TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD3-07 
   
   
   
   
   
   
   
  Purloined Letters 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
   
  by Russ Taylor and Farrell Hopkins 
   
   
  Long thought lost, a famed wizard’s correspondence has been located in the hands of thieves. The hunt for the stolen 
  letters leads from Nellix to the Celadon Forest and beyond. Can the thieves be caught before they vanish into the 
  chartless depths of the Gnatmarsh? A two-round adventure for APLs 4-12. 
  
  Purloined Letters 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  
  Purloined Letters 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If 
  the APL of your group falls on 
  an odd number, ask them 
  before the adventure begins 
  whether they would like to play 
  a harder or easier adventure. 
  Based on their choice, use 
  either the higher or the lower 
  adjacent APL. 
   
  APL 
  also 
  affects 
  the 
  amount of experience you may 
  gain 
  at 
  the 
  end 
  of 
  the 
  adventure. If your character is 
  three character levels or more 
  either higher or lower than the 
  APL this adventure is being 
  played at, that character will 
  receive 
  only 
  half 
  of 
  the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was not as 
  challenged as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard two-round Regional adventure, set in 
  the Duchy of Urnst.  Characters native to the Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard Upkeep 
  costs 12 gp per Time Unit.  Rich Upkeep costs 50 gp per 
  Time Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Adventure 
  Background 
  The elves the Celadon and the 
  humans of the Duchy of Urnst enjoy 
  good relations in current times, but 
  this has not always been the case. 
  Centuries ago, the elves viewed their 
  Suel 
  neighbors 
  with 
  suspicion 
  bordering on outright hostility. At 
  times, violence erupted between the 
  two peoples. 
   
  The College of Sages and Sorcery 
  was founded in Nellix during the 
  reign of the First Dukes, when 
  relations were still chilly between elf 
  and human.  In the coming decades, 
  wizards came from all corners of the Duchy to study at 
  the College, and one of these was the wizardess Imiriana 
  U’morael. Desiring greater privacy for her studies, 
  Imiriana built a tower in the outskirts of the Celadon 
  Forest, and there delved into the mysteries of the Far 
  Realms. Her research into such dangerous territory 
  alarmed the elves of the Celadon, and in 247 CY they 
  attacked her tower, driving her from the forest. 
   
  Scrying and divinations revealed her tower 
  destroyed and what possessions remained inside lost, but 
  this was but an illusion created by clever warding spells 
  cast by the elves. The elves, fearing what might be set 
  loose by recklessly sacking a mage’s tower, had opted to 
  seal off the tower rather than destroy it. 
   
  Stepping ahead to current times, a force of malign 
  power has been gathering allies within the Gnatmarsh. 
  Little is known of the true nature of the Scaled Cult, or 
  what hand is directing them. What is known is that 
  bands of kobolds have been scouring lands in and around 
  the Duchy of Urnst, searching for ancient arcane 
  writings, research into the lost magic of the Maure Suel. 
  Silovin, a half-fiend sorcerer of great importance within 
  the Cult, has been directing these bands. She has 
  discovered the truth about the fate of Imiriana’s tower, 
  and has dispatched a well-armed band of kobolds to sack 
  
  Purloined Letters 
   
  Page 4 
  the tower and recover a trove of utmost importance: The 
  correspondence and personal writings of Imiriana 
  herself, one of the foremost researchers into the Far 
  Realms. 
   
  The adventure starts just after the kobolds have 
  destroyed the elven seals and looted the tower. 
  Adventure Summary  
  The adventure begins with the PCs being summoned, 
  either in a group or individually to the offices of Julmar 
  U’morael, an Academian of the College of Sages and 
  Sorcery. Julmar addresses them as a group, asking for 
  their help to quickly recover the documents and any 
  other effects left in an abandoned tower in the Celadon 
  forest. A distant ancestor of Julmar previously occupied 
  the tower, so there is a legal claim to its contents. PCs will 
  encounter elves on the way to the tower, and may 
  potentially gain one of their number as a useful ally. After 
  discovering that the tower has been thoroughly looted, 
  and finding signs of the intruders, they have the chance 
  to overtake them and recapture the stolen documents. 
  PCs who progress through the swamp may also 
  encounter an angry half-orc who is more than he initially 
  seems. PCs that eventually track down and defeat the 
  intruders also gain the opportunity to face the patron of 
  the intruders. PCs may well finish some of their 
  encounters outside of the expected areas (e.g., the party 
  may well be able to defeat the primary group of intruders 
  on the first day via clever use of magic), nonetheless, 
  there is still a general progression of encounters that 
  most parties will find on the way to the final encounter. 
   
  These encounters serve as the hook for the 
  adventure, as well as the journey to the abandoned tower. 
  Introduction: A Meeting in Nellix 
  Hired to recover ancient documents from an abandoned 
  tower, the party travels from the city of Nellix in the 
  Duchy of Urnst to the fringes of the Celadon forest. 
  Encounter One: Step into our Parlor 
  Ettercaps ambush the party on a forest trail. After the 
  fight, the PCs have a chance to befriend an elven patrol. 
  Encounter Two: The Ruined Tower 
  PCs discover that the items they are looking for are 
  missing, and that a band of humanoids are responsible. 
  The only option is to track them down. If there are no 
  PCs with the ability to follow tracks, the elves offer to 
  send one of their own to assist in this endeavor. PCs who 
  can’t track and who turn down this aid have effectively 
  ended their adventure. 
  Encounter Three: Pursuit! 
  Rules are introduced here detailing how far away, how 
  fast, and the difficulty level in tracking the kobold groups 
  are. 
  Encounter Four: Across the Nesser 
  Parties must figure out a way to cross the river, preferably 
  quickly. Some groups may find a small rowboat, others 
  might use magic, but all can choose to hire a ferryman 
  from a nearby village. 
  Encounter Five: Into the Gnatmarsh 
  Effects of the insects and the swamp itself on PCs and 
  their mounts. 
  Encounter Six: What Lies Beneath 
  Incorporeal undead using cunning tactics to defeat the 
  PCs. 
  Encounter Seven: Dr Livingston, I presume? 
  PCs encounter Oragh Wolfhart, a former hero of the 
  Duchy of Urnst who has been ‘living’ in the Gnatmarsh 
  since late CY591. Oragh is mentally impaired (via magic), 
  but the PCs have a choice to either fight with him or try 
  to calm him down. They also have a chance to find a 
  possible clue to his origin. If Oragh is brought back to the 
  Duchy at the end of the adventure and restored to full 
  health, the PCs will earn a well-deserved favor. 
  Encounter Eight: On Chuulden Pond 
  Either a warband of kobolds or one or more chuuls lie in 
  wait at a nameless pond, and will attack the PCs in certain 
  conditions (most likely a surprise attack). 
  Encounter Nine: The End of the Trail 
  The primary lair of the kobold intruders, PCs may or may 
  not be facing a fight here. It is possible that efficient PCs 
  have already wiped out the primary group of kobolds. If 
  so, this place mostly serves as a clue, showing that the 
  kobolds were denizens of the Gnatmarsh. Again, the 
  leader of the kobolds is carrying the map detailing the 
  rendezvous location  
  Encounter Ten: Caught Cold-Handed 
  The PCs take on the cambion Silovin, or more accurately, 
  the simulacrum of Silovin. At higher APLS, the fight is 
  much harder as ‘Silovin’ is mounted on a wyvern. ‘Silovin’ 
  wants the documents, and will try to leave if she has it, or 
  will try to take it, by force, if she doesn’t. 
  
