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 
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  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD7−03 
   
   
   
   
   
  Caveat Emptor 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in the Duchy of Urnst 
  Version 1 
   
   
  by Brad Street, Rod Cross, Warren Banks, & Hollis Lau 
  Circle Reviewer: Colleen Simpson  
  Reviewers: Bill Benham 
  Playtesters: Bill Dimmitt, Bruce Long, Daniel Grund, Jamie Tachiyama, Jonathan Ingram, Martin Knoff, Jon "CPJ" 
  Kruger, Roy Thalman, Peter Williams, & Kevin Cox 
   
   
  Duke Ellis has been crowned and now Leukish is abuzz with the arrival of the Zilchans. Why are they back? What do 
  they want? This adventure is part of the “City In Turmoil” series [Part 1: URD6-03 Brother Rat]. A one-round meta-
  regional adventure set in the Duchy of Urnst for characters level 1-14 (APLs 2-12).  
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Magic Item Compendium [Andy 
  Collins, Eytan Bernstein, Frank Brunner, Owen K.D. Stephens, John Snead], Spell Compendium [Matthew Sernett, Jeff 
  Grubb, Mike McArtor], URD6-03 Brother Rat [Warren Banks], Rogues of Seltaren Meta-Org [Brad Street], URD6-I04 The 
  Seventh Night Where Nothing Happens [Jonathan Ingram], and URD3-02 Test of Faith [Mike Haakstad].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URD7-03 Caveat Emptor 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Duchy of Urnst. Characters from the Duchy of Urnst 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  A year and a half ago, Duke Karll went missing and Lord 
  Ellis Lorinar was appointed to the position of Regent in 
  his stead. Those who felt that one of the Duke's sons 
  should have been chosen formed the White Hart faction. 
  Regent Ellis's supporters became known as the Strong 
  Harts.  
   
  The two factions contested in the age old game of 
  houses, and Lord Ellis proved the better player. Three 
  weeks ago, the Honorable Chamber finally determined 
  that Duke Karll had affectively abdicated the throne with 
  his absence. Lord Ellis was promptly chosen to replace 
  him and crowned Duke the next day. 
   
  Unfortunately, Duke Ellis's victory required certain 
  backroom deals whose repercussions have yet to fully 
  play out. To gain his appointment as Regent, he agreed to 
  replace the Mayor-Governor of Leukish. To ensure the 
  success of his new Western Flanaess Trading Company, 
  he promised to return the Church of Zilchus to the 
  Duchy after he became Duke. This adventure explores 
  some of the impact of these deals on the Duchy's capital. 
   
  Troubles In Leukish 
  The new Mayor-Governor Lord Admor Baerglund was 
  not chosen for his skills and does not have the firm hand 
  of his predecessor. A loose grip combined with a great 
  number of resignations (in protest) and firings (due to a 
  riot that involved the Watch and the Navy), has resulted 
  in a city in turmoil. 
   
  Three groups of thieves have come into conflict over 
  who will be in charge of crime in Leukish. The Rogues of 
  Seltaren sent groups to infiltrate only to have them 
  slaughtered by a cut throat group of locals known as the 
  "Black Rats." In URD6-03 Brother Rat adventurers 
  damaged the Black Rats' operations and convinced a 
  Halfling gang in the city to join the Rogues of Seltaren. 
  In URD6-I04 The Seventh Night Where Nothing Happens the 
  Rogues of Seltaren recruited many local rogues to their 
  side. Meanwhile, an outside group (known as the 
  “Alliance”) has begun to slip its own fingers into the pie.  
   
  Religion In The Duchy 
  One must look farther back to understand the second 
  deal that comes due in this adventure. 
   
  It was seven years ago that Duke Justinian declared 
  for the anti-religious Skeptic Movement and tripled the 
  taxes on the temples of the Duchy. When the Church of 
  Zilchus (the Oeridien deity of merchants and business) 
  refused to pay, Duke Justinian had their temple razed and 
  their assets seized. The Temple Coalition Revolt that 
  followed saw a departure of many clerics from the Duchy. 
  After Justinian died the following year, Duke Karll 
  overturned the taxes, but most of the non-Suel churches 
  did not return.  
   
  With the sudden departure of the Church of Zilchus, 
  many rumors swirled about the Church's fabled treasure 
  vaults, but repeated attempts to plunder their contents 
  met with failure. With the subsequent crack down on 
  Leukish's rogues (by Duke Karll in 581 CY), the treasure 
  was all but forgotten. An alienist set up shop in the ruins 
  beneath the temple but was killed by adventurers (in 
  URD3-02 Test of Faith). 
   
  The Return of Zilchus 
  Lord Regent Ellis created the Western Flanaess Trading 
  Company as a way to open up new trade routes while 
  providing an outlet for the younger children of those 
  houses that joined his Strong Harts. Unfortunately, the 
  city of Dyvers was a key stop on the way to the Bakluni 
  West, but proved a tough nut to crack. 
   
  To seal the deal with Dyvers required the support of 
  the Church of Zilchus. The Zilchans agreed to lend their 
  considerable monetary, negotiation, and transactional 
  expertise to the endeavor only if the Regent would agree 
  to the rebuilding of their Temple in Leukish. The Regent 
  pointed out that such a move would be beyond his power 
  as regent and likely upset many of the houses whose 
  support he needed to become Duke. The Church 
  acknowledged this truth and accepted instead his secret 
  oath to allow the rebuilding of the temple after he 
  became Duke. 
   
  And so the time has come. Several ships have arrived 
  from Dyvers with the materials to rebuild the Zilchan 
  temple. As predicted, there is considerable consternation 
  and even outright opposition from both ends of the 
  political spectrum. Those in the Skeptic Movements are 
  angry to see the return of the god of merchants to the 
  URD7-03 Caveat Emptor 
   
  Page 2 
  
  Duchy. The Suel churches, on the other hand, prefer the 
  absence of an Oeridien competitor. 
   
  The Church of Zilchus is happy to return to the 
  Duchy and even more pleased to reclaim the treasure it 
  was forced to leave behind. Unfortunately for them, there 
  are others also interested in the treasure. The "Tears of 
  the Laughing Rogues" band of the Rogues of Seltaren is 
  making one last attempt at penetrating the vault. 
  Meanwhile the Alliance has been able to attain the 
  method for opening the Vault but does not have the 
  resources on hand to get past the Rogues of Seltaren. The 
  Alliance has offered their Black Rat allies a cut of the 
  treasure and has decided to dupe some adventurers into 
  clearing the way. 
   
  ADVENTURE SUMMARY 
  TIMELINE 
  This adventure is on a strict timeline and will be come to 
  a conclusion (one way or the other) by the day after it 
  starts. 
   
  Day 1 
  The Zilchan ships have arrived in the Leukish Harbor 
  and spend the day unloading materials for the new 
  temple.  The unloading is delayed somewhat by a group 
  of Kordites riled up by a Black Rat Lendorite (this occurs 
  in the Introduction). 
   
  Immediately after the disturbance, the Alliance 
  contacts the PCs to convince them (under false pretenses) 
  to go in and eliminate the Rogues in the ruins (in 
  Encounter 1). 
   
  Meanwhile, stymied by the vault security, the Tears 
  of the Laughing Rogue band have split up. Some are 
  guarding the vault they have uncovered (described in 
  Encounters 3-6) while others are working on sneaking 
  onto the newly arrived Zilchan ships to see if the 
  instructions on how to open the vault are written down 
  anywhere.  
   
  Simultaneously, a group of Black Rats is setting up to 
  finish off whoever survives the fight between the PCs 
  and the Tears of the Laughing Rogue (in Encounter 7). If 
  successful in overcoming the PCs and the Tears, they will 
  open the vault and split their gains with the Alliance 
  (unknowingly keeping its curse for themselves). 
   
  Day 2  
  Before dawn, the Tears get a hold of the information they 
  need and abscond with as much of the treasure as they 
  can (unless the Black Rats have already stolen it). If they 
  get away with the treasure, they end up cursed by 
  Zilchus. 
   
  At dawn, workers will begin clearing the ruins of the 
  old temple. By the afternoon they will have entered the 
  dungeons and found the emptied vault. 
   
  ENCOUNTER OUTLINE 
  Introduction: The PCs witness a brawl on the 
  waterfront and have an opportunity to intervene. During 
  the altercation, the PCs are being watched by an Alliance 
  agent who is looking for the best approach to hiring 
  them.  
   
  Encounter 1A or 1B: The PCs are recruited by an 
  Alliance agent to “stop a group of saboteurs.”  
   
  Encounter 2: Includes options for PCs who want to 
  check up on their mission or gather information around 
  town. 
   
  Encounter 3: The PCs investigate the ruins of the 
  Zilchan temple and encounter a trap defending the 
  entrance to the lower levels. 
   
  Encounter 4: The PCs encounter the Tears of the 
  Laughing Rogue and either fight them or talk with them 
  and learn that they have been misled. From here they can 
  attempt to penetrate the treasure room (Encounter 5 & 6) 
  or go after a Black Rat hideout (Encounter 8). 
   
  Encounter 5: A combination lock/puzzle defends the 
  treasure room with formians.  
   
  Encounter 6: The PCs find the fabled treasure. With it is 
  a note demanding the PCs take what they have found to 
  the church of Zilchus. 
   
  Encounter 7: A group of Black Rats is moving in behind 
  the PCs to eliminate whoever survived and claim the 
  Zilchan reward for themselves.  
   
  Encounter 8: A shop in the Temple District holds a 
  hideout for a group of Black Rats. A mimic guard must be 
  overcome and the Black Rat leaders defeated. 
   
  Conclusion: The PCs either hand over the contents of 
  the vault to the Zilchuns, keep it to themselves (and 
  suffer the consequences), or return triumphant from 
  their rat hunt. 
   
  PREPARATION FOR PLAY 
  Hand out "The Leukish Tattletale" (Player Handout 1) for 
  players to read while they wait for the table to assemble.  
   
  If characters would like a map of Leukish, you can 
  give them Player Handout 2. 
   
  Note if any of the characters played URD3-02 Test of 
  Faith or URD6-03 Black Rats. 
   
  Find out if any of the characters are members of 
  Meta-Orgs. If any are in the Rogues of Seltaren, take note 
  of their band and rank ("grade") in the organization. Also 
  take note if any are members of the Dyver’s “Alliance.” 
   
  Find out if any of the characters are members of any 
  factions and note if they wear a visible symbol of a 
  faction. 
  URD7-03 Caveat Emptor 
   
  Page 3 
  
   
  INTRODUCTION: LEUKISH 
  ABUZZ 
  This introduction is not intended to take a long time, but 
  could bog down as PCs react to the riot. Keep in mind 
  that the intention is to see how the PCs react rather than 
  challenge them greatly. Keep it moving.  
   
  The characters start outside the Folly by the Sea 
  Tavern. See "DM Map 1: Tavern & Docks" for a map of the 
  area. The Folly by the Sea is a two-story building built on 
  a jetty with a clear view of the harbor. The 2nd-floor 
  clientele is more refined than those that partake in the 
  food & drink on the 1st floor but all consider it a fine 
  establishment. Gervin Halwain, the head chef and owner, 
  has served travelers in Leukish for years, and is well-
  known for his fine seafood dishes. Though the clientele is 
  often rough, with bar fights not uncommon, it is 
  considered a fine establishment by most of the 
  population of Leukish. [taken from URD1-I01 An Empty 
  Seat and last seen in URD7-I01 The Seventh Nothing].  
   
  The capitol of the Duchy of Urnst has been blessed 
  with a week of gorgeous weather. The sun is shining, 
  the temperature is pleasant, and the westerly winds 
  remove almost all trace of odor! Perhaps last 
  month's crowning of Lord Ellis brought good 
  weather to a Duchy that no longer needs contest 
  over who will be Duke.  
   
  But not all is happy in Leukish. The latest 
  subject of conversation is that of the contents and 
  mission of a group of ships from the Free City of 
  Dyvers. Several days ago, word spread that they were 
  coming to the city. Yesterday, the city's popular 
  gossip rag, "The Leukish Tattletale," fueled the fires 
  with a section containing rumors about the flotilla. 
   
  If the PCs have not yet read it, point out the copies of 
  "The Leukish Tattletale" that you have made and 
  encourage them to peruse it. 
   
  This morning, the ships from the city of Dyvers 
  weighed anchor and began unloading crates and 
  construction supplies marked with a symbol of 
  hands holding a moneybag. Simultaneously, word 
  spread quickly through the city that their new Duke 
  had explained the arrival to the Honorable 
  Chamber. 
   
  In the Chamber, Duke Ellis announced that he 
  had invited the Zilchuns to return to Leukish and 
  rebuild their temple as a part of a trade deal with 
  Dyvers. Lord Gaynor Amelung of the White Harts is 
  said to have protested against the return of foreign 
  gods that might compete for the hearts and minds of 
  the citizens of the Duchy. Ironically, members of 
  many anti-religious Skeptic houses rose up to shout 
  their support for Lord Amelung's statements. On the 
  flip side, supporters of Duke Ellis booed Lord 
  Amelung and members of houses with close 
  connections to the Western Flanaess Trading 
  Company spoke up in support of the closer 
  relationship being developed with the city of Dyvers.  
   
  Duke Ellis dismissed the session, but the 
  consternation of the Honorable Chamber quickly 
  spilled out into the streets (as is wont to happen in 
  Leukish). Scuffles and small riots have stretched the 
  City Watch thin. 
   
  You and many other patrons of the Folly by the 
  Sea Tavern are taking advantage of the splendid 
  weather by having your lunch outside on the 
  veranda. It is a nice side benefit that it gives you a 
  good view of the unloading of the ships that have 
  caused such a ruckus. 
   
  Have the PCs introduce themselves to each other before 
  continuing. 
   
  The unloading has continued despite some heckling 
  of the longshoremen by various protestors on the 
  shore. As you watch, a group of bare-chested men 
  arrive at the docks. Their well-muscled chests 
  combined with heavy woolen pants, wide belts, and 
  bronze medallions, bring a murmur from those on 
  the veranda who recognize them as members of the 
  Church of Kord.  
   
  The Kordites soon start shouting derogatory 
  epithets and slurs at the longshoremen. When one 
  shouts out that the longshoremen are but the 
  lapdogs of the money-grubbing Zilchans, the 
  longshoremen take notice and begin to gather into a 
  group of their own.  
   
  A female agent from the Alliance is also eating lunch on 
  the veranda and is observing the actions of the PCs 
  throughout this encounter (see Encounter 1A). 
   
  Motives: The Kordites feel the rebuilding of the Temple 
  of Zilchus will impact worship of the Suel deities. They 
  are also responding to a recent sermon by a priest of 
  Lendor that spoke out against the Zilchans return and 
  remarked that only the weak would let such a thing go 
  unnoticed. The Longshoremen simply see a job that 
  needs to be done and a chance to earn money doing it. 
   
  Progression: For a minute or so, the two sides bluster 
  and exchange insults (plenty of time for the PCs to 
  diplomacize or otherwise get involved). If the PCs do 
  nothing the confrontation develops into a full scale 
  brawl. Feel free to describe the progress of the brawl to 
  the PCs. After 10 rounds of rioting, a group of City Watch 
  arrive. If the riot is still going on, they attempt to break it 
  up without much success. After another 10 rounds 
  another group of City Watch enters the fray and the riot 
  is stopped. 
   
  Resolving PC actions: 
  • 
  Diplomacy: If they want to talk the crowd 
  down, PCs need to succeed on a DC 25 
  URD7-03 Caveat Emptor 
   
  Page 4 
  
  Diplomacy check with one of the groups or a 
  DC 15 with both. If the person talking shows 
  clear favoritism to either side the DC of the 
  other side increases by 10. Feel free to give 
  circumstance modifiers depending upon what is 
  said and if any holy symbols are visible. 
  • 
  Joining a Side: If the PCs incapacitate, 
  intimidate, or kill more than 2 members on 
  either side, the other side quickly backs off. For 
  the rest of this adventure, the PCs gain a +5 
  circumstance bonus to all gather information 
  checks with the members of the group they 
  helped and a -10 with the one they attacked. The 
  crowd also scatters if subjected to any spell 
  affects of note. If they killed anybody, the City 
  Watch will attempt to arrest them when it 
  arrives. 
  • 
  Assisting the City Watch: If the PCs assist the 
  City Watch in breaking up the riot, both sides 
  soon back off. The PCs have a +5 circumstance 
  bonus to all gather information checks with the 
  Watch for the rest of the adventure. 
   
  Creatures at all APLs: 
   
  �Longshoremen (2 X APL): Commoner 1, hp 5, 
  see Appendix One: Untiered NPCs. 
   
  �Kordites (1 X APL): Warrior 1, hp 9, see Appendix 
  One: Untiered NPCs. 
   
  �City Watch (5): Warrior 3, hp 18, see Appendix 
  One: Untiered NPCs. 
   
  Tactics: None of the NPC participants use lethal attacks 
  under any circumstances. If any side has 2 or more of its 
  members intimidated, incapacitated, or killed, it 
  surrenders the field to the others. 
   
  Developments: If the Kordites are asked who 
  encouraged them to take action, they explain that Lendor 
  himself felt it was necessary. 
   
  Proceed to Encounter 1A. If the City Watch arrested the 
  PCs, proceed to Encounter 1B instead. 
   
  1A: “DO THE RIGHT THING” 
  The agent that was watching the PCs during the 
  Introduction will likely approach the PCs after the 
  altercation is finished. She is disguised as a Suel Noble 
  woman and has a symbol of each faction concealed under 
  her cloak (on opposite shoulders). She slips on a signet 
  ring appropriate to her claims (see below) before she gets 
  up from her table. 
   
  Her Bluff bonus is +17. When lying she will take 10 
  for a DC 27 Sense Motive. In addition, she is wearing a 
  ring of mind shielding to protect her from detect thoughts, 
  discern lies, and any attempt to magically discern her 
  alignment. 
   
  Choosing Her Approach: If any of the PCs are clearly 
  wearing a White Hart or Strong Hart faction symbol (or 
  identified themselves as a faction member) she 
  approaches them as a member of that group*. Otherwise 
  she makes a choice dependent upon what they did during 
  the riots: 
  1. 
  If the PCs helped or favored the Longshoremen 
  she approaches them as a “Strong Hart 
  Representative.” * 
  2. 
  If the PCs helped or favored the Kord 
  instigators, she approaches them as a “White 
  Hart Representative.”* 
  3. 
  If the PCs did nothing she approaches them for 
  hire as a "Merchant Employer." This 3rd 
  approach is not the one she would prefer to use, 
  but if a group does not care enough to do 
  anything about a riot, she figures she might as 
  well appeal directly to their greedy side: 
  4. 
  If the PCs used balanced Diplomacy or assisted 
  the City Watch in putting down the riot she 
  signals to a watching companion to approach 
  them as a "Constable." Go to Encounter 1B. 
  5. 
  If PCs use a variety of approaches or does 
  something unexpected use your best discretion 
  in picking the approach the agents use.  
   
  * If both factions are clearly represented within the 
  group of PCs she either sends in the Constable 
  (unless they did nothing about the riot in which case 
  she approaches them as the merchant). 
   
  THE LEAD IN 
  If she is going to be the one to approach them, the agent 
  needs to get the PCs into a private setting to discuss her 
  proposal. Read the following before continuing to the 
  appropriate section. 
   
  With the conclusion of the altercation on the docks, 
  A blond haired and gray eyed woman with the 
  hawked nose of a Maure Suel approaches your 
  group. She is wearing a fine cloak over a green 
  courtier’s outfit. The woman murmurs appreciation 
  of your efforts as she presses a note into the hand of 
  <choose the most appropriate NPC>. With a slight 
  curtsy she turns and heads up the stairs to the finer 
  parts of the Folly by the Sea tavern.  
   
  The note reads "Please join me in a more private setting 
  above; I have a proposal for you and your friends." 
   
  Have the PCs make Sense Motive and Spot checks.  
   
  Sense Motive Checks: A DC 10 notes that she 
  seemed to be hoping that the PCs might follow her for 
  further conversation. A DC 15 notes that she had a 
  certain sense of urgency about her. A DC 27 reveals that 
  she was studying the group closely before approaching 
  them. 
   
  Proceed to the appropriate section below: 
   
  URD7-03 Caveat Emptor 
   
  Page 5 
  
  "STRONG HART REPRESENTATIVE" 
  Spot Check: A DC 10 notices that the lady was wearing a 
  platinum ring set with a blue scallop shell [which a DC 12 
  Knowledge (nobility), Knowledge (local-NMR), or 
  Profession (merchant), recognizes as the symbol of House 
  Gaebech.] A DC 15 spot recognizes her as a lady who was 
  at a table of her own on the veranda earlier. A DC 27 spot 
  notes that the curve of her nose has been heightened 
  with makeup and that her clothing is not quiet right for a 
  Suel Noble. 
   
  If the PCs follow her upstairs, read the following: 
   
  A servant meets you at the entrance to the second 
  floor of the Folly by the Sea. He gestures towards 
  one of the private dining rooms available for the 
  upper class, "You are expected within." 
   
  The servant has no information about the lady who 
  reserved the room earlier today. 
   
  Upon entering the small private dining room, the 
  lady you met earlier rises from her seat and gestures 
  for you to join her, "Thank you for coming, please 
  have a seat. I am Lady Beatrice Gaebech of the Strong 
  Harts." She pulls back the cloak from her right 
  shoulder to reveal a white broach set with a Black 
  Hart. 
   
  Give the PCs a chance to introduce themselves before 
  continuing: 
   
  She listens intently as you introduce yourselves and 
  then continues, "I have been watching you, and saw 
  your support of our new Duke's policies. The Strong 
  Harts would like to offer you a chance to move 
  forward Duke Ellis's plans and to serve the Duchy. 
  Do you think you might be interested?" 
   
  At this point she is just trying to make sure that she has 
  chosen the right approach. If strong objections are 
  expressed, she bids the group farewell (and then signal 
  her compatriot to approach the PCs as the Constable). 
  Otherwise she will continue. 
   
  "Excellent. As you are likely aware, Duke Ellis has at 
  last convinced the Church of Zilchus to return its 
  presence 
  and 
  business 
  to 
  our 
  country. 
  Unfortunately, we believe that a group of extremist 
  dissenters are attempting to rig some sort of dark 
  trap amidst the ruins of the old temple. Official 
  action could negatively impact the agreement with 
  the Zilchans.  
   
  This group has been working to undermine not 
  only this treaty, but every progressive action our 
  Duke has undertaken. We need you to go to the ruin 
  and eliminate them before they can finish with their 
  plans. I believe they may have advance warning that 
  a group will be coming after them and are likely to 
  be on high alert.  
   
  Do you accept? 
   
  Proceed to the "Answers & Details" section (below). 
   
  "WHITE HART REPRESENTATIVE" 
  Spot Check: A DC 10 notices that the lady was wearing a 
  gold ring inset with a white bull's head [which a DC 12 
  Knowledge (nobility), Knowledge (local-NMR), or 
  Profession (merchant), recognizes as the symbol of House 
  Kruske]. A DC 15 spot recognizes her as a lady who was 
  at a table of her own on the veranda earlier. A DC 27 spot 
  notes that the curve of her nose has been heightened 
  with makeup and that her clothing is not quiet right for a 
  Suel Noble. 
   
  If the PCs follow her upstairs, read the following: 
   
  A servant meets you at the entrance to the 
  second floor of the Folly by the Sea. He 
  gestures towards one of the private dining 
  rooms available for the upper class, "You are 
  expected within." 
   
  The servant has no information about the lady who 
  reserved the room earlier today. 
   
  Upon entering the small private dining room, the 
  lady you met earlier rises from her seat and gestures 
  for you to join her, "Thank you for coming, please 
  have a seat. I am Lady Belinda Kruske of the White 
  Harts." She pulls back the cloak from her left 
  shoulder to reveal a black broach set with a White 
  Hart on her green blouse. 
   
  Give the PCs a chance to introduce themselves before 
  continuing: 
   
  She listens intently as you introduce yourselves and 
  then continues, "I have been watching you group 
  and believe you may be just the sort of loyal Duchy 
  citizens I have been looking for to perform an 
  important task. My faction believes that a group of 
  extremist skeptics is plotting to frame us for a 
  horrible attack. Would you be willing to help stop 
  this plot?" 
   
  At this point she is just trying to make sure that she has 
  chosen the right approach. If strong objections are 
  expressed, she bids the group farewell (and then signal 
  her compatriot to approach the PCs as the Constable). 
  Otherwise she will continue. 
   
  "Excellent. As you probably know, the Skeptic 
  Movement believes that the gods are false. They 
  started the Temple Coalition Revolt when they 
  convinced the Duke of the time to raze the Zilchan 
  URD7-03 Caveat Emptor 
   
  Page 6 
  
  temple after it refused to pay a new set of 
  confiscatory taxes. 
   
  Like us, the Skeptics don't want to see the 
  Zilchan Church back in the Duchy. Unlike us, they 
  are willing to use extreme measures to prevent it 
  from 
  happening. 
  We 
  believe 
  that 
  they 
  are 
  attempting to rig some sort of dark trap amidst the 
  ruins of the old temple of Zilchus. In addition, we 
  believe that they are attempting to frame the White 
  Harts for their actions. Even worse we believe they 
  may have advance warning that a group will be 
  coming after them and are likely to be on high alert.  
   
  This group is very dangerous, and will stop at 
  nothing to ensure that their goal is achieved. It is 
  likely you will need to use extreme force against 
  them. The task will be dangerous, and you will be 
  compensated accordingly. Do you accept? 
   
  Proceed to the "Answers & Details" section (below). 
   
  MERCHANT EMPLOYER 
  Spot Check: A DC 10 notices she is wearing a heavy gold 
  ring inset with a symbol of a bag full of coins [which a DC 
  15 Knowledge (religion) or Profession (merchant) will 
  recognize as the symbol for the Church of Zilchus]. A DC 
  15 spot will recognize her as a lady who was at a table of 
  her own on the veranda earlier. A DC 27 spot notes that 
  the curve of her nose has been heightened with makeup 
  and that her clothing is not quiet right for a Suel Noble. 
   
  If the PCs follow here upstairs, read the following: 
   
  A servant meets you at the entrance to the second 
  floor of the Folly by the Sea. He gestures towards 
  one of the private dining rooms available for the 
  upper class, "You are expected within." 
   
  The servant has no information about the lady who 
  reserved the room earlier today. 
   
  Upon entering the small private dining room, the 
  lady you met earlier rises from her seat and gestures 
  for you to join her, "Thank you for coming, please 
  have a seat. The woman smiles as she makes a small 
  bow to your group, "Greetings, I am Desmin Corpin."  
   
  Give the PCs a chance to introduce themselves before 
  continuing: 
   
  She listens intently as you introduce yourselves and 
  then continues, "Excellent. I am new to the area and 
  so have limited resources here. I represent certain 
  mercantile interests who would like to offer you a 
  well-paying proposition. We would like you to 
  remove a group that is trying to sabotage the return 
  of those I represent. If you can stop them, we will see 
  that you are well rewarded. Would you be willing to 
  help stop this plot?" 
   
  At this point she is just trying to make sure that she has 
  chosen the right approach. If strong objections are 
  expressed, she bids the group farewell (and then signal 
  her compatriot to approach the PCs as the Constable). 
  Otherwise she continues: 
   
  The group I speak of is an extremist group that 
  holds a personal grudge against the Church of 
  Zilchus and is attempting to rig some sort of dark 
  traps to slay the workers who are going to be 
  rebuilding their temple.  
   
  This group is very dangerous, and will stop at 
  nothing to ensure that their goal is achieved. In 
  addition, I believe they may have advance warning 
  that a group will be coming after them and are likely 
  to be on high alert. I have little doubt that you will 
  need to use extreme force against them. The task 
  will be dangerous, and you will be compensated very 
  well for it. Do you accept? 
   
  Proceed to the "Answers & Details" section (below). 
   
  ANSWERS & DETAILS 
  If/when the PCs accept the proffered mission the agent 
  gives them directions on how to get to the catacombs 
  beneath the ruins by way of the sewers. She also gives 
  them a key for the door to the sewers and an official 
  looking "Sewer Access Permit" to show to anybody who 
  questions them. Finally, she encourages them to make all 
  haste.  
   
  Questions: If the PCs have further questions or wish to 
  sense motive or challenge the agent, more details follow: 
   
  What will our compensation be? 
  She offers them a total sum of 100gpxAPL if she is “representing” 
  a faction or 200gpxAPL if she is pretending to be from the 
  church. If they negotiate hard she is willing to offer whatever it 
  will take to convince them without raising suspicions [since she 
  has no intent of ever paying it.] 
   
  Why are you dressed up to look more Suel than you 
  are? 
  Sadly I am not blessed with the 'proper' Maure features. Is it 
  such a crime to try to fit in? 
   
  Your clothes look a bit off… 
  She looks concerned and looks down at her clothes, "I am sorry if 
  I am not dressed to your standards. I have never paid much 
  attention to the latest fashions. " 
   
  How do you know about this? 
  My superiors gave me the information and asked me to find 
  someone to carry out the mission. That is all I know. 
   
  Why do you think the saboteurs believe we are 
  coming? 
  I have reason to believe they have infiltrated the ranks of our 
  organization. I can say no more than that at this time. 
  URD7-03 Caveat Emptor 
   
  Page 7 
  
   
  Prove your loyalties: 
  If the PCs want to test her knowledge of her house, church, or a 
  faction: she has a basic briefing but tries to bluff her way through 
  it. If they are supposedly related to her, she expresses delight to 
  have finally met them in person.  
   
  If the PCs ask who to report back to, she tells them to 
  come back here to the veranda and await her contact with 
  them (in reality she does not plan to ever see them again).  
   
  Creature: The agent refuses to go with the PCs 
  anywhere. If attacked she defends herself but focuses on 
  getting away. 
   
  All APLs: 
   
  �Alliance Agent: Rogue 5/Master Spy 7; hp 34, see 
  Appendix One: Untiered NPCs. 
   
  Developments: If the attempt doesn’t work out, 
  consider whether the agent might send in the fake 
  Constable to attempt to get the PCs to do what she wants. 
  "Constable Haed" could also make an appearance if either 
  side is calling for the watch. If he does, adapt Encounter 
  1B as needed. 
   
  Go to Encounter 2 if the PCs want to check up on 
  what they were told or to Encounter 3 if the PCs go 
  directly to the Temple of Zilchus. 
   
  1B: “IN THE NAME  
  OF THE LAW” 
  Out of sight of the PCs is a second Alliance agent (Reaver 
  from URD6-03 Brother Rat) disguised as a Constable with 
  the Leukish City Watch. The agent watching them 
  signals "Constable Haed" to move in if the PCs have been 
  arrested or if she feels an official approach would be most 
  affective. 
   
  "Constable Haed" is not actually a member of the 
  City Watch, but he knows all the proper things to say. In 
  addition, the size of the city and ongoing hiring means 
  the Watchmen he talks to will not be surprised that they 
  don't recognize him. His Bluff is +9 (when lying he takes 
  10 for a DC 19 Sense Motive). 
   
  The agent has used her skill to disguise Reaver. A DC 
  25 spot check reveals that he is wearing considerable 
  makeup and that a wig is concealing his dark hair. In 
  addition, characters who have played URD6-03 Brother Rat 
  recognize him as Reaver if they make their spot check.   
   
  If the PCs were arrested, use the "Needing Help" 
  section. If not, use the "Help Needed" section. 
   
  HELP NEEDED 
  Adjust the following as needed: 
  As the City Watch finishes dispersing the remnants 
  of the riot, a tall blond haired man wearing a 
  breastplate and finer version of their uniform 
  approaches them. After talking briefly with them, he 
  heads your way, "Good Day, adventurers. Your 
  handling of the riot was commendable. Allow me to 
  introduce myself, I am Constable Hade." He offers 
  each of you a firm handshake before continuing, "I 
  am hoping that heroes such as yourselves are willing 
  to provide further help in a time of need.  
   
  "I have a lead on a group that we believe are the 
  main agitators of our current state of unrest. We 
  believe that they are attempting to rig some sort of 
  dark trap amidst the ruins of the old temple of 
  Zilchus.  
   
  "I believe that they may have suspicions that we 
  are on to them and will likely be on guard against 
  intruders. 
   
  "The ruins are closed to the public and any 
  people found within are up to no good. They need to 
  be stopped as quickly as possible, and you are 
  authorized to use lethal force to do so. I have here 
  papers that designate you an official deputy of the 
  Leukish Watch. Do you accept?" 
   
  The deputy papers are forgeries and, if the PCs think to 
  ask, a DC 25 forgery (or INT) check reveals them as such 
  (as per PH 74: give a +2 if the PC is likely to have 
  encountered such a document before, and a -2 if they are 
  only glancing at it quickly). 
   
  Proceed to the “More Information” section. 
   
  NEEDING HELP 
  Use this encounter if the City Watch arrested the PCs 
  during the introduction.  
   
  The Watch take away your weapons, manacle your 
  wrists, and ties you to any others in your party that 
  have been arrested. Several of the Watch keep an eye 
  on you while the others finish dispersing the crowd.  
   
  As you watch, a tall blond man wearing a 
  breastplate and finer version of the watch uniform 
  rides up. He dismounts and talks quietly with the 
  watchman in charge. From the frequent glances your 
  way it is clear they are discussing you. 
   
