatically succeed at this check. 
  There he will send word to Qualar Dhonin 
  regarding the PCs request.  Should the PCs 
  agree, he will blindfold them all and have them all 
  hang onto a rope.  He will then lead them on a 
  roundabout 
  route 
  back 
  to 
  the 
  Quilyahn 
  encampment.    PCs making a Survival check (DC 
  10) will realise that they are being lead in many 
  different directions.  Any PC refusing to be 
  blindfolded will not be taken. 
  Quilyahn Encampment 
  The PCs will taken to a small Quilyahn 
  encampment and will be given shelter at the for a 
  few days.  In that time, word will reach Qualaur 
  Dhonin of the PC’s quest.  Curious to meet the 
  individuals that defeated powerful demon(s) and 
  interested in a possible alliance with Broden 
  Lorinar, Qualaur Dhonin will arrive at the 
  encampment and grant the PCs and audience.   
  Qualaur Dhonin: Female Sylvan Rogue 5/Wizard 
  10; N. 
  Qualaur Dhonin is the Clan Speaker for Quilyahn 
  Clan.  She is extremely intelligent with a strong 
  vision for the future of her clan.  She is always 
  looking to make powerful allies amongst the 
  human races that border the Celadon.  Qualaur 
  has brown hair and eyes.  She lost her left hand 
  when being tortured by some duergar; she covers 
  the stump with a +1 adamantine spiked gauntlet. 
  Any PC making a Knowledge (local – NMR) or a 
  Bardic Knowledge check (DC 15) will know 
  Qualaur Dhonin is the Clan Speaker for Quilyahn 
  Clan, an important position.  A Knowledge (local – 
  NMR) or a Bardic Knowledge check (DC 20) will 
  allow the PC to know that Qualaur Dhonin’s left 
  hand is false, lost while being tortured by Duergar. 
  Qualaur has a Mind Blank on her when she meets 
  with the PCs. 
  Qualar Dhonin will speak with the PCs.  This is 
  what she knows: 
  • 
  What the elves discussed with Duke Karll is 
  between them and the Duke.  She is not at 
  liberty to discuss it. 
  • 
  She is thankful to the PCs for ridding the 
  forest of evil but will mention that she was 
  unaware of demons in these parts.  She thinks 
  the PCs may have brought the demons with 
  them. 
  • 
  She is willing to provide assistance for the 
  PCs on their quest but in return, she would 
  like the PCs to help form an alliance between 
  her and Broden Lorinar.   
  • 
  She knows of Oraugh Wolfheart’s holy quest 
  but it is not her place to speak of it. 
  • 
  Oraugh was accompanied to the pool by 
  several people.  The Duke did accompany him 
  to the pool, as well as a middle-aged Suel 
  woman, an old Flan man, a young Oeridian 
  man, and B’amsaxir Leven, the high priestess 
  of Ehlonna. 
  • 
  If the PCs are willing to help arrange an 
  alliance or make a Diplomacy check (DC 30), 
  she will tell the PCs that B’amsaxir Levin led 
  Oraugh, Duke Karll, a middle-aged Suel 
  woman, an old Flan man, and a young 
  Oeridian man to the sacred pools deep within 
  the Celadon.  She will agree to take the party 
  there as well if they agree to show proper 
  respect while they are there. 
  Assuming the PCs agree, procede to Encounter 
  Eight – The Oracle.  If they do not agree, then 
  Qualaur will not take the PCs any further into the 
  forest.  The pools are sacred and she won’t take 
  just anyone there. 
  Encounter Eight: The Oracle 
  Qualar Dhonin will blindfold the PCs and give 
  them a piece of rope to hold.  She will then march 
  them for the better part of a day until the PCs 
  reach the sacred divination pools.  PCs making a 
  Survival check (DC 10) will realise that they are 
  once again being lead in an unusual fashion, likely 
  not a direct route.  When the PCs arrive, read 
  them the following: 
  Your blindfold is removed to reveal that you 
  are standing on a blanket of emerald moss in a 
  circular grove confined by towering pines.  A 
  single beam of light pierces down through the 
  trees and onto a pool at the center of it all.  The 
  pool is a crystal blue colour and appears 
  placid and serene. 
  Qualar Dhonin speaks “Only those with worthy 
  souls may look into the pool and find what 
  they seek.”   
  Qualar Dhonin will gesture for good aligned PCs 
  to move to the pool to look in.  On the off chance 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 11 
  
  there are no good align PCs at the table, she will 
  pick a PC at random to receive the vision.  She will 
  favour worshippers of Ehlonna, elves, rangers, 
  druids over all others in that order.   
  Only PCs looking into the pool receive the vision. 
  When the PCs look into the pool, read them the 
  following: 
  A lovely nymph laughs as she rises from the 
  pool. Beyond her, the mighty oaks bow as one 
  to her from around the glade.  Grigs dance to 
  and fro, and fey eyes glint at you from the 
  gathering darkness. 
  As the vision begins to fade, the nymph 
  speaks, " The Huntress and the Stern Lady 
  have given Karll his task.  Until the time is ripe, 
  you may not interfere.  You have a task of your 
  own: keep the Duchy intact and on the right 
  path while he's away.  The days of decision 
  have started; your choices will shape the 
  course of the future.  Choose wisely." 
  Then the vision is gone and a gentle peace 
  washes over you. 
  The vision will only occur once.  Once the vision 
  has played out, Qualar Dhonin will have the PCs 
  put their blindfolds back on and lead them out of 
  the sacred grove and back to the Quilyahn 
  encampment.  Once back at the camp, Qualar 
  Dhonin will provide a place to stay until the PCs 
  are ready to return to Leukish.  She will remind the 
  PCs before they leave about their deal to help 
  arrange a meeting between her and Broden 
  Lorinar. 
  Conclusion 
  Whatever mission the PCs completed, they should 
  report back to Broden Lorinar about what they 
  found. 
  Abbor-Alz 
  PCs returning from the Abbor-Alz should have 
  uncovered the ambush spot and stopped the 
  fiends from claiming any more lives.  The PCs 
  may have also found the fiends hide out not too far 
  away and uncovered a cryptic note that hints that 
  the fiends may have had ulterior motives other 
  than simple plundering.   
   