  Purloined Letters 
   
  Page 5 
  Encounter Eleven: Nine-Tenths of the Law 
  Both Julmar of the College and the elves of the Celadon 
  desire the documents from the tower. The PCs will have 
  to decide what they will do with it, if they have it. There 
  are three possible outcomes if the PCs possess the 
  documents. The PCs can either give the documents to 
  Julmar U’morael (the one who hired them to begin with) 
  or the elves of the Celadon forest, or keep the documents 
  for themselves. In no case will any of the other groups 
  attack the PCs. The PCs will be rewarded by the 
  appropriate NPC group if they hand the documents over 
  to them. Keeping the documents has its own ‘rewards’. 
  Introduction: A Meeting in 
  Nellix 
  It is an unseasonably dry and mild day in late 
  Coldeven as you traipse up Liounstu Hill in south 
  Nellix. The summons to the College of Sages and 
  Sorcery arrived but this morning, a call for you to 
  meet with Academian Julmar U’morael with all haste. 
  It is fortunate that the aid they required was so close 
  at hand, as the summons stressed the urgency of the 
  College’s need. Rumor has it that the rewards for 
  aiding the College are great indeed. 
   
  Your destination is Imiriana Tower, a large 
  octagonal structure on the outskirts of the college 
  campus, named after the famed wizardess of House 
  U’morael. You are ushered into a luxurious, though 
  small, waiting room by a middle-aged wizard in 
  preceptor’s robes, and told that Academian Julmar 
  U'morael, honored member of the Directors of the 
  College, will meet with you shortly. 
  At this point, allow the characters an opportunity to 
  introduce themselves. 
  As promised, only a short time passes before the 
  preceptor returns. Opening a pair of ornate double 
  doors, he motions you inside. A dignified red-haired 
  Suel woman of slight stature stands as you enter, 
  gesturing toward a number of chairs facing her desk. 
  “Greetings. I am Academian Julmar U’morael, 
  director of planar research at this college. Please, be 
  seated.” 
  Once the party is seated (or chooses to remain standing), 
  she continues. 
  I have requested your presence to ask your assistance 
  in a matter of some delicacy involving the College. As 
  some of you may be aware, relations with the elves to 
  the east were not always what they are today. In years 
  past, the establishment of this College and the 
  research herein was met with some hostility by the 
  elves of the Celadon forest. They did not approve of 
  the avenues of research engaged in by my forebears, 
  you see. 
   
  My ancestor, Imiriana U’morael, did not always 
  occupy the tower in which we stand. Once, she did 
  her research in a secluded tower in the outskirts of 
  the Celadon. She believed her tower safe from human 
  interference within the forest, and that the elves 
  would fear to strike at a wizard of her power. She 
  believed incorrectly. 
   
  The wood elves assaulted her tower, and drove 
  Imiriana from the forest. She escaped with her life 
  and her most valued possessions, but much was left 
  behind. Among the items left behind was her 
  correspondence with other wizards, correspondence 
  of enormous historical and scholarly value to this 
  institution. 
   
  Recently, it has come to my attention that her 
  possessions were not destroyed, as my family had 
  assumed, but rather sealed within the tower. Further, 
  this seal has been broken, I believe within but the 
  past few days. I can only assume that some force or 
  forces have broken into Imiriana’s tower and seized 
  what treasures remained within. 
   
  For political reasons, the College cannot intrude 
  into the Celadon to reclaim my family’s rightful 
  property directly. For this reason, I require your 
  assistance, as well as your discretion. I would have 
  you travel to the Celadon and the ruins of Imiriana’s 
  tower, and seek out this correspondence. If it has 
  been stolen, as I suspect it has, gather all the 
  information you can and retrieve my family’s 
  property should it be within your power. Her 
  personal letters are the most important of those 
  possessions left behind, but anything you find will be 
  of value to this College. 
   
  I can reward you most generously for this 
  assistance. You will find the influence of a director of 
  the College to be considerable indeed. 
  The party may have many questions for Julmar. The 
  answers to some of the most likely questions follow: 
  How long ago did this happen? 
  Long ago, as we humans reckon time, in the year 247 
  in the Common Reckoning. 
  Who sealed the tower? How? 
  As Imiriana’s notes mention nothing of the sort, I 
  believe it must have been the elves who assaulted her 
  tower. The wood elves are not without arcane 
  
  Purloined Letters 
   
  Page 6 
  resources of their own. As to how, of that I have no 
  knowledge. 
  How did you find out about the tower and the broken 
  seals? 
  The disruption of the tower’s sealing spells created 
  disturbances that could be detected even in here in 
  Nellix. Knowing that the disruption was near my 
  ancestor’s old dwelling, I investigated further with 
  my magics. I learned that the tower was not destroyed 
  as Imiriana had thought, and that there’s a possibility 
  that her possessions were not destroyed as well. 
  Why 
  didn’t 
  your 
  family 
  find 
  out 
  about 
  the 
  correspondence sooner? 
  I can only assume that the magic sealing the tower 
  also acted to block divinations performed by Imiriana 
  and others. 
  Can we expect resistance from the elves? 
  This is the rightful property of my house, and while I 
  do not know if the elves would be happy to know we 
  seek it, I do not believe they would endanger peaceful 
  relations with the Duchy by initiating violence 
  against you. Tread carefully should your path take you 
  into the deep forest, however, and I must caution to 
  raise neither weapon nor spell against the elves if you 
  value your lives. 
  What are the letters? 
  Of that I am not certain. Imiriana corresponded with 
  all of the noted scholars of her age, and the wealth of 
  historical knowledge found within her letters cannot 
  be underestimated. 
  NOTE: A Sense Motive check (DC 25) reveals that Julmar 
  is holding back on what she knows of the letters. If 
  confronted, she admits that she hopes that the letters will 
  be of particular value in her own research, but will not 
  elaborate further. She is protected against divinations by 
  a mind blank spell. A Sense Motive check does not detect 
  any sinister motivations. 
  Will her correspondence be intact after so many years? 
  I believe so. This College possesses other writings of 
  the late Imiriana, and they have weathered the 
  centuries very well indeed. 
  What is the reward? 
  If you succeed, I will offer payment in proportion to 
  the value of the property or information that you 
  retrieve. Further, my family and this College shall be 
  in your debt. You will find that of far greater value 
  than any monetary reward I can offer. For a 
  satisfactory performance, I can offer (25 gp per APL) 
  for your trouble, and more beyond that should the 
  results warrant it. 
   
  Assuming the party accepts the mission, Julmar provides 
  them with a detailed map describing the location of 
  Imiriana’s tower. Julmar also provides riding horses or 
  ponies, and tack if the party is lacking them, as it is a day’s 
  ride to Imiriana’s tower. She again cautions them to 
  exercise discretion in this mission, and offers a closing 
  piece of advice: 
  It is nearly inevitable that you will encounter elves 
  while you are in the Celadon. I suggest not bringing 
  trouble upon yourselves if you do so. If they ask of 
  your mission in the forest, feel free to present this 
  map, and tell them you are seeking treasure said to lie 
  within an abandoned tower. My divinations indicate 
  they are more likely to be an aid than a hindrance in 
  recovering my family’s property. 
  Encounter One: Step Into Our 
  Parlor 
  To begin this encounter, make DC 20 Spot checks for the 
  party to see if they detect the ettercap’s webs. Those that 
  succeed avoid blundering into the trap; those that fail in 
  the first rank of the party are stuck and may not take 
  action in the surprise round. The web sheet is 40 feet by 
  40 feet, directly ahead of the party. The terrain is medium 
  forest. The ettercaps are 15 feet up on a pair of trees, one 
  on each side of the web sheet. 
   