  PCs can make a DC 15 Listen check to overhear the other 
  man asking about what the criminals did and saying he 
  will take them into custody. 
   
  The watchman shrugs and heads your way with the 
  newcomer close behind. The watchman addresses 
  your guards, “Constable Haed is taking these 
  prisoners into custody. He believes they may have 
  information relevant to an important investigation. 
  He has agreed to see them escorted to the Watch 
  Post when he is done. We are to stay here until the 
  ships have been unloaded.”  
   
  The men watching you hand Constable Haed 
  your weapons and the keys to your manacles. He 
  URD7-03 Caveat Emptor 
   
  Page 8 
  
  loads the weapons on his horse and ties the rope 
  that connects you. Then he leads you away. 
   
  After rounding the corner, the Constable leads 
  your group into an alley before turning to face you, 
  "As you may have guessed, I doubt very much that 
  you have information of use to me. Instead I would 
  like to offer you a deal. I COULD take you in, but I'd 
  rather make use of you.  
   
  "I have been investigating the individuals 
  responsible for our current state of unrest. I believe 
  that they are attempting to rig some sort of dark trap 
  amidst the ruins of the old temple of Zilchus, but do 
  not have the evidence to prove it.  I believe that they 
  may have suspicions that we are on to them and 
  need to move against them from an unexpected 
  direction. That is where you come in. 
   
  "The ruins are closed to the public and any 
  people found within are up to no good. If you 
  eliminate any who are there, I will arrange to have 
  all charges against you dropped. Do you accept?" 
   
  If they accept, he returns their weapons and the keys to 
  their manacles. He will point out that they COULD 
  attack him or just disappear into the city. But then they 
  would be hunted down as escaped criminals. Proceed to 
  the “More Information” section. 
   
  If the PCs decline he returns them to the watch at 
  the docks with regrets that they are not as useful as he 
  had hoped. The watch then takes them to be jailed. 
   
  MORE INFORMATION 
  If/when the PCs accept the proffered mission, “Constable 
  Haed” will give them directions on how to get to the 
  catacombs beneath the ruins by way of the sewers. He 
  also gives them a key for the door to the sewers and an 
  official "Sewer Access Permit" to show to anybody who 
  questions them. Finally, He encourages them to make all 
  haste. Should the PCs refuse his offer, they will need to 
  decide for themselves what their next course of action is.  
   
  Questions: If the PCs have further questions or wish to 
  sense motive or challenge the agent, more details follow: 
   
  Why are you wearing makeup and a wig? 
  It’s not easy being a non-Suel in Leukish. Tell you what, you 
  don’t mention my wig to anybody and I’ll put in a word at the 
  station that you were especially helpful in my investigation. 
   
  Hey, aren’t you Reaver?? 
  He insists that the character must be mistaken. Failing that he 
  attempst to use Bluff to communicate secretly that his intentions 
  are good and he is representing people who just want to make 
  sure that bad things don’t happen. 
   
  How do you know about this? 
  I was assigned to investigate it and turned up the information 
  through some very reliable contacts. 
   
  Why do you think the saboteurs believe we are 
  coming? 
  I have reason to believe they have infiltrated the City Watch. I 
  can say no more than that at this time. 
   
  Creatures: “Constable Haed” will refuse to go with the 
  PCs anywhere. If attacked he will defend himself but 
  focus on getting away. 
   
  All APLs: 
   
  �“Constable Haed” (Reaver) (Rogue 5; 26 hp; See 
  Appendix One: Untiered NPCs). 
   
  Developments: If Constable Haed is unable to recruit 
  the PCs, consider whether he might call upon the female 
  agent to make an attempt. If he does go to Encounter 
  1A.  
   
  If Constable Haed is captured and turned into the 
  watch, the watch asks the PCs to investigate what he 
  spoke of in the ruins. 
   
  Go to Encounter 2 if the PCs want to check up on 
  what they were told or to Encounter 3 if the PCs go 
  directly to the ruins of the temple of Zilchus. 
   
  2: LET THE BUYER BEWARE 
  This section deals with any information gathering, fact 
  checking, and/or knowledge checks that suspicious PCs 
  might want to do. If they proceed straight to the ruins, go 
  to Encounter 3. Do not make an effort to encourage 
  them to check up on what they have been told. 
   
  Passage of Time: Track time spent on these checks. 
  The PCs should be done at the docks just after noon. 
  After 5 pm PCs may only Gather Information and/or roll 
  knowledge checks. If any other checks take time beyond 
  5 pm, the PCs involved will be asked to return in the 
  morning. 
   
  DIVINATIONS 
  Clerics of Olidammara don't get any response to their 
  divinations (but do not have to pay the component cost 
  for the spell).  
   
  Any question involving dealing with a trap in the temple 
  of Zilchus (feel free to reword as appropriate for the 
  deity): 
  The trap you face is not set by a few to slay the many. 
  Instead it uses the many to slay the few. 
   
  A question about how best to prepare for entering the 
  ruins: 
  Sheathed blades and readied spells are the secret to 
  success.  
   
  KNOWLEDGE CHECKS 
  If the PCs can’t make the DCs below, they can find an 
  expert in the city who can give them all the information 
  in one heading. This will take 1d4 hours and 1d4x10 gp. 
  URD7-03 Caveat Emptor 
   
  Page 9 
  
   
  Details on the Zilchans in Leukish 
  Knowledge (history) or Knowledge (local-NMR) or 
  Bardic Knowledge: 
  DC 10 Duke Justinian was a skeptic and was the Duke 
  before his brother Karll. He forced the Church of 
  Zilchus out of Leukish by burning their Temple 
  down. 
  DC 12 The Temple of Zilchus in 571 CY was burnt down 
  when they refused to pay their taxes. 
  DC 15 The Zilchans have not had an official presence in 
  the Duchy of Urnst since the Temple Coalition 
  Revolt (571 CY). 
  DC 20 Some say that the Zilchans weren't able to empty 
  their fabled vaults before their temple was razed. 
   
  Zilchus the Deity 
  Knowledge (religion) 
  DC 10 Zilchus is a wealthy Oeridien deity known as the 
  "Great Guildmaster" and the "Money Counter." 
  He often brokers deals between the gods. 
  DC 15 Churches of Zilchus are usually very wealthy and 
  often act as moneylenders and investors. 
  DC 20 Zilchus clerics are ruthless in business and big in 
  politics. They see money as not an end in itself so 
  much as a method to power. (They are also 
  welcome to look up the entry in the LGG). 
   
  GATHERING INFORMATION 
  Takes 1d4+1 hours (as normal). They should tell you who 
  they are attempting to gather information from. 
   
  Random People 
  Nothing beyond what is listed in the introduction and 
  the Leukish Tattletale will be gained. 
   
  Longshoremen/Docks:  
  DC 5 
  The ships are heavily loaded and it should take 
  most of the day to unload them fully.  
  DC 5 
  The disruptions at the docks have slowed down 
  the unloading of the ships; a half days work is 
  likely to take well into the night. 
  DC 10 A lot of the good being unloaded are construction 
  materials including fine marble and gold leaf. 
  Local suppliers are likely to be unhappy that they 
  weren't used. 
  DC 15 Some heavy-duty treasure chests were unloaded 
  but were much lighter than expected. What 
  could they be bringing in such secure chests? 
  DC 20 One of the treasure chests off-loaded was quietly 
  diverted and opened by some rogues. But it was 
  empty! 
  DC 25 A shady looking fella was asking around this 
  morning about the Zilchan ships and which one 
  had the church leaders on it. 
  DC 30 Rumor has it that the Zilchan’s left a treasure 
  behind in the ruins of their temple when they 
  left the city. 
   
  Religious Folks/Temple District 
  DC 5 
  Earlier this morning a group of Kordites went 
  charging off towards the docks. 
  DC 10 Attendance at the temples has been up of late, but 
  collections are decreasing. 
  DC 15 A Lendor priest did some rabble rousing among 
  the Kordites and riled them up against the idea of 
  the Zilchan temple being rebuilt. 
  DC 20 It was strange to have a Lendorite priest riling 
  people up. They aren't usually at ALL action 
  oriented. 
  DC 25 A priestess of Lydia suggested that the Zilchans 
  are more likely to be returning for the profits 
  they can make with moneylending and the 
  treasure they are supposed to have left behind 
  than any desire to help the people. 
   
  Watch 
  DC 5 
  The watch is shorthanded because many lost 
  their jobs after a big brawl with navy troops last 
  year. 
  DC 10 Crime is on the rise in the city 
  DC 15 Several groups of thieves are fighting for control 
  of the city. 
  DC 20 If one of the groups of thieves gained control 
  things would probably quiet down. 
  DC 25 A group called the "Black Rats" has been brutally 
  organizing the thieves in the city into a thief’s 
  guild, but some Rogues from Seltaren seem to be 
  supporting their opposition. A third group from 
  outside the Duchy is supporting the Black Rats. 
  Thieves 
  Give -5 to checks attempted or assisted by characters who 
  are particularly lawful seeming. 
  DC 5 
  The watch is shorthanded because many lost 
  their jobs after a big brawl with navy troops last 
  year. 
  DC 10 Crime is on the rise in the city. <smile> 
  DC 15 Several groups of thieves are fighting for control 
  of the city. You gotta either join a side or lay real 
  low. 
  DC 20 A group called the "Black Rats" has been brutally 
  organizing the thieves in the city into a thief’s 
  guild, but the Rogues of Seltaren are fighting 
  them for control. The Baker Street Gang is caught 
  in the middle. 
  DC 25 A third group from outside the Duchy is quietly 
  supporting the Black Rats. Nobody knows who 
  they represent, but they are much more subtle 
  than the Rats. 
  DC 30 Some friends were talking about making one last 
  try at the treasure the Zilchans were supposed to 
  have left behind. But everybody knows its vault is 
  impregnable. 
   
  MAKING CONTACT 
  It takes 1d4+1 hours to make contact with a 
  knowledgeable personage from one of the groups below. 
  Let the PCs know that a DC 20 Diplomacy check or 
  URD7-03 Caveat Emptor 
   
  Page 10 
  
  expenditure of an extra influence with the group will 
  shorten it to 1 hour. 
   
  With the Ducal Diplomatic Corps (DDC) 
  Members of the White Bears or Shadow Bears will know 
  somebody in Leukish that they can check in with. Others 
  must spend an influence with the DDC (or one of its 
  allies) to make contact with a person of importance.  
   
  The contact informs the PCs that she is confident 
  neither the White Harts nor the Skeptics are involved in 
  any big violent plot in the city. At the same time she IS 
  concerned about the riots and with the idea that a trap 
  could cause fall out with the Zilchans or the city of 
  Dyvers. 
   
  Scarlet Bears and/or Shadow Bears who contact their 
  order are ordered to investigate the allegations (and 
  Scarlet Bears may count this adventure towards their 
  banked time units). 
   
  With a Faction (White Harts, Strong Harts, or 
  Ducal Loyalists) 
  Faction 
  members 
  (with 
  the 
  appropriate 
  faction 
  certificate) know somebody in Leukish that they can 
  check in with about their faction. Others must spend an 
  influence with the faction to make contact with a person 
  of importance.  
   
  Whoever is talked to denies knowledge of any secret 
  missions and/or ever having heard of Lady Beatrice 
  Gaebech, Lady Belinda Kruske, and/or Desmin Corpin. If 
  being told about another faction’s “mission," they 
  encourage the PC to tag along and report back what they 
  learn. 
    
  With House Gaebech or House Kruske 
  Members and employees of the house know somebody in 
  Leukish that they can get information from. Others must 
  spend an influence with the house (or one of its allies) to 
  make quick contact with a person of importance.  
   
  Whoever is talked to denies that Lady Beatrice 
  Gaebech or Lady Belinda Kruske is a member of their 
  house.  
   
  With the Leukish Watch 
  Anybody can go to the Watch Headquarters to ask about 
  “Constable Haed.” After checking records, they inform 
  the PCs that he does not exist. 
   
  With the Rogues of Seltaren or Baker Street 
  Gang 
  Members of the Rogues and/or those with influence with 
  Dellin (from URD6-03 Brother Rat) will know that the 
  Baker Street Gang has joined the Rogues of Seltaren and 
  is the only easy contact in the city. Others are out of luck. 
   
  If contacted, Dellin will tell members of the Rogues 
  what he knows, but others must spend an Influence with 
  him. What he knows: 
  • 
  Information known by Thieves (see above) up to 
  DC 20. 
  • 
  The Black Rats have been laying low for the last 
  couple months after the Regent (now Duke) 
  cracked down on one of their gambling 
  concerns. 
  • 
  Because of this they missed that “Nothing” was 
  run in the city. Nothing impressed the 
  unaffiliated thieves in the city and many are 
  considering joining the Rogues of Seltaren. 
  • 
  The Baker Street gang has also been keeping a 
  low profile and is on edge to find out when the 
  Black Rats might strike out at them. 
  • 
  The Tears of the Laughing Rogue band made 
  contact with him recently. He thinks they are 
  planning some sort of heist in the Temple 
  District. 
   
  * Dellin assumes that any Rogues know that “Nothing” 
  refers to a scavenger hunt put on by the Rogues of 
  Seltaren and that it happened in Leukish this year. 
   
  With the Zilchans 
  During the first day of this adventure, the Zilchans are 
  hard to get an audience with. Seeing them requires the 
  expenditure of an influence with the Church of Zilchus. 
   
  The Zilchans are concerned about talk of sabotage 
  and/or deny that they are hiring anybody to secure the 
  treasure. They offer a reward to anybody willing to make 
  sure the vault is not entered until they officially take 
  control of it the next day. The reward offered is 50 gp x 
  APL. 
   
  3: BENEATH THE RUINS 
  PCs who entered the catacombs beneath the ruins of the 
  Temple of Zilchus in URD3-02 Test of Faith know the way 
  in from the sewers, but are also likely to know of an 
  entrance directly to the catacombs from the ruins. 
  Unfortunately for them, the Tears have collapsed the 
  surface entrance and filled it with rubble (from the vault 
  excavations). If the PCs don’t have a way to bypass the 
  rubble, the entrance will do them no good. If they can get 
  past the rubble, they will emerge directly into Area F. 
   
  Those who follow the directions given to them in 
  Encounter 1A or 1B find that the key works to get 
  through a service door in a public bathroom facility and 
  will make quick progress to the entrance. Read the 
  following to describe their travels through the sewers: 
   
  The sewer tunnels are 5 feet wide and 10 feet high. 
  There is about a foot of murky water and a foul 
  smelling mist that clings to your skin. The smell is 
  horrific and you can hear the scampering of rats 
  scattering away as you approach. After following 
  your directions through the winding tunnels and 
  past several intersections you find the hole in the 
  ceiling that is supposed to lead to the Zilchan 
  catacombs.  
   
  URD7-03 Caveat Emptor 
   
  Page 11 
  
  The rats mentioned in the boxed text are reporting back 
  to the Black Rats (one of the ways the group in Encounter 
  7 is keeping track of the PC's progress). 
   
  The hole: The hole in the ceiling leads to an old garbage 
  chute. Climbing up the hole from the shoulders of a 
  medium or larger person is a DC 15. Climbing up the 
  slippery walls (without a boost) is a DC 20. Large 
  characters can make it through the hole by squeezing. 
   
  5 feet up the chute is a 10 by 10 room with a spiral 
  staircase leading up to Area A.  
   
  At APL 12, the Rogues of Seltaren Sorcerer (in 
  Encounter 4) has cast an alarm spell (faint abjuration, CL 
  10) in the room above the chute. It is set to alert him 
  mentally. A detect magic looking up the hole from the 
  sewers will detect it before it is triggered.  
   
  AREA A 
  When the leader of the Tears of the Laughing Rogue 
  band came upon an old door trap and the Hydra Corpse, 
  he saw the perfect opportunity to use some captive 
  creatures to set a trap of his own for intruders.  
   
  After disabling the normal activation method for the 
  door trap, the Tears have rigged a tripwire to activate it 
  instead. If the tripwire is triggered, a magic missile shoots 
  from the door into the hydra corpse.  
   
  The hydra corpse is inhabited by the creatures listed 
  below. They were released by the Tears and are entirely 
  within the desiccated remains (full cover). Any 
  centipedes are feeding upon it, while the hellwasps are 
  focused on breeding enough to successfully animate it 
  (which they can’t do yet). Neither make an appearance 
  unless the corpse is physically attacked (either by the PCs 
  or by the trap). 
   
  At the top of the circular stairway you emerge into 
  the first of three 35ft diameter domed rooms. On the 
  far side lies the long dead and thoroughly desiccated 
  body of a huge reptilian creature with many heads. 
  To its left is a sturdy looking door. 
   
  �APL 12: At APL 12 the Sorcerer has cast a 2nd inaudible 
  alarm spell (faint abjuration CL10) to fill the middle circle 
  of the room.  
   
  �Tripwire Trap: mechanical; location trigger (as one 
  crosses under the second archway in the room); manual 
  reset; fires a magic missile at the hydra corpse (resulting 
  in emergence of the creatures inside, see below); Search 
  (DC 15+APL); Disable Device (DC 10+APL). 
   
  �Strong Wooden Door: Break DC 23, hardness 5, hp 
  20. Locked DC 20. Search DC 30 will find the disabled 
  trap that is now triggered by the tripwire (above). 
   
  �Sentry: A halfling member of the Rogues of Seltaren 
  (the first one listed by APL in Encounter 4) is listening 
  for intruders from behind the door (+5 to Listen DC). He 
  should have little trouble hearing a battle if it occurs (as 
  the DC is in the negatives even through the door), but 
  might otherwise need to make a listen check. APL 2-4: 
  Listen +7, APL 6-10: Listen +9, APL 12: Listen +12. If he 
  hears intruders, the sentry listens once more in the 
  following round (to see if he can discern any details), 
  drink his elixir of hiding and then fall back to warn the 
  others. Track the number of rounds that pass between the 
  sentry hearing intruders and the intruders getting past 
  the door (as this impacts both the buffs used and the 
  whether they run out).  
    
  Creatures: If the hydra corpse is attacked (either 
  deliberately or via the trap), the creatures inside emerge. 
  Unless the PCs planned a coordinated attack on the 
  corpse, proceed to initiative (with no surprise for either 
  side). 
   
  APL 2 (EL 1) 
   
  �Monstrous Centipedes, Tiny (8): hp 1, 1, 1, 1, 1, 
  1, 1, 1; Monster Manual 286. 
   
  APL 4 (EL 3) 
   
  �Monstrous Centipedes, Tiny (8): hp 1, 1, 1, 1, 1, 
  1, 1, 1; Monster Manual 286. 
   
  �Monstrous Centipedes, Large (2): hp 13, 13; 
  Monster Manual 286. 
   
  APL 6 (EL 5) 
   
  �Centipede Swarm (1): hp 31; Monster Manual 238. 
   
  �Monstrous Centipedes, Large (2): hp 13, 13; 
  Monster Manual 286. 
   
  APL 8 (EL 7) 
   
  �Centipede Swarms (2): hp 31, 31; Monster Manual 
  238. 
   
  �Monstrous Centipedes, Large (2): hp 13, 13; 
  Monster Manual 286. 
   
  APL 10 (EL 8) 
   
  �Hellwasp Swarm (1): hp 93; Monster Manual 238. 
   
  APL 12 (EL 10) 
   
  �Hellwasp Swarms (2): hp 93; Monster Manual 
  238. 
   
  Tactics: If disturbed, the creatures try to kill and eat 
  anything in the room. They do not attack each other. If 
  they see anybody fleeing the room, the pursue them as far 
  as the bottom of the stairway. After feeding upon 
  whomever they have killed, they will return to the hydra 
  corpse. The hellwasp swarms will occupy any helpless or 
  dead victims that are left behind. They do not attempt to 
  do so during combat. 
   
  Developments: If the halfling sentry hears intruders he 
  proceeds to warn the others. It takes him two rounds to 
  raise the alarm. See Encounter 4 for preparation details. 
   
  If the PCs proceed onwards, go to Encounter 4. If 
  they retreat immediately from the catacombs, the Black 
  URD7-03 Caveat Emptor 
   
  Page 12 
  
  Rats from Encounter 7 attempt to ambush them at the 
  first sewer intersection (a 20x30 ft room with 5 foot wide 
  corridors out of each corner).  
   
  4: RED HANDED 
  AREA DESCRIPTIONS 
  Area B: Room with attached pantry. 15' ceiling.  
   
  A large number of crates are scattered around this 
  room. (brought here to remove the contents of the 
  treasure vault, but also providing cover for hiding rogues. 
   
  The Rogues of Seltaren that are not on sentry duty 
  are in this room (see below). They have a hooded lantern 
  (which they cover if an alarm has been raised). In the 
  Southern alcove is a large sack filled with large sacks (for 
  the vault). Laid out next to it is a vial of silvery liquid 
  labeled "Silversheen", two antitoxins, and a branch from 
  some plant (all ready to use as needed if attacked by Black 
  Rat wererats). A DC 10 Knowledge (nature) or Profession 
  (herbalist) will identify the plant as Belladona (for use 
  against lycanthropy).  
   
  Area C: 15' x 20' storage room with low (10 ft) ceiling. 
   
  Area D:  
  A large room with a vaulted ceiling (20' high). The 
  walls are set with the repeating symbol of hands 
  clutching a bag of coins (a DC 15 Knowledge: religion 
  check identifies it as the holy symbol of the church of 
  Zilchus). It looks like it may once have been an area 
  of worship. An unlocked storage closet contains 
  three holy symbols (Kord, Lendor, and Lydia) as well 
  as two moldered spell component pouches, a dagger, 
  and a light mace. 
   
  To the south are a series of cells.  
   
  Small barred windows in each door permit viewing of the 
  simple cots inside of each little room along the corridor. 
  All of the doors are unlocked and intact except one that 
  was smashed out from the inside a long time ago (in the 
  prelude to URD3-02 Test of Faith). 
   
  Area E: This room has a dome that rises to 20' high at 
  the apex. In the center is a metal surgical table with 
  metal restraints. Against the wall is a mangled metal 
  door that obviously came from a gaping doorway down 
  the corridor to the west. Remnants of shelves line the 
  walls.  
   
  Area F: The metal door to this massive room is in the 
  center of the domed room to its east. It has a high 
  vaulted ceiling supported by heavy buttresses and a 
  series of complex interlocking arches. Parts of the 
  ceiling have collapsed but rubble has been cleared 
  from the northwest corner to reveal additional 
  rooms beyond. 
   
  Area G: See Encounter 5 (below). 
   
  THE ROGUES OF SELTAREN 
  "Dillo", the Leader of the Tears of the Laughing Rogue, 
  has sent other members of his band to find out how to get 
  past the Vault (Area G). He has stayed behind with hired 
  help (from either the Seven Bells or Shadow Cats bands 
  in the Rogues of Seltaren) to make sure the vault remains 
  secure. They are all on high alert and will assume that any 
  intruders are there from the Black Rats to kill them. As 
  such, they attack from ambush. If parlay is attempted see 
  Negotiations (below). 
   
  Sentry: As described in Encounter 4, one of the halflings 
  is on sentry at the door leading out of Area A. If the PCs 
  are detected, the Rogues cover their hooded lantern, cast 
  buff spells, and drink their potions/elixirs (refer to 
  Power-Up Suites). Then the halflings hide near the 
  entryway and wait for their prey to arrive.  
   
  'Dillo himself would rather avoid combat. He prefers 
  to use his cape of the mountebank to dimension door away 
  with his cohort ("Quiver"). At APLs 2-6 he leaves his hired 
  help to deal with the adventurers. At APL 8, he leaves 
  Quiver behind to help out. At APLs 10 and 12, 'Dillo has 
  already used his cape’s special ability for the day 
  (attempting to penetrate the vault), and so both he and 
  Quiver are forced to get their hands dirty (no read aloud 
  text is needed). 
   
  If sticking around and forewarned, 'Dillo and/or 
  Quiver drink their potions / elixirs (except remove 
  blindness) and then cast protection from law on the Shadow 
  Cats.  
   
  Alarm Spells: APL 12, the sorcerer has cast 3 mental 
  alarm spells (as described in Encounter 3 and 5). If any of 
  the alarm spells are triggered, she warns her companions 
  (who fetch the sentry for buffing) and immediately 
  begins casting her other buff spells. The longest duration 
  spells are cast first – use the order given in the Power-Up 
  Suites. She shares every spell she casts on herself with her 
  familiar. It takes her 12 rounds to cast all of her buffs on 
  all of the party members. She waits until the start of 
  combat to cast nerveskitter and greater invisibility. If a 
  second alarm spell is not triggered within 2 minutes after 
  the first, the two halflings will be sent to listen at the door 
  to Area A and check up on Area G. They will use message 
  to keep in communication. 
   
  Recognition: All of the Rogues of Seltaren are wearing 
  dark clothes and hoods to disguise their features. They 
  use code names for communication. Have PCs from the 
  same band as one of them roll a DC 20 Spot or Listen 
  (depending on whether they see them or hear them talk) 
  to recognize a member of their band. Conversely, the 
  Seven Bells, Shadow Cats, and Spectral Hands NPCs 
  recognize undisguised PCs from their band only if they 
  are at least a Confidante. The “First Rogue” (Kirni in 597 
  CY) will be automatically recognized. The Tears of the 
  Laughing Rogue always wear masks when they meet so 
  URD7-03 Caveat Emptor 
   
  Page 13 
  
  need to make a DC 20 Spot or Listen to recognize a fellow 
  member. 
   
  Kibitzing: Have one of the hired rogues express surprise 
  in the second or third round of combat that none of the 
  PCs have whiskers or fangs.  
   
  Negotiations: The Tears start out Hostile and make no 
  attempts to negotiate. To get them to stop fighting, a PC 
  must change their attitude to at least Unfriendly. 
  Alternatively, claiming membership in the Rogues of 
  Seltaren, or influence with the Rogues of Seltaren gets 
  them to pause while they verify the claim (either with 
  hand signals or via questions about how they got the 
  influence). 
  • 
  DC 20 Diplomacy check = Unfriendly (see PH 
  72 for better results)  
  • 
  Influence with the Rogues = Indifferent. 
   
  • 
  Membership in the Rogues = Friendly. 
  • 
  Membership in the band the NPC is from = 
  Helpful. 
   
  Results of improved attitude: If Unfriendly, the 
  Rogues insist that the PCs leave (retries can be 
  attempted). If Indifferent or better, they suggest that the 
  PCs were duped into coming after them and guess that it 
  was their enemies that did so. They ask the PCs to help 
  them (and earn their favor) by attacking the local leader. 
  If Friendly or better, they tell the PCs what they know 
  (see below), if Helpful, they offer their silversheen (in 
  room B), healing and/or remaining buff spells to the PCs 
  if they agree to go after the Black Rats. 
   
  Creatures:  
  The "Seven Bells," "Shadow Cats," and "Spectral Hands" 
  rogues are members of the bands named. They have been 
  hired by 'Dillo (the leader of the "Tears of the Laughing 
  Rogue" band) for this mission. 'Dillo and Quiver are 
  present at all APLs but will focus entirely on getting away 
  if not listed at the appropriate APL below. Read the 
  following for APL 2-8 once combat starts: 
   
  A voice calls out from the shadows at the back of the 
  room, "Make sure these rats don't get to the vault. I 
  will hurry the others in finding what we need." With 
  that, one of the shadows disappears in a cloud of 
  smoke. 
   
  If 'Dillo is somehow prevented from using his cape of the 
  Montebank he attempta escape on foot. Do NOT have 
  Dillo or Quiver attack the PCs if they are not listed at the 
  appropriate APL. 
   
  Note: Multiple invisible and hiding opponents can be 
  challenging to keep track of. An "Invisibility Tracker" has 
  been provided to note the current locations of each 
  hidden NPC (see the DM's Aide in appendix).  
   
  APL 2 (EL 4) 
      
  �Seven Bells Rogues (2): male deep halfling 
  fighter 1/rogue 1; hp 13/17; see Appendix Two. 
   
   
  APL 4 (EL 6) 
      
  �Seven Bells Rogues (2): male deep halfling 
  fighter 2/rogue 2; hp 26/34; see Appendix Two. 
   
   
  APL 6 (EL 9) 
      
  �Shadow Cats Rogues (3): male deep halfling 
  fighter 2/rogue 4; hp 37/49; see Appendix Two.  
   
  APL 8 (EL 11) 
      
  �Shadow Cats Rogues (2): male deep halfling 
  fighter 2/rogue 5/shadowdancer 1; hp 49/65; see Appendix 
  Two. 
      
  �"Quiver" (Cohort of 'Dillo): male human rogue 
  7/temple raider 1; hp 44/60; see Appendix Two. 
   
   
  APL 10 (EL 13) 
      
  �Shadow Cats Rogues (2): male deep halfling 
  fighter 2/rogue 5/shadowdancer 3; hp 62/82; see 
  Appendix Two. 
      
  �shadow companions (2): hp 19; see Monster 
  Manual 221. 
      
  �"Dillo" (Tears Band Leader): male human rogue 
  9/temple raider 1; hp 55/75; see Appendix Two. 
      
  �"Quiver" (Cohort of 'Dillo): male human rogue 
  7/temple raider 1; hp 44/60; see Appendix Two. 
   
  APL 12 (EL 15) 
      
  �Shadow Cats Rogues (2): male deep halfling 
  fighter 2/rogue 7/shadowdancer 3; hp 73/97; see 
  Appendix Two. 
      
  �shadow companions (2): hp 19; see Monster 
  Manual 221. 
      
  "Dillo" (Tears Band Leader): male human rogue 
  9/temple raider 1; hp 55/75; see Appendix Two. 
      
  "Quiver" (Cohort of 'Dillo): male human rogue 
  7/temple raider 1; hp 44/60; see Appendix Two. 
     
  Kiara of the Spectral Hands: female human 
  sorcerer 10; hp 45/65 (w/out false life); see Appendix Two. 
   
  Tactics: Unless the PCs have some way of knowing that 
  the Rogues are in Area B, or the sentry fails to hear the 
  PCs through the door, the Rogues will likely get the jump 
  on the party. If there was time to pre-cast the spells in the 
  creatures’ power up suites, make sure to note how much 
  time the buffs have remaining (3 minutes for the potions 
  and 1 hour for elixirs of hiding).  
   
  If the PCs are not using a light source, one of the 
  rogues uncover the hooded lantern. 
   
  At lower APLs, the halflings attempt to set up flanks 
  for each other and make the most of their sneak attacks. 
  At higher APLs, they use their hide in plain sight ability 
  in combination with Spring Attack to perform hit-and-
  run maneuvers (see below for a summary of the rules for 
  this tactic). If present, the shadow companions note the 
  URD7-03 Caveat Emptor 
   
  Page 14 
  
  location of any heavily armored PCs, then move and 
  attack from underground (+4 to AC against readied 
  attacks, but 50% miss chance on their attacks). 
   
  Combining Spring Attack and Hide in Plain Sight: 
  This strategy is addressed in the DnD FAQ. It is resolved 
  in four parts: 
  1. 
  Roll a Hide check* as the attacker first moves. If this 
  Hide beats their target’s Spot (and they are within 30 
  feet), the attacker gets to use his sneak attack dice. 
  2. 
  Roll a Hide check (with a -20) as the attack itself 
  occurs. If an opponent has readied and doesn't make 
  her Spot, she has to attack the square instead of the 
  assassin (50% miss).  
  3. 
  If threatened have the attacker tumble out of the 
  square as he moves away. 
  4. 
  Roll a Hide check* as the attacker moves away. If not 
  Spotted, the PCs won’t know where the attacker ends 
  his movement. 
  * If the attacker's move only ½ their normal speed they 
  take no penalty on their Hide check while moving. It 
  they move less than their speed they have a -5 while 
  moving. If they move their speed (or run or charge) they 
  have a -20. 
   
   
  If fighting, 'Dillo and/or Quiver use their elixirs of 
  hiding and hide themselves. Their tactic of choice is to 
  snipe from hiding (as per PH 76, they fire their bow and 
  then use a move action and hide check -20 to avoid being 
  seen). They prefer to eliminate spell casters first. If an ally 
  is blinded/glitterdusted the closest will give him his 
  potion of remove blindness. 
   
  At APL 12, the sorcerer casts nerveskitter before 
  rolling initiative. She typically starts combat with a greater 
  invisibility, and then casts ball lightning the following 
  round. In successive rounds, she pushes the ball lightning 
  around the room with her move action and uses her 
  prepared empowered fireballs to decimate the PCs. She is 
  in communication with her companions via message (if 
  precast), so there should be no danger in targeting any of 
  them with her area effect spells, even if she can’t see 
  them. Any PCs making a DC 20 Listen check (not 
  including distance modifiers) during combat can hear 
  them whispering to each other. If they make a DC 30 
  Listen check, they can make out what is being whispered, 
  possibly giving away the locations of the hiding or 
  invisible Rogues. If blinded or glitterdusted she drinks 
  her potion of remove blindness. 
   
  All of the NPCs begin the combat assuming they are 
  fighting Black Rats and prepared to do so without 
  surrender (as they prefer to keep their heads attached). If 
  it becomes clear that the attackers are not from the Rats 
  and they are clearly loosing, they are willing to negotiate 
  a surrender. 
   