  If the PCs mention Lord Captain Moran Grek 
  and his request for more men and supplies and 
  make a Diplomacy check (DC 30), Broden will 
  send more support to assist in the construction of 
  fortifications for the Abbor-Alz East March Ducal 
  Guard. PC may expend favors with Duke Karll 
  (including the favor of Karll Lorinar from Dead in 
  the Water) to automatically succeed at this check, 
  as Broden will honor his father’s commitments. 
  Celadon 
  PCs returning from the Celadon should have 
  survived the ambush by demons, met with Qualar 
  Dhonin and possibly travelled to the divination 
  pool to receive a vision in answer to the question 
  “Where is Duke Karll?” 
   
  If the PCs mention Quilyahn Clan and/or 
  Qualar Dhonin and request that Broden meet with 
  them to discuss a possible alliance and make a 
  Diplomacy check (DC 30), Broden will make 
  arrangements to speak with Quilyahn Clan and 
  start talks regarding an agreement between 
  House Lorinar and the Quilyahn Clan.  PC may 
  expend favors with Duke Karll (including the favor 
  of Karll Lorinar from Dead in the Water) to 
  automatically succeed at this check, as Broden 
  will honor his father’s commitments. 
   
  In either mission, as long as the PCs reported 
  back to Broden with what they found, Broden will 
  be satisfied with the PCs results despite 
  answering his question with more questions.  The 
  PCs will be rewarded with payment (50 gold each 
  if they returned with news from the Abbor-Alz, and 
  500 gp each if they returned with news from the 
  Celadon), and will earn the favour of Broden 
  Lorinar. 
  The End 
  Events Summary 
  Celadon path: 
  Were the fiends defeated? 
  Did the party determine where the Duke went and 
  who was in his group? 
  Did they receive the vision at the pool? 
  Was this information given to Broden? 
  Did the PCs arrange a meeting between Qualar 
  Dhonin and Broden? 
  Abbor-Alz path: 
  Were the half-fiends defeated? 
  Was Lord Grek’s request for reinforcements 
  brought to Broden’s attention? 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 12 
  
  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 Five 
  Defeated Half Fiend Ambush: 
   
  APL8: 330 xp 
   
  APL10: 390 xp 
   
  APL12: 450 xp 
   
  APL14: 510 xp 
   
  APL16: 570 xp 
  Encounter Six 
  Defeated Demon Ambush: 
   
  APL8: 330 xp 
   
  APL10: 390 xp 
   
  APL12: 450 xp 
   
  APL14: 510 xp 
   
  APL16: 570 xp 
  Story Award 
  Returned to Broden Lorinar with information about 
  Duke Karll: 
   
  All APLs: 60 xp 
  Or returned to Broden Lorinar with information 
  about half-fiends in the Abbor-Alz: 
   
  All APLs: 60 xp 
  Discretionary roleplaying award 
   
  APL8: 22 xp 
   
  APL10: 37 xp 
   
  APL12: 52 xp 
   
  APL14: 67 xp 
   
  APL16: 82 xp 
  Total possible experience: 
   
  APL8: 412 xp 
   
  APL10: 487 xp 
   
  APL12: 562 xp 
   
  APL14: 637 xp 
   
  APL16: 712 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 13 
  
  Encounter Five: 
   
  APL 8: L: 4 gp; C: 0 gp; M: dust of 
  disappearance (1 pinch) (292 gp each), ring of 
  invisibility (1,667 gp each). 
   
  APL 10: L: 7 gp; C: 0 gp; M: dust of 
  disappearance (1 pinch) (292 gp each), ring of 
  blinking (2,250 gp each), ring of invisibility (1,667 
  gp each). 
   
  APL 12: L: 39 gp; C: 0 gp; M: dust of 
  disappearance (1 pinch) (292 gp each), ring of 
  blinking (2,250 gp each), ring of invisibility (1,667 
  gp each). 
   
  APL 14: L: 39 gp; C: 0 gp; M: bracers of armor 
  +5 (2,083 gp each), dust of disappearance (1 
  pinch) (292 gp each), ring of blinking (2,250 gp 
  each), ring of invisibility (1,667 gp each). 
   
  APL 16: L: 39 gp; C: 0 gp; M: bracers of armor 
  +5 (2,083 gp each), dust of disappearance (1 
  pinch) (292 gp each), ring of blinking (2,250 gp 
  each), ring of invisibility (1,667 gp each). 
  Encounter Six: 
   
  APL 8: L: 0 gp; C: 0 gp; M:  ring of invisibility 
  (1,667 gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: ring of invisibility 
  (1,667 gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: ring of invisibility 
  (1,667 gp each). 
   
  APL 14: L: 0 gp; C: 0 gp; M: ring of invisibility 
  (1,667 gp each), ring of shooting stars (4,167 gp 
  each). 
   
  APL 16: L: 0 gp; C: 0 gp; M: ring of invisibility 
  (1,667 gp each), ring of shooting stars (4,167 gp 
  each). 
  Conclusion: 
  Abbor Alz track, all APLs: L: 0 gp; C: 50 gp; M: 0 
  gp. 
  Celadon track, all APLs: L: 0 gp; C: 500 gp; M: 0 
  gp. 
  Total Possible Treasure 
  Abbor-Alz track: 
   
  APL 8: L: 4 gp; C: 50 gp; M: 1,959 gp  - Total: 
  650 gp 
   
  APL 10: L: 7 gp; C: 50 gp; M: 4,209 gp  - 
  Total: 1150 gp 
   
  APL 12: L: 39 gp; C: 50 gp; M: 4,209 gp  - 
  Total: 1650 gp 
   
  APL 14: L: 39 gp; C: 50 gp; M: 6,376 gp  - 
  Total: 3300 gp 
   
  APL 16: L: 39 gp; C: 50 gp; M: 6,376 gp  - 
  Total: 4950 gp 
  Celadon track: 
   