  With an evil chitter, a pair of spidery forms 
  clamber into view, clinging to trees along your path. 
  The path ahead of you is filled with gummy webbing. 
  To your surprise, you hear voices crying out in alarm 
  but a short distance away, and the chittering of 
  insectoid voices. There is little time to reflect on this 
  development, as the spider-things are leaping to 
  attack. 
   
  A group of elves is under attack by another trio of 
  ettercaps, part of the same family. During the battle, they 
  are out of view 200 feet away (past the web trap). Once 
  the party has dispatched or driven off the ettercaps, they 
  can head toward the other battle – see Development, 
  below. 
  APL 4 (EL 5) 
  � Ettercap (2): hp 27 (each); see Monster Manual. 
  
  Purloined Letters 
   
  Page 7 
   APL 6 (EL 7) 
  � Ettercap, Advanced 9 HD (2): hp 67 (each); see 
  Appendix I. 
  APL 8 (EL 9) 
  � Ettercap, Advanced 9 HD Rog2 (2): hp 94 (each); see 
  Appendix I. 
  APL 10 (EL 11) 
  � Ettercap, Advanced 9 HD Rog4 (2): hp 113 (each); 
  see Appendix I. 
  APL 12 (EL 13) 
  � Ettercap, Advanced 9 HD Rog6 (2): hp 128 (each); 
  see Appendix I. 
   
  Tactics: The ettercaps seek to incapacitate foes 
  trapped in their webbing. Any foe that poses a serious 
  threat will be targeted by a web attack, the ettercaps are 
  not concerned about running short on webbing. 
  Flanking tactics are preferred by the higher-APL 
  ettercaps with rogue levels. 
   
  Development: Just over 200 feet away, an elven 
  band also headed toward Imiriana’s tower has fallen into 
  another ambush set by a second band of ettercaps aided 
  by a number of monstrous spiders. By the time the party 
  arrives, they have already dispatched their enemies. 
   
  A group of five wood elves have just finished 
  dispatching their own assailants, more vile ettercaps, 
  as well as some monstrous spiders. The elves are clad 
  in gleaming mail and wear a brown tabard 
  emblazoned with an evergreen. They nod in 
  recognition as you approach. 
  A Knowledge (Local, Nyrond Metaregion) check at DC 
  15 identifies the symbol as the mark of the Stalwart 
  Pines, elven-trained rangers that aid in the defense of the 
  eastern and southern borders of Urnst. One of the elves, a 
  golden-haired woman, steps forward: 
   
  Thank you for your assistance. But for your 
  timely arrival, we would have had to fight off the 
  whole pack by ourselves. I am Elu’loran of the 
  Stalwart Pines. What brings you to our forest? 
   
  Elu’loran has a Sense Motive of +5, and asks more 
  probing questions if she has the sense she is being 
  deceived. If the party is truthful about their destination, 
  she has this to say: 
   
  We are on our way to that very tower. A scouting 
  report found signs of fire at the tower two days ago. 
  Perhaps we should travel together? 
   
  If the party is not truthful about their mission, 
  Elu’loran volunteers assistance anyway: 
   
  The Celadon can be a dangerous place for 
  strangers. With the disturbances in the eastern forest, 
  some of the elves are liable to judge outsiders harshly. 
  I would send Laletherin, one of my rangers, to act as 
  your guide and escort. 
   
  Laletherin’s statistics are listed in Appendix II. 
  Elu’loran cannot volunteer much of use about the tower – 
  to her knowledge it has been deserted and avoided as 
  long as she has been alive. 
   
  A Sense Motive check (DC 20) gives the impression 
  that Elu’loran wants to keep an eye on the party as much 
  as she wants to aid them. 
   Encounter Two: The Ruined 
  Tower 
  Imiriana’s abandoned tower is a short distance from the 
  battle with the ettercaps, and the player’s map more than 
  suffices to lead them there. 
   
  Ahead in a sun-touched clearing is an old, ruined 
  tower. The stone sides are scorched from a recent fire, 
  and little remains of the great wood portal that once 
  barred entrance to the wizard’s tower. A cold wind 
  blows through the winter-bare trees, howling 
  through the upper floors of the tower. 
   
  The tower is five stories tall, and has been 
  thoroughly looted. What wasn’t taken has been smashed 
  or burned. The tower radiates faint abjuration magic, a 
  legacy of the seals placed upon it by elven mages. 
   
  A search of the area may turn up tracks leading to 
  the south (Survival check, DC 15, to find the tracks). 
  Making the check reveals the tracks of a dozen or more 
  small humanoids; making the check by 5 or more 
  identifies the tracks as those of kobolds, several days old. 
  The kobolds in fact left three days prior. 
   
  Even without the Track feat, a Search check (DC 15) 
  of the area turns up evidence that others were in the area 
  recently, and locates a campsite not far from the tower 
  with a recently used fire pit and the remains of a meal 
  prepared for several people. 
   
  Development: 
  If the party does not have a 
  tracker and refused the help of the elves in Encounter 
  Two, the group from Encounter Two eventually catches 
  up with them again shortly. Give the characters another 
  
  Purloined Letters 
   
  Page 8 
  chance to negotiate assistance from the elves. If they are 
  unable to procure a tracker and have no other way to 
  locate the kobold raiding party, the module is over. 
   
  If Elu’loran and her elves accompanied the party, 
  they take their leave at this point. However, Elu’loran 
  first offers to have one of her elves accompany the party 
  (Laletherin, as described in encounter two). 
   
  If the elves already left after Encounter Two, but the 
  party took Laletherin along, he suggests that he continue 
  to accompany the party, and offers his services as a skilled 
  tracker. He’s willing to accompany the party for the 
  duration of the adventure. 
   Encounter Three: Pursuit! 
  The party must travel 140 miles to follow the trail of the 
  kobolds to the edge of the Celadon. The kobolds have a 
  three-day lead over the party (40 miles at the start of Day 
  1), and are progressing at about 20 miles per day through 
  the forest. The forest averages out as a mix of difficult and 
  normal terrain, slowing movement to 75% of the normal 
  maximum. Track the travel rate of the party and the two 
  groups of kobolds. In five more days, the lead group of 
  kobolds reaches the edge of the forest and heads into the 
  Gnatmarsh. 
   
  The kobold’s trail follows a path through the 
  Celadon roughly parallel the Nesser River, but several 
  miles west. It leads in a generally southerly direction. 
   
  At the start of each day of travel, take the party’s best 
  tracking check (again, this is done by having a character 
  with the Track feat make a survival skill check; aiding the 
  check is fine, provided the character assisting has the 
  track feat). Taking 10 is allowed but taking 20 is not. The 
  base DC is 15, modified as follows: 
  Condition 
  Modifier 
  Small creatures 
  -1 
  12 creatures in group 
  +4 
  Each day since trail was made 
  +1 (starts at +3) 
  Party travels at half speed 
  +0 
  Party travels at normal speed 
  +5 
  Party “hustles” 
  +10 
   
  On the first day of tracking, the DC is 15. Reset the DC 
  each day by the number of days since the lead group was 
  at the party’s current position. Making the DC by 5 or 
  more reveals the number of days ahead the main group of 
  kobolds is, and also reveals that the kobolds are in fact 
  traveling in two groups, one quite a ways behind the 
  other. The lead group has about a dozen members, the 
  rear group about half a dozen. Making the Track check by 
  10 or more also reveals the number of days ahead the rear 
  guard is. 
   