  What they know: 
  Captured Tears offer to trade information for their 
  freedom. Alternatively, if their attitude is changed to 
  Friendly (either through Diplomacy or Intimidation), 
  they tell the PCs what they believe to be true: 
   
  Their Enemies: The Rogues are in competition with 
  a cutthroat band of were-rats known as the "Black Rats." 
  They assume (unless proven otherwise) that the PCs are 
  working for the Black Rats. 
   
  Their Job: They are to keep anybody from getting to 
  the vault (Area G on the map). This means ANYBODY. 
  They are happy to see fellow Rogues of Seltaren 
  members, but insist that they are not allowed access to 
  the vault. 
   
   
  The Vault: A strange ant-like creature appears 
  each time one of the spindles is turned. If any are killed, 
  or after all three of the spindles have been turned, a 
  fourth, larger one appears and attacks. If nobody is 
  around to attack and the spindles are set to “Profit, 
  Control, and Contract” the fourth one doesn’t appear but 
  the other three just stand there for a bit before spinning 
  the spindles and disappearing. The HEAD of the Tears of 
  the Laughing Rogues tried to figure it out and was 
  stumped. If brought a method to open the vault (by PCs 
  who have gained the information in Encounter 7) they 
  happily accept it but will wait for the remainder of their 
  band and will not agree to give the PCs a cut of their loot. 
   
  The Plan (will only tell if attitude is Helpful): They 
  have been unable to figure out the secret to opening the 
  Vault. Currently, a group of the Tears is trying to 
  infiltrate the Zilchus ships in the harbor and see if they 
  can find out what to do next.  
   
  Treasure: Refer to the treasure section of this adventure 
  to determine what the PCs find here. 
   
  Developments: From this encounter, PCs who have 
  made peaceful contact with the Tears can choose to take 
  the proffered mission and proceed to Encounter 7. 
  Those who have defeated them may proceed to 
  Encounter 5.  
   
  5: GUARDIANS  
  OF THE WEALTH 
  This encounter takes place in Area G on the map.  
   
  This encounter could be frustrating to PCs who are 
  operating on the assumption that all puzzles in Living 
  Greyhawk always include the clues needed to solve them. 
  When the PCs start getting bogged down, stumped, or 
  frustrated feel free to have the attackers from Encounter 
  7 arrive on the scene and attack, but don’t do this until 
  after they have dealt with the formians (below) at least 
  once. 
   
  From the hacked up walls, pulled up paving stones, 
  and bits of gold in the room, it looks like this 
  circular chamber was once lined with gold leaf. 
  Scattered skeletons and the musty smell of death 
  attest to the fact that some who came here to 
  plunder it did not leave alive. 
  URD7-03 Caveat Emptor 
   
  Page 15 
  
   
  Around the edges of the room, three strange 
  spindles rise up out of the floor in a triangle. Each 
  has three handles with a word written above each 
  handle. On each spindle, one of the handles faces 
  towards an inlaid triangle in the center of the room. 
  In the center of the triangle is a pedestal with a large 
  bowl atop it. 
   
  Two large doorways, 15 feet tall and 10 feet wise, 
  are inset into the wall to either side of the spindle 
  opposite you. The doors on the right were clearly 
  once made of stone. Their remnants lie shattered in 
  pieces on the floor. Beyond the open doorway you 
  can see a large empty chamber that has obviously 
  been stripped of all valuables. 
   
  The doorway on the left is sealed with a pair of 
  tall doors that appear to be made of adamantium. On 
  either side of the doors are oversized adamantium 
  hands. Each hand holds a section of massive iron 
  chain. From the length of the chains and the broken 
  links on the floor, it looks likely that the chain was 
  once a single length stretching across the front of 
  the doors. Perhaps it was sundered to gain entry to 
  whatever the doors secure? 
   
  Someone has scratched words into the floor in 
  front of you: “Give it up. Waste of time. Tried 
  everything. Nothing works.” 
   
   
  The area behind the closed doors is sealed against 
  extradimensional travel and the chamber they secure is 
  lined with adamantium. 
   
  A DC 20 Heal check will determine that one of the 
  skeletons was cut in half by some sort of pincer and 
  another has no damage to its bones but is contorted as if it 
  died in pain. 
   
  �Detect Magic: If the PCs detect magic they detect 
  strong conjuration (summoning) magic within the inlaid 
  triangle. At APL 12, a mental alarm spell (faint abjuration 
  CL10) has also been cast in the center of the room. It is 
  likely that any PCs have already fought the Rogues of 
  Seltaren Sorcerer who cast it (making the spell 
  meaningless). 
   
  �Spindles: The words above each handle are written in 
  Oeridien. The spindles can be rotated and audibly click 
  into place whenever a spindle faces the center triangle. If 
  translated, the words above the handles read as follows: 
  Spindle 1: Theft, Wealth, Profit 
  Spindle 2: Avarice, Control, Greed 
  Spindle 3: Honesty, Contract, Luxury 
  For each spindle, the first word listed is currently facing 
  the triangle. 
   
  �Adamantine Doors: The doors will not open unless 
  the spindles have been turned so that “Profit, Control, 
  and Contract” are pointing towards the center triangle 
  and the iron chain is restored to pristine condition. The 
  chain could be restored with a make whole spell (either by 
  a PC or the formian workers as described below). Once 
  both are in place the hands animate and pull until the 
  chain breaks, and then the doors open.  
   
  �The formians: Each time a spindle is turned a formian 
  worker appears at the corner of the triangle that is closest 
  to the spindle turned (if one is not already there). 
   
  If a PC attacks one of the spindles or a formian 
  worker, or if all three spindles have been turned and any 
  of the words are wrong, a larger formian appears (a 
  formian warrior at APL 2-8 or a formian taskmaster at 
  APL 10-12). It attacks anybody in the room who attacked 
  a formian or has a weapon drawn. 
   
  Use the appropriate read out loud text below. 
   
  �Combination Lock: To restore the chain and open the 
  doors, 10 pounds of metal must be placed in the offering 
  bowl at the center of the triangle. Then the three spindles 
  must be turned so that the handles that say “Profit, 
  Control, and Contract” are pointing towards the center 
  triangle (remember that a formian worker appears when 
  each is rotated).  
   
  If all three formian workers are present and the 
  formian warrior/taskmaster has not been called (because 
  the combo is correct), they take the metal (as payment) 
  and then use their make whole ability to repair the 
  sundered chain (if it is not already repaired). 
   
  Reset: If two minutes pass without combat, the formian 
  workers each turn the appropriate spindle to a different 
  setting. Then the formians gather back in the triangle and 
  disappear back to the plane of Mechanus. 
   
  Read Out Loud Text: 
  When a spindle is turned: You feel the spindle click 
  into place with one of the handles facing the bowl in 
  the center of the room. Abruptly the air shimmers 
  and a strange creature appears at the corner of the 
  triangle nearest the spindle. The creature is the size 
  of a jackal but looks like an ant with its head and 
  thorax upright. Its humanlike arms end in blunt 
  claws. The creature is facing inwards towards the 
  bowl. 
   
  When additional spindles are turned: Another of the 
  small ant like creatures appears. This one is also 
  facing towards the bowl in the center. 
   
  If the formian warrior appears: The air shimmers again. 
  This time the ant-like creature that appears is the 
  size of a pony. The abdomen of this one ends in a 
  vicious looking stinger. In addition, its mouth has 
  powerful mandibles and its arms end in sharp claws. 
  Its claws snap the air and it looks around 
  threateningly. 
   
  If the formian taskmaster appears: The air shimmers 
  again. This time the ant-like creature that appears is 
  the size of a pony. The abdomen of this one ends in a 
  vicious looking stinger. It does not appear to have a 
  URD7-03 Caveat Emptor 
   
  Page 16 
  
  mouth but its arms end in sharp claws. Its claws 
  snap the air and it looks around threateningly. 
   
  Knowledge (planes) checks:  
  Formian worker 
  DC 11 This is a formian worker from the lawful plane of 
  Mechanus. As a worker it can bite but does not 
  do so unless its hive is threatened. 
  DC 16 workers are more affective in large numbers, 8 
  working in concert can cure wounds, while 3 
  can make things whole. 
  DC 21 formians have resistance 10 to electricity, fire, 
  and sonic affects, and are immune to cold. 
  DC 26 formians 
  are 
  immune 
  to 
  poison, 
  and 
  petrification. 
  DC 31 formians within 50 miles of their queen are all 
  linked telepathically.  
   
  Formian warrior 
  DC 14 This is a formian warrior from the lawful plane 
  of Mechanus. As a warrior it exists only to fight. 
  DC 19 formians have resistance 10 to electricity, fire, 
  and sonic affects, and are immune to cold.  
  DC 24 formians 
  are 
  immune 
  to 
  poison, 
  and 
  petrification. 
  DC 29 warriors have spell resistance 18. 
  DC 34 A warrior's claws and bit can hurt, but its sting is 
  poisonous. 
  DC 39 formians within 50 miles of their queen are all 
  linked telepathically.  
   
  Formian taskmaster 
  DC 16 This is a formian taskmaster from the lawful 
  plane of Mechanus. As a taskmaster it gathers 
  and controls non-formians for the good of the 
  hive. 
  DC 21 formians have resistance 10 to electricity, fire, 
  and sonic affects, and are immune to cold.  
  DC 26 taskmasters are able to cast dominate monster 
  and can control up to 4 creatures at a time. 
  DC 31 taskmasters have spell resistance 21. 
  DC 36 A taskmaster has fast healing 2. 
   
  Creatures:  
  The formians listed below will appear in sequence as 
  described above.  
   
  APLs 2-6 (EL 4) 
   
  �Formian Workers (3): hp 5; Monster Manual 109. 
  Craft (metalworking) +5. 
   
  �Formian Warrior (1): hp 26; Monster Manual 109. 
   
  APLs 8-12 (EL 6)* 
   
  �Formian Workers (3): hp 5; Monster Manual 109. 
  Craft (metalworking) +5. 
   
  �Formian Taskmaster (1): hp 39; Monster Manual 
  109. 
   
  *Have counted the Taskmaster as EL 6 (instead of EL 7) 
  since it does not start with a dominated creature. At APL 
  8+ the formian workers are inconsequential. 
   
  Tactics: If he attacks (see above), the formian warrior will 
  aggressively attacks anybody who attacks or has a weapon 
  drawn. He focuses on whichever opponent seems to be 
  the most deadly. 
   
  The formian taskmaster only uses his dominate ability 
  to take control of anybody attacking or with a weapon 
  drawn (max 4 people). He first orders that person to make 
  sure that nobody harms any of the formians. If anybody 
  successfully saves against his dominate attempts, he orders 
  those he has dominated to fight them and do so himself as 
  needed. 
   
  As long as a warrior or taskmaster is fighting, the 
  workers use aid another to help their armor class or to hit 
  rolls. 
   
  If the PCs are defeated, flee, or sheath their weapons 
  (and stop attacking), the formians stop attacking also. The 
  warrior takes any unattended valuable items that it can 
  carry and returns to the triangle (to be sent back to 
  Mechanus after two minutes pass). The taskmaster also 
  takes back with it any PCs that it has dominated. Any PCs 
  taken back to Mechanus are considered “Lost on another 
  Plane” (as per the LGCS). They are done with the 
  adventure and must spend 1,000gp and 12 TUs (or a do a 
  special mission) before they can be played again. 
   
  Developments: If things bog down the Black Rats from 
  Encounter 7 could attack early. Otherwise, if the PCs 
  successfully restore the chain and set the proper 
  combination, proceed to Encounter 6. If they give up, 
  use Encounter 7 as they leave the ruins. 
   
  6: FINDERS KEEPERS? 
  Read the text below if the PCs successfully restored the 
  chain and set the proper combination in Encounter 5: 
   
  With the chain made whole, the fists on either side 
  of the door grasp it tightly and strain away from 
  each other with all of their might. The chain pulls 
  taught between them. All is silent. 
   
  As the fists continue to strain, a slow grown 
  turns into a shriek of shearing metal. Abruptly, the 
  chain bursts asunder and several links fall broken to 
  the floor. 
   
  Silently, the vault doors swing open. 
   
  Beyond is a curious sight. A single sheet of 
  yellowing parchment is floating in the doorway. A 
  mouth appears upon it and speaks, “Be it known 
  forthwith the contents of this vault are the sole 
  property of the Church of Zilchus, and by extension 
  The Great Guildmaster himself. We regret that 
  recent events have prevented their timely removal to 
  a safer location. Successfully returning this property 
  to the Church will result in the finders receiving 
  URD7-03 Caveat Emptor 
   
  Page 17 
  
  monetary compensation commensurate with the 
  property returned. 
   
  “As the principle holder and owner of this 
  property, unlawful removal of the contents of this 
  tomb will be considered a crime against our church 
  and our god. Any parties associated with said 
  removal and three generations of descendents will 
  be cursed and hunted for the remainder of their 
  natural life, in accordance with Zilchun tradition 
  and policy. Do not take these words lightly, an oath 
  made by Zilchus is an oath kept.” 
   
  As the mouth disappears, the parchment 
  flutters to the ground. 
   
  The parchment has the same words written on it as well 
  as a careful inventory of the contents of the vault. Hand 
  the PCs Player Handout 3. 
   
  Beyond the doorway lies a treasure house the likes of 
  which is seldom seen. Copper, silver and gold coins 
  are neatly stacked on a ledge that circles the room. 
  Ingots of precious metals are piled high in the 
  center. Above the ledge are hooks that hold a wide 
  array of gleaming weapons and wondrous items.  
   
  Treasure:  
   
  �ALL APLs: Loot: 200 gp (All items have the 
  symbol of Zilchus making them more difficult to fence: 
  elaborate mirror, holy water font, assorted masterwork 
  weapons, fancy vestments); Coin: 4912 gp (9,200 cp, 3500 
  sp, 970 gp, 40 5 lb bars of silver, and 10 5 lb bars of gold); 
  Magic: 583 gp; (belt of one mighty blow (125 gp), circlet of 
  persuasion (375 gp), gloves of fortunate striking (83 gp), 
  mithral buckler); Total 5,695 gp 
   
  Note: If any of the contents of this vault are kept by 
  the PCs, make sure to run "The Tax Man Cometh" 
  Conclusion. 
   
  Developments: If any non-PCs are present when the 
  vault is opened (unlikely), they will not consider turning 
  the treasure over to the Church of Zilchus unless either 
  diplomacized to helpful or clearly outmatched. After this 
  encounter you need to either proceed to Encounter 7 as 
  they leave the catacombs or to the Conclusion if the PCs 
  have already fought Encounter 7. 
   
  7: …LOSERS WEEPERS 
  The Alliance (through Reaver) has offered the Black Rats 
  a cut of the loot to retrieve the contents of the Vault. They 
  are coming in after the PCs so as to let them soften up the 
  Rogues. Given the opportunity, they will hide themselves 
  in room A and wait to see if anyone comes out (unless the 
  PCs are bogging down in Encounter 5). 
   
  At APL 12, the assassin will precast false life, magic 
  circle against good, and spider climb on herself before 
  entering the catacombs.  
   
  Timing of the combat: If the PCs leave by the way they 
  came in before midnight, the group is lurking in the dark 
  near the stairway (in Area A). The wererats are hiding on 
  either side of the archway nearest the stairway. The 
  assassin (APL 8+) is hiding amidst the rubble behind the 
  stairway. The Black Rat Enforcer (APL 6+) is standing in 
  the stairway. The Black Rat Enforcer (or a wererat if he 
  isn't present) has a hooded lantern to uncover if the PCs 
  are not using a light source. 
  A Black Rat is stationed at the door leading back to Area 
  A, watching or listening for the PCs’ approach. When the 
  party is detected, the Rats buff and drink their potions 
  (keep track of time available to them and refer to Power-
  Up Suites).  
   
  If the group bogs down in encounter 6, or otherwise, 
  after midnight, the group moves cautiously in and attack 
  the PCs if they find them. If the PCs somehow get past 
  them (unlikely without teleportation magic), they 
  eventually seek them out to see if they have gotten their 
  hands on any of the treasure. Have them ambush the 
  party from an alleyway somewhere in the city. 
   
  Approach:  When present (APL 6+) the Enforcer tries to 
  negotiate for a few rounds. He does this from a distance, 
  while the remainder of the group hide and study their 
  opposition. Ideally, he steps out of the shadows to talk 
  once the assassin has a view of the party (so he can study a 
  target). His Bluff is a -1 so make sure to play him as tense 
  with darting eyes. A successful Sense Motive could 
  determine that he seem only intent on delaying the 
  group. 
   
  The negotiation time gives their assassin (APL 8+) a 
  chance to study one of the party members (see tactics). If 
  the Black Rats see or hear PC spell casting, or the 
  Enforcer visibly comes under the affect of some sort of 
  spell, they attack immediately.  
   
  The Black Rats expect to fight, but are happy to avoid 
  it if given the opportunity. They are unwilling to let the 
  PCs depart with the loot from the vault (no matter how 
  diplomatic the PCs might be) and insist on searching 
  them before letting them pass. If the PCs surrender after 
  the fight begins, the Black Rats insist on taking 
  everything they own. The Enforcer is not their leader, 
  and getting him under the influence of a spell will not 
  avoid the combat. 
   
  Creatures: Black Rat wererats, and a tiefling assassin 
  (APL 8+).  
   
  APL 2 (EL 2) 
      
  �Wererat, hybrid form: hp 12; see Monster Manual 
  171. 
   
   
  APL 4 (EL 4) 
      
  �Wererats, hybrid form (2): hp 12; see Monster 
  Manual 171. 
   
   
  URD7-03 Caveat Emptor 
   
  Page 18 
  
  APL 6 (EL 6) 
      
  �Wererats, hybrid form (2): hp 12; see Monster 
  Manual 171. 
      
  �Black Rat Enforcer: male wererat, hybrid form 
  barbarian 1/fighter 1; hp 23/35; see Appendix Two. 
   
   
  APL 8 (EL 8) 
      
  �Wererats, hybrid form (2): hp 12; see Monster 
  Manual 171. 
      
  �Black Rat Enforcer: male wererat, hybrid form 
  barbarian 1/fighter 3; hp 38/58; see Appendix Two. 
      
  �Teranor 
  Assassin: 
  female 
  tiefling 
  rogue 
  5/assassin 1; hp 27; see Appendix Two. 
   
   
  APL 10 (EL 11) 
      
  �Black Rats (2): male wererat, hybrid form rogue 2; 
  hp 18; see Appendix Two. 
      
  �Black Rat Enforcer: male wererat, hybrid form 
  barbarian 1/fighter 7; hp 68/104; see Appendix Two. 
      
  �Teranor 
  Assassin: 
  female 
  tiefling 
  rogue 
  5/assassin 3; hp 44; see Appendix Two. 
   
  APL 12 (EL 13) 
      
  �Black Rats (2): male wererat, hybrid form rogue 4; 
  hp 29; see Appendix Two. 
      
  �Black Rat Enforcer: male wererat, hybrid form 
  barbarian 1/fighter 8; hp 76/116; see Appendix Two. 
      
  �Teranor 
  Assassin: 
  female 
  tiefling 
  rogue 
  5/assassin 6; hp 60 (w/out false life); see Appendix Two. 
   
  Tactics: All members work to set up flanks for each 
  other. They are careful not to get in the way of any 
  potential charge lanes of the Enforcer. 
   
  The Black Rat Enforcer immediately rages when 
  combat starts and charges into combat recklessly, 
  attempting to deal as much damage as possible. At higher 
  APLs, he uses the Heedless Charge ability of his Shock 
  Trooper feat to full effect and combine it with Karmic 
  Strike to punish any PCs attempting to harm him. He 
  designates the closest or most dangerous-looking ‘tank’ as 
  his Dodge target to negate any potential Power Attack 
  damage with Elusive Target. At APLs in which he has 
  Shock Trooper and Karmic Strike, he gladly provokes 
  attacks of opportunity by charging PCs every round. 
   
  All of the wererats remain in their hybrid forms for 
  the duration of the combat (so only the hybrid form is 
  included in the stat blocks). They revert to their human 
  forms when they are killed. 
   
  The assassin prefers to capture opponents (for 
  interrogation before killing them) and will paralyze 
  with her death attack as long as it looks like the Black 
  Rats will win. She initially studies whoever looks the 
  most like the leader of the group (likely the person 
  talking to the Enforcer). She avoids any obvious rogues or 
  barbarians, as their uncanny dodge ability could negate 
  her death attack. If the assassin remains undetected long 
  enough to study an opponent for 3 rounds and combat 
  has not begun, it is likely that she is the one to initiate the 
  combat (with a surprise round). She casts true strike in the 
  surprise round (plus shock and awe at APL 10 or 12). She 
  uses her death attack (paralysis) on a PC the following 
  round. At APL 12, the assassin uses her metamagic rod to 
  cast a silent true strike during any third round of study, 
  and then launches a death attack on her target the 
  following round. Otherwise, she waits until the three 
  rounds of study are over before casting, or attack without 
  the benefit of the spell (as Death Attack only works if the 
  assassin remains "undetected" for 3 rounds of study). 
  After striking, she either drinks a potion of invisibility or 
  cast invisibility, and then study a new victim (if the first 
  one dies) for three rounds before launching another 
  death attack. 
   
  Treasure: 
  �The Black Rats have a bag of holding (type I holds 250 
  lbs). Inside are 10 pounds of iron, a key (matches the one 
  the PCs were given for the sewer), an official looking 
  “Sewer Access Permit” and two notes. Give the PCs Player 
  Handout 4. The Oeridien words on Note #1 translate to say 
  “Profit”, “Control”, and “Contract”. 
   
  Refer to the treasure section of this adventure to 
  determine what the PCs find here. 
   
  Developments:  Where the PCs proceed from this 
  encounter will depend upon where they are in the 
  adventure.  
   
  If they haven't opened the vault, it is likely the PCs 
  will want to use the information found on the Black Rats 
  to open the Zilchus vault. If they made friends with the 
  Rogues of Seltaren, the Rogues will happily accept the 
  information, but insist on waiting the return of the rest of 
  their band and refuse permission for the PCs to attempt 
  to make use of it. If they previously defeated the Rogues, 
  they can use the information to get into the vault (see 
  Encounter 5). 
   
  Once they have dealt with the vault information, the 
  PCs can either proceed to Encounter 8 (if they didn't 
  fight the Rogues) or to one of the Conclusions. 
    
   8: RAT HOLE 
  This encounter should only take place if the PCs don’t 
  fight the Rogues of Seltaren. If the Rogues convince the 
  PCs to take out a group of Black Rats that they have 
  identified, their directions will lead the PCs here. You 
  will need to calculate what time of day they arrive. If the 
  PCs went straight from the docks to the ruins and then 
  here, it should be approximately 2:30pm. 
   
  The Rat Hole is used by a group of thieves who had 
  long focused on infiltration and robbery of the churches 
  in the city. With the rise of the Black Rats they choose 
  voluntary assimilation over forced absorption. Orias 
  Amelung is a priest of Lendor who was deliberately 
  inflicted with Lycanthropy by the Black Rats leadership 
  (turning him evil but not severing his contact with his 
  deity). They have assigned him to work with the group as 
  he is now a fanatical member of the Black Rats. As a priest 
  URD7-03 Caveat Emptor 
   
  Page 19 
  
  of Lendor, Orias was able to incite some followers of Kord 
  to cause trouble at the docks (as seen in the introduction) 
  and thus give the Black Rats more time to rob their 
  vaults. One of those incited was seen as particularly 
  promising and has been invited back to the cellar to meet 
  personally with the group's Kord Infiltrator and/or Orias 
  himself (he is waiting to meet with them at APL 2-4). 
   
  When the PCs arrive at the address provided by the 
  Rogues, read the following… 
   
  Just east of the Cathedral of Lendor you find the 
  small holy items shop that was described to you by 
  the Rogues of Seltaren. The sign is painted with the 
  holy symbols of a variety of Suel deities. Beside the 
  small wooden door that leads into the shop is a 
  darkened entry way. The entrance contains a set of 
  stairs that lead up to the second floor. 
   
  A DC 10 Knowledge (architecture and engineering) 
  determines that the upper floor of small shops like this is 
  usually a residence. A DC 20 reveals that the building was 
  built with a basement. 
   
  Zulcon Kaldane lives upstairs and mans the shop. 
  Zulcon is a Black Rat operative who is accomplished at 
  undercover work. PCs spending a substantial length of 
  time in the shop during business hours will notice that 
  the shop has next to no customers. Zulcon prefers it that 
  way and comes across as brisk and unwelcoming to help 
  drive off nosy customers. Since Zulcon has no religious 
  knowledge and very little skill as a merchant, he tends to 
  speak very little to potential customers. If customers 
  aren’t going to buy something, then they should leave. If 
  he finds himself in a position where he must endure 
  questions, Zulcon relies on his Bluff skills to maintain his 
  cover.  
   
  �External Doors: The door at the top of the stairs and 
  the alley door are locked at all times. The front door to 
  the shop area is locked after 4 pm. 
   
  �Good Wooden Doors: 1 1/2 in. thick; hardness 5; 
  hp 15; AC 5; Break DC 18. 
   
  �Locks: For APLs 2-4, the locks on the building are 
  Average quality and require an Open Locks check (DC 
  25) to open. For APLs 6-12, the locks on the building are 
  Good quality and require an Open Locks check (DC 30) 
  to open.  
   
  1. SHOP AREA 
  The walls of this large room are lined with hooks 
  and shelves containing wooden holy symbols, small 
  statues of various deities, holy water fonts, flasks of 
  holy water (fake), censors, sticks of incense, and a 
  wide variety of spell components. To one side is a 
  large wooden counter, behind which, is a small 
  metal lock box.  
   
  The lock on the box is very simple (DC 20) and contains a 
  few silver pieces. Anyone making an appropriate 
  Profession check, Appraise check or Intelligence check 
  (DC 15) realizes that there isn’t really enough here to run 
  a business. The PCs may draw their own conclusions 
  from that information.  
   
  Creature: Zulcon is here running the shop during the 
  day (see cellar below). If he is in the shop when a fight 
  breaks out with the guardian in the back room, he will 
  hide and see what happens. He prefers to let them take 
  the risk, but if they are defeated, he attempts to come in 
  behind the PCs after they enter the cellar. 
   
  2. BACKROOM 
  This cramped area is full of boxes and bags of 
  various dried goods to be sold as merchandise. There 
  are two obvious doors in this room.  
   
  Those that take time to search the room will notice will 
  notice that rats have gnawed many of the boxes and other 
  items. A DC 15 Search check will determine that a 
  workbench and counter were once used for woodcarving, 
  but is currently covered in boxes and accumulated dust. 
  In addition a DC 15 Appraise or Profession (merchant) 
  check, will determine that the merchandise has been 
  stored here for a while and is not of the best quality.  
   
  Creature: There is a steep stairway to the cellar but it is 
  entirely covered and concealed by either an animated 
  carpet or a mimic (which is blending into the floor). A 
  DC 23 Spot (or Search) will determine that the floor is 
  not real in that area. 
   
   
  �APL 2 (EL 3): Animated Carpet (large animated 
  object): hp 52; blind & constrict special abilities; 
  hardness 0; Monster Manual 13. 
   
  �APL 4+ (EL 4): mimic: hp 52; Monster Manual 186. 
   
  Tactics: The creature has been ordered to kill any 
  intruders who attack it or figure out it is not real. They 
  have also been told to let pass anybody who says the 
  password "rat nest." The carpet has not been ordered to 
  help out if the Black Rats are attacked and the mimic 
  doesn't particularly like the Black Rats. Neither creature 
  will help out the others if they are attacked. 
   
  If close to defeat, the mimic would rather surrender 
  than die and happily explains the coming and goings of 
  the various Black Rat operatives who visit the shop. 
   
  3. BEDROOM 
  On the second floor, in the northwest section of the 
  building is a small, comfortably furnished bedroom. The 
  room contains a soft feather bed and a footlocker 
  that contains two changes of clothing. The room is 
  rather tidy. This is where Zulcon stays. 
   
  4. KITCHEN/DINING AREA 
  On the second floor, in the northeast section of the 
  building is a dining area/kitchen. There is a table and 
  some chairs in the centre of the room. To the right of 
  URD7-03 Caveat Emptor 
   
  Page 20 
  
  the window, there is a small table with a washbasin 
  and a pitcher of water. On a small shelf above the 
  small table is a small collection of plates, bowls and 
  cutlery.  
   
  5. BEDROOM 
  On the second floor, taking up the entire southern part of 
  the floor is the master bedroom. In this room there is a 
  large feather bed, an empty wardrobe, an end table 
  and trunk at the foot of the bed. This room is neat 
  but has a fine layer of dust covering the furniture. 
  No one has slept here in over a month. This room is kept 
  for important guests who need a private place to stay 
  when in town.  
   
  6. CELLAR 
  In the centre of the room is a large wooden table with 
  four chairs surrounding it. An oil lantern hangs above the 
  table and is lit if the Black Rats are down here meeting.  
   
  Stacked along the north wall are boxes of files (DC 
  15 Search check can determine that they are from the 
  Lendorite archives). A DC 20 Search check will turn up a 
  ledger of collection money skimmed from the churches 
  of Lydia, Kord, and Lendor and a small book written in 
  code. The small book has notes in three categories. A DC 
  20 Decipher Script check will determine that it is a coded 
  list of infiltrators and contacts in each church. A small 
  chest (DC 20 Open Lock) contains 50 gp and 500 sp. 
   
  Along the west wall are shelves containing a variety 
  of paper and tools for counterfeiting purposes. There are 
  also stacks of collection plates and collection boxes. A DC 
  25 Search check reveals that the plates and boxes have 
  carefully concealed false bottoms (to permit skimming of 
  church donations).  
   
  Along the south wall are more crates as well as a large 
  keg. A DC 12 Search check will uncover wheel marks 
  near the keg. They would indicate that the keg can and 
  has been wheeled away from the wall recently. The keg 
  blocks a concealed door (DC 15 Search check) that leads 
  to the Leukish sewers. A hidden switch (DC 25 Search) 
  activates a mechanism to move the keg in one round. The 
  keg rolls back into place one round later. Otherwise, a DC 
  22 Strength check is required to push the keg out of the 
  way. There is beer in the keg but it is long past its prime. 
   
  Creatures: Depending on the time of day, the Black Rats 
  will be found in different parts of the building. During 
  the day when the shop is open, Zulcon will be up 
  minding the shop.  
   
  The new Kordite recruit (from the mob scene at the 
  docks) is either waiting to meet with or meeting with the 
  other Black Rat(s), in the cellar. Around 3 or 4 in the 
  afternoon Zulcon will close up shop and head to the 
  cellar to bring his guests food and drink.  
   
  PCs will recognize the Kordite recruit from the 
  docks. 
   
  APL 2 (EL 4) 
   
  �Zulcon Kaldane: male human fighter 2/rogue 2; 
  hp 26; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
   
  APL 4 (EL 6) 
   
  �Zulcon Kaldane: male human fighter 4/rogue 2; 
  hp 40; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
   
  APL 6 (EL 9) 
   
  �Zulcon Kaldane: male human fighter 4/rogue 2; 
  hp 40; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
  �Kord Infiltrator: male human barbarian 1/rogue 
  7; hp 56; see Appendix Two. 
   
   
  APL 8 (EL 11) 
   
  �Zulcon Kaldane: male human fighter 4/rogue 3; 
  hp 45; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
  �Kord Infiltrator: male human barbarian 1/rogue 
  7; hp 56; see Appendix Two. 
   
  �Orias Amelung: male afflicted were-rat human 
  cleric 7; hp 36/43; see Appendix Two. 
   
  APL 10 (EL 13) 
   
  �Zulcon Kaldane: male human fighter 4/rogue 4; 
  hp 50; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
  �Kord Infiltrator: male human barbarian 1/rogue 
  7; hp 56; see Appendix Two. 
   
  �Orias Amelung: male afflicted were-rat human 
  cleric 7; hp 36/43; see Appendix Two. 
   
  �Lydia 
  Infiltrator: 
  male 
  human 
  bard 
  7/shadowdancer 4; hp 56; see Appendix Two. 
      
  �shadow companions: hp 19; see Monster Manual 
  221. 
   
  APL 12 (EL 15) 
   
  �Zulcon Kaldane: male human fighter 4/rogue 7; 
  hp 65; see Appendix Two. 
   
  �Kordite Recruit: male human warrior 1; hp 9; see 
  Appendix One: Untiered NPCs. 
   
  �Kord Infiltrator: male human barbarian 1/rogue 
  10; hp 85; see Appendix Two. 
   
  �Orias Amelung: male afflicted were-rat human 
  cleric 9; hp 42/53; see Appendix Two. 
   
  �Lydia 
  Infiltrator: 
  male 
  human 
  bard 
  7/shadowdancer 4; hp 56; see Appendix Two. 
    
  �shadow companion: hp 19; see Monster Manual 
  221. 
  URD7-03 Caveat Emptor 
   
  Page 21 
  
   
  Tactics: If they hear the PCs moving around upstairs, the 
  Black Rats prepare an ambush in the cellar. There is 
  plenty of cover from the crates and concealment from the 
  shadows enabling them to hide in most places in the 
  room.  
   