  APL 8: L: 0 gp; C: 500 gp; M: 1,667 gp  - 
  Total: 650 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 1,667 gp  - 
  Total: 1150 gp 
   
  APL 12: L: 0 gp; C: 500 gp; M: 1,667 gp  - 
  Total: 1650 gp 
   
  APL 14: L: 0 gp; C: 500 gp; M: 5,834 gp  - 
  Total: 3300 gp 
   
  APL 16: L: 0 gp; C: 500 gp; M: 5,834 gp  - 
  Total: 4950 gp 
  Special 
  Favor of Broden Lorinar or Ellis Lorinar::  
  Broden Lorinar is grateful help in uncovering 
  information regarding the disappearance of Duke 
  Karll; or Ellis Lorinar is grateful for the successful 
  protection of his fiancée, Lady Leara Tarnel. 
  The PC may void this favor to convert any item on 
  any Duchy of Urnst adventure AR to regional 
  availability. The PC may not convert items which 
  the PC did not gain access. 
  Until this favor is expended, the character is 
  deemed to have an Influence Point for the 
  purposes of joining meta-orgs in the Duchy of 
  Urnst. 
  Favor of (check all who apply): 
   
  The following notable people are grateful for 
  the aid given to them. 
  ____Qualaur Dhonin:  The PCs successfully 
  convinced Broden Lorinar to meet with Qualaur 
  Dhonin. 
  ____Lord Captain Moran Grek:  The PCs 
  successfully convinced Broden Lorinar to send 
  more aid to Lord Captain Moran Grek in the 
  Abbor-Alz. 
  This character backed the faction of (check 
  one):  ___Ellis 
  ___Jolen
   
  ___Other________ 
  Faction Membership Consequences::  You gain 
  a +2 bonus on social interactions with groups 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 14 
  
  friendly to your own faction and a -4 penalty on 
  social interactions with groups that backed the 
  opposing faction. 
  Check if appropriate once canon results have 
  been obtained (early 2006): 
  ___Backed the Winning Faction::  The new 
  Regent is grateful for your aid in convincing 
  enough unaligned members of the Honorable 
  Chamber to join his faction. This favor provides 
  free rich lifestyle during Duchy of Urnst regional 
  adventures during CY596 and counts as a Ducal 
  favor once during each Duchy of Urnst regional 
  adventure during CY596. 
  Items for the Adventure 
  Record 
  NOTE TO JUDGES: the access assumes 
  participation in the LARP portion allows 
  adventurers access to all items for their APL at 
  all tables.  The rationale is that items “sold” by 
  other 
  tables 
  (including 
  NPCs) 
  could 
  be 
  purchased by other PCs.  Characters should 
  not have access crossed off based on failure 
  to find items during their specific adventure. 
  Item Access 
  APL 2: 
   
  wand of disguise self, (Adventure, DMG, 750 
  gp) 
   
  wand of magic missiles, (caster lvl 3), 
  (Adventure, DMG, 2,250 gp) 
  APL 4 (all of APL 2 plus the following): 
   
  +1 undead bane heavy flail (Adventure, DMG, 
  8,315 gp) 
   
  javelin of lightning (max of two) (Adventure, 
  DMG, 1,500 gp) 
  APL 6 (all of APLs 2--4 plus the following): 
   
  +1 ghost touch bastard sword (Adventure, 
  DMG, 8,335 gp) 
   
  rhino hide armor (Adventure, DMG, 5,165 gp) 
  APL 8 (all of APLs 2--6 plus the following): 
   
  dust of disappearance - (Adventure; DMG; 
  3,500 gp) 
   
  +1 blinding heavy steel shield (Adventure, 
  DMG, 4,170 gp) 
   
  +2 flaming longsword (Adventure, DMG, 
  18,315 gp) 
   
  ring of invisibility (Adventure; DMG; 20,000 
  gp) 
  APL 10 (all of APLs 2--8 plus the following): 
   
  lesser rod of silence - (Adventure; DMG; 3,000 
  gp) 
   
  ring of blinking (Adventure; DMG; 27,000 gp) 
   
  adamantine weapon (any one weapon or 50 
  pieces of ammunition from the PHB) (Adventure, 
  DMG, varies) 
  APL 12 (all of APLs 2--10 plus the following): 
   
  rod of silence - (Adventure; DMG; 11,000 gp) 
   
  ring of shooting stars (Adventure; DMG; 
  50,000 gp) 
  APLs 14 and 16 (all of APLs 2--12 plus the following): 
   
  rod of extend - (Adventure; DMG; 11,000 gp) 
   
  bracers of armor +5 (Adventure; DMG; 25,000 
  gp) 
   
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 15 
  
  Combat Appendix – APL 8
  Encounter Four 
   
   
   
   
  Half Fiend Hill Giant: CR 10; Large Outsider; 
  HD 12d8+60; hp 114; Init +1; Spd 30 ft., fly 30 ft. 
  (average); AC 23, touch 10, flat-footed 22; Base 
  Atk/Grp: +9/+22; Atk +18 melee (2d8+13, 
  greatclub) or melee +17 (1d6+9, claw) or +12 
  (1d8+4, bite) or ranged +10 (2d6+9, rock); Full 
  Atk +18/+13 melee (2d8+13, greatclub) and +12 
  melee (1d8+4 bite) or melee +17 (1d6+9, 2 
  claw) and +12 melee (1d8+4 bite) or ranged +10 
  (2d6+9, rock); Space/Reach: 10ft./10 ft.; SA: 
  Rock Throwing, Smite Good, Spell-Like Abilities; 
  SQ: Low-light vision, Rock Catching, Damage 
  reduction 10/Magic, darkvision 60ft., Immune to 
  poison, Resistance 10 to acid, fire, cold, elec., 
  SR 22; AL CE; SV Fort +13, Ref +5, Will +4; Str 
  29, Dex 13, Con 21, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +14, Concentration 
  +12, Hide +8, Intimidate +6, Jump +19, Listen 
  +15, Move Silently +8, Search +7, Spot +15; 
  Cleave, Improved Bull Rush, Power Attack, 
  Improved Sunder, Weapon Focus (greatclub). 
   