  If the party fails the tracking check, it costs one 
  hour’s time to try again. They can then make another 
  check to find the trail. To keep the module flowing 
  quickly, only one successful track check is required each 
  day unless the party decides to try to hustle (which 
  requires a much more difficult check once per hour) or 
  decides to switch from half speed to normal speed (in 
  which case only one successful check is required). Note 
  that the limit of 8 hours of travel per day (barring a forced 
  march) applies to time spent actually moving, not to time 
  spent finding a lost trail. 
   
  With even a slightly aggressive pace, the characters 
  should eventually catch up to the rear guard. Familiarize 
  yourself with the rules for encounters in medium forest 
  terrain (see the Dungeon Master’s Guide, pages 87-88) 
  before running this combat. 
   
  Spot and Listen checks: The party and the kobolds 
  first have a chance to spot each other at a distance of 
  2d8x10 feet. The kobolds are attempting to remain 
  hidden and quiet as they travel, although the forest 
  undergrowth gives them a -2 penalty on Move Silently 
  checks. Spot checks are penalized by -1 per 10 feet, Listen 
  checks by -2 per 10 feet (as per forest terrain). The 
  kobolds are taking 10 on their Hide and Move Silently 
  checks. Roll the kobolds chance to Spot and Listen as 
  well, and be sure to apply appropriate penalties if the 
  party is not moving at half speed. It’s easiest to assume 
  that all characters are taking 10 on their Hide and Move 
  Silently checks as well. 
   
  Once the DCs are set, give each kobold and each 
  character one Spot and one Listen check opposed by the 
  easiest DCs of the opposing side. Any character or kobold 
  that makes either check may act in the surprise round as 
  the groups encounter each other. 
   
  If neither group notices the other, roll Spot and 
  Listen checks again at half the original encounter 
  distance. If both groups fail this check, they literally 
  bump right into each other at 5 feet of distance, leaving 
  both groups surprised. 
   
   If the party has not reached the edge of the forest by 
  day 8, the rear guard sets up a camp and waits for pursuit. 
  In this case, give them a +2 circumstance bonus to their 
  Spot, Listen, Hide and Move Silently checks, as they are 
  well prepared to ambush a group following their trail. On 
  day 11 of the pursuit, the rear guard crosses the clear 
  ground between the Celadon and the Gnatmarsh, and 
  
  Purloined Letters 
   
  Page 9 
  disperses into the swamp. Skip to the next encounter at 
  that point. 
  APL 4 (EL 4) 
  � Kobold Warriors (6): hp 9; see Appendix I. 
  � Kobold Sorcerer: hp 11; see Appendix I. 
  APL 6 (EL 6) 
  � Kobold Warriors (6): hp18; see Appendix I. 
  � Kobold Sorcerer: hp 18; see Appendix I. 
  APL 8 (EL 8) 
  � Kobold Warriors (6): hp 27; see Appendix I. 
  � Kobold Sorcerer: hp 25; see Appendix I. 
  APL 10 (EL 10) 
  � Kobold Warriors (6): hp 36; see Appendix I. 
  � Kobold Sorcerer: hp 32; see Appendix I. 
  APL 12 (EL 12) 
  � Kobold Warriors (6): hp 45; see Appendix I. 
  � Kobold Sorcerer: hp 39; see Appendix I. 
   
  Tactics: The kobold sorcerer is a coward, and stays 
  back from melee throwing buffing and area effect spells. 
  At APL 10 and 12, he starts combat by throwing an 
  animal from his bag of tricks, throwing a new one each 
  time the old one is eliminated. If his warriors are 
  obviously doomed he surrenders, bartering information 
  about the raid in exchange for his life. 
   
  Development: The guards or the sorcerer can offer 
  information in exchange for their freedom. They won’t 
  talk for less, as they know that being handed over to 
  humans or elves is a death sentence. Laletherin prefers to 
  deal with the kobolds in a permanent fashion, but won’t 
  act against the party’s decision one way or the other. 
   
  If the kobolds talk, they reveal the following: 
  We raided the tower to retrieve papers for the scaled 
  queen. I do not know what she wants with them, but 
  she is paying the tribe well for the task. There are 6 
  more kobolds ahead, four warriors, a war leader, and a 
  book-mage. They are to meet the scaled queen deep in 
  the Gnatmarsh, but they have the only map. 
   
  Under no circumstances will the kobolds direct the 
  adventurers to their lair or give any information about it 
  (mind-reading picks up that it is also in the Gnatmarsh, 
  however). Any of the kobolds happily barter for their 
  own freedom at the expense of the others. 
  Encounter Four: Across the 
  Nesser 
  At the 140 mile mark of the pursuit, the trail exits the 
  Celadon and continues across grasslands towards the 
  Nesser River and the Gnatmarsh. The tracking DC is 
  unchanged by the conditions. 
  The majestic oaks and elms of the Celadon give way 
  to clear ground as you follow your quarry’s trail. The 
  tracks lead to the southeast, clearly heading toward an 
  intersection with the Nesser River, and likely the 
  fetid moors of the Gnatmarsh beyond. 
  After 20 miles of overland travel in the plains, the wide 
  expanse of the Nesser comes into view. The Nesser is still 
  quite wide and deep even this close to the Gnatmarsh, 
  and represents a significant obstacle. The tracks of the 
  kobolds lead west along the riverbank and into a copse of 
  trees. If the rear guard has been dispatched or bypassed, a 
  rowboat is easily found hidden in the undergrowth 
  (Search, DC 12), along with evidence that a second 
  rowboat had been dragged to the river. If the party never 
  caught up with the rear guard, they find signs of two 
  boats having been dragged to the river. 
   
  The river can be crossed safely with the rowboat, 
  which holds 8 small characters or 4 medium-sized ones. 
  If the party didn’t find the boat and lacks magical means 
  for crossing the river, they can also get across by heading 
  northeast to the Spurned Vale, a destitute village of 
  refugees that fortunately has a ferryman. The ferryman 
  charges a dear price (2 gp each, plus 1 gp for the horses) 
  for the service, and this requires a net 30 mile detour up 
  and back down the shores of the Nesser. 
   
  It takes 15 minutes to row across the Nesser, and 
  large parties may require multiple trips. Horses or ponies 
  can be taken across one at a time, requiring use of the 
  Come trick (Handle Animal, DC 10) or Pushing a mount 
  that does not have that trick (Handle Animal, DC 25). 
  Any mount borrowed from Julmar U’morael knows the 
  Come trick. 
   
  Once across the river, it’s a simple matter to find the 
  landing point of the first rowboat (Track or Spot check, 
  DC 10 + 1 for each day that has passed). The second boat, 
  if it was used, landed much further downstream, and is 
  not handled in the scope of this adventure. 
  
  Purloined Letters 
   
  Page 10 
  Encounter Five: Into the 
  Gnatmarsh 
  The footprints of your quarry can be easily made out 
  next to an abandoned rowboat, heading southwest 
  into heart of the insect-plagued depths of the 
  Gnatmarsh. Even in late winter, the air is heavy with 
  swarms of buzzing, stinging insects. It would seem 
  your trip through the swamp is going to be an 
  uncomfortable one. 
   