  If alone, the Kordite recruit assumes the PCs are the 
  people he has been waiting for (until they demonstrate 
  otherwise or Zulcon attacks them from behind). If a fight 
  occurs he participates eagerly (and the others happily 
  sacrifice him as needed) 
   
  Orias Amelung attempts to take on hybrid form 
  before hiding. As an afflicted lycanthrope he must make a 
  DC 15 Change Form skill check (see his stats) to do so. If 
  still in human form when he is reduced by 1/4th HP, he 
  has to make a save or turn into his animal form. He tries 
  to avoid this. If he does fail the check, he attempts to 
  make a Change Form check to turn into his hybrid form. 
  Failing that, he fights in his dire rat form. As a new 
  lycanthrope, Orias has become a fanatic for the Black Rats 
  and will lay down his life if needed. 
   
  Zolcan and the infiltrators will fight to the best of 
  their abilities but will not stick around to fight to the 
  death. If things are going badly, they smash the lantern 
  and use the darkness to flee into the sewers. They feel 
  free to sacrifice Orias to help cover their escape. 
   
  Treasure: Refer to the treasure section of this adventure 
  to determine what the PCs find here. 
   
  Developments 
   
  If the Kordite Recruit is captured and then turned 
  over to the church of Kord or Lendor he caves and tells 
  what little he knows (that Orias preached for the riots 
  and he was approached afterwards as a "promising 
  candidate capable of going far in a secret order." 
   
  If the PCs are somehow able to capture and cure 
  Orias of his lycanthropy he eagerly returns to the church 
  and tells them all he knows of the Black Rat operations. 
   
  Proceed to "Rat on a Stick" in the Conclusion. 
   
  CONCLUSION 
  At the end of this adventure, the PCs have several options 
  as to what to do next (they may attempt more than one as 
  appropriate): 
  • 
  If the PCs killed any of the Black Rats or the 
  Rogues of Seltaren give them the appropriate 
  Major 
  enmity. 
  Characters 
  who 
  were 
  successfully disguised (via a disguise check) and 
  who you feel are unlikely to be identified (by 
  surviving members or the agent that contacted 
  them in Encounter 1) should not receive this. 
  • 
  If the PCs accepted the Tears request to go 
  after the Black Rats hideout, go to “Rat on A 
  Stick.” 
  • 
  If the PCs want to make contact with 
  members of the Church of Zilchus to turn 
  over their money, go to “Daddy Moneybags” 
  (below). 
  • 
  If the PCs have any portion of the treasure 
  from the Vaults and do not return it to the 
  Church, go to “The Tax Man Cometh” 
  • 
  If the PCs return to the Ship and Anchor 
  Tavern no one will make contact with them.  
  • 
  Seeking out the agent(s) who contacted the 
  PCs in Encounter 1A or 1B will have no success. 
  They have gone to ground in a scry proof area 
  and can not be found. 
  • 
  Directly contacting a faction or house gains 
  little more than blank looks (since the factions 
  and houses were not actually involved in this 
  adventure). 
   
  DADDY MONEYBAGS 
  If the PCs seek out the Heads of the Church of Zilchus, 
  read the following: 
   
  The Zilchans, as expected, are staying in the swank 
  part of Leukish. A guard at the entrance to their 
  residency inquires as to your business. 
   
  Mention of the deal struck with “Desmin Corpin” will be 
  met with a blank look and a request for the contract that 
  any representative would surely have presented. 
   
  Proceed if the characters present Player Handout 3 or 
  Player Handout 4 to the guard: 
   
  At the presentation of the note you found, you are 
  directed to a courtyard that is lined on both sides 
  with a score of heavily armed and armored guards, 
  accompanied by several clerics. After waiting mere 
  minutes, you are directed to acknowledge the 
  entrance of His Holiness, the High Priest of Zilchus, 
  Jereader Zomawyn. 
   
  "Greetings! It is my understanding that you have 
  a small parchment for me?" 
   
  If the PCs present the note(s), have attained valuables 
  from the vault, and hand over everything they took from 
  the vault, they receive the Favor of the Church of 
  Zilchus. In addition, they are awarded 50 gp x APL. The 
  high priest points out to those that protest the amount of 
  reward that the money taken from the vault never WAS 
  there's in the first place, and encourage the PCs to not 
  discount the value of Zilchus's favor. 
   
  If they PCs hold back any portion of what they took 
  from the vaults, proceed to Conclusion B. 
   
  THE TAX MAN COMETH 
  Only use this section with any PCs who took money from 
  the vault and have not turned it over to the Church of 
  Zilchus. Those PCs who did not keep any wealth from 
  the vault do not get this visit (nor the curse). 
   
  The formian myrmarch that approaches the PCs has 
  been sent by its queen to give the PCs one last chance to 
  URD7-03 Caveat Emptor 
   
  Page 22 
  
  turn over the contents of the vault. It uses clairaudience 
  and clairvoyance to scry on the PCs before appearing. 
  Then it casts magic circle against chaos and detect thoughts 
  before teleporting in. 
   
  Back in your place of rest, you have a chance to look 
  over the treasure you gained from the Vaults 
  beneath the Zilchun ruins. With a sudden shimmer 
  a larger version of the ant-like creatures you saw 
  earlier appears looming over you in the room. This 
  one is the size of a horse but is wearing an elaborate 
  bronze helmet.  
   
  The creature's mandibles click and somehow 
  you understand what it says, "You have taken that 
  which my queen was contracted to protect. She 
  wishes to offer you the opportunity to help her keep 
  the contract and will consider herself in your debt 
  for doing so. The alternative is unpleasant for all 
  concerned." 
   
  The formian myrmarch is not seeking a fight. If given 
  everything that was taken it teleports it back to the vault 
  (with multiple trips if needed). If refused, read the 
  following: 
   
  The creature bows its head. "Since we don't have the 
  resources on this plane to take what you have stolen, 
  my queen can do little more than to share the curse 
  of Zilchus with you. You have her wish that you 
  suffer under it as greatly as we will." With that, it 
  disappears. 
   
  All APLs (EL 10) 
   
  �Formian Myrmarch: hp 102; see MM 110. 
   
  Tactics: If attacked the formian myrmarch will teleport 
  away at the first opportunity. 
   
  Those who turn over the money receive the Debt of the 
  Formians, those who do not receive the Curse of the 
  Money Counter. Those who keep the money will be 
  tremendously over the treasure cap for the adventure. 
  Describe to them how their ill gotten loot seems to slip 
  quickly through their fingers as even the smallest 
  expenses add up quicker than they should. 
   
  RAT ON A STICK 
  After looting the Black Rats hideout (Encounter 8) 
  the PCs will need to determine their next move. 
   
  If the Ledgers and codebook are determined 
  to represent infiltration of the Suel churches in 
  Leukish, PCs who turn them over to the churches or the 
  authorities gain the "Favor of the Suel Pantheon". 
   
  It the PCs return to the catacombs, they find the 
  vaults have been emptied and the Rogues of Seltaren are 
  gone.  
   
  With the coming of a new day, construction workers 
  and supplies converge upon the ruins of the razed 
  temple of Zilchus to begin rebuilding. Watchers 
  note the direct supervision of a group of Zilchan 
  clerics and their focus on the removal of rubble from 
  deep under the ruins. Near sundown, watchers saw 
  the group of clerics and their guards descend some 
  stairs. Twenty minutes later they returned in a fury 
  and left for their abode. 
   
  Time passes and you hear nothing from those 
  you helped in the depths of the Zilchan catacombs. 
  But you find that you have new friends in 
  unexpected places, friends who have no qualms 
  about parting with unusual and unique items from 
  around Oerth.  
   
  For their efforts against the Black Rats, the PCs gain 
  Favor of the Rogues of Seltaren. If the PCs did not kill 
  any of the Rogues in Encounter 4, they also gain 
  Friends of the Tears of the Laughing Rogue.  
   
  CAMPAIGN CONSEQUENCES 
  The events in this adventure could have an impact on the 
  struggle between the Black Rats and the Rogues of 
  Seltaren over control of the Leukish underworld. After 
  running this adventure, please send the following 
  information to doutriad@yahoogroups.com: 
  1) Were the Rogues of Seltaren in the adventure 
  slain? Did Dillo escape? 
  2) Were the Black Rats in Encounter 7 defeated? 
  Was the infiltration information in Encounter 7 
  found? If so, who was it given to? 
  URD7-03 Caveat Emptor 
   
  Page 23 
  
  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. 
   
  Introduction: Leukish Abuzz 
  Stop the brawl 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
   
  3: Beneath the Ruins 
  Get past the swarm(s) 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10  
  240 XP 
  APL 12  
  300 XP 
   
  4: Red Handed 
  Defeat the Tears of the Laughing Rogue Band 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  5: Guardians of the Ruins 
  Defeat the formians and/or figure out combination lock 
  without fighting them. 
  APL 2  
  120 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
  APL 10  
  60 XP 
  APL 12  
  60 XP 
   
  7: Losers Weepers 
  Defeat the Assassins 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
   
   
  8: Rat Hole (instead of 4 & 5) 
  Defeat the Mimic  
  APL 2  
  120 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
  APL 10  
  180 XP 
  APL 12  
  180 XP 
   
  Defeat the Black Rat agents  
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10  
  240 XP 
  APL 12  
  300 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
  APL 10  
  240 XP 
  APL 12  
  300 XP 
   
  Max Allowed 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 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 
  URD7-03 Caveat Emptor 
   
  Page 24 
  
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4: Red Handed 
  APL 2: Loot 200 gp; Magic 163 gp; silversheen (21 gp), elixir 
  of hiding x2 (42 gp), potions of bear’s endurance x2 (50 gp), 
  potion of cat’s grace x2 (50 gp); Total 363 gp [if consumables 
  used 200 gp]. 
   
  APL 4: Loot 80 gp; Magic 346 gp; mithral chain shirt 
  x2 (183 gp), silversheen (21 gp), elixir of hiding x2 (42 gp), 
  potions of bear’s endurance x2 (50 gp), potion of cat’s grace x2 
  (50 gp); Total 426 gp [if consumables used 263 gp). 
   
  APL 6: Loot 107 gp; Magic 592 gp; silversheen (21 gp), 
  mithral chain shirt x2 (183 gp), +1 mithral chain shirt (175 
  gp), elixir of hiding x3 (63 gp), potions of bear’s endurance x3 
  (75 gp), potion of cat’s grace x3 (75 gp); Total 699 gp [if 
  consumables used 465 gp]. 
   
  APL 8: Loot 149 gp; masterwork longspoon thieves tools 
  (13 gp); Magic 1701 gp; silversheen (21 gp), cloak of resistance 
  +2 x2 (667 gp), +1 composite shortbow (+2 Str) (204 gp), 
  mithral chain shirt x2 (183 gp), +1 mithral chain shirt x2 
  (350 gp), elixir of hiding x3 (63 gp), potions of bear’s endurance 
  x3 (75 gp), potion of cat’s grace x2 (75 gp); potion of remove 
  blindness (63 gp); Total 1850 gp [if consumables used 1553 
  gp]. 
   
  APL 10: Loot 146 gp; masterwork longspoon thieves tools 
  x2 (26 gp); Magic 2199 gp; silversheen (21 gp), cape of the 
  montebanke (900 gp), vest of resistance +1 (83 gp), +1 
  composite shortbow (+2 Str) x2 (242 gp), mithral chain shirt x2 
  (183 gp), +1 mithral chain shirt x2 (350 gp), elixir of hiding 
  x4 (83 gp), potion of bear’s endurance x4 (100 gp), potion of 
  cat’s grace x4 (100 gp), potion of expeditious retreat CL3 x2 
  (12gp), potion of remove blindness x2 (125 gp); Total 2345 gp 
  [1904 gp if consumables used]. 
   
  APL 12: Loot 164 gp; masterwork longspoon thieves tools 
  x2 (26 gp); Magic 3074 gp; silversheen (21 gp), mithral chain 
  shirt x2 (183 gp), cloak of charisma +2 (333 gp), cape of the 
  montebanke (900 gp), vest of resistance +1 (83 gp), +1 
  composite shortbow (+2 Str) x2 (408 gp), +1 mithral chain shirt 
  x2 (350 gp), lesser metamagic rod of extend (250 gp), scroll of 
  see invisibility (13 gp), elixir of hiding x4 (83 gp), potions of 
  bear’s endurance x5 (125 gp), potion of eagle's splendor (25 gp), 
  potion of cat’s grace x4 (100 gp), potion of expeditious retreat 
  CL3 x2 (12gp), potion of remove blindness (188 gp); Total 
  3238 gp [2692 gp if consumables used].   
   
  7: …Losers Weepers 
  APL 2: Loot 7 gp; Magic 208 gp; bag of holding - type I (208 
  gp); Total 215 gp. 
   
  APL 4: Loot 13 gp; Magic 208 gp; bag of holding - type I 
  (208 gp); Total 231 gp. 
   
   
  APL 6: Loot 27 gp; Magic 248 gp; bag of holding - type I 
  (208 gp), potion of bear’s endurance (25 gp), potion of bull’s 
  strength (25gp), potion of protection from good (4 gp), +1 
  greataxe ( 191 gp); Total 275 gp [220 gp if consumables 
  used]. 
  APL 8: Loot 52 gp; Magic 926 gp; bag of holding - type I 
  (208 gp), +1 greataxe (193 gp), +1 rapier (110 gp), gloves of 
  fortunate striking* (83 gp), potion of bear’s endurance (25 gp), 
  potion of bull’s strength (25 gp), potion of cat’s grace (25 gp), 
  potion of fox’s cunning (25 gp), potion of invisibility x2 (50 gp), 
  potion of protection from good (4 gp), mithral buckler (85 gp), 
  mithral chain shirt (92); Total 978 gp [824 gp if 
  consumables used]. 
   
  APL 10: Loot 59 gp; Magic 1733 gp; bag of holding - 
  type I (208 gp), +1 light fortification chain shirt (354 gp), +1 
  mithral chain shirt (175 gp), cloak of resistance +1 x2 (167 gp), 
  mithral buckler (85 gp), mithral chain shirt (92 gp),+1 rapier x2 
  (221 gp), +1 greataxe (193 gp), gloves of fortunate striking* (83 
  gp), potion of bear’s endurance (25 gp),potion of bull’s strength 
  (25 gp),potion of cat’s grace (25 gp),potion of fox’s cunning (25 
  gp),potion of invisibility x2 (50 gp),potion of protection from 
  good (4 gp); Total 1791 gp [1637 gp if consumables used]. 
   
  APL 12: Loot 88 gp; Magic 3067 gp; bag of holding - 
  type I (208 gp), +1 buckler (110 gp), +1 light fortification chain 
  shirt (354 gp),+1 magebane* rapier (693 gp),+1 rapier (194 gp), 
  +1 mithral chain shirt x2 (350 gp), +1 greataxe (193 gp), cloak of 
  resistance +1 x2 (167 gp) gloves of fortunate striking* (83 gp),belt 
  of one mighty blow* (125 gp),lesser metamagic rod of silent spell 
  (250 gp), potion of bull’s strength (25 gp), potion of bear’s 
  endurance (25 gp), potion of cat’s grace x2 (50 gp), potion of fox’s 
  cunning x2 (50 gp), potion of invisibility x4 (100 gp), potion of 
  protection from good (4 gp), mithral buckler (85 gp); Total 3154 
  gp [2900 gp if consumables used]. 
   
  8: Rats Nest 
  APL 2: Coin 100gp, Loot 63 gp; Magic 187 gp; cloak of 
  resistance +1 (83 gp), chain shirt +1 (104); Total 350 gp. 
   
  APL 4: Coin 100gp, Loot 63 gp; Magic 520 gp; cloak of 
  resistance +1 (83 gp), gauntlets of ogre power (333 gp), chain 
  shirt +1 (104 gp); Total 683 gp. 
   
  APL 6: Coin 100gp, Loot 75 gp; Magic 1318 gp; cloak 
  of resistance +1 (83 gp), gauntlets of ogre power x2 (667 gp), 
  longsword +1 (193 gp), ring of protection +1 (167 gp), chain shirt 
  +1 x2 (208 gp); Total 1493 gp. 
   
  APL 8: Coin 100gp, Loot 125 gp; Magic 1655 gp; cloak 
  of resistance +1 (83 gp), gauntlets of ogre power x2 (667 gp), 
  longsword +1 (193 gp), ring of protection +1 x2 (333 gp), chain 
  shirt +1 x2 (208 gp), glammered +1 breastplate (171 gp); Total 
  1881 gp. 
  URD7-03 Caveat Emptor 
   
  Page 25 
  
   
  APL 10: Coin 100gp, Loot 241 gp; Magic 3181 gp; +1 
  rapier (193 gp), circlet of persuasion (375 gp), cloak of charisma 
  +2 (333 gp), cloak of resistance +1 (83 gp), dust of disappearance 
  1ch (58 gp), gauntlets of ogre power x2 (667 gp), gloves of 
  dexterity +2 (333 gp), longsword +1 (167 gp), ring of protection 
  +1 x2 (333 gp), chain shirt +1 x2 (208 gp), glammered +1 
  breastplate (254 gp), mithral chain shirt +1 (174 gp); Total 
  3522 gp. 
   
  APL 12: Coin 100gp, Loot 85 gp; Magic 4705 gp; +1 
  rapier (193 gp), +1 shortswords x2 (385 gp), chain shirt +1 (104 
  gp), circlet of persuasion (375 gp), cloak of charisma +2 (333 gp), 
  cloak of resistance +1 (83 gp), dust of disappearance 1ch (58 gp), 
  gauntlets of ogre power x2 (667 gp), gloves of dexterity +2 (333 
  gp), Keen longsword +1 (693 gp), ring of protection +1 x4 (500 
  gp), amulet of health +2 (333 gp), chain shirt +1 (104 gp), 
  glammered +1 breastplate (254 gp), mithral chain shirt +1 (175 
  gp), wand of searing light CL 6th, 5ch (113 gp); Total 4890 gp. 
   
  Conclusion 
  Daddy Moneybags: Coin 50gp xAPL. 
   
  Treasure Cap 
   
  APL 2: 450 
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1300 
   
  APL 10: 2,300 
   
  APL 12: 3,300 
   
   
  Total Possible Treasure 
  If defeat the Rogues of Seltaren in encounter 4, defeat the 
  Black Rats in encounter 7, and get the Zilchun reward. 
   
  APL 2: 678 
   
  APL 4: 857 
   
  APL 6: 1,987 
   
  APL 8: 3,806 
   
  APL 10: 5,186 
   
  APL 12: 7,122 
   
  If don't fight with the Rogues of Seltaren in encounter 4, 
  but defeat the Black Rats in encounter 7 and clear the 
  Rats Nest in encounter 8. 
   
  APL 2: 565 
   
  APL 4: 918 
   
  APL 6: 1,768 
   
  APL 8: 2,859 
   
  APL 10: 5,313 
   
  APL 12: 8,044 
   
  ADVENTURE RECORD ITEMS 
  Major enmity of the [] Rogues of Seltaren (Seltaren) 
  and/or [] Black Rats (Leukish). Neither group takes 
  kindly to those that slay their members. When in the city 
  listed, failing a DC 20 disguise check will result in a -4 to 
  Gather Information with non-nobles & double the 
  normal cost for lifestyle expenses. Any influence with the 
  organization may not be used except to remove this 
  enmity (at a cost of two influence with the organization). 
  Removed on AR: __. 
   
  Lessons 
  Learned: 
  This 
  character’s 
  party 
  was 
  underestimated by those who wished to use them as 
  pawns. It is unlikely they will make the same mistake 
  twice. 
   
  Favor of the Church of Zilchus: The Church of Zilchus 
  appreciates your recovery of their property. They provide 
  regional access to items marked with a z. In addition, they 
  offer to broker the sell of a single item for you in the 
  future. You will gain 80% of whatever you originally paid 
  for the item. Used on AR: ___ 
   
  Curse of the Money Changer: For your stealing of the 
  property of Zilchus, you have been cursed. Whenever 
  you have extra money in your pocket, it seems to slip 
  quickly through your fingers. At the start of any future 
  adventure you loose 5% of your final GP value on your 
  previous AR. This curse may only be removed by a Cleric 
  of Zilchus with a CL of 14. NPC Clerics will charge a 
  minimum of 4,200 gp to do so. Removed on AR: ___ 
   
  Friend of the Tears of the Laughing Rogue. As per the 
  “Rogues of Seltaren” meta-orgm. In addition, as a measure 
  of their gratitude they will arrange for apprenticeship 
  into the Master of Masks prestige class (it is now open for 
  you).  
   
  Favor of the Rogues of Seltaren: The rogues appreciate 
  your help. Items marked with a * are regional access. 
   
  Favor of the Suel Pantheon: The Suel churches 
  appreciate your discovery of infiltrators. Clerics of 
  Lendor, those who join the Third Circle of the Church of 
  Wee Jas,m amd/or Clergy of the Temple of the Suel 
  Pantheonm are invited to become a Church Inquisitor 
  (PrC from CD). In addition, this favor may be redeemed 
  as an influence with any Suel Church. Used on AR: __ 
    
  m See the appropriate organization in the Duchy of Urnst 
  Meta-Org book. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  silversheen (Adventure*; DMG) 
  • 
  elixir of hiding (Adventure*; DMG) 
  • 
  bag of holding - type I (Adventure z; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  mithral chain shirt (Adventure*; DMG) 
  • 
  belt of one mighty blow (Adventure z; MIC; 1,500 
  gp) 
  • 
  acrobat boots (None *; MIC; 900 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  URD7-03 Caveat Emptor 
   
  Page 26 
  
  • 
  masterwork 
  longspoon 
  thieves 
  tools 
  (Adventure*; CAd; 150 gp) 
  • 
  circlet of persuasion (Adventure z; DMG) 
  • 
  mask of silent trickery (None *; MIC; 5,000 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  dust of disappearance 1 charge (Adventure*; DMG; 
  700 gp) 
  • 
  gloves of fortunate striking (Adventurez; MIC; 
  2,000 gp) 
  • 
  glamered +1 breastplate (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  cape of the montebanke (Adventure*; DMG) 
  • 
  mithral buckler (Adventure z; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  lesser metamagic rod of extend (Adventure* z; DMG) 
  • 
  lesser metamagic rod of silent spell (Adventure; 
  DMG) 
  • 
  +1 magebane rapier (Adventure; MIC; 8,320 gp) 
  • 
  wand of searing light CL 6th, 5 charges (Adventure; 
  DMG; 1,350 gp) 
   
  URD7-03 Caveat Emptor 
   
  Page 27 
  
  APPENDIX 1: UNTIERED NPCS 
   
  INTRODUCTION 
  L O N G S H O R E M AN   
  CR  ½ 
  Male commoner 1 
  N Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot +3 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 5 (1 HD) 
  Fort +0, Ref +0, Will -1 
  Speed 30 ft., base speed 30 ft. 
  Melee unarmed strike +1 (1d4 subdual) 
  Base Atk +0; Grp +1 
  Abilities Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10  
  Feats Simple Weapon Proficiency (dart), Skill Focus 
  (longshoreman), Improved Unarmed Strike 
  Skills Profession (longshoreman) +6, Spot +3 , 
  Swim +4, Use Rope +1 
  Possessions workers outfit, pouch, 5sp 
   
  K O R D I T E 
  CR  ½   
  Male warrior 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot +3 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 9 (1 HD) 
  Fort +0, Ref +0, Will -1 
  Speed 30 ft., base speed 30 ft. 
  Melee sap +2 (1d6+1 subdual) 
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10  
  Feats Weapon Focus (Javelin), Improved Unarmed 
  Strike 
  Skills Climb +5, Jump +5, Swim +5 
  Possessions leather pants, thick belt, pouch, 8sp 
   
  C I TY  W AT C H 
  CR  2 
  Male warrior 3 
   
  N Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 13, touch 11, flat-footed 12 
  hp 18 (3 HD) 
  Fort +3, Ref +2, Will +0 
  Speed 30 ft., base speed 30 ft. 
  Melee sap +5 (1d6+1 subdual) or longsword +4 
  (1d8+1) 
  Ranged Attack light crossbow [+3Bab, +1 ability} 
  (1d8) 
  Base Atk +3; Grp +4 
  Combat Gear sap, longsword, light crossbow 
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9  
  Feats Weapon Focus (Sap), Alertness, Iron Will 
  Skills Intimidate +5, Search +1, Listen +5, Spot +3 
  Possessions combat gear plus leather armor, 10 
  bolts, manacles, key to manacles, whistle, pouch, 
  2sp 
   
  1A: DO THE RIGHT THING  
   
   
  AL L I AN CE  AG E N T 
  CR  8 
  Female human (Suel) rogue 5/master spy 3 
  Neutral medium humanoid 
  Init +2; Senses Listen +12, Spot +12 
  Languages Common, ancient suloise 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 34 (8 HD)  
  Fort +2, Ref +9, Will +3 (+6 against Scry) 
  Speed 30 ft. (6 squares) 
  Melee masterwork dagger +4 (1d4-1) 
  Ranged masterwork thrown dagger +7 (1d4-1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Special Actions Sneak Attack 4d6 
  Combat Gear 5 hidden daggers 
  Spell-Like Abilities (CL 3rd): 
  3rd – Undetectable Alignment (always on)  
  1st— Nystul's Magic Aura (at will) 
  �Already cast – Nystul's Magic Aura to hide 
  aura of ring of mindshielding 
  Abilities Str 8, Dex 14, Con 10, Int 14, Wis 12, 
  Cha 16  
  Feats Dodge, Mobility, Skill Focus (Bluff), 
  Investigator  
  Skills Bluff +17 , Diplomacy +13, Disguise+15, 
  Forgery +11, Gather Information +16, Hide +7, 
  Knowledge (local-NMR) +11, Knowledge (local-
  VTF) +6, Knowledge (Nobility & Royalty) +4 , 
   Listen +10, Sense Motive +9, Spot +10, Tumble 
  +13 
  Possessions combat gear plus courtiers outfit, 
  ring of mindshielding,  
  Uncanny Dodge (Ex): You retain your Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are 
  flanking them, you inflict an extra 4d6 damage. 
  Ranged attacks must be within 30 feet to gain this, 
  and this extra damage is not increased on a critical 
  hit. Creatures that are immune to critical hits ignore 
  this damage, as do creatures with concealment 
  Undetectable 
  Alignment 
  (Ex): 
  As 
  the 
  spell, 
  continually active. 
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes), and don or 
  remove armor in one-half the normal time. 
  URD7-03 Caveat Emptor 
   
  Page 28 
  
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to Spot 
  checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 3. 
   
  1B: IN THE NAME OF THE LAW 
   
   
  "C O NS T AB LE  H AE D"  (R E AV E R) 
  CR  6 
  Male human (mixed race) rogue 5, fighter 1 
  Neutral medium humanoid 
  Init +7; Senses Listen +8, Spot +8 
  Languages Common  
  AC 19, touch 14, flat-footed 15 
   (+3 Dex, +5 armor, +1 deflection) 
  hp 35 (6 HD) 
  Fort +5 , Ref +7, Will +0 
  Speed 20 ft. in breastplate (4 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +6 (1d8+1) or 
  masterwork dagger +8  
  Ranged masterwork shortbow +8 (1d6+1) or 
  +6/+6 rapid shot shortbow (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options point blank shot, rapid shot 
  Combat 
  Gear 
  masterwork 
  breastplate, 
  masterwork longsword, masterwork mighty +1 
  composite shortbow, 20 arrows, sap, silver 
  dagger 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 8, 
  Cha 12  
  Feats Improved Initiative, Point Blank Shot, 
  Weapon Finesse, Rapid Shot  
  Skills Bluff +9, Diplomacy +13, Hide +8, Listen 
  +7, Move Silently +11, Sense Motive +7, Spot 
  +7, Sleight of Hand +4, Tumble +9 
  Possessions 
  combat 
  gear 
  plus 
  ring 
  of 
  protection +1, belt pouch, manacles, riding 
  horse, saddle, bridle, saddlebags (not present 
  studded leather +1) 
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against 
  an attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses 
  would normally allow her to do so. She retains 
  her Dexterity bonus to AC (if any) even if she is 
  caught flat-footed or struck by an invisible 
  attacker. However, she still loses her Dexterity 
  bonus to AC if immobilized. 
   
  8: RAT NEST 
  K O R D I T E  R E CR UI T 
  CR  ½   
  Male warrior 1 
  CN Medium humanoid (human) 
  Init +0; Senses Listen -1, Spot +3 
  Languages Common 
  AC 10, touch 10, flat-footed 10 
  hp 9 (1 HD) 
  Fort +0, Ref +0, Will -1 
  Speed 30 ft., base speed 30 ft. 
  Melee greatsword +2 (2d6+1) or sap +2 (1d6+1 
  subdual) 
  Ranged javelin +2 (1d6+1) 
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10  
  Feats Weapon Focus (Javelin), Improved Unarmed 
  Strike 
  Skills Climb +5, Jump +5, Swim +5 
  Possessions leather pants, thick belt, pouch, 8sp, 
  greatsword, sap, 3 javelins. 
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  Page 29 
  
  APPENDIX 2: APL 2
  4: RED HANDED 
   
   
   
  S E V E N  B E LL S  R O G U E 
  CR  2 
  Male deep halfling fighter 1/rogue 1 
  CN Small humanoid (halfling) 
  Init +3; Senses darkvision 60 ft.; Listen +7, Spot +4  
  Languages Common, Dwarven, Halfling  
  AC 20, touch 14, flat-footed 17; Dodge 
   (+1 size, +3 Dex, +4 armor, +2 shield) 
  hp 13 (2 HD) 
  Fort +5, Ref +6, Will +2 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (4 squares) 
  Melee mwk rapier +6 (1d4/18-20) 
  Ranged mwk longbow +6 (1d6/x3) 
  Base Atk +1; Grp -3 
  Atk Options sneak attack +1d6 
  Combat Gear silver dagger, elixir of hiding, potions of 
  bear’s endurance and cat’s grace 
  Abilities Str 11, Dex 17, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +1d6 
  SQ deep halfling traits, trapfinding 
  Feats Dodge, Weapon Finesse 
  Skills Balance +3, Bluff +3, Climb +0, Escape Artist 
  +1, Hide +9, Jump -3, Listen +7, Move Silently +6, 
  Profession (pickpocket) +3, Sleight of Hand +3, 
  Spot +4, Swim -4, Tumble +7 
  Possessions combat gear plus masterwork rapier, 
  masterwork longbow, masterwork chain shirt, 
  masterwork heavy steel shield, quiver, 10 arrows, 
  10 silver arrows  
  Sneak Attack (Ex) This rogue can deal an extra 1d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Skills A Street Runner of the Seven Bells gains a +1 
  circumstance bonus to Move Silently, Profession 
  (pickpocket), and Sleight of Hand checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Seven Bells 
  also gains a +1 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
         Deep halflings have stonecunning and receive a 
  +2 racial bonus on checks to notice unusual 
  stonework, including stonework traps. A deep 
  halfling who merely comes within 10 feet of it can 
  make a Search check as if actively searching. He 
  also gains a +2 racial bonus on Listen checks. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Init +5 
  AC 21, touch 15  (+1 size, +4 Dex, +4 armor, +2 
  shield) 
  hp 17 
  Fort +7, Ref +8 
  Melee mwk rapier +8 
  Ranged mwk longbow +8 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Abilities Dex 21, Con 18  
  Skills Balance +5, Escape Artist +3, Hide +21, Move 
  Silently +8, Sleight of Hand +5, Tumble +9 
   
  8: RAT NEST 
  Z O L C AN  K AL D AN E 
   
   
  CR  4 
  Male Human Ftr2/Rog2 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Ancient Suloise 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 26 (4HD);  
  Fort +5, Ref +7, Will +0 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.; 
  Melee shortswords (x2) +5/+5 (1d6+2/19-20) offhand 
  damage (1d6+1/19-20) 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Sneak Attack +1d6 
  Special 
  Actions 
  Improved 
  Feint, 
  Two-weapon 
  fighting 
  Abilities Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 
  10  
  SQ Evasion, Trapfinding 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Two-weapon Fighting, Weapon Focus 
  (shortsword) 
  Skills Bluff +6, Climb +7, Disguise +7, Jump +9, 
  Listen +4, Open Lock +10, Search +7, Sleight of 
  Hand +9, Spot +4, Tumble +10,  
  Possessions chain shirt +1, cloak of resistance +1, 
  masterwork short swords (x2), daggers (x2), light 
  crossbow, 20 bolts, masterwork thieves’ tools   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
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  Page 30 
  