  Possessions: 
  large 
  hide 
  armor, 
  large 
  greatclub. 
   
  Rock Throwing (Ex): The range increment 
  is 120 feet for a hill giant’s thrown rocks. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD (Maximum 
  +20) against a good foe. 
   
  Spell-Like Abilities (Sp): The half fiend hill 
  giant has the following spell-like abilities: 3/day: 
  Darkness, Poison (DC 13); 1/day: Blasphemy, 
  Contagion (DC 12), Desecrate, Unholy Blight 
  (DC 13).  Caster level 12th.  The Save DCs are 
  Charisma based. 
  Jazaria, female Succubus Sor1: CR 8; 
  medium outsider; HD 6d8+1d4+21; hp 50; Init 
  +2; Spd 30 ft., fly 50 ft. (average); AC 21 (AC 25 
  with mage armor), touch 12, flat-footed 19 (23 
  with mage armor); Base Atk/Grp: +6/+8; Atk +8 
  melee (1d6+2, claw); Full Atk +8/+8 melee 
  (1d6+2, claw); SA: Energy drain, spell-like 
  abilities, 
  summon 
  tanar’ri; 
  SQ: 
  Damage 
  reduction 10/cold iron or good, darkvision 60ft., 
  immune to electricity and poison, resistance 10 
  to acid, cold, fire, SR 18, telepathy 100 ft., 
  tongues; AL CE; SV Fort +8, Ref +7, Will +8; Str 
  14, Dex 15, Con 16, Int 16, Wis 12, Cha 31. 
   
  Skills and Feats: Bluff+22, Concentration 
  +13, Diplomacy +14, Disguise +19 (+21 acting), 
  Escape Artist +11, Hide +11, Intimidate +21, 
  Knowledge (arcana) +12, Listen +18, Move 
  Silently +11, Search +12, Spellcraft +6, Spot 
  +18; Survival +1 (+3 following tracks), Use Rope 
  +2 
  (+4 
  with 
  bindings), 
  Dodge, 
  Mobility, 
  Persuasive. 
   
  Possessions: dust of disappearance, ring of 
  invisibility, spell component pouch. 
   
  Energy Drain (Su): A succubus drains 
  energy from a mortal it lures into some act of 
  passion, or by simply planting a kiss on the 
  victim. If the target is not willing to be kissed, the 
  succubus must start a grapple, which provokes 
  an attack of opportunity. The succubus’s kiss or 
  embrace bestows one negative level. The kiss 
  also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the 
  succubus.  The victim must succeed on a DC 23 
  Will save to negate the effect of the suggestion.  
  The DC is 23 for the Fortitude save to remove a 
  negative level.  The save DCs are Charisma 
  based. 
   
  Spell-Like Abilities (Sp): At will – charm 
  monster (DC 24), detect good, detect thoughts 
  (DC 22), ethereal jaunt (self plus 50 pounds of 
  objects only), polymorph (humanoid forms only, 
  no limit on duration), suggestion (DC 23), 
  greater teleport (self plus 50 pounds of objects 
  only).  Caster level 13th.  The Save DCs are 
  Charisma based. 
   
  Summon tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 
  30% chance of success.  This ability is the 
  equivalent of a 3rd-level spell. 
   
  Tongues 
  (Sp): 
  A 
  succubus 
  has 
  a 
  permanent tongues ability (as the spell, caster 
  level 
  13th). 
  Succubi 
  usually 
  use 
  verbal 
  communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on 
  Listen and Spot checks.  While using her 
  polymorph ability, she has a +10 circumstance 
  bonus on Disguise checks. 
   
  Spells Known (5/6; base DC = 20 + spell 
  level): 0—[dancing lights, daze, ghost sound, 
  lullaby]; 1st—[grease, mage armor].   
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 16 
  
  Combat Appendix – APL 10 
  Encounter Four 
   
   
   
   
  Half Fiend Hill Giant: CR 10; Large Outsider; 
  HD 12d8+60; hp 114; Init +1; Spd 30 ft., fly 30 ft. 
  (average); AC 23, touch 10, flat-footed 22; Base 
  Atk/Grp: +9/+22; Atk +18 melee (2d8+13, 
  greatclub) or melee +17 (1d6+9, claw) or +12 
  (1d8+4, bite) or ranged +10 (2d6+9, rock); Full 
  Atk +18/+13 melee (2d8+13, greatclub) and +12 
  melee (1d8+4 bite) or melee +17 (1d6+9, 2 
  claw) and +12 melee (1d8+4 bite) or ranged +10 
  (2d6+9, rock); Space/Reach: 10ft./10 ft.; SA: 
  Rock Throwing, Smite Good, Spell-Like Abilities; 
  SQ: Low-light vision, Rock Catching, Damage 
  reduction 10/Magic, darkvision 60ft., Immune to 
  poison, Resistance 10 to acid, fire, cold, elec., 
  SR 22; AL CE; SV Fort +13, Ref +5, Will +4; Str 
  29, Dex 13, Con 21, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +14, Concentration 
  +12, Hide +8, Intimidate +6, Jump +19, Listen 
  +15, Move Silently +8, Search +7, Spot +15; 
  Cleave, Improved Bull Rush, Power Attack, 
  Improved Sunder, Weapon Focus (greatclub). 
   
  Possessions: 
  large 
  hide 
  armor, 
  large 
  greatclub. 
   
  Rock Throwing (Ex): The range increment 
  is 120 feet for a hill giant’s thrown rocks. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD (Maximum 
  +20) against a good foe. 
   