  Tracking checks are easier in the Gnatmarsh, at base 
  DC of 10 (soft ground). However, progress can be much 
  slower. Familiarize yourself with the rules for combat in 
  Marsh Terrain (Dungeon Master’s Guide, pages 88-89) 
  before running this portion of the scenario. Treat the 
  Gnatmarsh as a swamp. Continue to make daily track 
  checks to determine the success of the pursuit. 
   
  Unless the PCs possess some sort of campaign 
  documentation that grants immunity to insects, then 
  they must contend with the toxic bites and stings of the 
  vermin of the Gnatmarsh. 
   
  The penalties for being under nigh-constant 
  harassment from the vermin of the Gnatmarsh has been 
  abstracted to be a –1 penalty to all attack rolls, ability 
  checks and skill rolls for any PC so afflicted for the 
  duration of their stay in the Gnatmarsh. Ways to avoid 
  this penalty include possessing campaign documentation 
  allowing one to ignore the insects (Certain metaorgs and 
  ARs); having at least one point of DR from a natural 
  source that is constantly ‘on’ 24 hours a day (such as the 
  DR granted by the barbarian class ability, or certain 
  curses; DR granted by Adamantine armor would not 
  qualify); or making a Survival check (DC 22) 
   
  Bringing riding mounts into the swamp presents its 
  own difficulties. Mounts of size large or bigger impose a 
  Ride skill check penalty of –10 on their rider. If a Ride 
  skill check results in –5 or worse, it is assumed that the 
  mount has fallen (throwing the rider) taking 2d6 damage 
  and breaking a leg. 
  Encounter Six: What Lies 
  Beneath 
  This encounter occurs in the morning the first day after 
  the party has reached mile 180 in their pursuit (after they 
  are at least 20 miles into the Gnatmarsh). It should 
  happen at least an hour after the party breaks camp. 
  The morning mist is slowly clearing as you trudge 
  along following the tracks of your quarry. The trip is 
  almost pleasant until you realize that the ever-present 
  droning of insects has stopped. That which silences 
  the voices of the Gnatmarsh is unlikely to be a 
  welcome guest. 
  Give the party an effective surprise round to declare one 
  action apiece, although they cannot see or sense any foes. 
  A group of incorporeal undead has picked up the party’s 
  trail, and is traveling unseen just below the surface of the 
  ground. They’ve just now reached the ground beneath 
  the party and become aware of their presence. After the 
  party has taken their actions, the undead leap out 
  adjacent to randomly chosen party members and attack. 
  Familiarize yourself with the rules for incorporeal 
  creatures (Monster Manual, pages 310-311) before 
  running this encounter. 
   
  The mist prevents conditions from counting as 
  daylight, barring use of appropriate magic. It also 
  provides 20% concealment to any foes further away than 
  5 feet. 
  APL 4 (EL 5) 
  � Shadows (2): hp 19 (each); see Monster Manual. 
  APL 6 (EL 7) 
  � Wraith: hp 32; see Monster Manual. 
  � Shadows (2): hp 19 (each); see Monster Manual. 
  APL 8 (EL 9) 
  � Greater Shadow: hp 58; see Monster Manual. 
  � Shadows, Advanced 7 HD (2): hp 45 (each); see 
  Appendix I. 
  APL 10 (EL 11) 
  � Greater Shadow: hp 58; see Monster Manual. 
  � Wraiths, Advanced 10 HD (3): hp 65 (each); see 
  Appendix I. 
  APL 12 (EL 13) 
  � Dread Wraith: hp 104; see Monster Manual. 
  � Greater Shadow (2): hp 58 (each); see Monster 
  Manual. 
  Tactics: Undead without spring attack prefer to only stay 
  above ground one round at a time. They alternate moving 
  above ground, then attacking with cover, then moving 
  below ground. Keep in mind they can only move 5 feet 
  down into the marsh, and that most undead can only 
  sense foes within 5 feet of them while inside an object. 
  
  Purloined Letters 
   
  Page 11 
   
  Undead that can spring attack take full advantage of 
  it, attacking a single foe and then spring attacking into 
  the safety of the marsh. At APL 12, the dread wraith has a 
  facing of 10 ft. by 10 ft., and must move 10 feet into the 
  ground to avoid being attacked. 
   
  If the party seems at a loss as to how to fight these 
  undead, remind them that the undead are vulnerable 
  when they are out of the ground, and that it’s possible to 
  ready attacks against them. 
   
  The wraiths and shadows are careful to hide in mud 
  or solid ground rather than water. 
  Encounter Seven: Doctor 
  Livingston, I presume? 
  The encounter takes place in the early evening after the 
  party has passed mile 200. If the party is traveling some 
  extremely rapid way, they get attacked while passing 
  through the campsite instead. 
  It is with practiced skill that your party finds a 
  location that is relatively defensible, with an eye 
  toward concealing your presence from unwelcome 
  attention.. 
  In 
  fact, 
  since the location seems 
  particularly well suited, it is perhaps not surprising 
  that there is sign of habitation present – recent 
  habitation. The voice of the Gnatmarsh is replaced by 
  a deep-throated growl off to one side. A lone half-orc, 
  dressed in grimy rags, covered in numerous scars and 
  brandishing a large club in both hands moves toward 
  you, anger in his eyes. 
   
  This hard-charging half-orc, Oragh Wolfhart, is a 
  hero of the Duchy of Urnst, long-lost and believed dead 
  on an ill-fated mission to the Abyss (during the events of 
  URD1-06 Last Dance at Heron House). Sadly, Oragh’s 
  experiences in the Abyss have left him a changed man. 
  He was partially level-drained and then feebleminded 
  before the wizard Raenin Karnor (another of the NPC 
  heroes of Last Dance at Heron House) managed to 
  teleport both of them out of the Abyss. Unfortunately, 
  they ended up in the Gnatmarsh, and Raenin was quickly 
  turned into a tasty snack by one of the nastier denizens of 
  the swamp. Oragh survived the encounter, and has been 
  living in survival mode ever since. Luckily for Oragh, the 
  ring of sustenance granted to him before the expedition 
  helps keep him alive. Even though his mental faculties 
  are practically non-existent, his fighting prowess is still 
  considerable. 
   
  Oragh starts out 70 ft. from the party and will only 
  fight until either he is dropped to one-third of his hit 
  points or until the party flees. Important: Allow the party 
  that chooses to do so attempt to prevent the battle 
  (Diplomacy check DC 15 to prevent a fight, with 
  modifiers provided in the Development section of this 
  encounter). While Oragh cannot speak or understand 
  any languages, the tone of voice, body language cues and 
  in some cases, primal recognition of his patron house are 
  more than enough for him to get the gist of a party that 
  wishes to resolve this peacefully. There is no need to 
  provide any hints for the party to use diplomacy and 
  there are no penalties if parties elect to simply fight it out 
  and gut Oragh like a hog. 
   
  Should the PCs have the opportunity to search it, the 
  campsite of Oragh contains almost nothing of interest. 
  Save perhaps for a stained, faded and half-torn badge. 
  Either a Knowledge: Nobility and Royalty (DC 13), or 
  having a home region: Duchy of Urnst will reveal that it 
  is the symbol of House U’morael (of the Duchy of Urnst). 
  ALL APLs (EL 7) 
  � Oragh Wolfhart; hp 74; see Appendix I.  
   
  Treasure: ring of sustenance, tiger tooth necklace. 
   