  APL 4
   
  4: RED HANDED 
  S E V E N  B E LL S  R O G U E 
  CR  4 
  Male deep halfling fighter 2/rogue 2 
  CN Small humanoid (halfling) 
  Init +4; Senses darkvision 60 ft.; Listen +7, Spot +4  
  Languages Common, Dwarven, Halfling  
  AC 19, touch 15, flat-footed 16; Dodge 
   (+1 size, +4 Dex, +4 armor) 
  hp 26 (4 HD) 
  Fort +6, Ref +8, Will +2 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (4 squares) 
  Melee mwk spiked chain +9 (1d6) 
  Ranged longbow +8 (1d6/x3) 
  Reach 10 ft. 
  Base Atk +3; Grp -1 
  Atk Options Combat Reflexes, sneak attack +1d6 
  Combat Gear silver dagger, elixir of hiding, potions of 
  bear’s endurance and cat’s grace 
  Abilities Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +1d6 
  SQ deep halfling traits, evasion, trapfinding 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Weapon Finesse 
  Skills Balance +8, Bluff +4, Climb +2, Craft (art) +2, 
  Diplomacy +1, Hide +13, Intimidate +1, Jump +1, 
  Listen +7, Move Silently +12, Profession 
  (pickpocket) +3, Sleight of Hand +8, Spot +4, 
  Tumble +13 
  Possessions combat gear plus mithral chain shirt, 
  masterwork spiked chain, longbow, quiver, 10 
  arrows, 10 silver arrows  
  Sneak Attack (Ex) This rogue can deal an extra 1d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Skills A Street Runner of the Seven Bells gains a +1 
  circumstance bonus to Move Silently, Profession 
  (pickpocket), and Sleight of Hand checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Seven Bells 
  also gains a +1 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
        Like dwarves, deep halflings have stonecunning 
  and receive a +2 racial bonus on checks to notice 
  unusual stonework, including stonework traps. A 
  deep halfling who merely comes within 10 feet of it 
  can make a Search check as if actively searching. 
  He also gains a +2 racial bonus on Listen checks, 
  and on Appraise checks and Craft checks that are 
  related to stone or metal. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Init +6 
  AC 21, touch 17 
   (+1 size, +6 Dex, +4 armor) 
  hp 34 
  Fort +8, Ref +10 +2 morale vs. fear 
  Melee mwk spiked chain +11 
  Ranged longbow +10 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Abilities Dex 22, Con 18  
  Skills Balance +10, Hide +25, Move Silently +14, 
  Sleight of Hand +10, Tumble +15 
   
  8: RAT NEST  
  Z O L C AN  K AL D AN E 
   
   
  CR  6 
  Male Human Ftr4/Rog2 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Ancient Suloise 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 40 (6HD);  
  Fort +6, Ref +8, Will +1 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee shortswords (x2) +8/+8 (1d6+5/19-20) offhand 
  damage (1d6+3/19-20) 
  Ranged light crossbow +8 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Sneak Attack +1d6 
  Special 
  Actions 
  Improved 
  Feint, 
  Two-weapon 
  fighting 
  Abilities Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 
  10  
  SQ Evasion, Trapfinding 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Quick Draw, Two-weapon Fighting, 
  Weapon Focus (shortsword), Weapon Expertise 
  (shortsword) 
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  Page 31 
  
  Skills  Bluff +6, Climb +10, Disguise +7, Jump +12, 
  Listen +4, Open Lock +10, Search +7, Sleight of 
  Hand +9, Spot +4, Tumble +12  
  Possessions chain shirt +1, cloak of resistance +1, 
  gauntlets of ogre power, masterwork short swords 
  (x2), daggers (x2), light crossbow, 20 bolts, 
  masterwork thieves’ tools  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
   
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  Page 32 
  
  APL 6
  4: RED HANDED 
   
  S H AD O W C A T S  R O G U E 
  CR  6 
  Male deep halfling fighter 2/rogue 4 
  CN Small humanoid (halfling) 
  Init +4; Senses darkvision 60 ft.; Listen +9, Spot +7  
  Languages Common, Dwarven, Halfling  
  AC 19, touch 15, flat-footed 20; Dodge, Mobility 
   (+1 size, +4 Dex, +4 armor) 
  hp 37 (6 HD) 
  Fort +7, Ref +9, Will +3 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (4 squares) 
  Melee mwk spiked chain +11 (1d6) 
  Ranged mwk longbow +11 (1d6/x3) 
  Reach 10 ft. 
  Base Atk +5; Grp +1 
  Atk Options Combat Reflexes, sneak attack +2d6 
  Combat Gear silver dagger, elixir of hiding, potions of 
  bear’s endurance and cat’s grace 
  Abilities Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +2d6 
  SQ deep halfling traits, evasion, trapfinding, trap 
  sense +1, uncanny dodge 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Mobility, Weapon 
  Finesse 
  Skills Balance +10, Bluff +4, Climb +4, Craft (art) +4, 
  Diplomacy +1, Escape Artist +7, Hide +19, 
  Intimidate +1, Jump +1, Listen +9, Move Silently 
  +15, Profession (pickpocket) +2, Sleight of Hand 
  +7, Spot +7, Tumble +15 
  Possessions combat gear plus mwk spiked chain, 
  mithral chain shirt, masterwork longbow, quiver, 10 
  arrows, 10 silver arrows  
  Sneak Attack (Ex) This rogue can deal an extra 2d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Shadow Cats gains a +2 
  circumstance bonus to Balance, Climb, Craft (art), 
  Hide, and Move Silently checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Shadow Cats 
  also gains a +3 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
  Like dwarves, deep halflings have stonecunning and 
  receive a +2 racial bonus on checks to notice 
  unusual stonework, including stonework traps. A 
  deep halfling who merely comes within 10 feet of it 
  can make a Search check as if actively searching. 
  He also gains a +2 racial bonus on Listen checks, 
  and on Appraise checks and Craft checks that are 
  related to stone or metal. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
       endurance and cat’s grace 
  Init +6 
  AC 21, touch 17, flat-footed 22 
   (+1 size, +6 Dex, +4 armor) 
  hp 49 
  Fort +9, Ref +11 
  Melee mwk spiked chain +13 
  Ranged mwk longbow +13 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Abilities Dex 22, Con 18  
  Skills Balance +12, Escape Artist +9, Hide +31, Move 
  Silently +17, Sleight of Hand +9, Tumble +17 
   
  7: LOSERS… WEEPERS 
   
  B L AC K  R AT  E N F O R CE R 
  CR  4 
  Male wererat, hybrid form barbarian 1/fighter 1 
  CE Medium humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +7, Spot 
  +5 
  Languages Common, Infernal  
  AC 21, touch 14, flat-footed 17; Combat Expertise, 
  Dodge, Mobility 
   (+4 Dex, +4 armor, +3 natural) 
  hp 23 (3 HD); DR 10/silver 
  Fort +9, Ref +6, Will +3 
  Speed 40 ft. in chain shirt (8 squares) 
  Melee +1 greataxe +5 (1d12+4/x3) and bite +1 
  (1d6+1 plus disease and lycanthropy) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +2; Grp +4 
  Atk Options Combat Expertise, Power Attack, curse 
  of lycanthropy, disease 
  Special Actions alternate form, rage 1/day 
  Combat Gear potions of bear’s endurance, bull’s 
  strength, and protection from good 
  URD7-03 Caveat Emptor 
   
  Page 33 
  
  Abilities Str 15, Dex 18, Con 16, Int 13, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease 
  SQ alternate form, damage reduction 10/silver, fast 
  movement, low-light vision, rage 1/day, rat 
  empathy, scent 
  Feats Combat Expertise, Dodge, Iron WillB, Mobility, 
  Power Attack, Weapon FinesseB  
  Skills Balance +3, Climb +16, Escape Artist +3, Hide 
  +3, Intimidate +3, Jump +10, Listen +7, Move 
  Silently +3, Spot +5, Survival +6, Swim +2 
  Possessions combat gear plus +1 greataxe, 
  longbow, masterwork chain shirt, quiver, 20 arrows 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by 10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. 
  Rage (Ex) This barbarian can fly into a screaming 
  blood frenzy once per day. He temporarily gains a 
  +4 bonus to Strength, +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but he takes 
  a -2 penalty to Armor Class. The increase in 
  Constitution increases this barbarian’s hit points by 
  6, but these hit points go away at the end of the 
  rage. While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger, or spell completion 
  to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and 
  metamagic feats. His fit of rage lasts for a number 
  of rounds equal to 3 + his newly improved 
  Constitution modifier (8 rounds). A barbarian may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter. 
  Entering a rage takes no time itself, but a barbarian 
  can do it only during his action, not in response to 
  someone else’s action. 
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
  Power-Up Suite: potions of bear’s endurance, bull’s 
  strength, and protection from good, rage 
  AC 19, touch 12, flat-footed 15 (add +2 deflection 
  bonus against good creatures)  
   (-2 rage) 
  hp 35 
  Immune possession, mental control, natural weapon 
  attacks by summoned non-evil creatures 
  Fort +13, Will +5 (add +2 resistance bonus against 
  attacks or effects made by good creatures) 
  Melee +1 greataxe +9 (1d12+10/x3) and bite +3 
  (1d6+3 plus disease and lycanthropy) 
  Grp +8 
  Special Actions rage 1/day 
  Combat Gear potions of bear’s endurance, bull’s 
  strength, and protection from good 
  Abilities Str 23, Con 24  
  SQ rage 1/day 
  Skills Jump +14 
  Disease (Ex) Fortitude DC 17 
  Rage (Ex) His fit of rage lasts for a number of rounds 
  equal to 3 + his newly improved Constitution 
  modifier (10 rounds). 
   
  8: RAT NEST  
  Z O L C AN  K AL D AN E 
   
   
  CR  6 
  Male Human Ftr4/Rog2 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Ancient Suloise 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 40 (6HD);  
  Fort +6, Ref +8, Will +1 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee shortswords (x2) +8/+8  (1d6+5/19-20) offhand 
  damage (1d6+3/19-20) 
  Ranged light crossbow +8  (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Sneak Attack +1d6 
  Special 
  Actions 
  Improved 
  Feint, 
  Two-weapon 
  fighting 
  URD7-03 Caveat Emptor 
   
  Page 34 
  
  Abilities Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 
  10  
  SQ Evasion, Trapfinding 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Quick Draw, Two-weapon Fighting, 
  Weapon Focus (shortsword), Weapon Expertise 
  (shortsword) 
  Skills: Bluff +6 , Climb +10 , Disguise +7 , Jump +12 , 
  Listen +4 , Open Lock +10 , Search +7  , Sleight of 
  Hand +9 , Spot +4 , Tumble +12  
  Possessions chain shirt +1, cloak of resistance +1, 
  gauntlets of ogre power, masterwork short swords 
  (x2), daggers (x2), light crossbow, 20 bolts, 
  masterwork thieves’ tools  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  B L AC K  R AT  K O R D  I N F I L T R AT O R 
  CR  8 
  Male Human (Suel) Barbarian 1/Rogue 7 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +4, Spot -1 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   
  (+2 Dex, +5 armor, +1 deflection) 
  hp 56 (8HD);  
  Fort +6, Ref +7, Will +1 
  Speed 40 ft. in chain shirt (8 squares); 
  Melee longsword +11/+6  (1d8+7/19-20) or dagger 
  +10/+5 (1d4+4) 
  Ranged dagger +8/+3 (1d4+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Rage, Sneak Attack +4d6 
  Abilities Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 
  10  
  SQ Fast Movement, Trapfinding, Trap Sense +2, 
  Uncanny Dodge 
  Feats Cleave, Improved Initiative, Power Attack, Skill 
  Focus (Bluff)  
  Skills  Bluff +14 , Climb +8, Disable Device +15 , 
  Disguise +13, Jump +12, Handle Animal +4, Hide 
  +9 , Listen +4, Open Lock +15, Ride +6, Search 
  +10, Sense Motive +10, Survival +5 
  Possessions chain shirt +1, longsword +1, gauntlets 
  of ogre power, ring of protection +1, daggers (x2), 
  masterwork thieves’ tools, holy symbol of Kord  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Rage (Ex): A barbarian can fly into a screaming blood 
  frenzy a certain number of times per day. In a rage, 
  a barbarian gains phenomenal strength and 
  durability but becomes reckless and less able to 
  defend himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are; see 
  Temporary Hit Points, PH page 146) While raging, 
  a barbarian cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skills (except for Balance, 
  Escape 
  Artist, 
  Intimidate, 
  and 
  Ride), 
  the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, 
  a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and meta-magic feats. A fit of rage 
  lasts for a number of rounds equal to 3 plus the 
  character’s (newly improved) Constitution modifier. 
  A barbarian may prematurely end his rage. At the 
  end of the rage, the barbarian loses the rage 
  modifiers and restrictions and becomes fatigued (-2 
  penalty to Strength, -2 penalty to Dexterity, can’t 
  charge or run) for the duration of the current 
  encounter (unless he is a 17th-level barbarian, at 
  which point this limitation no longer applies). 
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering rage takes no time itself, but a 
  barbarian can do it only during his action (see 
  Initiative, PH page 136), not in response to 
  someone else’s action. A barbarian can’t, for 
  example, fly into a rage when struck down by an 
  arrow in order to get the extra hit points from the 
  increased Constitution, although the extra hit points 
  would be of benefit if he had gone into a rage 
  earlier in the round before the arrow struck. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
  Power Up Suite: Rage 
  AC 16, touch 11, flat-footed 14 
   
  (+2 Dex, +5 armor, +1 deflection, -2 rage) 
  hp 72 (8HD);  
  Fort +8, Ref +7, Will +3 
  Melee longsword +13/+8 (1d8+10/19-20) or dagger 
  +12/+7 (1d4+6/19-20) 
  Ranged dagger +8/+3 (1d4+6/19-20) 
  Base Atk +6; Grp +12 
  Abilities Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 
  10  
   
  URD7-03 Caveat Emptor 
   
  Page 35 
  
  APL 8 
  4: RED HANDED 
   
  S H AD O W C A T S  R O G U E 
  CR  8 
  Male deep halfling fighter 2/rogue 5/shadowdancer 1 
  CN Small humanoid (halfling) 
  Init +4; Senses darkvision 60 ft.; Listen +9, Spot +7  
  Languages Common, Dwarven, Halfling  
  AC 19, touch 15, flat-footed 20; Dodge, Mobility 
   (+1 size, +4 Dex, +4 armor) 
  hp 49 (8 HD) 
  Fort +9, Ref +13, Will +5 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (4 squares) 
  Melee  mwk spiked chain +11 (1d6) 
  Ranged mwk longbow +11 (1d6/x3) 
  Reach 10 ft. 
  Base Atk +5; Grp +1 
  Atk Options Combat Reflexes, sneak attack +3d6 
  Combat Gear silver dagger, elixir of hiding, potions of 
  bear’s endurance and cat’s grace 
  Abilities Str 11, Dex 19, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +3d6 
  SQ deep halfling traits, evasion, hide in plain sight, 
  trapfinding, trap sense +1, uncanny dodge 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Mobility, Weapon 
  Finesse 
  Skills Balance +10, Bluff +4, Climb +4, Craft (art) +4, 
  Diplomacy +1, Escape Artist +10, Hide +21, 
  Intimidate +1, Jump +1, Listen +9, Move Silently 
  +17, Perform (dance) +4, Profession (pickpocket) 
  +2, Sleight of Hand +7, Spot +7, Tumble +17 
  Possessions combat gear plus mithral chain shirt, 
  cloak of resistance +2, masterwork longbow, 
  quiver, 10 arrows, 10 silver arrows  
  Sneak Attack (Ex) This rogue can deal an extra 3d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without anything to actually hide behind. He 
  cannot, however, hide in his own shadow. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Shadow Cats gains a +2 
  circumstance bonus to Balance, Climb, Craft (art), 
  Hide, and Move Silently checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Shadow Cats 
  also gains a +3 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
  Like dwarves, deep halflings have stonecunning and 
  receive a +2 racial bonus on checks to notice 
  unusual stonework, including stonework traps. A 
  deep halfling who merely comes within 10 feet of it 
  can make a Search check as if actively searching. 
  He also gains a +2 racial bonus on Listen checks, 
  and on Appraise checks and Craft checks that are 
  related to stone or metal. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
       endurance and cat’s grace, protection from law 
  Init +6 
  AC 22, touch 17, flat-footed 22 (add +2 deflection 
  bonus against lawful creatures) 
   (+6 Dex) 
  hp 65 
  Immune possession, mental control, natural weapon 
  attacks by non-chaotic summoned creatures 
  Fort +11, Ref +15 
  Melee mwk spiked chain +13 
  Ranged mwk longbow +13 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace 
  Abilities Dex 23, Con 18  
  Skills Balance +12, Escape Artist +12, Hide +33, 
  Move Silently +19, Sleight of Hand +9, Tumble +19 
   
  "Q U I V E R"  (C O H O R T  O F  'D I LLO) 
  CR  8 
  Male human (suel) rogue 7/temple raider 1 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Common  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 44 (8 HD)  
  Fort +4, Ref +10, Will +5 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +8 (1d6+2/18-20) 
  Ranged +1 composite shortbow (+2 Str) +10 
  (1d6+3/x3) or +1 composite shortbow (+2 Str) 
  +8/+8 (1d6+3/x3) with Rapid Shot 
  Base Atk +5; Grp +7 
  URD7-03 Caveat Emptor 
   
  Page 36 
  
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, sneak attack +4d6 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance, remove blindness, and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   1st—protection from law 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  8 
  SA sneak attack +4d6 
  SQ evasion, trapfinding, trap sense +3, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow) 
  Skills Balance +5, Bluff +4, Craft (traps) +4, 
  Diplomacy +1, Disable Device +8, Escape Artist 
  +13, Hide +14, Intimidate +1, Jump +9, Knowledge 
  (religion) +1, Listen +11, Move Silently +14, Open 
  Lock +13, Search +10, Spot +11, Tumble +16 
  Possessions combat gear plus +1 composite 
  shortbow (+2 Str), +1 mithral chain shirt, 
  masterwork rapier, quiver (x2), 20 arrows, 20 silver 
  arrows, masterwork longspoon thieves tools*, holy 
  symbol of Olidammara 
  * See appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 4d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Tears of the Laughing 
  Rogue gains a +2 circumstance bonus to Craft 
  (traps), Disable Device, Open Lock, and Search 
  checks while in a developed/urban area (included 
  in stats), and to Bluff checks when accused of a 
  crime or attempting to deliver a secret message to 
  another Rogue of Seltaren. A member of The 
  Tears of the Laughing Rogue also gains a +2 
  bonus to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren, and 
  Rogues of Seltaren. 
  Power-Up Suite: elixir of hiding, potions of bear’s  
  endurance and cat’s grace,  
  Init +5  
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  hp 60  
  Fort +6, Ref +12 
  Ranged +1 composite shortbow (+2 Str) +12 or +1 
  composite shortbow (+2 Str) +10/+10 with Rapid 
  Shot 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   
  1st—protection from law 
  �Already cast protection from law 
  Abilities Dex 20, Con 18 
  Skills Balance +7, Escape Artist +15, Hide +26, Move 
  Silently +16, Open Lock +15, Tumble +18 
   
  7: LOSERS…  WEEPERS 
  B L AC K  R AT  E N F O R CE R 
  CR  6 
  Male wererat, hybrid form barbarian 1/fighter 3 
  CE Medium humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Infernal  
  AC 21, touch 14, flat-footed 17; Combat Expertise, 
  Dodge, Mobility 
   (+4 Dex, +4 armor, +3 natural) 
  hp 38 (5 HD); DR 10/silver 
  Fort +10, Ref +7, Will +4 
  Speed 40 ft. in chain shirt (8 squares) 
  Melee +1 greataxe +8 (1d12+5/x3) and bite +3 
  (1d6+1 plus disease and lycanthropy) 
  Ranged composite longbow (+3 Str) +8 (1d8+3/x3) 
  Base Atk +4; Grp +7 
  Atk Options Combat Expertise, Combat Reflexes, 
  Power Attack, curse of lycanthropy, disease 
  Special Actions alternate form, rage 1/day 
  Combat Gear gloves of fortunate striking*, potions of 
  bear’s endurance, bull’s strength, and protection 
  from good 
  Abilities Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease 
  SQ alternate form, damage reduction 10/silver, fast 
  movement, low-light vision, rage 1/day, rat 
  empathy, scent 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Iron WillB, Mobility, Power Attack, Weapon 
  FinesseB  
  Skills Balance +3, Climb +17, Escape Artist +3, Hide 
  +3, Intimidate +3, Jump +14, Listen +7, Move 
  Silently +3, Spot +7, Survival +6, Swim +2 
  Possessions combat gear plus +1 greataxe, 
  composite longbow (+3 Str), masterwork chain 
  shirt, quiver, 20 arrows 
  * See appendix 2. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  URD7-03 Caveat Emptor 
   
  Page 37 
  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by 10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. 
  Rage (Ex) This barbarian can fly into a screaming 
  blood frenzy once per day. He temporarily gains a 
  +4 bonus to Strength, +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but he takes 
  a -2 penalty to Armor Class. The increase in 
  Constitution increases this barbarian’s hit points by 
  10, but these hit points go away at the end of the 
  rage. While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger, or spell completion 
  to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and 
  metamagic feats. His fit of rage lasts for a number 
  of rounds equal to 3 + his newly improved 
  Constitution modifier (8 rounds). A barbarian may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter. 
  Entering a rage takes no time itself, but a barbarian 
  can do it only during his action, not in response to 
  someone else’s action. 
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
  Power-Up Suite: potions of bear’s endurance, bull’s 
  strength, and protection from good, rage 
  AC 19, touch 12, flat-footed 15 (add +2 deflection 
  bonus against good creatures)  
   (-2 rage) 
  hp 58 
  Immune possession, mental control, natural weapon 
  attacks by summoned non-evil creatures 
  Fort +14, Will +6 (add +2 resistance bonus against 
  attacks or effects made by good creatures) 
  Melee +1 greataxe +12 (1d12+11/x3) and bite +6 
  (1d6+3 plus disease and lycanthropy) 
  Grp +11 
  Special Actions rage 1/day 
  Combat Gear potions of bear’s endurance, bull’s 
  strength, and protection from good 
  Abilities Str 24, Con 24  
  SQ rage 1/day 
  Skills Jump +18 
  Disease (Ex) Fortitude DC 17 
  Rage (Ex) His fit of rage lasts for a number of rounds 
  equal to 3 + his newly improved Constitution 
  modifier (10 rounds).  
   
  T E R AN O R AS S AS S I N 
  CR  6 
  Female tiefling rogue 5/assassin 1 
  CE Medium outsider (native) 
  Init +3; Senses darkvision 60 ft.; Listen +10, Spot 
  +10  
  Languages Common, Draconic, Dwarven, Elven, 
  Halfling, Infernal 
  AC 18, touch 13, flat-footed 18; Combat Expertise 
   (+3 Dex, +4 armor, +1 shield) 
  hp 27 (6 HD)  
  Resist cold 5, electricity 5, fire 5 
  Fort +2, Ref +9, Will +2 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 rapier +7 (1d6+1/18-20) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +3 
  Atk Options Combat Expertise, sneak attack +4d6 
  Special Actions death attack (DC 17) 
  Combat Gear potions of cat’s grace, fox’s cunning, 
  and invisibility (x2) 
  Assassin Spells Known (CL 1st): 
   1st (1/day)—shock and awe*, true strike 
  * See Appendix 2. 
  Spell-Like Abilities (CL 6th): 
   2nd—darkness 1/day 
  Abilities Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 
  6  
  SA death attack (DC 17), sneak attack +4d6, spell-
  like abilities 
  SQ evasion, poison use, tiefling traits, trapfinding, trap 
  sense +1, uncanny dodge 
  Feats Ability Focus (death attack), Combat Expertise, 
  Weapon Finesse  
  Skills Balance +13, Bluff +9, Climb +8, Diplomacy +0, 
  Disguise +6, Escape Artist +12, Hide +14, 
  Intimidate +0, Jump +10, Listen +10, Move Silently 
  +12, Sense Motive +4, Spot +10, Tumble +14 
  Possessions combat gear plus +1 rapier, longbow, 
  mithral chain shirt, mithral buckler, quiver, 20 
  arrows 
  Death Attack If the assassin studies her victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  URD7-03 Caveat Emptor 
   
  Page 38 
  
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice – 
  NOTE: This assassin always starts with a 
  paralysis attempt and will continue to just 
  paralyze as long as it seems likely they will 
  win). While studying the victim, the assassin can 
  undertake other actions so long as her attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 17) against the kill effect, he 
  dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable 
  to act for 1d6 + 1 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 
  rounds of study, she must make the death attack 
  within the next 3 rounds. If a death attack is 
  attempted and fails (the victim makes his save) or if 
  the assassin does not launch the attack within 3 
  rounds of completing the study, 3 new rounds of 
  study are required before she can attempt another 
  death attack. 
  Sneak Attack (Ex) This assassin can deal an extra 
  4d6 points of damage on any successful attack 
  against flat-footed or flanked targets, or against a 
  target that has been denied its Dexterity bonus for 
  any reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. She 
  can also choose to deliver non-lethal damage with 
  her sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows her to attempt a Reflex saving 
  throw for half damage, she takes no damage with a 
  successful saving throw. 
  Poison Use Assassins are trained in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade.  
  Tiefling Traits (Ex) Tieflings have darkvision out to 
  60 feet and possess resistance to cold 5, electricity 
  5, and fire 5. A tiefling can also use darkness once 
  per day (caster level equal to class levels) as a 
  spell-like ability. 
  Uncanny Dodge (Ex) This rogue retains her 
  Dexterity bonus to AC even when flat-footed or 
  targeted by an unseen foe (she still loses her 
  Dexterity bonus if paralyzed or otherwise 
  immobile). 
  Skills A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
  Power-Up Suite: potions of cat’s grace, fox’s 
  cunning, 
       and invisibility  
  Init +5 
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  Miss Chance 50% (invisibility) 
  Ref +11 
  Melee +1 rapier +9 
  Ranged mwk longbow +8 
  Special Actions death attack (DC 19) 
  Combat Gear potions of cat’s grace, fox’s cunning, 
  and invisibility (x2) 
  Abilities Dex 20, Int 22  
  SA death attack (DC 19) 
  Skills Balance +15, Escape Artist +14, Hide +16, 
  Move Silently +14, Tumble +16 
  Death Attack Fortitude save (DC 19) 
   
  8: RAT NEST  
   
  Z O L C AN  K AL D AN E 
   
   
  CR  7 
  Male Human Ftr4/Rog3 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Ancient Suloise 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 45 (7 HD);  
  Fort +7, Ref +8, Will +2 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee shortswords (x2) +9/+9/+4 [+ (1d6+5/19-20) 
  offhand damage (1d6+3/19-20) 
  Ranged light crossbow +9/+4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Sneak Attack +2d6 
  Special 
  Actions 
  Improved 
  Feint, 
  Two-weapon 
  fighting 
  Abilities Str 16, Dex 16, Con 12, Int 13, Wis 8, Cha 
  10  
  SQ Evasion, Trap Sense +1, Trapfinding 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Quick Draw, Two-weapon Fighting, 
  Weapon Focus (shortsword), Weapon Expertise 
  (shortsword) 
  Skills Bluff +8, Climb +10, Disguise +9 , Jump +12, 
  Listen +4, Open Lock +12, Search +7, Sleight of 
  Hand +11, Spot +4, Tumble +12  
  Possessions chain shirt +1, cloak of resistance +1, 
  gauntlets of ogre power, masterwork short swords 
  (x2), daggers (x2), light crossbow, 20 bolts, 
  masterwork thieves’ tools  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  B L AC K  R AT  K O R D  I N F I L T R AT O R 
  CR  8 
  Male Human (Suel) Barbarian 1/Rogue 7 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +4, Spot -1 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   
  (+2 Dex, +5 armor, +1 deflection) 
  hp 56 (8HD);  
  Fort +6, Ref +7, Will +1 
  Speed 40 ft. in chain shirt (8 squares); 
  URD7-03 Caveat Emptor 
   
  Page 39 
  
  Melee longsword +11/+6 (1d8+7/19-20) or dagger 
  +10/+5 (1d4+4) 
  Ranged dagger +8/+3  (1d4+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Rage, Sneak Attack +4d6 
  Abilities Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 
  10  
  SQ Fast Movement, Trapfinding, Trap Sense +2, 
  Uncanny Dodge 
  Feats Cleave, Improved Initiative, Power Attack, Skill 
  Focus (Bluff)  
  Skills Bluff +14, Climb +8 , Disable Device +15, 
  Disguise +13, Jump +12, Handle Animal +4, Hide 
  +9, Listen +4, Open Lock +15, Ride +6, Search 
  +10, Sense Motive +10, Survival +5 
  Possessions chain shirt +1, longsword +1, gauntlets 
  of ogre power, ring of protection +1, daggers (x2), 
  masterwork thieves tools, holy symbol of Kord  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Rage (Ex): A barbarian can fly into a screaming blood 
  frenzy a certain number of times per day. In a rage, 
  a barbarian gains phenomenal strength and 
  durability but becomes reckless and less able to 
  defend himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are; see 
  Temporary Hit Points, PH page 146). While raging, 
  a barbarian cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skills (except for Balance, 
  Escape 
  Artist, 
  Intimidate, 
  and 
  Ride), 
  the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, 
  a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and meta-magic feats. A fit of rage 
  lasts for a number of rounds equal to 3 plus the 
  character’s (newly improved) Constitution modifier. 
  A barbarian may prematurely end his rage. At the 
  end of the rage, the barbarian loses the rage 
  modifiers and restrictions and becomes fatigued (-2 
  penalty to Strength, -2 penalty to Dexterity, can’t 
  charge or run) for the duration of the current 
  encounter (unless he is a 17th-level barbarian, at 
  which point this limitation no longer applies). 
   
    
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering rage takes no time itself, but a 
  barbarian can do it only during his action (see 
  Initiative, PH page 136), not in response to 
  someone else’s action. A barbarian can’t, for 
  example, fly into a rage when struck down by an 
  arrow in order to get the extra hit points from the 
  increased Constitution, although the extra hit points 
  would be of benefit if he had gone into a rage 
  earlier in the round before the arrow struck. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
  Power Up Suite: Rage 
  AC 16, touch 11, flat-footed 14 
   
  (+2 Dex, +5 armor, -2 rage) 
  hp 72 (8HD);  
  Fort +8, Ref +7, Will +3 
  Melee longsword +13/+8  (1d8+10/19-20) or dagger 
  +12/+7 (1d4+64/19-20) 
  Ranged dagger +8/+3(1d4+6/19-20) 
  Base Atk +6; Grp +12 
  Abilities Str 22, Con 18  
   
  O RI AS  AM E L U N G  –H UM AN  F O R M 
  CR  9 
  Male Afflicted Were-rat Human (Suel) Cleric 7 
  Humanoid Form 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +1; Senses Low-light vision, Scent; Listen +5, 
  Spot +5 
  Languages Common, Ancient Suloise  
  AC 21, touch 12, flat-footed 20 
   
  (+1 Dex, +6 armor, +1 shield, +1 deflection, +2 
  natural) 
  hp 36 (8 HD);  
  Fort +6, Ref +5, Will +13 
  Speed 20 ft. in breast plate (6 squares), base 
  movement 30 ft., climb - 20 ft.; 
  Melee mace +7 (1d6)  
  Ranged sling +7 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+9, 7th) 
  Class Spells Prepared (CL 7th – 0: 6; 1: 5+1; 2: 4+1; 
  3: 3+1; 4: 2+1): 
   4th—confusion (D) [DC18], giant vermin, summon 
  monster VI [CL8 if evil] 
   3rd—contagion [CL8, DC17], cure serious wounds, 
  dispel magic, nondetection (D)�, summon 
  monster III [CL8 if evil] 
   2nd—aid, cure moderate wounds, hold person, 
  invisibility (D), silence 
   1st—bless, command [DC15], disguise self (D), 
  protection from law, undetectable alignment 
  (x2)� 
   
   0—cure minor wounds, detect magic, guidance, 
  light, mending, read magic, resistance 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  URD7-03 Caveat Emptor 
   
  Page 40 
  
  Abilities Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb -2, Control Shape +7, Concentration 
  +12, Diplomacy +11, Knowledge (Religion) +10, 
  Listen +5, Spellcraft +10, Spot +5, Swim -1 
  Possessions glammered +1 breastplate, ring of 
  protection +1, masterwork light mace, masterwork 
  sling, small metal shield 
  Afflicted Lycanthrope DC 15 Control Shape check 
  to change to hybrid form. DC 12 for animal. DC 25 
  to return to humanoid (try once). DC 25 to resist 
  changing to hybrid form each time he has take 1/4th 
  of his HP. 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Curse of Lycanthrope (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contact lycanthrope. 
  Disease (Ex) Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save is Constitution based. 
  Rat Empathy (Ex) Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  O RI AS  AM E L U N G  –  H Y BRI D F O R M 
  CR  9 
  Male Afflicted Were-rat Human (Suel) Cleric 7 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 25, touch 15, flat-footed 21 
   
  (+4 Dex, +6 armor, +1 shield, +1 deflection, +3 
  natural) 
  hp 43 (8 HD); DR 5/silver 
  Fort +7, Ref +8, Will +13 
  Speed 20 ft. in breast plate (4 squares), base 
  movement 30 ft., climb - 20 ft. 
  Melee mace +10 (1d6) and bite +5 (1d6 plus disease 
  and lycanthropy) OR claw x2 +10  (1d4) and bite 
  +5 (1d6 plus disease and lycanthropy) 
  Ranged sling +10 (1d4) and melee bite +5 (1d6 plus 
  disease and lycanthropy) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+9, 7th) 
  Class Spells Prepared (see human form) 
  Abilities Str 10, Dex 18, Con 10, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +11, Control Shape +7, Concentration 
  +13, Diplomacy +11, Knowledge (Religion) +10, 
  Listen +5, Spellcraft +10, Spot +5, Swim +2 
  Possessions glammered +1 breastplate, ring of 
  protection +1, masterwork light mace, masterwork 
  sling, small metal shield 
  See human form for special ability descriptions. 
   