  Spell-Like Abilities (Sp): The half fiend hill 
  giant has the following spell-like abilities: 3/day: 
  Darkness, Poison (DC 13); 1/day: Blasphemy, 
  Contagion (DC 12), Desecrate, Unholy Blight 
  (DC 13).  Caster level 12th.  The Save DCs are 
  Charisma based. 
  Jazaria, female Succubus Sor3: CR 10; 
  medium outsider; HD 6d8+3d4+27; hp 61; Init 
  +3; Spd 30 ft., fly 50 ft. (average); AC 22 (AC 26 
  with mage armor), touch 13, flat-footed 19 (23 
  with mage armor); Base Atk/Grp: +7/+9; Atk +9 
  melee (1d6+2, claw); Full Atk +9/+9 melee 
  (1d6+2, claw); SA: Energy drain, spell-like 
  abilities, 
  summon 
  tanar’ri; 
  SQ: 
  Damage 
  reduction 10/cold iron or good, darkvision 60ft., 
  immune to electricity and poison, resistance 10 
  to acid, cold, fire, SR 18, telepathy 100 ft., 
  tongues; AL CE; SV Fort +9, Ref +9, Will +9; Str 
  14, Dex 16, Con 16, Int 16, Wis 12, Cha 31. 
   
  Skills and Feats: Bluff+24, Concentration 
  +15, Diplomacy +14, Disguise +19 (+21 acting), 
  Escape Artist +12, Hide +12, Intimidate +21, 
  Knowledge (arcana) +12, Listen +18, Move 
  Silently +12, Search +12, Spellcraft +12, Spot 
  +18; Survival +1 (+3 following tracks), Use Rope 
  +3 
  (+5 
  with 
  bindings), 
  Dodge, 
  Mobility, 
  Persuasive, Improved Unarmed Strike. 
   
  Possessions: dust of disappearance, ring of 
  blinking, ring of invisibility, spell component 
  pouch. 
   
  Energy Drain (Su): A succubus drains 
  energy from a mortal it lures into some act of 
  passion, or by simply planting a kiss on the 
  victim. If the target is not willing to be kissed, the 
  succubus must start a grapple, which provokes 
  an attack of opportunity. The succubus’s kiss or 
  embrace bestows one negative level. The kiss 
  also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the 
  succubus.  The victim must succeed on a DC 23 
  Will save to negate the effect of the suggestion.  
  The DC is 23 for the Fortitude save to remove a 
  negative level.  The save DCs are Charisma 
  based. 
   
  Spell-Like Abilities (Sp): At will – charm 
  monster (DC 24), detect good, detect thoughts 
  (DC 22), ethereal jaunt (self plus 50 pounds of 
  objects only), polymorph (humanoid forms only, 
  no limit on duration), suggestion (DC 23), 
  greater teleport (self plus 50 pounds of objects 
  only).  Caster level 15th.  The Save DCs are 
  Charisma based. 
   
  Summon tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 
  30% chance of success.  This ability is the 
  equivalent of a 3rd-level spell. 
   
  Tongues 
  (Sp): 
  A 
  succubus 
  has 
  a 
  permanent tongues ability (as the spell, caster 
  level 
  15th). 
  Succubi 
  usually 
  use 
  verbal 
  communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on 
  Listen and Spot checks.  While using her 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 17 
  
  polymorph ability, she has a +10 circumstance 
  bonus on Disguise checks. 
   
  Spells Known (6/8; base DC = 20 + spell 
  level): 0—[dancing lights, daze, detect magic, 
  ghost sound, lullaby]; 1st—[grease, mage armor, 
  Nystul’s magic aura]. 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 18 
  
  Combat Appendix – APL 12
  Encounter Four 
   
   
   
   
  Half Fiend Hill Giant Bar2: CR 12; Large 
  Outsider; HD 12d8+2d12+98; hp 165; Init +2; 
  Spd 50 ft., fly 40 ft. (average); AC 25, touch 11, 
  flat-footed 25; Base Atk/Grp: +11/+26; Atk +22 
  melee (2d8+16/19-20, heavy flail) or melee +21 
  (1d6+11, claw) or +16 (1d8+5, bite) or ranged 
  +12 (2d6+11, rock); Full Atk +22/+17/+12 melee 
  (2d8+16/19-20, heavy flail) and +16 melee 
  (1d8+5 bite) or melee +21/+21 (1d6+11, claw) 
  and +16 melee (1d8+5 bite) or ranged +12 
  (2d6+11, rock); Space/Reach: 10ft./10 ft.; SA: 
  Rock Throwing, Smite Good, Spell-Like Abilities; 
  SQ: Low-light vision, Rock Catching, Damage 
  reduction 10/Magic, darkvision 60 ft., Immune to 
  poison, rage 1/day, resistance 10 to acid, fire, 
  cold, elec., SR 24, uncanny dodge; AL CE; SV 
  Fort +18, Ref +6, Will +5; Str 33, Dex 15, Con 
  24, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +16, Concentration 
  +12, Hide +8, Intimidate +6, Jump +21, Listen 
  +17, Move Silently +8, Search +7, Spot +15, 
  Survival +3; Cleave, Improved Bull Rush, Power 
  Attack, 
  Improved 
  Sunder, 
  Weapon 
  Focus 
  (heavy flail). 
   
  Possessions: large chain shirt, large heavy 
  flail. 
   
  Rock Throwing (Ex): The range increment 
  is 120 feet for a hill giant’s thrown rocks. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD (Maximum 
  +20) against a good foe. 
   
  Spell-Like Abilities (Sp): The half fiend hill 
  giant has the following spell-like abilities: 3/day: 
  Darkness, Poison (DC 13), Unholy Aura; 1/day: 
  Blasphemy, Contagion (DC 12), Desecrate, 
  Unhallow, Unholy Blight (DC 13).  Caster level 
  14th.  The Save DCs are Charisma based. 
   