  Development: While Oragh is bent on killing or at 
  the very least driving away the PCs, if the PCs are able to 
  subdue or otherwise capture Oragh, they might be able to 
  figure out there is something unusual about him. A 
  Spellcraft check (DC 25) will determine he is under the 
  effect of a feeblemind spell. PCs who attempt to calm or 
  befriend Oragh can make a diplomacy check. A 
  Diplomacy check (DC 25) will convince Oragh to 
  ‘behave’, although he will try to leave the party later on 
  (within 24 hours) without attacking or otherwise 
  provoking the PCs. A Diplomacy check (DC 35) will 
  mean that Oragh follows the PCs around, considering 
  them his friends. PCs displaying something of the Duchy 
  of Urnst (perhaps a surcoat of a noble house, or badge of 
  the Ducal Guard) will earn the party a +15 bonus to their 
  diplomacy check. Lastly, anyone wearing or prominently 
  displaying the markings of House U’morael will add an 
  additional +20 to the check. If the party can make the DC 
  35 check, Oragh will willingly accompany them back to 
  civilization. 
   
  No one will recognize the scarred and somewhat 
  changed half-orc, but if the PCs arrange for a heal spell to 
  be cast on him, both Oragh and Duke Karll will show the 
  PCs their profuse thanks for his rescue. If the PCs cure 
  Oragh of his condition in the field, so to speak, he will 
  gratefully agree to assist them for the remainder of the 
  adventure. Assuming he survives, or in any event is 
  brought back to the Duchy and raised by the PCs in the 
  unfortunate event of his death before the end of the 
  adventure, the PCs will still be rewarded by Oragh and 
  Duke Karll. 
  
  Purloined Letters 
   
  Page 12 
   
  The party may be able to divine Oragh’s identity if 
  they show around or attempt to sell his ring of 
  sustenance – it bears the crest of House Wolfhart, and is 
  recognized by merchants as being that of Oragh. An 
  Appraise or Knowledge (nobility) check can also 
  recognize the ring if it’s specifically examined, the DC is 
  25 for either check. Merchants are unwilling to purchase 
  the ring from the party. 
  Encounter Eight: On Chuulden 
  Pond 
  This encounter can occur at any time after the party 
  reaches mile 220. It should occur before the end travel on 
  that day. 
  The inhospitable nature of the Gnatmarsh taxes the 
  endurance and patience of even the hardiest of 
  travelers. From the oft-times difficult to traverse 
  terrain to the aggravating, continual distraction of the 
  omnipresent insects, it quickly becomes obvious as to 
  why neither the Duchy of Urnst nor Nyrond have 
  spent any serious effort in colonizing this gods-
  forsaken swamp. However, flora and fauna abound, 
  with signs of their existence, and in some cases, 
  passage, often apparent, especially near the frequently 
  encountered bodies of freshwater. It is at just such a 
  body of water that the situation is different than what 
  you have become used to. Signs of a recent battle are 
  apparent, with pieces of humanoid bodies, perhaps 
  kobolds, strewn about the shore of a large pond. Only 
  the faint buzzing of insects can be heard in this 
  preternaturally quiet area. 
   
  There was indeed a battle fought in this area, about 
  half an hour before the party arrived. A pair of chuul 
  ambushed a warband of kobolds who were replenishing 
  their water supplies. At APL4, the kobolds prevailed (via 
  prodigious amounts of alchemist fire) and the survivors 
  are hiding in the reeds next to the shoreline. At APL 6-8, 
  there is but one chuul hiding in the water next to the 
  shore, its partner lying dead at the bottom of the pond. At 
  APLs 10-12, a pair of chuul lie in wait. 
   
  At all APLs, unless the party has been using 
  complete stealth to travel through the swamp, the 
  monsters will be aware of the party. The chuul can speak 
  the common tongue, and will be aware of what the party 
  is saying amongst itself more often than not. The 
  kobolds, however, do not speak common. 
   
  Give the PCs a chance to detect the would-be 
  ambushers; Spot check (DC 16 + APL). 
   
  The pond lies approximately 80’ from the tree line; 
  the terrain here is solid and even enough to permit rapid 
  movement, such as charges. 
  APL 4 (EL 5) 
  � Kobolds (6): hp 18, 18, 18, 18, 18, 18; see Appendix I. 
  APL 6 (EL 7) 
  � Chuul: hp 93; see Monster Manual page 35 
  APL 8 (EL 9) 
  � Chuul, Advanced 14 HD: hp 119; see Appendix I 
  APL 10 (EL 11) 
  � Chuul, Advanced 14 HD (2): hp 119, 119; see 
  Appendix I 
  APL 12 (EL 13) 
  � Chuul, Advanced 17 HD (2): hp 179, 179; see 
  Appendix I 
   
  Tactics: At APL 4, the kobolds will attempt to 
  ambush the party immediately. Their leaders have been 
  slain, and they will simply try to overwhelm the party 
  with sheer savagery. 
   
  At APLs 6-12, the chuul(s) will lie in wait, hoping to 
  ambush party members who move forward to investigate 
  the battleground. 
   
  Treasure: The chuuls have accumulated no treasure, 
  and battled the kobolds aggressively enough that their 
  gear is of questionable value. 
  Encounter Nine: The End of the 
  Trail 
  The text of this encounter assumes that the party failed to 
  catch up the lead group of kobolds, and wound up 
  assaulting them in their camp. If the party caught up to 
  them before the kobolds reached the rendezvous point, 
  the campsite will be empty instead. If the kobolds are 
  caught on the run, check for surprise and encounter 
  distance as detailed under Encounter Three, with a 
  starting distance of 2d8x10 feet. 
  The pursuit has led you deep into the Gnatmarsh, the 
  trail ending at a ramshackle hut surrounded by 
  stagnant water. You hear high-pitched voices inside 
  the hut, but as of yet no cries of alarm. 
  
  Purloined Letters 
   
  Page 13 
  The hut is a simple 10 foot by 10 foot wood-and-hide 
  affair with a single door. A pair of kobold warriors stand 
  in front of the door, though they aren’t attentive (-5 to 
  Spot and Listen checks). The other 4 kobolds are inside 
  the hut, which has no windows. The furnishings inside 
  the hut consist of a small table, 4 stools, and a clay fire pot 
  holding smoldering peat. 
   
  The island the hut is on is 100 feet wide and 80 feet 
  long. The water surrounding it is shallow enough to wade 
  through (shallow bog, Dungeon Master’s Guide page 88). 
  APL 4 (EL 6) 
  � Kobold Warriors (4): hp 9 (each); see Appendix I. 
  � Kobold Barbarian: hp 28; see Appendix I. 
  � Kobold Diviner: hp 12; see Appendix I. 
  APL 6 (EL 8) 
  � Kobold Warriors (4): hp 18 (each); see Appendix I. 
  � Kobold Barbarian: hp 43; see Appendix I. 
  � Kobold Diviner: hp 19; see Appendix I. 
  APL 8 (EL 10) 
  � Kobold Warriors (4): hp 27 (each); see Appendix I. 
  � Kobold Barbarian: hp 58; see Appendix I. 
  � Kobold Diviner: hp 26; see Appendix I. 
  APL 10 (EL 12) 
  � Kobold Warriors (4): hp 36 (each); see Appendix I. 
  � Kobold Barbarian: hp 73; see Appendix I. 
  � Kobold Diviner: hp 33; see Appendix I. 
  APL 12 (EL 14) 
  � Kobold Warriors (4): hp 45 (each); see Appendix I. 
  � Kobold Barbarian: hp 88; see Appendix I. 
  � Kobold Diviner: hp 40; see Appendix I. 
   