  O RI AS  AM E L U N G  –  D I R E  R AT  F O R M 
  CR  9 
  Male Afflicted Were-Rat Human (Suel) Cleric 7 
  CE Small Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 18, touch 14, flat-footed 14 
   
  (+1 size, +4 Dex, +3 natural) 
  hp 43 (8 HD); DR 5/silver 
  Fort +7, Ref +8, Will +13 
  Speed 40 ft. (8 squares), climb - 20 ft.; 
  Melee bite +11 (1d6 plus disease and lycanthropy) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Class Spells Prepared (can't cast) 
  Abilities Str 10, Dex 18, Con 10, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +14, Control Shape +7, Concentration 
  +13, Diplomacy +11, Knowledge (Religion) +10, 
  Listen +5, Spellcraft +10, Spot +5, Swim +13  
  Possessions (drop to ground) 
  See human form for special ability descriptions 
  URD7-03 Caveat Emptor 
   
  Page 41 
  
  APL 10
  4: RED HANDED 
   
  S H AD O W C A T S  R O G U E 
  CR  10 
  Male deep halfling fighter 2/rogue 5/shadowdancer 3 
  CN Small humanoid (halfling) 
  Init +4; Senses darkvision 60 ft.; Listen +9, Spot +7  
  Languages Common, Dwarven, Halfling  
  AC 19, touch 16, flat-footed 20; Dodge, Mobility 
   (+1 size, +4 Dex, +5 armor) 
  hp 62 (10 HD) 
  Fort +8, Ref +12, Will +4 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (6 squares); Spring Attack 
  Melee mwk spiked chain +13/+8 (1d6) 
  Ranged mwk longbow +13/+8 (1d6/x3) 
  Reach 10 ft. 
  Base Atk +7; Grp +3 
  Atk Options Combat Reflexes, Spring Attack, sneak 
  attack +3d6 
  Combat Gear silver dagger, elixir of hiding, potions of 
  bear’s endurance, expeditious retreat (CL3), and 
  cat’s grace 
  Spell-Like Abilities (CL 10th): 
   shadow illusion 1/day (DC 10) 
  Abilities Str 11, Dex 19, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +3d6, spell-like abilities 
  SQ darkvision 60 ft., deep halfling traits, evasion, hide 
  in plain sight, improved uncanny dodge, shadow 
  illusion, summon shadow, trapfinding, trap sense 
  +1, uncanny dodge 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Mobility, Spring Attack, 
  Weapon Finesse 
  Skills Balance +10, Bluff +4, Climb +4, Craft (art) +4, 
  Diplomacy +1, Escape Artist +16, Hide +23, 
  Intimidate +1, Jump +12, Listen +9, Move Silently 
  +19, Perform (dance) +4, Profession (pickpocket) 
  +2, Sleight of Hand +7, Spot +7, Tumble +19 
  Possessions combat gear plus +1 spiked chain, +1 
  mithral chain shirt, masterwork longbow, quiver, 10 
  arrows, 10 silver arrows  
  Sneak Attack (Ex) This rogue can deal an extra 3d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Darkvision (Su) A shadowdancer can see in the dark 
  as though he were permanently under the effect of 
  a darkvision spell.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without anything to actually hide behind. He 
  cannot, however, hide in his own shadow. 
  Improved Uncanny Dodge (Ex) This shadowdancer 
  cannot be flanked except by a rogue of at least 
  12th level. 
  Shadow Illusion (Sp) A shadowdancer can create 
  visual illusions from surrounding shadows. This 
  ability’s effect is identical to that of the arcane spell 
  silent image and may be employed once per day. 
  Summon Shadow (Su) This shadowdancer can 
  summon a 3 HD shadow as a companion. It has a 
  Chaotic Neutral alignment and can communicate 
  intelligibly with the shadowdancer. It cannot be 
  turned, rebuked, or commanded, and it cannot 
  create spawn. A destroyed or dismissed shadow 
  companion cannot be replaced for 30 days. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Shadow Cats gains a +2 
  circumstance bonus to Balance, Climb, Craft (art), 
  Hide, and Move Silently checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Shadow Cats 
  also gains a +3 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
   Like dwarves, deep halflings have stonecunning and 
  receive a +2 racial bonus on checks to notice 
  unusual stonework, including stonework traps. A 
  deep halfling who merely comes within 10 feet of it 
  can make a Search check as if actively searching. 
  He also gains a +2 racial bonus on Listen checks, 
  and on Appraise checks and Craft checks that are 
  related to stone or metal. 
  Power-Up Suite: elixir of hiding, potions of bear’s,   
  endurance, expeditious retreat, and cat’s grace, 
  protection from law 
  Init +6 
  AC 21, touch 16, flat-footed 21 (add +2 deflection 
  bonus against lawful creatures) 
   (+6 Dex) 
  hp 82 
  Immune possession, mental control, natural weapon 
  attacks by non-chaotic summoned creatures 
  Fort +10, Ref +14 
  Speed 50 ft. in chain shirt (6 squares); 
  URD7-03 Caveat Emptor 
   
  Page 42 
  
  Melee mwk spiked chain +15/+10 
  Ranged mwk longbow +15/+10 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance, expeditious retreat, and cat’s grace 
  Abilities Dex 23, Con 18  
  Skills Balance +12, Escape Artist +18, Hide +35, 
  Move Silently +21, Sleight of Hand +9, Tumble +21 
   
  "'D I L LO"  (T E ARS  B AN D L E ADE R) 
  CR  10 
  Male human (suel) rogue 9/temple raider 1 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 55 (10 HD)  
  Fort +6, Ref +12, Will +7 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +9/+4 (1d6+2/18-20) 
  Ranged +1 composite shortbow (+2 Str) +11/+6 
  (1d6+3/x3) or +1 composite shortbow (+2 Str) 
  +9/+9/+4 (1d6+3/x3) with Rapid Shot 
  Base Atk +6; Grp +8 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, sneak attack +5d6 
  Combat Gear cape of the mountebank, elixir of 
  hiding, potions of bear’s endurance, remove 
  blindness, and cat’s grace 
  Temple Raider Spells Prepared (CL 1st): 
   1st—protection from law 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 
  10 
  SA sneak attack +5d6 
  SQ evasion, improved uncanny dodge, trapfinding, 
  trap sense +4, uncanny dodge 
  Feats Leadership, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (shortbow) 
  Skills Balance +5, Bluff +8, Craft (traps) +7, 
  Diplomacy +2, Disable Device +17, Escape Artist 
  +14, Hide +16, Intimidate +2, Jump +9, Knowledge 
  (religion) +0, Listen +5, Move Silently +11, Open 
  Lock +13, Search +15, Spot +5, Tumble +18 
  Possessions combat gear plus +1 composite 
  shortbow (+2 Str), +1 mithral chain shirt, vest of 
  resistance +1, masterwork rapier, quiver (x2), 20 
  arrows, 20 silver arrows, masterwork longspoon 
  thieves tools*, holy symbol of Olidammara 
  * See appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 5d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Improved Uncanny Dodge (Ex) This rogue cannot 
  be flanked except by a rogue of at least 13th level. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Master Thief of the Tears of the Laughing 
  Rogue gains a +4 circumstance bonus to Craft 
  (traps), Disable Device, Open Lock, and Search 
  checks while in a developed/urban area (included 
  in stats), and to Bluff checks when accused of a 
  crime or attempting to deliver a secret message to 
  another Rogue of Seltaren. A member of The 
  Tears of the Laughing Rogue also gains a +2 
  bonus to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren, and 
  Rogues of Seltaren. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
       endurance and cat’s grace  
  Init +5 
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  hp 75  
  Fort +8, Ref +14 
  Ranged +1 composite shortbow (+2 Str) +13/+8 or +1 
  composite shortbow (+2 Str) +11/+11/+6 with 
  Rapid Shot 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   
  1st—protection from law 
  �Already cast protection from law 
  Abilities Dex 20, Con 18 
  Skills Balance +7, Escape Artist +16, Hide +28, Move 
  Silently +13, Open Lock +15, Tumble +20 
   
  "Q U I V E R"  (C O H O R T  O F  'D I LLO) 
  CR- 
  Male human (suel) rogue 7/temple raider 1 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Common  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 44 (8 HD)  
  Fort +4, Ref +10, Will +5 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +8 (1d6+2/18-20) 
  Ranged +1 composite shortbow (+2 Str) +10 
  (1d6+3/x3) or +1 composite shortbow (+2 Str) 
  +8/+8 (1d6+3/x3) with Rapid Shot 
  Base Atk +5; Grp +7 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, sneak attack +4d6 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance, remove blindness, and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   1st—protection from law 
  URD7-03 Caveat Emptor 
   
  Page 43 
  
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  8 
  SA sneak attack +4d6 
  SQ evasion, trapfinding, trap sense +3, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow) 
  Skills Balance +5, Bluff +4, Craft (traps) +4, 
  Diplomacy +1, Disable Device +8, Escape Artist 
  +13, Hide +14, Intimidate +1, Jump +9, Knowledge 
  (religion) +1, Listen +11, Move Silently +14, Open 
  Lock +13, Search +10, Spot +11, Tumble +16 
  Possessions combat gear plus +1 composite 
  shortbow (+2 Str), +1 mithral chain shirt, 
  masterwork rapier, quiver (x2), 20 arrows, 20 silver 
  arrows, masterwork longspoon thieves tools*, holy 
  symbol of Olidammara 
  * See appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 4d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Tears of the Laughing 
  Rogue gains a +2 circumstance bonus to Craft 
  (traps), Disable Device, Open Lock, and Search 
  checks while in a developed/urban area (included 
  in stats), and to Bluff checks when accused of a 
  crime or attempting to deliver a secret message to 
  another Rogue of Seltaren. A member of The 
  Tears of the Laughing Rogue also gains a +2 
  bonus to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren, and 
  Rogues of Seltaren. 
  Power-Up Suite: elixir of hiding, potions of bear’s 
       endurance and cat’s grace  
  Init +5  
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  hp 60  
  Fort +6, Ref +12 
  Ranged +1 composite shortbow (+2 Str) +12 or +1 
  composite shortbow (+2 Str) +10/+10 with Rapid 
  Shot 
  Combat Gear  elixir of hiding, potions of bear’s 
  endurance and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   
  1st—protection from law 
  �Already cast protection from law 
  Abilities Dex 20, Con 18 
  Skills Balance +7, Escape Artist +15, Hide +26, Move 
  Silently +16, Open Lock +15, Tumble +18 
   
  7: LOSERS…  WEEPERS 
  B L AC K  R AT  E N F O R CE R 
  CR  10 
  Male wererat, hybrid form barbarian 1/fighter 7 
  CE Medium humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +11, 
  Spot +11 
  Languages Common, Infernal  
  AC 22, touch 14, flat-footed 18; Combat Expertise, 
  Dodge, Karmic Strike*, Mobility, Shock Trooper* 
   (+4 Dex, +5 armor, +3 natural) 
  hp 68 (9 HD); DR 10/silver; Elusive Target*, +1 light 
  fortification chain shirt 
  Fort +13, Ref +9, Will +6 
  Speed 40 ft. in chain shirt (8 squares) 
  Melee +1 greataxe +12/+7 (1d12+5/x3) and bite +7 
  (1d6+1 plus disease and lycanthropy) 
  Ranged composite longbow (+3 Str) +12/+7 
  (1d8+3/x3) 
  Base Atk +8; Grp +11 
  Atk Options Combat Expertise, Combat Reflexes, 
  Elusive Target*, Improved Bull Rush, Karmic 
  Strike,* Power Attack, Shock Trooper*, curse of 
  lycanthropy, disease 
  Special Actions alternate form, rage 1/day 
  Combat Gear gloves of fortunate striking*, potions of 
  bear’s endurance, bull’s strength, and protection 
  from good 
  Abilities Str 16, Dex 18, Con 16, Int 14, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease 
  SQ alternate form, damage reduction 10/silver, fast 
  movement, low-light vision, rage 1/day, rat 
  empathy, scent 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Elusive Target*, Improved Bull Rush, Iron WillB, 
  Karmic Strike*, Mobility, Power Attack, Shock 
  Trooper*, Weapon FinesseB  
  Skills Balance +3, Climb +17, Escape Artist +3, Hide 
  +3, Intimidate +3, Jump +16, Listen +11, Move 
  Silently +3, Spot +11, Survival +6, Swim +2 
  Possessions combat gear plus +1 greataxe, +1 light 
  fortification chain shirt, cloak of resistance +1, 
  composite longbow (+3 Str), quiver, 20 arrows 
  * See Appendix 2. 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  URD7-03 Caveat Emptor 
   
  Page 44 
  
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by 10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. 
  Rage (Ex) This barbarian can fly into a screaming 
  blood frenzy once per day. He temporarily gains a 
  +4 bonus to Strength, +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but he takes 
  a -2 penalty to Armor Class. The increase in 
  Constitution increases this barbarian’s hit points by 
  18, but these hit points go away at the end of the 
  rage. While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger, or spell completion 
  to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and 
  metamagic feats. His fit of rage lasts for a number 
  of rounds equal to 3 + his newly improved 
  Constitution modifier (8 rounds). A barbarian may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter. 
  Entering a rage takes no time itself, but a barbarian 
  can do it only during his action, not in response to 
  someone else’s action. 
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
  Power-Up Suite: potions of bear’s endurance, bull’s 
  strength, and protection from good, rage 
  AC 20, touch 12, flat-footed 16 (add +2 deflection 
  bonus against good creatures)  
   (-2 rage) 
  hp 104 
  Immune possession, mental control, natural weapon 
  attacks by summoned non-evil creatures 
  Fort +17, Will +8 (add +2 resistance bonus against 
  attacks or effects made by good creatures) 
  Melee +1 greataxe +16/+11 (1d12+11/x3) and bite 
  +10 (1d6+3 plus disease and lycanthropy) 
  Grp +15 
  Special Actions rage 1/day 
  Combat Gear potions of bear’s endurance, bull’s 
  strength, and protection from good 
  Abilities Str 24, Con 24  
  SQ rage 1/day 
  Skills Jump +20 
  Disease (Ex) Fortitude DC 17 
  Rage (Ex) His fit of rage lasts for a number of rounds 
  equal to 3 + his newly improved Constitution 
  modifier (10 rounds).  
   
  T E R AN O R AS S AS S I N 
  CR  8 
  Female tiefling rogue 5/assassin 3 
  CE Medium outsider (native) 
  Init +3; Senses darkvision 60 ft.; Listen +12, Spot 
  +12  
  Languages Common, Draconic, Dwarven, Elven, 
  Halfling, Infernal 
  AC 19, touch 13, flat-footed 19; Combat Expertise 
   (+3 Dex, +5 armor, +1 shield) 
  hp 44 (8 HD)  
  Resist cold 5, electricity 5, fire 5 
  Fort +5, Ref +11, Will +4 (add +1 bonus against 
  poison) 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 rapier +9 (1d6+1 plus poison/18-20) 
  Ranged mwk longbow +9 (1d8/x3) 
  Base Atk +5; Grp +5 
  Atk Options Combat Expertise, poison, sneak attack 
  +5d6 
  Special Actions death attack (DC 19) 
  Combat Gear potions of cat’s grace, fox’s cunning, 
  and invisibility (x2), vial of dragon bile poison 
  Assassin Spells Known (CL 3rd): 
   2nd (1/day)—invisibility, spider climb 
   1st (3/day)—obscuring mist, shock and awe*, true 
  strike 
  * See Appendix 2. 
  Spell-Like Abilities (CL 8th): 
   2nd—darkness 1/day 
  Abilities Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 
  6  
  SA death attack (DC 19), poison, sneak attack +5d6, 
  spell-like abilities 
  SQ evasion, improved uncanny dodge, poison use, 
  save bonus against poison +1, tiefling traits, 
  trapfinding, trap sense +1, uncanny dodge 
  Feats Ability Focus (death attack), Combat Expertise, 
  Weapon Finesse  
  Skills Balance +13, Bluff +11, Climb +8, Diplomacy 
  +2, Disguise +6, Escape Artist +14, Hide +16, 
  Intimidate +0, Jump +10, Listen +12, Move Silently 
  +14, Sense Motive +6, Spot +12, Tumble +16 
  Possessions combat gear plus +1 rapier, +1 mithral 
  chain shirt, cloak of resistance +1, masterwork 
  longbow, mithral buckler, quiver, 20 arrows 
  URD7-03 Caveat Emptor 
   
  Page 45 
  
  Death Attack If the assassin studies her victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice 
  NOTE: This assassin always starts with a 
  paralysis attempt and will continue to just 
  paralyze as long as it seems likely they will 
  win). While studying the victim, the assassin can 
  undertake other actions so long as her attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 19) against the kill effect, he 
  dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable 
  to act for 1d6 + 3 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 
  rounds of study, she must make the death attack 
  within the next 3 rounds. If a death attack is 
  attempted and fails (the victim makes his save) or if 
  the assassin does not launch the attack within 3 
  rounds of completing the study, 3 new rounds of 
  study are required before she can attempt another 
  death attack. 
  Poison (Ex) Dragon bile; contact, Fortitude DC 26, 
  initial 3d6 Str damage, no secondary damage. 
  Sneak Attack (Ex) This assassin can deal an extra 
  5d6 points of damage on any successful attack 
  against flat-footed or flanked targets, or against a 
  target that has been denied its Dexterity bonus for 
  any reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. She 
  can also choose to deliver non-lethal damage with 
  her sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows her to attempt a Reflex saving 
  throw for half damage, she takes no damage with a 
  successful saving throw. 
  Improved Uncanny Dodge (Ex) This assassin 
  cannot be flanked except by a rogue of at least 
  12th level. 
  Poison Use Assassins are trained in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade.  
  Save Bonus against Poison This assassin gains a 
  +1 natural saving throw bonus to all poisons.  
  Tiefling Traits (Ex) Tieflings have darkvision out to 
  60 feet and possess resistance to cold 5, electricity 
  5, and fire 5. A tiefling can also use darkness once 
  per day (caster level equal to class levels) as a 
  spell-like ability. 
  Uncanny Dodge (Ex) This rogue retains her 
  Dexterity bonus to AC even when flat-footed or 
  targeted by an unseen foe (she still loses her 
  Dexterity bonus if paralyzed or otherwise 
  immobile). 
  Skills A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
  Power-Up Suite: potions of cat’s grace, fox’s 
  cunning, and invisibility  
  Init +5 
  AC 21, touch 15, flat-footed 21 
   (+5 Dex) 
  Miss Chance 50% (invisibility) 
  Ref +13 
  Melee +1 rapier +11 
  Ranged mwk longbow +11 
  Special Actions death attack (DC 21) 
  Combat Gear potions of cat’s grace, fox’s cunning, 
  invisibility (x2) 
  Abilities Dex 20, Int 22  
  SA death attack (DC 21) 
  Skills Balance +15, Escape Artist +16, Hide +18, 
  Move Silently +16, Tumble +18 
  Death Attack Fortitude save (DC 21)  
   
   
  B L AC K  R AT 
  CR  4 
  Male wererat, hybrid form rogue 2 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Infernal  
  AC 22, touch 15, flat-footed 17; Dodge 
   (+5 Dex, +4 armor, +3 natural) 
  hp 18 (3 HD); DR 10/silver 
  Fort +5, Ref +10, Will +3 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 rapier +8 (1d6+2/18-20) and bite +1 (1d6 
  plus disease and lycanthropy) 
  Ranged shortbow +6 (1d6/x3) 
  Base Atk +1; Grp +2 
  Atk Options curse of lycanthropy, disease, sneak 
  attack +1d6 
  Special Actions alternate form 
  Abilities Str 13, Dex 21, Con 16, Int 12, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease, sneak attack +1d6 
  SQ alternate form, damage reduction 10/silver, 
  evasion, low-light vision, rat empathy, scent, 
  trapfinding 
  Feats Dodge, Improved Initiative, Iron WillB, Weapon 
  FinesseB, Weapon Focus (rapier) 
  Skills Balance +10, Bluff +5, Climb +16, Diplomacy 
  +1, Escape Artist +10, Hide +11, Intimidate +1, 
  Jump +9, Listen +7, Move Silently +11, Spot +7, 
  Tumble +13 
  Possessions +1 rapier, shortbow, mithral chain shirt, 
  quiver, 20 arrows 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  URD7-03 Caveat Emptor 
   
  Page 46 
  
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Sneak Attack (Ex) This rogue can deal an extra 1d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
   
   
  8: RAT NEST 
  Z O L C AN  K AL D AN E 
   
   
  CR  8 
  Male Human Ftr4/Rog4 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Ancient Suloise 
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 50 (8 HD);  
  Fort +7, Ref +9, Will +2 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee shortswords (x2) +10/+10/+5 (1d6+5/19-20) 
  offhand damage (1d6+3/19-20) 
  Ranged light crossbow +10 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options Sneak Attack +2d6 
  Special 
  Actions 
  Improved 
  Feint, 
  Two-weapon 
  fighting 
  Abilities Str 16, Dex 16, Con 12, Int 13, Wis 9, Cha 
  10  
  SQ Evasion, Trap Sense +1, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Quick Draw, Two-weapon Fighting, 
  Weapon Focus (shortsword), Weapon Expertise 
  (shortsword) 
  Skills Bluff +8, Climb +10, Disguise +11, Jump +12, 
  Listen +4, Open Lock +14, Search +7,Sleight of 
  Hand +13, Spot +4, Tumble +14,  
  Possessions chain shirt +1, cloak of resistance +1, 
  Dust of disappearance (1ch), gauntlets of ogre 
  power, masterwork short swords (x2), daggers 
  (x2), light crossbow, 20 bolts, masterwork thieves’ 
  tools  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
   
  B L AC K  R AT  K O R D  I N F I L T R AT O R 
  CR  8 
  Male Human (Suel) Barbarian 1/Rogue 7 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +4, Spot -1 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   
  (+0 size, +2 Dex, +0 class, +5 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 56 (8 HD);  
  Fort +6, Ref +7, Will +1 
  Speed 40 ft. in chain shirt (8 squares); 
  Melee longsword +11/+6  (1d8+7/19-20) or dagger 
  +10/+5(1d4+4) 
  Ranged dagger +8/+3(1d4+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Rage, Sneak Attack +4d6, Power 
  Attack, Cleave 
  Abilities Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 
  10  
  SQ Fast Movement, Trapfinding, Trap Sense +2, 
  Uncanny Dodge 
  Feats Cleave, Improved Initiative, Power Attack, Skill 
  Focus (Bluff)  
  Skills Bluff +14, Climb +8, Disable Device +15, 
  Disguise +13,Jump +12, Handle Animal +4, Hide 
  +9, Listen +4, Open Lock +15, Ride +6, Search 
  +10, Sense Motive +10, Survival +5 
  URD7-03 Caveat Emptor 
   
  Page 47 
  
  Possessions chain shirt +1, longsword +1, gauntlets 
  of ogre power, ring of protection +1, daggers (x2), 
  masterwork thieves tools, holy symbol of Kord  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Rage (Ex): A barbarian can fly into a screaming blood 
  frenzy a certain number of times per day. In a rage, 
  a barbarian gains phenomenal strength and 
  durability but becomes reckless and less able to 
  defend himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are; see 
  Temporary Hit Points, PH page 146). While raging, 
  a barbarian cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skills (except for Balance, 
  Escape 
  Artist, 
  Intimidate, 
  and 
  Ride), 
  the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, 
  a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and meta-magic feats. A fit of rage 
  lasts for a number of rounds equal to 3 plus the 
  character’s (newly improved) Constitution modifier. 
  A barbarian may prematurely end his rage. At the 
  end of the rage, the barbarian loses the rage 
  modifiers and restrictions and becomes fatigued (-2 
  penalty to Strength, -2 penalty to Dexterity, can’t 
  charge or run) for the duration of the current 
  encounter (unless he is a 17th-level barbarian, at 
  which point this limitation no longer applies). 
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering rage takes no time itself, but a 
  barbarian can do it only during his action (see 
  Initiative, PH page 136), not in response to 
  someone else’s action. A barbarian can’t, for 
  example, fly into a rage when struck down by an 
  arrow in order to get the extra hit points from the 
  increased Constitution, although the extra hit points 
  would be of benefit if he had gone into a rage 
  earlier in the round before the arrow struck. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
  Power Up Suite: Rage  
  AC 16, touch 11, flat-footed 14 
   
  (+2 Dex, +5 armor, +1 deflection,-2 rage) 
  hp 72 (8 HD);  
  Fort +8, Ref +7, Will +3 
  Melee longsword +13/+8 (1d8+10/19-20) or dagger 
  +12/+7 [+0 size, +6 BAB, +6 Str, +0 weapon] 
  (1d4+64/19-20) 
  Ranged dagger +8/+3 (1d4+6/19-20) 
  Base Atk +6; Grp +12 
  Abilities Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha 
  10  
   
  O RI AS  AM E L U N G  –  H UM AN F O R M 
  CR  9 
  Male Afflicted Were-Rat Human (Suel) Cleric 7 
  Humanoid Form 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +1; Senses Low-light vision, Scent; Listen +5, 
  Spot +5 
  Languages Common, Ancient Suloise  
  AC 21, touch 12, flat-footed 20 
   
  (+0 size, +1 Dex, +0 class, +6 armor, +1 shield, +1 
  deflection, +0 insight, +2 natural) 
  hp 36 (8HD);  
  Fort +6, Ref +5, Will +13 
  Speed 20 ft. in breast plate (6 squares), base 
  movement 30 ft., climb 20 ft.; 
  Melee mace +7 (1d6)  
  Ranged sling +7 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+4, 2d6+9, 7th) 
  Class Spells Prepared (CL 7th – 0: 6; 1: 5+1; 2: 4+1; 
  3: 3+1; 4: 2+1): 
   4th—confusion (D) [DC18], giant vermin, summon 
  monster VI [CL8 if evil] 
   3rd—contagion [CL8, DC 17], cure serious 
  wounds, dispel magic, nondetection (D) �, 
  summon monster III [CL8 if evil] 
   2nd—aid, cure moderate wounds, hold person 
  [DC16], invisibility (D), silence 
   1st—bless, command [DC15], disguise self (D), 
  protection from law, undetectable alignment 
  (x2)� 
   
   0—cure minor wounds, detect magic, guidance, 
  light, mending, read magic, resistance 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb -1, Control Shape +7, Concentration 
  +12, Diplomacy +11, Knowledge (Religion) +10, 
  Listen +5, Spellcraft +10, Spot +5, Swim -1 
  Possessions glammered +1 breastplate, ring of 
  protection +1, masterwork light mace, masterwork 
  sling, small metal shield 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  URD7-03 Caveat Emptor 
   
  Page 48 
  
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Curse of Lycanthrope (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contact lycanthropy. 
  Disease (Ex) Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save is Constitution based. 
  Rat Empathy (Ex) Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  O RI AS  AM E L U N G  –  H Y BRI D F O R M 
   
  Male Afflicted Were-Rat Human (Suel) Cleric 7 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 25, touch 15, flat-footed 21 
   
  (+4 Dex, +6 armor, +1 shield, +1 deflection, +3 
  natural) 
  hp 43 (8HD);  
  Fort +7, Ref +8, Will +13 
  Speed 20 ft. in breast plate (4 squares), base 
  movement 30 ft., climb 20 ft.; 
  Melee mace +10 (1d6) and bite +5 (1d6 plus disease 
  and lycanthropy) OR claw x2 +10 (1d4) and bite +5 
  (1d6 plus disease and lycanthropy) 
  Ranged sling +10 (1d4) and melee bite +5 (1d6 plus 
  disease and lycanthropy) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Atk Options  
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+4, 2d6+9, 7th) 
  Class Spells Prepared (see human form)  
  Abilities Str 10, Dex 18, Con 10, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +12, Concentration +13, Diplomacy +12, 
  Knowledge (Religion) +11, Listen +5,Spellcraft 
  +11,Spot +5, Swim +2 
  Possessions glammered +1 breastplate, ring of 
  protection +1, masterwork light mace, masterwork 
  sling, small metal shield 
  See human from for special ability descriptions. 
   
  O RI AS  AM E L U N G  –  D I R E  R AT  F O R M 
   
  Male Afflicted Were-Rat Human (Suel) Cleric 7 
  CE Small Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 26, touch 16, flat-footed 22 
   
  (+1 size, +4 Dex, +6 armor, +1 shield, +1 
  deflection, +3 natural) 
  hp 43 (8 HD);  
  Fort +7, Ref +8, Will +13 
  Speed 40 ft. (8 squares), climb 20 ft.; 
  Melee bite +11 (1d6 plus disease and lycanthropy) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1 
  Class Spells Prepared (can't cast)   
  Abilities Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +14, Control Shape +7, Concentration 
  +13, Diplomacy +11, Knowledge (religion) +10, 
  Listen +5, Spellcraft +10, Spot +5, Swim +13 
  Possessions (drop to ground) 
  See human from for special ability descriptions. 
   