  Uncanny Dodge (Ex): The barbarian 
  retains Dexterity bonus to AC (if any) even if he 
  is caught flat footed or struck by an invisible 
  attacker.  However, he still loses his Dexterity 
  bonus to AC if immobilized. 
  Rage:  hp 193; AC 23 (touch 9, flat-footed 23); 
  Grp +28; Atk +24 melee (2d8+19/19-20, heavy 
  flail) or melee +23 (1d6+13, claw) or +16 
  (1d8+6, bite) or ranged +12 (2d6+13, rock); Full 
  Atk +24/+19/+14 melee (2d8+19/19-20, heavy 
  flail) and +18 melee (1d8+6 bite) or melee 
  +23/+23 (1d6+13, claw) and +18 melee (1d8+6 
  bite) or ranged +12 (2d6+11, rock); SV Fort +20, 
  Will +7; Str 37, Con 28; Climb +18, Jump +23. 
  Jazaria, female Succubus Sor5: CR 12; 
  medium outsider; HD 6d8+5d4+33; hp 72; Init 
  +3; Spd 30 ft., fly 50 ft. (average); AC 22 (AC 26 
  with mage armor), touch 13, flat-footed 19 (23 
  with mage armor); Base Atk/Grp: +8/+10; Atk 
  +10 melee (1d6+2, claw); Full Atk +10/+10 
  melee (1d6+2, claw); SA: Energy drain, spell-
  like abilities, summon tanar’ri; SQ: Damage 
  reduction 10/cold iron or good, darkvision 60ft., 
  immune to electricity and poison, resistance 10 
  to acid, cold, fire, SR 18, telepathy 100 ft., 
  tongues; AL CE; SV Fort +9, Ref +9, Will +10; 
  Str 14, Dex 16, Con 16, Int 16, Wis 12, Cha 31. 
   
  Skills and Feats: Bluff+26, Concentration 
  +17, Diplomacy +14, Disguise +19 (+21 acting), 
  Escape Artist +12, Hide +12, Intimidate +21, 
  Knowledge (arcana) +15, Listen +18, Move 
  Silently +12, Search +12, Spellcraft +15, Spot 
  +18; Survival +1 (+3 following tracks), Use Rope 
  +3 
  (+5 
  with 
  bindings), 
  Dodge, 
  Improved 
  Unarmed Strike, Mobility, Persuasive. 
   
  Possessions: dust of disappearance, ring of 
  blinking, ring of invisibility, spell component 
  pouch. 
   
  Energy Drain (Su): A succubus drains 
  energy from a mortal it lures into some act of 
  passion, or by simply planting a kiss on the 
  victim. If the target is not willing to be kissed, the 
  succubus must start a grapple, which provokes 
  an attack of opportunity. The succubus’s kiss or 
  embrace bestows one negative level. The kiss 
  also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the 
  succubus.  The victim must succeed on a DC 23 
  Will save to negate the effect of the suggestion.  
  The DC is 23 for the Fortitude save to remove a 
  negative level.  The save DCs are Charisma 
  based. 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 19 
  
   
  Spell-Like Abilities (Sp): At will – charm 
  monster (DC 24), detect good, detect thoughts 
  (DC 22), ethereal jaunt (self plus 50 pounds of 
  objects only), polymorph (humanoid forms only, 
  no limit on duration), suggestion (DC 23), 
  greater teleport (self plus 50 pounds of objects 
  only).  Caster level 17th.  The Save DCs are 
  Charisma based. 
   
  Summon tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 
  30% chance of success.  This ability is the 
  equivalent of a 3rd-level spell. 
   
  Tongues 
  (Sp): 
  A 
  succubus 
  has 
  a 
  permanent tongues ability (as the spell, caster 
  level 
  17th). 
  Succubi 
  usually 
  use 
  verbal 
  communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on 
  Listen and Spot checks.  While using her 
  polymorph ability, she has a +10 circumstance 
  bonus on Disguise checks. 
   
  Spells Known (6/9/7; base DC = 20 + spell 
  level): 0—[dancing lights, daze, detect magic, 
  ghost sound, lullaby, prestidigitation]; 1st—
  [grease, mage armor, Nystul’s magic aura]; 
  2nd—[blindness]. 
   
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 20 
  
  Combat Appendix – APL 14
  Encounter Four 
   
   
   
   
  Half Fiend Stone Giant Bar3: CR 14; Large 
  Outsider; HD 14d8+3d12+136; hp 218; Init +5; 
  Spd 50 ft., fly 40 ft. (average); AC 29, touch 13, 
  flat-footed 29; Base Atk/Grp: +13/+29; Atk +25 
  melee (2d8+18/19-20, heavy flail) or melee +24 
  (1d6+12, claw) or +19 (1d8+6, bite) or ranged 
  +18 (2d8+18, rock); Full Atk +25/+20/+15 melee 
  (2d8+18/19-20, heavy flail) and +19 melee 
  (1d8+6 bite) or melee +24/+24 (1d6+12, claw) 
  and +19 melee (1d8+6 bite) or ranged +18 
  (2d8+18, rock); Space/Reach: 10ft./10 ft.; SA: 
  Rock Throwing, Smite Good, Spell-Like Abilities; 
  SQ: Low-light vision, Rock Catching, Damage 
  reduction 10/Magic, darkvision 60 ft., Immune to 
  poison, rage 1/day, resistance 10 to acid, fire, 
  cold, electricity, SR 28, uncanny dodge; AL CE; 
  SV Fort +20, Ref +11, Will +9; Str 34, Dex 21, 
  Con 26, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +29, Concentration 
  +16, Hide +16 (+24 in rocky terrain), Intimidate 
  +17, Jump +27, Listen +17, Move Silently +11, 
  Search +9, Spot +18, Survival +5; Combat 
  Reflexes, Iron Will, Point Blank Shot, Power 
  Attack, Precise Shot, Weapon Focus (heavy 
  flail). 
   
  Possessions: large chain shirt, large heavy 
  flail. 
   
  Rock Throwing (Ex): The range increment 
  is 180 feet for a stone giant’s thrown rocks. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD (Maximum 
  +20) against a good foe. 
   
  Spell-Like Abilities (Sp): The half fiend 
  stone giant has the following spell-like abilities: 
  3/day: Darkness, Poison (DC 15), Unholy Aura; 
  1/day: 
  Blasphemy, 
  Contagion 
  (DC 
  14), 
  Desecrate, Horrid Wilting (DC 19), Summon 
  Monster IX (fiends only), Unhallow, Unholy 
  Blight (DC 15).  Caster level 16th.  The Save 
  DCs are Charisma based. 
   