  Tactics: The barbarian rages immediately, and seeks 
  to take out the most lightly-armored melee combatants of 
  the party. The warriors support him in battle and do their 
  utmost to keep the diviner safe from melee. 
   
  The diviner hastes her allies if possible, then focuses 
  on 
  neutralizing 
  spellcasters 
  or 
  heavily 
  armored 
  combatants. If given warning or if the battle permits, she 
  brings up defenses for herself and her allies. 
   
  Any spells with hours duration (like mage armor or 
  false life) can be assumed to be precast unless the battle 
  occurs in early morning or late night. 
   
  The kobolds fight to the death, fearing the wrath of 
  their cambion employer. If captured, they know little of 
  the inner workings of the scaled cult or why the 
  documents are desired. The diviner does know they 
  relate to the study of the Far Realms and alienism. 
   
  Treasure: The kobold diviner is carrying a map to 
  the rendezvous location. If they kobolds are found 
  encamped, this isn’t much of an aid, but if they are caught 
  early it can lead the party to their final destination in the 
  swamp. The diviner also carries an ivory talisman in the 
  shape of a lizard’s head. This is recognizable by anyone 
  who has seen the similar talismans found in URD1-08: 
  Mired in Gosferd. It is the mark of a member of the 
  scaled cult of the Gnatmarsh. 
   
  In addition, if the party catches the kobolds before 
  Day 16 of the pursuit, the diviner is carrying the stolen 
  correspondence in her Heward’s handy haversack. The 
  correspondence consists of over a dozen large bundles of 
  letters, each written in a skilled hand on fine vellum. 
  Some appear to be copies of letters written by Imiriana 
  herself, others are letters written back by other notable 
  wizards and scholars. See the treasure summary for more 
  details. 
   
  Development: The module can continue in a variety 
  of ways, depending on how quickly the kobolds were 
  defeated: 
  Party caught the kobolds before they encamped, and 
  decides to follow the map 
   
  Proceed through the remaining encounters of the 
  module until they reach the rendezvous point. At that 
  point, Silovin’s simulacrum attacks, preferably from 
  ambush. The divinations of its creator have revealed the 
  interception of the parcel, so the simulacrum is well-
  prepared to engage the party. Note that the simulacrum 
  likely attacks the party before the scheduled date of the 
  rendezvous – the interception of the documents has 
  forced its creator’s hand. 
  Party caught the kobolds before they encamped, but 
  does not follow the map 
   
  If the party intercepted the kobolds but does not 
  proceed to the rendezvous, the simulacrum attempts to 
  waylay them one day later, just before midday. Again, its 
  master’s divinations have revealed the interception. The 
  simulacrum will only attack in the Gnatmarsh or the 
  Celadon, it does not pursue the party back into civilized 
  lands. 
  
  Purloined Letters 
   
  Page 14 
  Party caught the kobolds at the rendezvous, but 
  before the parcel was handed off 
  Silovin won’t be aware of any interception of the 
  documents until the morning after the day they were 
  retrieved. If the party captures the documents on the day 
  of the handoff, Silovin’s simulacrum won’t be expecting 
  them and can be easily ambushed. Otherwise, the 
  simulacrum attempts to waylay the party at the hut or on 
  the road as described above. 
   
  The handoff occurs the evening of the 16
  th day of 
  pursuit. 
  Party caught the kobolds at the rendezvous, but after 
  the parcel was handed off. 
  More than likely, our hapless heroes will never see the 
  stolen correspondence if this occurs. If the simulacrum 
  was on foot (APL 4 only), it can be tracked very easily 
  (DC 10), but the party has only a matter of hours to find 
  it. The handoff occurred in the evening of the 16
  th day of 
  pursuit, by dawn the simulacrum is gone, summoned to 
  its creator via a bracelet of friends. At other APLs, the 
  simulacrum is capable of flight and is out of range of 
  pursuit almost immediately. 
  Encounter Ten: Caught Cold-
  Handed 
  The kobolds were sent on their mission by Silovin, a 
  cambion sorcerer in the service of the scaled cult. 
  Unbeknownst to the kobolds, they have actually been 
  negotiating with a simulacrum of the true sorcerer rather 
  than the half-fiend herself. 
   
  Depending on circumstance, the party may 
  encounter Silovin’s simulacrum in the hut at the 
  rendezvous or on the trail. Adjust the boxed text to fit the 
  circumstance of the encounter: 
  Silovin’s simulacrum is on foot (APL 4): 
  From out of the swamp strides a figure from your 
  nightmares. Over 6 feet tall and lithely muscled, the 
  woman before you would be an imposing figure even 
  without the 12-foot span of bat wings springing from 
  her shoulders. Her skin is sheathed in iridescent 
  green scales, and her eyes are the color of smoldering 
  coals. The harsh intonations of spellcasting tumble 
  from her lips as you brace yourself for combat. 
  DM’s note: At APL 4, the process of creating the 
  simulacrum did not go perfectly. While still a duplicate 
  of the true Silovin, her simulacrum lacks the abilities of a 
  half-fiend and is incapable of flight. 
  Silovin’s simulacrum is airborne (APL 6): 
  Swooping down from above is a figure from your 
  nightmares. Over 6 feet tall and lithely muscled, the 
  woman before you would be an imposing figure even 
  without the 12-foot span of bat wings springing from 
  her shoulders. Her skin is sheathed in iridescent 
  green scales, and her eyes are the color of smoldering 
  coals. The harsh intonations of spellcasting tumble 
  from her lips as you brace yourself for combat. 
  Silovin’s simulacrum is mounted on a wyvern (APLs 8 
  and up): 
  Swooping down from above is a figure from your 
  nightmares: a wyvern of immense size, bearing a 
  winged rider of fell capabilities. The rider’s skin is 
  sheathed in iridescent green scales, and her eyes are 
  the color of smoldering coals. The wyvern swoops 
  downward and harsh intonations of spellcasting 
  tumble from the rider’s lips as you brace yourself for 
  combat. 
  APL 4 (EL 7) 
  � Silovin’s Simulacrum: hp 36; see Appendix I. 
  APL 6 (EL 9) 
  � Silovin’s Simulacrum: hp 43; see Appendix I. 
  APL 8 (EL 11) 
  � Silovin’s Simulacrum: hp 43; see Appendix I. 
  � Wyvern, Advanced 10 HD: hp 105; see Appendix I. 
  APL 10 (EL 13) 
  � Silovin’s Simulacrum: hp 43; see Appendix I. 
  � Wyvern, Advanced 15 HD: hp 202; see Appendix I. 
  APL 12 (EL 15) 
  � Silovin’s Simulacrum: hp 43; see Appendix I. 
  � Wyvern, Advanced 19 HD: hp 256; see Appendix I. 
   
  Tactics: The simulacrum starts with precast 
  defensive spells of hours duration, and shorter duration 
  ones if it was expecting a fight. Spells of rounds durations 
  are saved for actual combatant. 
   
  It prefers to open with aggressive area-effect offense, 
  hoping to end the fight quickly. If the wyvern is present, 
  the simulacrum fights mounted on its back. It uses the 
  aerial advantage to full effect, and is not afraid to flee the 
  battle field in order to bring up more defensive spells. 
  
  Purloined Letters 
   
  Page 15 
   
  The wyvern always takes a -20 penalty when using its 
  improved grab ability. If it succeeds in grappling a foe, it 
  flies up and attempts to drop them the next round, from a 
  height of between 30 and 60 feet. It has to succeed at a 
  grapple check to do so, assume the hapless victim resists.  
   