  B L AC K  R AT  L Y D I A I N F I L T R AT O R 
  CR  11 
  Male Human Bard7/Shadow Dancer 4 
  CN Medium Humanoid (Human - Suel) 
  Init +4; Senses Darkvision; Listen -1, Spot -1 
  Languages Common, Ancient Suloise 
  AC 19, touch 14, flat-footed 15; Dodge, Mobility 
   
  (+4 Dex, +5 armor) 
  hp 56 (11 HD);  
  Fort +4, Ref +13, Will +5 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee rapier +13/+8 (1d6/18-20)  
  Ranged light crossbow +12 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options Combat Expertise, Spring Attack 
  Special Actions Inspire Courage (with Inspirational 
  Boost for +2/+2) 
  Bard Spells Known (CL 7th): 
   3rd (1/day)—blink, haste 
   2nd (3/day)—cure moderate wounds, heroism, 
  silence, suggestion [DC16] 
   1st 
  (4/day)—expeditious 
  retreat, 
  inspirational 
  boost, 
  Tasha’s 
  hideous 
  laughter 
  [DC15], 
  undetectable alignment 
   0 (3/day)—daze [DC14], detect magic, ghost 
  sounds [DC14], lullaby, mending, prestidigitation 
  �Already cast  
  Abilities Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 
  18  
  SQ 
  Bardic 
  music, 
  bardic 
  knowledge 
  (+10), 
  countersong, fascinate, inspire courage +1, inspire 
  competence, suggestion, Evasion, Hide In Plain 
  Sight, Shadow Illusion, Shadow Jump 20 ft., 
  Summon Shadow, Uncanny Dodge 
  URD7-03 Caveat Emptor 
   
  Page 49 
  
  Feats Combat Expertise, Dodge, Mobility, Spring 
  Attack, Weapon Finesse 
  Skills Bluff +17, Diplomacy +16, Gather Information 
  +20,Hide 
  +18, 
  Knowledge 
  (history) 
  +11, 
  Knowledge (local-NMR) +11, Listen +8, Move 
  Silently +18, Perform (dance) +19, Spot +8, 
  Tumble +18  
  Possessions mithral chain shirt +1, circlet of 
  persuasion, cloak of charisma +2, gloves of 
  dexterity +2, +1 rapier, daggers (x2), light 
  crossbow, 20 bolts, masterwork lute  
  Hide In Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the 
  open without anything to actually hide behind. She 
  cannot, however, hide in her own shadow.  
  Evasion (Ex): At 2
  nd 
  level, a shadowdancer gains 
  evasion. If exposed to any effect that normally 
  allows her to attempt a Reflex saving throw for half 
  damage (such as a fireball), she takes no damage 
  with a successful saving throw. The evasion ability 
  can only be used if the shadowdancer is wearing 
  light armor or no armor.,  
  Darkvision (Su): At 2nd level, a shadowdancer can 
  see in the dark as though she were permanently 
  under the effect of a darkvision spell.  
  Uncanny Dodge (Ex): Starting at 2
  nd 
  level, a 
  shadowdancer has the ability to react to danger 
  before her senses would normally allow her to 
  even be aware of it. She retains her Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. (She 
  still 
  loses 
  any 
  Dexterity 
  bonus 
  to 
  AC 
  if 
  immobilized.) If a character gains uncanny dodge 
  from a second class (such as barbarian or rogue), 
  the 
  character 
  automatically 
  gains 
  improved 
  uncanny dodge.  
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3
  rd 
  level, she can create visual illusions 
  from surrounding shadows. This ability’s effect is 
  identical to that of the arcane spell silent image and 
  may be employed once per day.  
  Summon 
  Shadow 
  (Su): 
  At 
  3rd 
  level, 
  a 
  shadowdancer can summon a shadow, an undead 
  shade (see the Monster Manual for the shadow’s 
  statistics). Unlike a normal shadow, this shadow’s 
  alignment matches that of the shadowdancer, and 
  the creature cannot create spawn. The summoned 
  shadow cannot be turned, rebuked or commanded 
  by any third party. This shadow serves as a 
  companion 
  to 
  the 
  shadowdancer 
  and 
  can 
  communicate intelligibly with the shadowdancer. 
  Every third level gained by the shadowdancer adds 
  +2 HD (and the requisite base attack and base 
  save bonus increases) to her shadow companion. 
  For example, a 9th level shadowdancer can have a 
  shadow companion with 6 HD. If a shadow 
  companion is destroyed, or the shadowdancer 
  chooses to dismiss it, the shadowdancer must 
  attempt a DC 15 Fortitude save. If the saving throw 
  fails, the shadowdancer loses 200 experience 
  points per shadowdancer level. A successful 
  saving throw reduces the loss by half, to 100 XP 
  per prestige class level. The shadowdancer’s XP 
  total can never go below 0 as the result of a 
  shadow’s dismissal or destroyed or dismissed 
  shadow companion cannot be replaced for 30 
  days.  
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is 
  that the magical transport must begin and end in 
  an 
  area 
  with 
  at 
  least 
  some 
  shadow. 
  A 
  shadowdancer can jump up to a total of 20 feet 
  each day in this way; this may be a single jump of 
  20 feet or two jumps of 10 feet each. Every two 
  levels 
  higher 
  than 
  4th, 
  the 
  distance 
  a 
  shadowdancer can jump each day doubles (40 feet 
  at 6th, 80 feet at 8th, and 160 feet at 10th). This 
  amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. (A 6th-level shadowdancer who jumps 
  32 feet cannot jump again until the next day.)  
  The Shadowdancer Prestige Class is located in the 
  DMG on page 195 
    
  URD7-03 Caveat Emptor 
   
  Page 50 
  
  APL 12
  4: RED HANDED 
  S H AD O W C A T S  R O G U E 
  CR  12 
  Male deep halfling fighter 2/rogue 7/shadowdancer 3 
  CN Small humanoid (halfling) 
  Init +5; Senses darkvision 60 ft.; Listen +13, Spot 
  +10  
  Languages Common, Dwarven, Halfling  
  AC 20, touch 16, flat-footed 20; Dodge, Mobility 
   (+1 size, +5 Dex, +4 armor) 
  hp 73 (12 HD) 
  Fort +9, Ref +14, Will +4 (add +2 morale bonus 
  against fear effects) 
  Speed 20 ft. in chain shirt (4 squares); Spring Attack 
  Melee  mwk spiked chain +16/+11 (1d6) 
  Ranged mwk longbow +16/+11 (1d6/x3) 
  Reach 10 ft. 
  Base Atk +9; Grp +5 
  Atk Options Combat Reflexes, Spring Attack, 
  Staggering Strike*, sneak attack +4d6 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance, expeditious retreat (CL3), and cat’s 
  grace 
  Spell-Like Abilities (CL 12th): 
   shadow illusion 1/day (DC10) 
  Abilities Str 11, Dex 20, Con 14, Int 10, Wis 12, Cha 
  8  
  SA sneak attack +4d6, spell-like abilities 
  SQ darkvision 60 ft., deep halfling traits, evasion, hide 
  in plain sight, improved uncanny dodge, shadow 
  illusion, summon shadow, trapfinding, trap sense 
  +2, uncanny dodge 
  Feats Combat Reflexes, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Mobility, Spring Attack, 
  Staggering Strike*, Weapon Finesse 
  Skills Balance +11, Bluff +4, Climb +4, Craft (art) +4, 
  Diplomacy +1, Escape Artist +20, Hide +26, 
  Intimidate +1, Jump +12, Listen +13, Move Silently 
  +22, Perform (dance) +4, Profession (pickpocket) 
  +2, Sleight of Hand +8, Spot +10, Tumble +22 
  Possessions combat gear plus mithral chain shirt, 
  masterwork longbow, quiver, 10 arrows, 10 silver 
  arrows  
  * See Appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 4d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Darkvision (Su) A shadowdancer can see in the dark 
  as though he were permanently under the effect of 
  a darkvision spell.  
  Deep Halfling Traits (Ex) Halflings receive a +2 
  morale bonus on saving throws against fear 
  effects, and a +1 racial bonus on attack rolls with 
  thrown weapons and slings. In addition, deep 
  halflings have darkvision out to 60 feet. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without anything to actually hide behind. He 
  cannot, however, hide in his own shadow. 
  Improved Uncanny Dodge (Ex) This shadowdancer 
  cannot be flanked except by a rogue of at least 
  14th level. 
  Shadow Illusion (Sp) A shadowdancer can create 
  visual illusions from surrounding shadows. This 
  ability’s effect is identical to that of the arcane spell 
  silent image and may be employed once per day. 
  Summon Shadow (Su) This shadowdancer can 
  summon a 3 HD shadow as a companion. It has a 
  Chaotic Neutral alignment and can communicate 
  intelligibly with the shadowdancer. It cannot be 
  turned, rebuked, or commanded, and it cannot 
  create spawn. A destroyed or dismissed shadow 
  companion cannot be replaced for 30 days. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Shadow Cats gains a +2 
  circumstance bonus to Balance, Climb, Craft (art), 
  Hide, and Move Silently checks while in a 
  developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of the Shadow Cats 
  also gains a +3 bonus to Diplomacy and Gather 
  Information checks with Criminals, Residents of 
  Lower Seltaren, and Rogues of Seltaren. 
   Like dwarves, deep halflings have stonecunning and 
  receive a +2 racial bonus on checks to notice 
  unusual stonework, including stonework traps. A 
  deep halfling who merely comes within 10 feet of it 
  can make a Search check as if actively searching. 
  He also gains a +2 racial bonus on Listen checks, 
  and on Appraise checks and Craft checks that are 
  related to stone or metal. 
  Power-Up Suite: heroism, message, elixir of hiding, 
  extended 
  sonic 
  weapon*, 
  potions 
  of 
  bear’s      
  endurance, expeditious retreat (CL3), and cat’s grace, 
  protection from law 
  Init +7; Senses Listen +15, Spot +12   
  AC 21, touch 17, flat-footed 21 (add +2 deflection 
  bonus against lawful creatures) 
   (+6 Dex) 
  hp 97 
  URD7-03 Caveat Emptor 
   
  Page 51 
  
  Immune possession, mental control, natural weapon 
  attacks by non-chaotic summoned creatures 
  Fort +13, Ref +18, Will +7 
  Speed 50 ft. in chain shirt (6 squares); 
  Melee mwk spiked chain +20/+15 (1d6 + 1d6 sonic) 
  Ranged mwk longbow +20/+15 
  Abilities Dex 24, Con 18  
  Skills (add +2 morale bonus to all skill checks; 
  heroism) Balance +13, Escape Artist +22, Hide 
  +38, Move Silently +24, Sleight of Hand +10, 
  Tumble +24 
   
  "'D I L LO"  (T E ARS  B AN D L E ADE R) 
  CR  10 
  Male human (suel) rogue 9/temple raider 1 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 55 (10 HD)  
  Fort +6, Ref +12, Will +7 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +9/+4 (1d6+2/18-20) 
  Ranged +1 composite shortbow (+2 Str) +11/+6 
  (1d6+3/x3) or +1 composite shortbow (+2 Str) 
  +9/+9/+4 (1d6+3/x3) with Rapid Shot 
  Base Atk +6; Grp +8 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, sneak attack +5d6 
  Combat Gear cape of the mountebank, elixir of 
  hiding, potions of bear’s endurance, remove 
  blindness, and cat’s grace 
  Temple Raider Spells Prepared (CL 1st): 
   1st—protection from law 
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 
  10 
  SA sneak attack +5d6 
  SQ evasion, improved uncanny dodge, trapfinding, 
  trap sense +4, uncanny dodge 
  Feats Leadership, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (shortbow) 
  Skills Balance +5, Bluff +8, Craft (traps) +7, 
  Diplomacy +2, Disable Device +17, Escape Artist 
  +14, Hide +16, Intimidate +2, Jump +9, Knowledge 
  (religion) +0, Listen +5, Move Silently +11, Open 
  Lock +13, Search +15, Spot +5, Tumble +18 
  Possessions combat gear plus +1 composite 
  shortbow (+2 Str), +1 mithral chain shirt, vest of 
  resistance +1, masterwork rapier, quiver (x2), 20 
  arrows, 20 silver arrows, masterwork longspoon 
  thieves tools*, holy symbol of Olidammara 
  * See appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 5d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Improved Uncanny Dodge (Ex) This rogue cannot 
  be flanked except by a rogue of at least 13th level. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Master Thief of the Tears of the Laughing 
  Rogue gains a +4 circumstance bonus to Craft 
  (traps), Disable Device, Open Lock, and Search 
  checks while in a developed/urban area (included 
  in stats), and to Bluff checks when accused of a 
  crime or attempting to deliver a secret message to 
  another Rogue of Seltaren. A member of The 
  Tears of the Laughing Rogue also gains a +2 
  bonus to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren, and 
  Rogues of Seltaren. 
  Power-Up Suite: heroism, message, elixir of hiding, 
       extended sonic weapon*, potions of bear’s 
       endurance and cat’s grace  
  Init +5; Senses Listen +7, Spot +7  
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  hp 75  
  Fort +10, Ref +16, Will +9 
  Melee mwk rapier +11/+6 
  Ranged +1 composite shortbow (+2 Str) +15/+10 
  (1d6+3+1d6 sonic/x3) or +1 composite shortbow 
  (+2 Str) +13/+13/+8 (1d6+3+1d6 sonic/x3) with 
  Rapid Shot 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   
  1st—protection from law 
  �Already cast protection from law 
  Abilities Dex 20, Con 18 
  Skills (add +2 morale bonus to all skill checks; 
  heroism)Balance +7, Escape Artist +16, Hide +28, 
  Move Silently +13, Open Lock +15, Tumble +20 
   
  "Q U I V E R"  (C O H O R T  O F  'D I LLO) 
   
  Male human (suel) rogue 7/temple raider 1 
  CN Medium humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Common  
  AC 18, touch 13, flat-footed 18 
   (+3 Dex, +5 armor) 
  hp 44 (8 HD)  
  Fort +4, Ref +10, Will +5 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee mwk rapier +8 (1d6+2/18-20) 
  Ranged +1 composite shortbow (+2 Str) +10 
  (1d6+3/x3) or +1 composite shortbow (+2 Str) 
  +8/+8 (1d6+3/x3) with Rapid Shot 
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  Page 52 
  
  Base Atk +5; Grp +7 
  Atk Options Point Blank Shot, Precise Shot, Rapid 
  Shot, sneak attack +4d6 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance, remove blindness, and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   1st—protection from law 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 
  8 
  SA sneak attack +4d6 
  SQ evasion, trapfinding, trap sense +3, uncanny 
  dodge 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow) 
  Skills Balance +5, Bluff +4, Craft (traps) +4, 
  Diplomacy +1, Disable Device +8, Escape Artist 
  +13, Hide +14, Intimidate +1, Jump +9, Knowledge 
  (religion) +1, Listen +11, Move Silently +14, Open 
  Lock +13, Search +10, Spot +11, Tumble +16 
  Possessions combat gear plus +1 composite 
  shortbow (+2 Str), +1 mithral chain shirt, 
  masterwork rapier, quiver (x2), 20 arrows, 20 silver 
  arrows, masterwork longspoon thieves tools*, holy 
  symbol of Olidammara 
  * See appendix 2. 
  Sneak Attack (Ex) This rogue can deal an extra 4d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A Confidant of the Tears of the Laughing 
  Rogue gains a +2 circumstance bonus to Craft 
  (traps), Disable Device, Open Lock, and Search 
  checks while in a developed/urban area (included 
  in stats), and to Bluff checks when accused of a 
  crime or attempting to deliver a secret message to 
  another Rogue of Seltaren. A member of The 
  Tears of the Laughing Rogue also gains a +2 
  bonus to Diplomacy and Gather Information checks 
  with Criminals, Residents of Lower Seltaren, and 
  Rogues of Seltaren. 
  Power-Up Suite: heroism, message, elixir of hiding,      
  potions of bear’s endurance and cat’s grace 
  Init +5; Senses Listen +13, Spot +13  
  AC 20, touch 15, flat-footed 20 
   (+5 Dex) 
  hp 60 
  Fort +8, Ref +14, Will +7 
  Melee mwk rapier +10 
  Ranged +1 composite shortbow (+2 Str) +14 or +1 
  composite shortbow (+2 Str) +12/+12 with Rapid 
  Shot 
  Combat Gear elixir of hiding, potions of bear’s 
  endurance and cat’s grace  
  Temple Raider Spells Prepared (CL 1st): 
   
  1st—protection from law 
  �Already cast protection from law 
  Abilities Dex 20, Con 18 
  Skills (add +2 morale bonus to all skill checks; 
  heroism)Balance +7, Escape Artist +15, Hide +26, 
  Move Silently +16, Open Lock +15, Tumble +18 
   
  K I AR A O F  T H E  S P E C T R AL  H AN D S 
  CR  10 
  Female human (suel) sorcerer 10 
  N Med humanoid (human) 
  Init +6; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 mage armor) 
  hp 45 (add [1d10+10]x1.5 temp hp; empowered false 
  life) (10 HD) 
  Fort +5, Ref +7, Will +8 
  Speed 30 ft. (6 squares) 
  Base Atk +5; Grp +4 
  Atk Options Empower Spell 
  Combat Gear lesser metamagic rod of extend spell 
  (3 uses), potions of bear’s endurance, remove 
  blindness, and eagle’s splendor, scroll of see 
  invisibility.  
  Sorcerer Spells Prepared (CL 10th): 
   5th—empowered fireball (x2) (DC 19) 
   4th—empowered false life, empowered scorching 
  ray (x2) (+7 ranged touch) 
  Sorcerer Spells Known (CL 10th): 
   5th (1/day)—ball lightning* (DC21) 
   4th (3/day)—dimension door, greater invisibility 
   3rd (6/day)—dispel magic, fireball (DC19), heroism 
   2nd (7/day)—false life, resist energy, scorching ray 
  (+7 ranged touch), sonic weapon* 
   1st (3/day)—alarm, mage armor, magic missile, 
  nerveskitter*, shield 
   0 (6/day)—acid splash (+7 ranged touch), detect 
  magic, ghost sound (DC 14), light, mage hand, 
  message, open/close, read magic, dancing lights 
  �Already cast alarm (mental) (x3), empowered false 
       life, mage armor  
  * See Appendix 2. 
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 
  18 
  SQ empathic link, share spells, weasel familiar 
  Feats AlertnessB (if familiar within 5 ft.), Arcane 
  Preparation*, Empower Spell, Greater Spell Focus 
  (evocation), Improved Initiative, Spell Focus 
  (evocation)  
  Skills Concentration +15, Craft (alchemy) +4, Hide 
  +7, Knowledge (arcana) +7, Listen +3, Spellcraft 
  +17, Spot +3 
  URD7-03 Caveat Emptor 
   
  Page 53 
  
  Possessions combat gear plus cloak of charisma +2, 
  spell component pouch 
  * See Appendix 2. 
  Empathic Link (Su) A sorcerer can communicate 
  telepathically with her familiar at a distance of up to 
  1 mile. The master has the same connection to an 
  item or a place that the familiar does.  
  Share Spells (Su) A sorcerer may have any spell she 
  casts on herself also affect her familiar if the latter 
  is within 5 feet at the time. The master may also 
  cast a spell with a target of “You” on her familiar.  
  Skills A Confidant of The Spectral Hands gains a +2 
  circumstance bonus to Craft (alchemy), Hide, 
  Knowledge (arcana), and Spellcraft checks while in 
  a developed/urban area (included in stats), and to 
  Bluff checks when accused of a crime or 
  attempting to deliver a secret message to another 
  Rogue of Seltaren. A member of The Spectral 
  Hands also gains a +2 bonus to Diplomacy and 
  Gather Information checks with Criminals, 
  Residents of Lower Seltaren, and Rogues of 
  Seltaren. 
  Power-Up Suite: heroism, resist energy [x2], scroll of 
  see invisibility, message, shield, potions of bear’s 
  endurance and eagle’s splendor, nerveskitter*, 
  greater invisibility 
  Init +11; Senses see invisibility; Listen +5, Spot +5 
  AC 20, flat-footed 18 
   (+4 shield) 
  Miss Chance 50% (invisibility) 
  hp 65 
  Resist fire 20, acid 20 
  Fort +9, Ref +9, Will +10 
  Combat Gear lesser metamagic rod of extend spell 
  (0 uses), potions of bear’s endurance and eagle’s 
  splendor, scroll of see invisibility 
  Sorcerer Spells Prepared (CL 10th): 
   
  5th—empowered fireball (x2) (DC 20) 
   
  4th—empowered false life, empowered scorching 
  ray (x2) (+9 ranged touch) 
  Sorcerer Spells Known (CL 10th): 
   
  5th (1/day)—ball lightning* (DC 22) 
   
  4th (2/day)—dimension door, greater invisibility 
   
  3rd (2/day)—dispel magic, fireball (DC 20), 
  heroism 
   
  2nd (1/day)—false life, resist energy, scorching ray 
  (+9 ranged touch), sonic weapon* 
   
  1st (1/day)—alarm, mage armor, magic missile, 
  nerveskitter*, shield 
   
  0 (5/day)—acid splash (+9 ranged touch), detect 
  magic, ghost sound (DC 15), light, mage hand, 
  message, open/close, read magic, resistance 
  �Already cast alarm (mental) (x3), empowered false 
       life, greater invisibility, heroism (x5), mage armor, 
       message, nerveskitter*, resist energy (x2) (fire, 
       acid), shield, extended sonic weapon* (x3)  
   
  * See Appendix 2. 
  Abilities Con 18, Cha 20 
  Skills (add +2 morale bonus to all skill checks; 
  heroism)Concentration +17 
   
  W E AS E L F AM I L I AR 
    
  N Tiny magical beast 
  Init +2; Senses low-light vision, scent; Listen +1, Spot 
  +3  
  AC 23, touch 14, flat-footed 21 
   (+2 size, +2 Dex, +5 natural, +4 mage armor)  
  hp 22 (add [1d10+10]x1.5 temp hp; empowered false 
  life) (10 HD) 
  Fort +3, Ref +5, Will +8 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee bite +9 (1d3-4) 
  Space 2.5 ft.; Reach 0 ft. 
  Base Atk +5; Grp -7 
  Atk Options deliver touch spells 
  Special Actions attach 
  Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5  
  SA attach 
  SQ deliver touch spells, improved evasion, low-light 
  vision, scent, speak with master, speak with 
  animals of its kind 
  Feats Weapon Finesse  
  Skills Balance +10, Climb +10, Hide +13, Jump -10, 
  Move Silently +8, Spellcraft +13, Spot +3 
  Attach (Ex) If a weasel hits with a bite attack, it uses 
  its powerful jaws to latch onto the opponent’s body 
  and automatically deals bite damage each round it 
  remains attached. This weasel familiar loses its 
  Dexterity bonus to Armor Class and has an AC of 
  21 when attached. An attached weasel can be 
  struck with a weapon or grappled itself. To remove 
  an attached weasel through grappling, the 
  opponent must achieve a pin against the creature.  
  Deliver Touch Spells (Su) A familiar can deliver 
  touch spells for its master and delivers them just as 
  the master could. If the master casts another spell 
  before the touch is delivered, the touch spell 
  dissipates. 
  Improved Evasion (Ex) If a familiar is exposed to 
  any effect that normally allows it to attempt a 
  Reflex saving throw for half damage, it takes no 
  damage with a successful saving throw and half 
  damage if the saving throw fails. 
  Scent (Ex) A weasel can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Speak with Master (Ex) A familiar can communicate 
  verbally with its master. Other creatures do not 
  understand the communication without magical 
  help. 
  Speak with Animals of Its Kind (Ex) A familiar can 
  communicate with animals of approximately the 
  same kind as itself – weasels, minks, polecats, 
  ermines, skunks, wolverines, and badgers 
  (including dire varieties). 
  Skills Weasels have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Balance 
  and Climb checks. They use their Dexterity 
  modifier for Climb checks. A weasel can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. 
  Power-Up Suite: heroism, resist energy [x2], 
  message, shield, nerveskitter*, greater invisibility 
  URD7-03 Caveat Emptor 
   
  Page 54 
  
   
  * See Appendix 2. 
  Init +7; Senses Listen +3, Spot +5  
  AC 27, flat-footed 25 
   (+4 shield) 
  Miss Chance 50% (invisible) 
  hp 32  
  Resist fire 20, acid 20 
  Fort +5, Ref +7, Will +10 
  Melee bite +11 
  Skills (add +2 morale bonus to all skill checks; 
  heroism) 
  Attach (Ex) This weasel familiar has an AC of 25 
  when attached. 
   
  7: LOSERS…  WEEPERS 
   
  B L AC K  R AT  E N F O R CE R 
  CR  11 
  Male wererat, hybrid form barbarian 1/fighter 8 
  CE Medium humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +12, 
  Spot +12 
  Languages Common, Infernal  
  AC 22, touch 14, flat-footed 18; Combat Expertise, 
  Dodge, Karmic Strike*, Mobility, Shock Trooper* 
   (+4 Dex, +5 armor, +3 natural) 
  hp 76 (10 HD); DR 10/silver; Elusive Target*, +1 light 
  fortification chain shirt 
  Fort +14, Ref +9, Will +6 
  Speed 40 ft. in chain shirt (8 squares) 
  Melee +1 greataxe +13/+8 (1d12+5/19-20/x3) and 
  bite +8 (1d6+1 plus disease and lycanthropy) 
  Ranged mwk composite longbow (+3 Str) +14/+9 
  (1d8+3/x3) 
  Base Atk +9; Grp +12 
  Atk Options Combat Expertise, Combat Reflexes, 
  Elusive Target*, Improved Bull Rush, Karmic 
  Strike*, Power Attack, Shock Trooper*, curse of 
  lycanthropy, disease 
  Special Actions alternate form, rage 1/day 
  Combat Gear belt of one mighty blow*, gloves of 
  fortunate striking*, potions of bear’s endurance, 
  bull’s strength, and protection from good 
  Abilities Str 16, Dex 18, Con 16, Int 14, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease 
  SQ alternate form, damage reduction 10/silver, fast 
  movement, low-light vision, rage 1/day, rat 
  empathy, scent 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Elusive Target*, Improved Bull Rush, Improved 
  Critical (greataxe), Iron WillB, Karmic Strike*, 
  Mobility, Power Attack, Shock Trooper*, Weapon 
  FinesseB  
  Skills Balance +3, Climb +17, Escape Artist +3, Hide 
  +3, Intimidate +3, Jump +17, Listen +12, Move 
  Silently +3, Spot +12, Survival +6, Swim +2 
  Possessions combat gear plus +1 greataxe, +1 light 
  fortification chain shirt, cloak of resistance +1, 
  masterwork composite longbow (+3 Str), quiver, 20 
  arrows 
  * See Appendix 2. 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Fast Movement (Ex) A barbarian’s land speed is 
  faster than the norm for his race by 10 feet. This 
  benefit applies only when he is wearing no armor, 
  light armor, or medium armor and not carrying a 
  heavy load. 
  Rage (Ex) This barbarian can fly into a screaming 
  blood frenzy once per day. He temporarily gains a 
  +4 bonus to Strength, +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but he takes 
  a -2 penalty to Armor Class. The increase in 
  Constitution increases this barbarian’s hit points by 
  20, but these hit points go away at the end of the 
  rage. While raging, a barbarian cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, and 
  Ride), the Concentration skill, or any abilities that 
  require patience or concentration, nor can he cast 
  spells or activate magic items that require a 
  command word, a spell trigger, or spell completion 
  to function. He can use any feat he has except 
  Combat Expertise, item creation feats, and 
  metamagic feats. His fit of rage lasts for a number 
  of rounds equal to 3 + his newly improved 
  Constitution modifier (8 rounds). A barbarian may 
  prematurely end his rage. At the end of the rage, 
  the barbarian loses the rage modifiers and 
  restrictions and becomes fatigued (-2 penalty to 
  Strength, -2 penalty to Dexterity, can’t charge or 
  run) for the duration of the current encounter. 
  Entering a rage takes no time itself, but a barbarian 
  can do it only during his action, not in response to 
  someone else’s action. 
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  URD7-03 Caveat Emptor 
   
  Page 55 
  
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
  Power-Up Suite: potions of bear’s endurance, bull’s 
  strength, and protection from good, rage 
  AC 20, touch 12, flat-footed 16 (add +2 deflection 
  bonus against good creatures)  
   (-2 rage) 
  hp 116 
  Immune possession, mental control, natural weapon 
  attacks by summoned non-evil creatures 
  Fort +18, Will +8 
  Melee +1 greataxe +17/+12 (1d12+11/19-20/x3) and 
  bite +11 (1d6+3 plus disease and lycanthropy) 
  Grp +16 
  Special Actions rage 1/day 
  Combat Gear potions of bear’s endurance, bull’s 
  strength, and protection from good 
  Abilities Str 24, Con 24  
  SQ rage 1/day 
  Skills Jump +21 
  Disease (Ex) Fortitude DC 17 
  Rage (Ex) His fit of rage lasts for a number of rounds 
  equal to 3 + his newly improved Constitution 
  modifier (10 rounds).  
   
  T E R AN O R AS S AS S I N 
  CR  11 
  Female tiefling rogue 5/assassin 6 
  CE Medium outsider (native) 
  Init +7; Senses darkvision 60 ft.; Listen +15, Spot 
  +15  
  Languages Common, Draconic, Dwarven, Elven, 
  Halfling, Infernal 
  AC 19, touch 13, flat-footed 19 (add +2 deflection 
  bonus against good creatures); Combat Expertise 
   (+3 Dex, +5 armor, +1 shield) 
  hp 60 (add 1d10+6 temp hp; false life) (11 HD)  
  Immune possession, mental control, natural weapon 
  attacks by summoned non-evil creatures 
  Resist cold 5, electricity 5, fire 5 
  Fort +7, Ref +14, Will +6 (add +3 bonus against 
  poison) 
  Speed 30 ft. in chain shirt (6 squares), climb speed 
  20 ft. 
  Melee +1 magebane* rapier +11/+6 (1d6+1 plus 
  poison/18-20) or versus an arcane caster = +3 
  magebane* rapier +13/+8 (3d6+3 plus poison/18-
  20) 
  Ranged mwk longbow +11/+6 (1d8/x3) 
  Base Atk +7; Grp +7 
  Atk Options Combat Expertise, poison, sneak attack 
  +6d6 
  Special Actions death attack (DC 22) 
  Combat Gear lesser metamagic rod of silent spell (3 
  uses), potions of cat’s grace, fox’s cunning, and 
  invisibility (x2), vial of dragon bile poison 
  Assassin Spells Known (CL 6th): 
   3rd (0/day)—deeper darkness, false life, magic 
  circle against good 
   2nd (3/day)—cat’s grace, fox’s cunning, invisibility, 
  spider climb 
   1st (4/day)—jump, obscuring mist, shock and 
  awe*, true strike 
  �Already cast false life, magic circle against good, 
       spider climb 
  * See Appendix 2. 
  Spell-Like Abilities (CL 11th): 
   2nd—darkness 1/day 
  Abilities Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 
  6  
  SA death attack (DC 22), poison, sneak attack +6d6, 
  spell-like abilities 
  SQ evasion, improved uncanny dodge, poison use, 
  save bonus against poison +3, tiefling traits, 
  trapfinding, trap sense +1, uncanny dodge 
  Feats Ability Focus (death attack), Combat Expertise, 
  Improved Initiative, Weapon Finesse  
  Skills Balance +13, Bluff +14, Climb +8, Diplomacy 
  +2, Disguise +6, Escape Artist +17, Hide +19, 
  Intimidate +0, Jump +10, Listen +15, Move Silently 
  +17, Sense Motive +9, Spot +15, Tumble +19 
  Possessions combat gear plus +1 magebane* rapier, 
  +1 mithral chain shirt, cloak of resistance +2, 
  masterwork longbow, mithral buckler, quiver, 20 
  arrows 
  * See Appendix 2. 
  Death Attack If the assassin studies her victim for 3 
  rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  attack has the additional effect of possibly either 
  paralyzing or killing the target (assassin’s choice 
  NOTE: This assassin always starts with a 
  paralysis attempt and will continue to just 
  paralyze as long as it seems likely they will 
  win). While studying the victim, the assassin can 
  undertake other actions so long as her attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a 
  Fortitude save (DC 22) against the kill effect, he 
  dies. If the saving throw fails against the paralysis 
  effect, the victim is rendered helpless and unable 
  to act for 1d6 + 6 rounds. If the victim’s saving 
  throw succeeds, the attack is just a normal sneak 
  attack. Once the assassin has completed the 3 
  rounds of study, she must make the death attack 
  within the next 3 rounds. If a death attack is 
  attempted and fails (the victim makes his save) or if 
  the assassin does not launch the attack within 3 
  rounds of completing the study, 3 new rounds of 
  study are required before she can attempt another 
  death attack. 
  Poison (Ex) Dragon bile; contact, Fortitude DC 26, 
  initial 3d6 Str damage, no secondary damage. 
  Sneak Attack (Ex) This assassin can deal an extra 
  6d6 points of damage on any successful attack 
  against flat-footed or flanked targets, or against a 
  target that has been denied its Dexterity bonus for 
  any reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. She 
  URD7-03 Caveat Emptor 
   
  Page 56 
  
  can also choose to deliver non-lethal damage with 
  her sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows her to attempt a Reflex saving 
  throw for half damage, she takes no damage with a 
  successful saving throw. 
  Improved Uncanny Dodge (Ex) This assassin 
  cannot be flanked except by a rogue of at least 
  15th level. 
  Poison Use Assassins are trained in the use of 
  poison and never risk accidentally poisoning 
  themselves when applying poison to a blade.  
  Save Bonus against Poison This assassin gains a 
  +3 natural saving throw bonus to all poisons.  
  Tiefling Traits (Ex) Tieflings have darkvision out to 
  60 feet and possess resistance to cold 5, electricity 
  5, and fire 5. A tiefling can also use darkness once 
  per day (caster level equal to class levels) as a 
  spell-like ability. 
  Uncanny Dodge (Ex) This rogue retains her 
  Dexterity bonus to AC even when flat-footed or 
  targeted by an unseen foe (she still loses her 
  Dexterity bonus if paralyzed or otherwise 
  immobile). 
  Skills A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
  Power-Up Suite: potions of cat’s grace, fox’s 
  cunning, and invisibility  
  Init +9 
  AC 21, touch 15, flat-footed 21 
   (+5 Dex) 
  Miss Chance 50% (invisibility) 
  Ref +16 
  Melee +1 magebane* rapier +13/+8  or versus an 
  arcane caster = +3 magebane* rapier +15/+10 
  Ranged mwk longbow +13/+8 
  Special Actions death attack (DC 24) 
  Combat Gear potions of cat’s grace, fox’s cunning, 
  and invisibility (x2) 
  Abilities Dex 20, Int 22  
  SA death attack (DC 24) 
  Skills Balance +15, Escape Artist +19, Hide +21, 
  Move Silently +19, Tumble +21 
  Death Attack Fortitude save (DC 24)  
   
  B L AC K  R AT 
  CR  6 
  Male wererat, hybrid form rogue 4 
  CE Medium humanoid (human, shapechanger) 
  Init +10; Senses low-light vision, scent; Listen +9, 
  Spot +9 
  Languages Common, Infernal  
  AC 26, touch 16, flat-footed 26; Dodge 
   (+6 Dex, +5 armor, +2 shield, +3 natural) 
  hp 29 (5 HD); DR 10/silver 
  Fort +6, Ref +12, Will +4 
  Speed 30 ft. in chain shirt (6 squares) 
  Melee +1 rapier +11 (1d6+2/18-20) and bite +4 (1d6 
  plus disease and lycanthropy) 
  Ranged composite shortbow (+1 Str) +9 (1d6+1/x3) 
  Base Atk +3; Grp +4 
  Atk Options curse of lycanthropy, disease, sneak 
  attack +2d6 
  Special Actions alternate form 
  Abilities Str 13, Dex 22, Con 16, Int 12, Wis 12, Cha 
  8  
  SA curse of lycanthropy, disease, sneak attack +2d6 
  SQ alternate form, damage reduction 10/silver, 
  evasion, low-light vision, rat empathy, scent, 
  trapfinding, trap sense +1, uncanny dodge 
  Feats Dodge, Improved Initiative, Iron WillB, Weapon 
  FinesseB, Weapon Focus (rapier) 
  Skills Balance +15, Bluff +7, Climb +19, Diplomacy 
  +1, Escape Artist +11, Hide +14, Intimidate +1, 
  Jump +11, Listen +9, Move Silently +14, Spot +9, 
  Tumble +16 
  Possessions +1 rapier, +1 mithral chain shirt, +1 
  buckler, composite shortbow (+1 Str), quiver, 20 
  arrows 
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not 
  within one size category of the wererat, the victim 
  cannot contract lycanthropy. 
  Disease (Ex) Filth fever; bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Sneak Attack (Ex) This rogue can deal an extra 2d6 
  points of damage on any successful attack against 
  flat-footed or flanked targets, or against a target 
  that has been denied its Dexterity bonus for any 
  reason. This damage also applies to ranged 
  attacks against targets up to 30 feet away. 
  Creatures with concealment, without discernible 
  anatomies, and immune to extra damage from 
  critical hits are all immune to sneak attacks. He can 
  also choose to deliver non-lethal damage with his 
  sneak attack, but only when using a weapon 
  designed for that purpose, such as a sap.  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Evasion (Ex) If this rogue is exposed to any effect 
  that normally allows him to attempt a Reflex saving 
  throw for half damage, he takes no damage with a 
  successful saving throw.  
  Rat Empathy (Ex) A wererat can communicate with 
  rats and dire rats, and allows the communication of 
  simple concepts and (if the animal is friendly) 
  commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Uncanny Dodge (Ex) This rogue retains his Dexterity 
  bonus to AC even when flat-footed or targeted by 
  URD7-03 Caveat Emptor 
   
  Page 57 
  
  an unseen foe (he still loses his Dexterity bonus if 
  paralyzed or otherwise immobile). 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. A wererat also has a +4 racial bonus 
  on Charisma-based checks against rats and dire 
  rats, and has a +8 racial bonus on Swim checks 
  while in dire rat form. 
   