  Uncanny Dodge (Ex): The barbarian 
  retains Dexterity bonus to AC (if any) even if he 
  is caught flat footed or struck by an invisible 
  attacker.  However, he still loses his Dexterity 
  bonus to AC if immobilized. 
  Rage:  hp 252; AC 27 (touch 11, flat-footed 27); 
  Grp +31; Atk +27 melee (2d8+21/19-20, heavy 
  flail) or melee +26 (1d6+14, claw) or +21 
  (1d8+7, bite) or ranged +18 (2d8+21, rock); Full 
  Atk +27/+22/+17 melee (2d8+21/19-20, heavy 
  flail) and +21 melee (1d8+7 bite) or melee 
  +26/+26 (1d6+14, claw) and +21 melee (1d8+7 
  bite) or ranged +18 (2d8+21, rock); SV Fort +22, 
  Will +11; Str 38, Con 30; Climb +31, Jump +29. 
  Jazaria, female Succubus Sor7: CR 14; 
  medium outsider; HD 6d8+7d4+39; hp 83; Init 
  +3; Spd 30 ft., fly 50 ft. (average); AC 27, touch 
  13, flat-footed 20; Base Atk/Grp: +9/+15; Atk 
  +11 melee (1d6+2, claw); Full Atk +11/+11 
  melee (1d6+2, claw); SA: Energy drain, spell-
  like abilities, summon tanar’ri; SQ: Damage 
  reduction 10/cold iron or good, darkvision 60ft., 
  immune to electricity and poison, resistance 10 
  to acid, cold, fire, SR 18, telepathy 100 ft., 
  tongues; AL CE; SV Fort +10, Ref +10, Will +11; 
  Str 14, Dex 16, Con 16, Int 16, Wis 12, Cha 32. 
   
  Skills and Feats: Bluff+27, Concentration 
  +19, Diplomacy +15, Disguise +20 (+22 acting), 
  Escape Artist +12, Hide +12, Intimidate +22, 
  Knowledge (arcana) +17, Listen +18, Move 
  Silently +12, Search +14, Spellcraft +17, Spot 
  +18; Survival +1 (+3 following tracks), Use Rope 
  +3 
  (+5 
  with 
  bindings), 
  Dodge, 
  Improved 
  Grapple, Improved Unarmed Strike, Mobility, 
  Persuasive. 
   
  Possessions: bracers of armor +5, dust of 
  disappearance, 
  ring 
  of 
  blinking, 
  ring 
  of 
  invisibility, spell component pouch. 
   
  Energy Drain (Su): A succubus drains 
  energy from a mortal it lures into some act of 
  passion, or by simply planting a kiss on the 
  victim. If the target is not willing to be kissed, the 
  succubus must start a grapple, which provokes 
  an attack of opportunity. The succubus’s kiss or 
  embrace bestows one negative level. The kiss 
  also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the 
  succubus.  The victim must succeed on a DC 24 
  Will save to negate the effect of the suggestion.  
  The DC is 24 for the Fortitude save to remove a 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 21 
  
  negative level.  The save DCs are Charisma 
  based. 
   
  Spell-Like Abilities (Sp): At will – charm 
  monster (DC 25), detect good, detect thoughts 
  (DC 23), ethereal jaunt (self plus 50 pounds of 
  objects only), polymorph (humanoid forms only, 
  no limit on duration), suggestion (DC 24), 
  greater teleport (self plus 50 pounds of objects 
  only).  Caster level 19th.  The Save DCs are 
  Charisma based. 
   
  Summon tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 
  30% chance of success.  This ability is the 
  equivalent of a 3rd-level spell. 
   
  Tongues 
  (Sp): 
  A 
  succubus 
  has 
  a 
  permanent tongues ability (as the spell, caster 
  level 
  19th). 
  Succubi 
  usually 
  use 
  verbal 
  communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on 
  Listen and Spot checks.  While using her 
  polymorph ability, she has a +10 circumstance 
  bonus on Disguise checks. 
   
  Spells Known (6/9/9/7; base DC = 21 + spell 
  level): 0—[arcane mark, dancing lights, daze, 
  detect 
  magic, 
  ghost 
  sound, 
  lullaby, 
  prestidigitation]; 1st—[grease, mage armor, 
  Nystul’s magic aura, protection from good, ray of 
  enfeeblement]; 
  2nd—[blindness, 
  false 
  life, 
  misdirection]; 3rd—[nondetection, slow]. 
   
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 22 
  
  Combat Appendix – APL 16
  Encounter Four 
   
   
   
   
  Half Fiend Stone Giant Bar5: CR 16; Large 
  Outsider; HD 14d8+5d12+152; hp 247; Init +5; 
  Spd 50 ft., fly 40 ft. (average); AC 29, touch 13, 
  flat-footed 29; Base Atk/Grp: +15/+31; Atk +27 
  melee (2d8+18/19-20, heavy flail) or melee +26 
  (1d6+12, claw) or +21 (1d8+6, bite) or ranged 
  +20 (2d8+18, rock); Full Atk +27/+22/+17 melee 
  (2d8+18/19-20, heavy flail) and +21 melee 
  (1d8+6 bite) or melee +26/+26 (1d6+12, claw) 
  and +21 melee (1d8+6 bite) or ranged +20 
  (2d8+18, rock); Space/Reach: 10ft./10 ft.; SA: 
  Rock Throwing, Smite Good, Spell-Like Abilities; 
  SQ: Low-light vision, Rock Catching, Damage 
  reduction 10/Magic, darkvision 60 ft., Immune to 
  poison, rage 2/day, resistance 10 to acid, fire, 
  cold, electricity, SR 28, improved uncanny 
  dodge; AL CE; SV Fort +21, Ref +13, Will +9; 
  Str 34, Dex 21, Con 26, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +29, Concentration 
  +17, Hide +16 (+24 in rocky terrain), Intimidate 
  +17, Jump +27, Listen +17, Move Silently +11, 
  Search +9, Spot +18, Survival +13; Combat 
  Reflexes, Iron Will, Lightning Reflexes, Point 
  Blank Shot, Power Attack, Precise Shot, 
  Weapon Focus (heavy flail). 
   
  Possessions: large chain shirt, large heavy 
  flail. 
   
  Improved Uncanny Dodge (Ex): The giant 
  can no longer be flanked. This denies a rogue 
  the ability to sneak attack him by flanking, 
  unless the attacker has at least four more rogue 
  levels than the giant’s barbarian levels. 
   
  Rock Throwing (Ex): The range increment 
  is 180 feet for a stone giant’s thrown rocks. 
   
  Smite Good (Su): Once per day the 
  creature can make a normal melee attack to 
  deal extra damage equal to its HD (Maximum 
  +20) against a good foe. 
   
  Spell-Like Abilities (Sp): The half fiend 
  stone giant has the following spell-like abilities: 
  3/day: Darkness, Poison (DC 15), Unholy Aura; 
  1/day: 
  Blasphemy, 
  Contagion 
  (DC 
  14), 
  Desecrate, Horrid Wilting (DC 19), Summon 
  Monster IX (fiends only), Unhallow, Unholy 
  Blight (DC 15).  Caster level 16th.  The Save 
  DCs are Charisma based. 
   
  Uncanny Dodge (Ex): The barbarian 
  retains Dexterity bonus to AC (if any) even if he 
  is caught flat footed or struck by an invisible 
  attacker.  However, he still loses his Dexterity 
  bonus to AC if immobilized. 
  Rage:  hp 285; AC 27 (touch 11, flat-footed 27); 
  Grp +33; Atk +29 melee (2d8+21/19-20, heavy 
  flail) or melee +28 (1d6+14, claw) or +23 
  (1d8+7, bite) or ranged +20 (2d8+21, rock); Full 
  Atk +29/+24/+19 melee (2d8+21/19-20, heavy 
  flail) and +23 melee (1d8+7 bite) or melee 
  +28/+28 (1d6+14, claw) and +23 melee (1d8+7 
  bite) or ranged +20 (2d8+21, rock); SV Fort +23, 
  Will +11; Str 38, Con 30; Climb +31, Jump +29. 
  Jazaria, female Succubus Sor9: CR 16; 
  medium outsider; HD 6d8+9d4+45; hp 94; Init 
  +3; Spd 30 ft., fly 50 ft. (average); AC 27, touch 
  13, flat-footed 20; Base Atk/Grp: +10/+16; Atk 
  +12 melee (1d6+2, claw); Full Atk +12/+12 
  melee (1d6+2, claw); SA: Energy drain, spell-
  like abilities, summon tanar’ri; SQ: Damage 
  reduction 10/cold iron or good, darkvision 60ft., 
  immune to electricity and poison, resistance 10 
  to acid, cold, fire, SR 18, telepathy 100 ft., 
  tongues; AL CE; SV Fort +11, Ref +11, Will +12; 
  Str 14, Dex 16, Con 16, Int 16, Wis 12, Cha 32. 
   
  Skills and Feats: Bluff+29, Concentration 
  +21, Diplomacy +15, Disguise +20 (+22 acting), 
  Escape Artist +12, Hide +12, Intimidate +22, 
  Knowledge (arcana) +19, Listen +18, Move 
  Silently +12, Search +15, Spellcraft +19, Spot 
  +18; Survival +1 (+3 following tracks), Use Rope 
  +3 
  (+5 
  with 
  bindings), 
  Dodge, 
  Improved 
  Grapple, Improved Unarmed Strike, Mobility, 
  Persuasive, Spring Attack. 
   
  Possessions: bracers of armor +5, dust of 
  disappearance, 
  ring 
  of 
  blinking, 
  ring 
  of 
  invisibility, spell component pouch. 
   
  Energy Drain (Su): A succubus drains 
  energy from a mortal it lures into some act of 
  passion, or by simply planting a kiss on the 
  victim. If the target is not willing to be kissed, the 
  succubus must start a grapple, which provokes 
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 23 
  
  an attack of opportunity. The succubus’s kiss or 
  embrace bestows one negative level. The kiss 
  also has the effect of a suggestion spell, asking 
  the victim to accept another kiss from the 
  succubus.  The victim must succeed on a DC 24 
  Will save to negate the effect of the suggestion.  
  The DC is 24 for the Fortitude save to remove a 
  negative level.  The save DCs are Charisma 
  based. 
   
  Spell-Like Abilities (Sp): At will – charm 
  monster (DC 25), detect good, detect thoughts 
  (DC 23), ethereal jaunt (self plus 50 pounds of 
  objects only), polymorph (humanoid forms only, 
  no limit on duration), suggestion (DC 24), 
  greater teleport (self plus 50 pounds of objects 
  only).  Caster level 19th.  The Save DCs are 
  Charisma based. 
   
  Summon tanar’ri (Sp): Once per day a 
  succubus can attempt to summon 1 vrock with a 
  30% chance of success.  This ability is the 
  equivalent of a 3rd-level spell. 
   
  Tongues 
  (Sp): 
  A 
  succubus 
  has 
  a 
  permanent tongues ability (as the spell, caster 
  level 
  19th). 
  Succubi 
  usually 
  use 
  verbal 
  communication with mortals. 
   
  Skills: Succubi have a +8 racial bonus on 
  Listen and Spot checks.  While using her 
  polymorph ability, she has a +10 circumstance 
  bonus on Disguise checks. 
   
  Spells Known (6/9/9/9/6; base DC = 21 + 
  spell level): 0—[arcane mark, dancing lights, 
  daze, detect magic, ghost sound, lullaby, 
  prestidigitation, read magic]; 1st—[grease, mage 
  armor, Nystul’s magic aura, protection from 
  good, ray of enfeeblement]; 2nd—[blindness, 
  false life, misdirection, see invisibility]; 3rd—
  [heroism, nondetection, slow]; 4th—[confusion, 
  crushing despair]. 
   
   
  An Empty Throne: In Search of Karll 
  Round 1 
  Page 24 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I04 - An Empty Throne (APL 2-16)/URD5-I04-MM-B2 - In Search of Karll.pdf