   
  8: RAT NEST 
  Z O L C AN  K AL D AN E 
   
   
  CR  11 
  Male Human Ftr4/Rog7 
  CN Medium Humanoid (Human - Suel) 
  Init +7; Senses Listen +7, Spot +7 
  Languages Common, Ancient Suloise 
  AC 19, touch 14, flat-footed 16 
   
  (+3 Dex, +5 armor, +1 deflection) 
  hp 65 (11 HD);  
  Fort +8, Ref +10, Will +3 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee shortswords (x2) +12/+12/+7/+7 (1d6+6/19-20) 
  offhand damage (1d6+4/19-20) 
  Ranged light crossbow +12 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Sneak Attack +4d6 
  Special Actions Improved Feint 
  Abilities Str 16, Dex 17, Con 12, Int 13, Wis 9, Cha 
  10  
  SQ Evasion, Trap Sense +2, Trapfinding, Uncanny 
  Dodge 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Improved Two-weapon Fighting, Quick 
  Draw, Two-weapon Fighting, Weapon Focus 
  (shortsword), Weapon Expertise (shortsword) 
  Skills Bluff +11, Climb +13, Disguise +14, Jump +15, 
  Listen +7, Open Lock +17, Search +10,Sleight of 
  Hand +16, Spot +7, Tumble +17  
  Possessions chain shirt +1, cloak of resistance +1, 
  Dust of disappearance (1ch), gauntlets of ogre 
  power, +1 shortswords (x2), ring of protection +1, 
  daggers (x2), light crossbow, 20 bolts, masterwork 
  thieves’ tools  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
   
  B L AC K  R AT  K O R D  I N F I L T R AT O R 
  CR  11 
  Male Human (Suel) Barbarian 1/Rogue 10 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +4, Spot -1 
  Languages Common  
  AC 18, touch 13, flat-footed 16 
   
  (+2 Dex, +5 armor, +1 deflection) 
  hp 85 (11 HD);  
  Fort +8, Ref +9, Will +2 
  Speed 40 ft. in chain shirt (8 squares); 
  Melee Keen longsword +13/+8 (1d8+8/17-20) or 
  dagger +12/+7 (1d4+4) 
  Ranged dagger +10/+5 (1d4+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Opportunist, Rage, Sneak Attack +5d6 
  Abilities Str 18, Dex 14, Con 16, Int 12, Wis 8, Cha 
  10  
  SQ Fast Movement, Trapfinding, Trap Sense +2, 
  Uncanny Dodge 
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Power Attack, Skill Focus (Bluff)  
  Skills Bluff +17, Climb +8, Disable Device +18, 
  Disguise +16,Jump +15, Handle Animal +4, Hide 
  +12, Listen +4,Open Lock +19,Ride +6, Search 
  +13, Sense Motive +13,Spot -1,Survival +5 
  Possessions amulet of health +2, chain shirt +1, 
  Keen longsword +1, gauntlets of ogre power, ring 
  of protection +1, daggers (x2), masterwork thieves 
  tools, holy symbol of Kord  
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
  Rage (Ex): A barbarian can fly into a screaming blood 
  frenzy a certain number of times per day. In a rage, 
  a barbarian gains phenomenal strength and 
  durability but becomes reckless and less able to 
  defend himself. He temporarily gains a +4 bonus to 
  Strength, a +4 bonus to Constitution, and a +2 
  morale bonus on Will saves, but he takes a –2 
  penalty 
  to 
  Armor 
  Class. 
  The 
  increase 
  in 
  Constitution increases the barbarian’s hit points by 
  2 points per level, but these hit points go away at 
  the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points are 
  not lost first the way temporary hit points are; see 
  Temporary Hit Points, PH page 146). While raging, 
  a barbarian cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skills (except for Balance, 
  Escape 
  Artist, 
  Intimidate, 
  and 
  Ride), 
  the 
  Concentration skill, or any abilities that require 
  patience or concentration, nor can he cast spells or 
  activate magic items that require a command word, 
  a spell trigger (such as a wand), or spell 
  completion (such as a scroll) to function. He can 
  use any feat he has except Combat Expertise, item 
  creation feats, and meta-magic feats. A fit of rage 
  lasts for a number of rounds equal to 3 plus the 
  character’s (newly improved) Constitution modifier. 
  A barbarian may prematurely end his rage. At the 
  end of the rage, the barbarian loses the rage 
  modifiers and restrictions and becomes fatigued (-2 
  URD7-03 Caveat Emptor 
   
  Page 58 
  
  penalty to Strength, -2 penalty to Dexterity, can’t 
  charge or run) for the duration of the current 
  encounter (unless he is a 17th-level barbarian, at 
  which point this limitation no longer applies). 
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per 
  day (to a maximum of six times per day at 20th 
  level). Entering rage takes no time itself, but a 
  barbarian can do it only during his action (see 
  Initiative, PH page 136), not in response to 
  someone else’s action. A barbarian can’t, for 
  example, fly into a rage when struck down by an 
  arrow in order to get the extra hit points from the 
  increased Constitution, although the extra hit points 
  would be of benefit if he had gone into a rage 
  earlier in the round before the arrow struck. 
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before her senses would 
  normally allow her to do so. She retains her 
  Dexterity bonus to AC (if any) even if she is caught 
  flat-footed or struck by an invisible attacker. 
  However, she still loses her Dexterity bonus to AC 
  if immobilized. 
  Power Up Suite: Rage 
  AC 16, touch 11, flat-footed 14 
   
  (+0 size, +2 Dex, +0 class, +5 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural, -2 rage) 
  hp 107 (11 HD);  
  Fort +10, Ref +9, Will +4 
  Melee Keen longsword +15/+10 (1d8+10/17-20) or 
  dagger +14/+9(1d4+6) 
  Ranged dagger +10/+5 (1d4+4/19-20) 
  Base Atk +10; Grp +16 
  Abilities Str 22, Dex 14, Con 20, Int 12, Wis 8, Cha 
  10  
   
  O RI AS  AM E L U N G  –  H UM AN F O R M 
  CR  11 
  Male Afflicted Were-Rat Human (Suel) Cleric 9 
  Humanoid Form 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +1; Senses Low-light vision, Scent; Listen +5, 
  Spot +5 
  Languages Common, Ancient Suloise  
  AC 21, touch 12, flat-footed 20 
   
  (+1 Dex, +6 armor, +1 shield, +1 deflection, +2 
  natural) 
  hp 42 (10HD);  
  Fort +7, Ref +6, Will +14 
  Speed 20 ft. in breast plate (6 squares), base 
  movement 30 ft., climb 20 ft.; 
  Melee mace +8 (1d6)  
  Ranged sling +8 (1d4) OR Wand of Searing Light +7 
  (3d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+4, 2d6+11, 9th) 
  Combat Gear Wand of Searing Light (CL 6th, 3d8 
  damage, range touch, no save) 5 charges 
  Class Spells Prepared (CL 9th – 0: 6; 1: 5+1; 2: 5+1; 
  3: 4+1; 4: 3+1; 5: 2+1): 
   5th—greater command [DC19], mass cure light 
  wounds, dispel good (D) [CL10, DC19] 
   4th— confusion (D) [DC18], freedom of movement, 
  giant vermin, summon monster VI [CL10 if evil] 
   3rd— contagion [CL10; DC17], cure serious 
  wounds (x2), dispel magic, nondetection (D) �, 
  summon monster III [CL10 if evil] 
   2nd— aid, cure moderate wounds, hold person 
  [DC16], invisibility (D), owl’s wisdom, silence 
   1st— bless, command [DC15], cure light wounds, 
  disguise 
  self 
  (D), 
  protection 
  from 
  law, 
  undetectable alignment (x2)�  
   0— cure minor wounds, detect magic, guidance, 
  light, mending, read magic, resistance 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 12, Con 9, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Craft Wondrous 
  Items, Extend Spell, Iron Will, Silent Spell, Skill 
  Focus (Concentration), Weapon Finesse 
  Skills Climb -2, Control Shape +7, Concentration 
  +14, Diplomacy +13, Knowledge (religion) +12, 
  Listen +5, Spellcraft +12, Spot +5, Swim +3  
  Possessions glammered +1 breastplate, ring of 
  protection +1, Wand of Searing Light (5 charges), 
  masterwork light mace, masterwork sling, small 
  metal shield 
  Afflicted Lycanthrope DC 15 Control Shape check 
  to change to hybrid form. DC 12 for animal. DC 25 
  to return to humanoid (try once). DC 25 to resist 
  changing to hybrid form each time he has take 1/4th 
  of his HP. 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. He shifts forms 
  as though using the polymorph spell on itself, 
  though its gear is not affected, and it does not 
  regain hit points for changing form. Changing to 
  dire rat or hybrid form is a standard action. A slain 
  wererat reverts to its humanoid form, but separated 
  body parts retain their animal form. 
  Curse of Lycanthrope (Su) Any humanoid or giant 
  hit by a wererat’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contact lycanthrope. 
  Disease (Ex) Filth Fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save is Constitution based. 
  Scent (Ex) A wererat can detect approaching 
  enemies, sniff out hidden foes, and track by sense 
  of smell. 
  Rat Empathy (Ex) Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based 
  checks against rats and dire rats. 
  Skills A wererat in rat or hybrid form uses its 
  Dexterity modifier for Climb or Swim checks. It has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  URD7-03 Caveat Emptor 
   
  Page 59 
  
  O RI AS  AM E L U N G  –  H Y BRI D F O R M 
   
  Male Afflicted Were-Rat Human (Suel) Cleric 9 
  CE Medium Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 25, touch 15, flat-footed 21 
   
  (+4 Dex, +6 armor, +1 shield, +1 deflection, +3 
  natural) 
  hp 53 (10 HD);  
  Fort +8, Ref +9, Will +14 
  Speed 20 ft. in breast plate (4 squares), base 
  movement 30 ft., climb - 20 ft.; 
  Melee mace +11 (1d6) and bite +6 (1d6 plus disease 
  and lycanthropy) OR claw x2 +11 (1d4) and bite +6 
  (1d6) 
  Ranged sling +11 (1d4) and bite +6 (1d6 plus disease 
  and lycanthropy) OR Wand of Searing Light +10 
  (3d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+4, 2d6+11, 9th) 
  Combat Gear Wand of Searing Light (CL 6th, 3d8 
  damage, range touch, no save) 5 charges 
  Class Spells Prepared (see human form)  
  Abilities Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +11, Control Shape +7, Concentration 
  +15, Diplomacy +13, Knowledge (Religion) +12, 
  Listen +5, Spellcraft +12, Spot +5, Swim +2 
  Possessions glammered +1 breastplate, ring of 
  protection +1, masterwork light mace, masterwork 
  sling, small metal shield 
  See human form for special abilities descriptions. 
   
  O RI AS  AM E L U N G  –  D I R E  R AT  F O R M 
   
  Male Afflicted Were-Rat Human (Suel) Cleric 9 
  CE Small Humanoid (Human, Shapechanger) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common, Ancient Suloise  
  AC 26, touch 16, flat-footed 22 
   
  (+1 size, +4 Dex, +6 armor, +1 shield, +1 
  deflection, +3 natural) 
  hp 53 (10 HD);  
  Fort +8, Ref +9, Will +14 
  Speed 40 ft. (8 squares), climb 20 ft.; 
  Melee bite +12 (1d6 plus disease and lycanthropy) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+4, 2d6+11, 9th) 
  Class Spells Prepared (can't cast)   
  Abilities Str 10, Dex 12, Con 8, Int 13, Wis 18, Cha 
  14  
  Feats Alertness, Combat Casting, Extend Spell, Iron 
  Will, Silent Spell, Skill Focus (Concentration), 
  Weapon Finesse 
  Skills Climb +14, Control Shape +7, Concentration 
  +15, Diplomacy +13, Knowledge (Religion) +12, 
  Listen +5, Spellcraft +12, Spot +5, Swim +13 
  Possessions (fall to ground) 
  See human form for special abilities descriptions. 
   
  B L AC K  R AT  L Y D I A I N F I L T R AT O R 
  CR  11 
  Male Human Bard7/Shadow Dancer 4 
  CN Medium Humanoid (Human - Suel) 
  Init +4; Senses Darkvision; Listen -1, Spot -1 
  Languages Common, Ancient Suloise 
  AC 19, touch 14, flat-footed 15; Dodge, Mobility 
   
  (+4 Dex, +5 armor) 
  hp 56 (11 HD);  
  Fort +4, Ref +13, Will +5 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee rapier +13/8+ (1d6/18-20)  
  Ranged light crossbow +12/+7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options Combat Expertise, Spring Attack 
  Bard Spells Known (CL 7th): 
   3rd (1/day)—blink, haste 
   2nd (3/day)—cure moderate wounds, heroism, 
  silence, suggestion [DC16] 
   1st 
  (4/day)—expeditious 
  retreat, 
  inspirational 
  boost, 
  Tasha’s 
  hideous 
  laughter 
  [DC15], 
  undetectable alignment 
   0 (3/day)—daze [DC14], detect magic, ghost 
  sounds [DC14], lullaby, mending, prestidigitation 
  �Already cast  
  Abilities Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 
  18  
  SQ 
  Bardic 
  music, 
  bardic 
  knowledge 
  (+10), 
  countersong, fascinate, inspire courage +1, inspire 
  competence, Suggestion, Evasion, Hide In Plain 
  Sight, Shadow Illusion, Shadow Jump 20 ft., 
  Summon Shadow, Uncanny Dodge 
  Feats Combat Expertise, Dodge, Mobility, Spring 
  Attack, Weapon Finesse 
  Skills Bluff +17, Diplomacy +16, Gather Information 
  +20, 
  Hide 
  +18, 
  Knowledge 
  (history) 
  +11, 
  Knowledge (local-NMR) +11, Listen +8, Move 
  Silently +18, Perform (dance) +19, Spot +8, 
  Tumble +18  
  Possessions mithral chain shirt +1, circlet of 
  persuasion, cloak of charisma +2, gloves of 
  dexterity +2, +1 rapier, daggers (x2), light 
  crossbow, 20 bolts, masterwork lute  
  Hide In Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as she is within 10 feet of some sort of shadow, a 
  shadowdancer can hide herself from view in the 
  open without anything to actually hide behind. She 
  cannot, however, hide in her own shadow.  
  Evasion (Ex): At 2
  nd 
  level, a shadowdancer gains 
  evasion. If exposed to any effect that normally 
  allows her to attempt a Reflex saving throw for half 
  damage (such as a fireball), she takes no damage 
  with a successful saving throw. The evasion ability 
  URD7-03 Caveat Emptor 
   
  Page 60 
  
  can only be used if the shadowdancer is wearing 
  light armor or no armor,  
  Darkvision (Su): At 2nd level, a shadowdancer can 
  see in the dark as though she were permanently 
  under the effect of a darkvision spell.  
  Uncanny Dodge (Ex): Starting at 2
  nd 
  level, a 
  shadowdancer has the ability to react to danger 
  before her senses would normally allow her to 
  even be aware of it. She retains her Dexterity 
  bonus to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. (She 
  still 
  loses 
  any 
  Dexterity 
  bonus 
  to 
  AC 
  if 
  immobilized.)  
  Shadow Illusion (Sp): When a shadowdancer 
  reaches 3
  rd 
  level, she can create visual illusions 
  from surrounding shadows. This ability’s effect is 
  identical to that of the arcane spell silent image and 
  may be employed once per day.  
  Summon 
  Shadow 
  (Su): 
  At 
  3rd 
  level, 
  a 
  shadowdancer can summon a shadow, an undead 
  shade (see the Monster Manual for the shadow’s 
  statistics). Unlike a normal shadow, this shadow’s 
  alignment matches that of the shadowdancer, and 
  the creature cannot create spawn. The summoned 
  shadow cannot be turned, rebuked or commanded 
  by any third party. This shadow serves as a 
  companion 
  to 
  the 
  shadowdancer 
  and 
  can 
  communicate intelligibly with the shadowdancer. 
  For example, a 9th level shadowdancer can have a 
  shadow companion with 6 HD. If a shadow 
  companion is destroyed, or the shadowdancer 
  chooses to dismiss it, the shadowdancer must 
  attempt a DC 15 Fortitude save. If the saving throw 
  fails, the shadowdancer loses 200 experience 
  points per shadowdancer level. A successful 
  saving throw reduces the loss by half, to 100 XP 
  per prestige class level. The shadowdancer’s XP 
  total can never go below 0 as the result of a 
  shadow’s dismissal or destroyed or dismissed 
  shadow companion cannot be replaced for 30 
  days.  
  Shadow Jump (Su): At 4th level, a shadowdancer 
  gains the ability to travel between shadows as if by 
  means of a dimension door spell. The limitation is 
  that the magical transport must begin and end in 
  an 
  area 
  with 
  at 
  least 
  some 
  shadow. 
  A 
  shadowdancer can jump up to a total of 20 feet 
  each day in this way; this may be a single jump of 
  20 feet or two jumps of 10 feet each. Every two 
  levels 
  higher 
  than 
  4th, 
  the 
  distance 
  a 
  shadowdancer can jump each day doubles (40 feet 
  at 6th, 80 feet at 8th, and 160 feet at 10th). This 
  amount can be split among many jumps, but each 
  one, no matter how small, counts as a 10-foot 
  increment. (A 6th-level shadowdancer who jumps 
  32 feet cannot jump again until the next day.)  
  The Shadowdancer Prestige Class is located in the 
  DMG on page 195 
   
  URD7-03 Caveat Emptor 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Arcane Preparation 
  You can prepare an arcane spell ahead of time, just as a 
  wizard does. 
   
  Prerequisite: Ability to cast arcane spells without 
  preparation. 
   
  Benefit: Each day, you can use one or more of 
  your spell slots to prepare spells you know, usually for 
  the purpose of applying a metamagic feat to the spell—
  but without an increase in its casting time. Preparing a 
  spell uses a spell slot of the appropriate level, and once 
  prepared, that slot can’t be used for anything else until 
  the prepared spell is cast. 
   
  Normal: Spellcasters who cast arcane spells 
  without preparation (such as sorcerers and bards) who 
  apply a metamagic feat to a spell must cast it as a full-
  round action instead of a standard action. 
   
  Source: Complete Arcane 73 
   
  Elusive Target [Tactical]:  
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
    
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
    
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Source: Complete Warrior 110 
   
  Karmic Strike 
  You have learned to strike when your opponent is most 
  vulnerable – the same instant your opponent strikes 
  you. 
   
  Prerequisites: DEX 13, Combat Expertise, Dodge. 
   
  Benefit: You can make an attack of opportunity 
  against an opponent that hits you in melee. On your 
  action, you choose to take a -4 penalty to your Armor 
  Class in exchange for the ability to make an attack of 
  opportunity against any creature that makes a 
  successful melee attack or melee touch attack against 
  you. The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  attacks of opportunity than you are normally allowed 
  in a round. You specify on your turn that you are 
  activating this feat, and the change to your armor class 
  and your ability to make those special attacks of 
  opportunity last until your next turn. 
   
  Source: Complete Warrior 102 
   
  Shock Trooper [Tactical]:  
  You are adept at breaking up formations of 
  soldiers when you rush into battle. 
   
  Prerequisites: Improved Bull Rush, Power 
  Attack, base attack bonus +6. 
   
  Benefit: The Shock Trooper feat enables the use 
  of three tactical maneuvers. 
    Directed Bull Rush: To use this maneuver, you must 
  make a successful bull rush attempt as part of a charge. 
  For every square you push your foe back, you may also 
  push that foe one square to the left or right. 
    Domino Rush: To use this maneuver, you must make a 
  successful bull rush attempt that forces a foe into the 
  same square as another foe. You may make a free trip 
  attempt against both foes at the same time, and neither 
  foe gets a chance to trip you if your attempt fails. 
    Heedless Charge: To use this maneuver, you must 
  charge and make an attack at the end of your charge 
  using your Power Attack feat. The penalty you take on 
  your attack roll must be –5 or worse. In addition to 
  normal charge modifiers (which give you a –2 penalty 
  to AC and a +2 bonus on the attack roll), you can assign 
  any portion of the attack roll penalty from Power 
  Attack to your Armor Class instead, up to a maximum 
  equal to your base attack bonus. 
   
  Special: A fighter may select Shock Trooper as 
  one of his fighter bonus feats. 
   
  Source: Complete Warrior 112 
   
  Staggering Strike 
  You can deliver a wound that hampers an opponent’s 
  movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its non-lethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  URD7-03 Caveat Emptor 
   
  Page 62 
  
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
   
  Source: Complete Adventurer 112 
   
  MAGIC ITEMS 
  Belt of One Mighty Blow  
  Price (Item Level): 1,500gp (6th) 
  Body Slot: Waist 
  Caster Level: 5th  
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: 1lb. 
  Activating a belt of one might blow grants extra 
  damage on your next melee attack made before the end 
  of your turn. A light weapon deals an extra 1d8 points 
  of damage, a one-handed weapon deals an extra 2d6 
  points of damage, and a two-handed weapon deals an 
  extra 3d6 points of damage. 
   
  A belt of one might blow functions once per day. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  Bull's 
  Strength 
   
  Cost to Create: 750 gp, 60 XP, 2 days. 
   
  Source: Magic Item Compendium 74 
   
  Gloves of Fortunate Striking  
  Price (Item Level): 2,000gp (6th) 
  Body Slot: hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) divination 
  Activation: Immediate (mental) 
  Weight: -- 
  You can activate gloves of fortunate striking to reroll an 
  attack roll that you've made before you know whether 
  the attack succeeded. You must use the second result, 
  even if it's lower. You can't use this ability if you have 
  already rerolled the attack for any reason. 
   
  This ability functions once per day. 
   
  Prererequisites: Craft Wondrous Item, true strike. 
  Cost to Create: 1,000 gp, 40 XP, 2 days. 
   
  Source: Magic Item Compendium 105 
   
  Magebane (weapon ability)  
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 8th 
  Aura: Moderate; (DC19) evocation 
  Activation: --  
  Weapons crafted with this property feared by arcane 
  casters. Against any creature that can cast arcane spells 
  or use invocation (CAr 7), a magebane weapon's 
  enhancement bonus is 2 higher than normal (Thus a +1 
  longsword with the magebane property becomes a +3 
  longsword when wielded against such targets.) 
  Furthermore, a magebane weapon deals an extra 2d6 
  points of damage against targets capable of casting 
  arcane spells or using invocations.  
   
  The magebane property can be added to a cold iron 
  weapon without paying the extra 2,000 gp (DMG 284). 
   
  Projectile weapons bestow this ability upon their 
  ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor; 
  dispel magic. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 
   
  MUNDANE EQUIPMENT 
  Longspoon Thieves Tools  
   These specially modified thieves tools are mounted on 
  long, thin handles, enabling the used to manipulate 
  latches, tinker with locks, and probe traps from a 
  position up to 5 feet away and well off to the side of the 
  target device. A 1-inch diameter mirror mounted on a 
  long handle gives the user a good view of the object 
  being manipulated. Though some traps can inflict 
  harm even at a distance, these tools make it possible for 
  a wary rogue to avoid many common hazards, such as 
  poison needles, spurting acid, and the like. 
   
  Using these tools is more time-consuming and less 
  accurate than taking a direct approach; longspoon tools 
  add 2 rounds to the time required to make a Disable 
  Device or Open Lock check and impose a -2 penalty on 
  any Disable Device or Open Lock check for which they 
  are used. Cost 80 gp (150 for masterwork) 
   
  Source: Complete Adventurer 123 
   
  SPELLS 
  Ball Lightning  
  Evocation [Electricity] 
  Level: Sorcerer/Wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One lightning ball 
  Duration: 1 round/level 
  Saving Throw: Reflect negates 
  Spell Resistance: Yes 
  You create a 5-foot-diameter ball of concentrated 
  electricity that rolls in whichever direction you point, 
  dealing electricity damage to creatures it strikes. It 
  moves 30 feet per round. As part of this movement, it 
  can ascend or jump up to 30 feet to strike a subject. If it 
  enters a space with a creature, it stops moving for the 
  round and deals 1d6 points of electricity damage per 
  caster level (maximum 15d6), though a successful 
  Reflex save negates that damage. 
   
  The ball moves as long as you actively direct it (a 
  move action for you), otherwise it merely stays at rest, 
  damaging any creature in its space. It cannot push aside 
  unwilling creatures or batter down long obstacles. The 
  lightning winks out if it exceeds the spell's range. 
   
  Material Component: A handful of copper and iron 
  pellets. 
   
  Source: Spell Compendium 23 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
   
  
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
   
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music ability increases 
  by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Source: Spell Compendium 124 
   
  Nerveskitter  
  Transmutation 
  Level: Sorcerer/Wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes (harmless) 
  You cast this spell when you and your party roll 
  initiative. You enhance the subject’s reactions in 
  combat, granting it a +5 bonus on its initiative check 
  for the current encounter. If the subject does not make 
  an initiative check within 1 round, this spell has no 
  effect. 
   
  Source: Spell Compendium 146 
   
  Shock and Awe  
  Enchantment [Mind-Affecting] 
  Level: Assassin 1, bard 1, sorcerer/Wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/level, no two of which are more 
  than 30 ft. apart. 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell distracts its targets, preventing them reacting 
  with the deftness they otherwise possess. Only 
  effective when cast in the surprise round of combat 
  and against flat-footed creatures, this spell causes those 
  it affects to take a -10 penalty on their next initiative 
  check. Targets that cannot be caught flat-footed (such 
  as a rogue with uncanny dodge) cannot be affected by 
  this spell. 
   
  Source: Spell Compendium 189 
   
  Sonic Weapon  
  Transmutation (Sonic) 
  Level: Bard 2, Sorcerer/Wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
  While the spell is in effect, the affected weapon deals 
  an extra 1d6 points of sonic damage with each 
  successful attack. The sonic energy does not harm the 
  weapon's wielder. Bows, crossbows, and slings that are 
  affected by this spell bestow the sonic energy upon 
  their ammunition. 
   
  Source: Spell Compendium 195 
   
   
   
   
   
  
   
  PLAYER HANDOUT 1:  
  The Leukish Tattletale 
  Volume 7, Article 3 
  All the gossip you haven’t heard 
  Planting, CY 597 
   
  continued on page 3
  I N S I D E  T H I S  I S S U E  
  2 
  Seltaren Secrets 
  2 
  The Latest in Leukish (cont) 
  3 
  The Skeptics Corner (continued) 
  3 
  Beginnings and Endings 
  4 
  Grumblings from Greyhawk (cont.) 
  4 
  News from Nellix 
  continued on page 3
  The Dyvers Invasion? 
  By Lady Teara Coriner 
  Word just hit the city that a flotilla of Dyvers ships is on 
  the way!  Duke Ellis has called a special meeting of the 
  Honorable Chamber, but speculation is rampant. 
  • A source in the Ducal Navy speculated that Dyver’s 
  recent troubles with the City of Greyhawk might 
  have all been a ruse. Perhaps the two cities have 
  teamed up and are beginning an invasion of the 
  Duchy?  These ships could be secretly transporting  
  foul swarms to cause chaos in the city with the main 
  assault to follow. 
  • Reports that they might be connected to the foreign 
  Church of Zilchus, has some speculating that the 
  church is at last making a bid to return to Leukish 
  and rebuild the Temple that was razed during the 
  Temple Coalition Revolt 
  • A member of the Public Works department 
  wondered if the Dyver’s ships might be bringing 
  gelatinous cubes for our cities sewers?  It would 
  certainly help with the cities garbage problem, but 
  can they really be contained BELOW the city? 
  • A member of the board of the Western Flanaess 
  Trading Company reassured this author that it was 
  all a part of a deal to reduce tariff’s through the Free 
  City. If so, what exactly has the Duke agreed to? 
  Look to the Tattletale to keep you informed. 
  Grumblings from Greyhawk 
  By Coris Corbest 
  • Local concerns over Duke Ellis’s reclaiming of the 
  Cairn Hills has been largely lost amidst the fear of 
  the advancing orc hordes to the South.  
  • The blockade of Dyvers ships remains a point of… 
  The Skeptics Corner 
  By Lord Margan Kruske  
  If the ships from Dyvers really DO hold members of the 
  power hungry Church of Zilchus, the entire city, nay the 
  entire Duchy should rise up now and prevent their return 
  to our shores. We must not forget the lessons learned 
  from the Temple Coalition Revolt nor allow the ending of 
  the last great accomplishment of the reign of Duke 
  Justinian Lorinar in 571. 
      Duke Justinian's temple taxes finally claimed back the 
  money the churches take under false pretenses from the 
  ignorant and the poor.  Need I remind people of the 
  Zilchans absolute hypocrisy in claiming to worship a 
  Lawful “god” while refusing to pay the taxes required by 
  law?  The Zilchans were at the heart of the Temple 
  Coalition Revolt and the riots that took many lives in our 
  city. The razing of the Temple of Zilchus was a just 
  punishment for their actions and began the much-
  needed exodus of the churches from our Duchy. 
     Much progress was lost with the end of Justinian’s 
  reign, but at least Zilchus has remained absent from…
  continued on page 2
  The Latest In Leukish 
  By Lady Teara Coriner 
  • Many continue to grumble over the rapid crowning 
  of our new Duke. Could the Duchy not have waited 
  another month for a proper celebration and 
  ceremony to be arranged?  
  • Lord Jolen and Lord Broden have indeed left the 
  capital. Hopefully the remaining White Harts will 
  follow suite and the Duchy can at last be at peace. 
  • This author spoke to a woman who claimed a 
  dalliance with Lord Jolen, but finds it unlikely… 
  
  PLAYER HANDOUT 2: MAP OF LEUKISH 
   
   
  URD7-03 Caveat Emptor 
   
  Page 66 
  
  PLAYER HANDOUT 3: NOTE FROM VAULT 
   
   
   
  The contents of this vault are the property of the 
  Church of Zilchus, and by extension Zilchus himself. 
  We regret that sudden events have prevented their 
  timely removal to a safe spot. Successfully returning 
  this property to the Church will result in the finders 
  receiving considerable reward for their efforts. 
   
  Stealing 
  the 
  contents 
  of 
  this 
  tomb, 
  will 
  be 
  considered a crime against our church and our god. 
  You and your descendents will be cursed and hunted 
  until the end of your days. Do not take these words 
  lightly: Zilchus is well known for keeping his oaths. 
   
   
   
  URD7-03 Caveat Emptor 
   
  Page 67 
  
  PLAYER HANDOUT 4: NOTES FROM THE BAG 
   
  NOTE 1: 
   
   
  Vault instructions: 
   
  1. Sheath weapons and do not attack.  
  2. Place metal in offering bowl.  
  3. Point “ZELOR, “COTRAL, and “CONTRAIL” handles 
  toward triangle.  
  4. Retrieve the treasure. 
  5. Close the door as you leave. 
   
   
  The words in quotes are written in Oeridien. If a character speaks Oeridien, your judge can translate it for 
  you. 
   
  NOTE 2: 
   
   
  Rats, 
   
  As per our agreement, a key, authorization form, and instruction 
  are included. 
   
  We believe that a band leader from the Seltaren thieves guild is 
  within the catacombs and that resistance could be formidable. Let the 
  "heroes" we arranged for soften up any resistance first. Do not let 
  anybody depart without securing the treasure. 
   
  Given the amount of treasure within, some may find temptation in 
  taking it all for themselves. Trust me when I say that such an action 
  would bring unpleasant repercussions. 
  Make sure to destroy both notes before entering. 
   
  To further cooperation, 
   
  Reaver 
   
  URD7-03 Caveat Emptor 
   
  Page 68 
  
   
  DM MAP 1: TAVERN & DOCKS (INTRODUCTION) 
  URD7-03 Caveat Emptor 
   
  Page 69 
  
   
  DM MAP 2: BENEATH THE RUINS 
   
   
  URD7-03 Caveat Emptor 
   
  Page 70 
  
  DM'S AIDE: INVISIBILITY TRACKER  
  ENCOUNTER 4: AREA B, C, & D 
   
  URD7-03 Caveat Emptor 
   
  Page 71 
  
  DM MAP 3: THE RAT HOLE (ENCOUNTER 8) 
   
   
   
   
   
   
   
  URD7-03 Caveat Emptor 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/597/Normal Scenarios/URD7-03 - Caveat Emptor (APL 2-12)/URD7-03 - Caveat Emptor.pdf