  If the simulacrum has the party on the ropes, it 
  offers terms of surrender: give over the letters from the 
  tower, and walk away alive. It honors this bargain; if the 
  party hands over all the letters, it will leave. 
   
  The wyvern stays and fights as long as the 
  simulacrum is alive. If the simulacrum is destroyed, the 
  wyvern carries on the fight until it’s reduced to less than 
  half its maximum hit points, at which time it attempts to 
  flee. 
   
  Victory: If the simulacrum is reduced to 0 hit points 
  or otherwise destroyed, it melts into nothingness: 
  The blow lands true, and the fiendish abomination 
  before you cries out in agony. In an instant, the 
  burning eyes and green scales are replaced by stark 
  whiteness, an image of the creature carved in ice, 
  frozen in mid-cry. The ice-image shatters into a 
  million fragments, each melting into nothingness 
  before they hit the ground. 
   
  A successful Spellcraft check (Illusion, DC 27) 
  recognizes this as the death-throes of a simulacrum. 
   
  Treasure: The simulacrum’s equipment can be 
  recovered after it dies, it does not melt away like the 
  body. 
   
  Development: Assuming the party is victorious, all 
  that remains is for them to return to the Celadon or the 
  Duchy and decide the final fate of Imiriana’s 
  correspondence. 
  Encounter Eleven: Nine-Tenths 
  of the Law 
  At this point, the party may find themselves in a 
  quandary: if they are in possession of the documents, do 
  they return them to the College of Sages and Sorcery, 
  hand them over to the elves of the Celadon, keep them 
  for themselves, or destroy them. 
   
  If Laletherin of the Stalwart Pines is with the party, 
  he makes a case for turning over the documents to the 
  rangers. He argues that the motives of wizards are often 
  suspect, and that there is certain evidence that forces of 
  evil intent desired the writings. He further argues that a 
  threat secreted away within the Celadon must have been 
  hidden for good reasons, and that the mentors of the 
  Stalwart Pines can be trusted to store the correspondence 
  safely and ensure that is never used for evil goals. 
   
  Any party who studies the correspondence finds it a 
  trove of arcane knowledge (see the treasure summary for 
  descriptive text). In addition, a Knowledge (Arcana) 
  check at DC 20 convinces the reader that the main 
  subject of the letters is research into the Far Realms and 
  the mysteries of Alienism. If the reader isn’t already 
  aware, a Knowledge (Local, Nyrond Metaregion) check at 
  DC 20 reminds them that research into Alienism is 
  forbidden in the Duchy of Urnst, one of the edicts of 
  Duke Justinian Lorinar (Duke of the Duchy of Urnst, 
  570-571 CY). 
   
  Laletherin acquiesces to the party’s desires in this 
  matter. He feels that regardless of his own wishes, they 
  have served the good of the Celadon, and have earned the 
  right to decide the fate of the documents. 
   
  There 
  is 
  insufficient 
  time 
  to 
  copy 
  the 
  correspondence, so a choice must be made. 
  Conclusion 
  If the documents are handed over to Julmar 
  U’morael (or other representatives of the 
  College): 
  The party is thanked by Julmar for returning papers of 
  incalculable historical and scholarly value to the College. 
  The promised payment is delivered, and Julmar also 
  expresses her personal gratitude above and beyond the 
  reward. 
   
  If questioned about the illicit nature of the material, 
  Julmar responds that she was not aware of any 
  questionable research conducted by her ancestor, but that 
  certainly any papers that deal with forbidden subject 
  matters will be studied only for historical purposes, not 
  arcane ends. If a party member state they are attempting 
  to Sense Motive, they may discover she is being less than 
  truthful (DC 25) and does in fact intend to continue the 
  research. 
   
  The party receives the favor of Julmar U’morael of 
  the College of Sages and Sorcery. They receive full 
  payment for their mission. The rangers of the Stalwart 
  Pines hold no grudges over the matter. 
  If the documents are handed over to the rangers 
  of the Stalwart Pines: 
  Laletherin handles returning the documents to the 
  mentors of the Stalwart Pines. He is praises their decision 
  and thanks them for their faith in the Stalwart Pines. He 
  assures them that the rangers will remember this deed. 
  
  Purloined Letters 
   
  Page 16 
  Should the party contact Julmar U’morael, she is furious. 
  Her magics have already revealed the fate of the 
  documents. She is unwilling to listen to excuses or 
  rationales, it is clear the party has made an enemy with 
  the College.  
   
  The party receives an influence point with the 
  Stalwart Pines rangers. They also receive the enmity of 
  Julmar U’morael, and of course no payment. 
  If the party keeps the correspondence for 
  themselves: 
  If the party is foolish enough to contact Julmar U’morael 
  after deciding to keep the documents, she has them 
  detained (by more wizards than the party would care to 
  fight) until the documents are turned over or 2 TU 
  expire, whichever comes first. She lacks enough evidence 
  to press charges or detain the party any longer than this. 
  Eventually, word leaks out to the authorities in Nellix, 
  resulting in the party’s release from the College, and 
  stern words about Julmar exceeding her authority. 
   
  If the party meets Julmar in a later adventure, she 
  won’t have them arrested, but nothing short of turning 
  over the documents can slack her wrath. 
   
  The party receives access to the Correspondence of 
  Imiriana U’morael. They also receive the enmity of 
  Julmar U’morael, and of course no payment. The rangers 
  of the Stalwart Pines hold no grudges over the matter. 
  If the party destroys the letters: 
  As described above, Julmar is furious with the party. 
  However, she does not have them arrested. 
   
  The party receives the enmity of Julmar U’morael, 
  and of course no payment. The rangers hold no grudges 
  over the matter, and in fact have a grudging amount of 
  respect for the party’s decision. 
  If the party failed to retrieve the correspondence: 
  Julmar 
  is 
  disappointed, 
  but 
  understanding. 
  She 
  comments that the quality of the opposition was 
  obviously underestimated, and that their failure at such a 
  difficult undertaking is just to be expected against such 
  odds. 
   
  She does give the party half of the promised 
  payment (for their efforts), but no favors are granted. 
  The Fate of Oragh Wolfhart 
  If Oragh Wolfhart is returned to the Duchy and cured, he 
  contacts the party personally a few days later. In a deep 
  but cultured voice, he expresses his sincere gratitude for 
  their saving his life. Sadly, he has no knowledge of how 
  he wound up in the swamp, or in fact of anything since 
  he failed the save against the feeblemind spell. 
   
  In return for their deeds, Oragh offers to train the 
  party and perhaps give them some measure of his own 
  fortitude. In addition, a few weeks later, each member of 
  the party receives an ornately-decorated scroll tube 
  bearing the seal of House Lorinar. It contains a scroll 
  bestowing the official gratitude of Duke Karll Lorinar for 
  the heroic deed of rescuing Oragh Wolfhart, champion 
  of the Duke. 
  And Finally… 
  Once the fate of the documents and of Oragh Wolfhart 
  has been determined, the module has reached its 
  conclusion.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeat the ettercaps 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  270 xp 
  APL 10 
  330 xp 
  APL 12 
  390 xp 
  Encounter Three 
  Defeat the kobold rear guard 
  APL 4 
  120 xp 
  APL 6 
  180 xp 
  APL 8 
  240 xp 
  APL 10 
  300 xp 
  APL 12 
  360 xp 
  Encounter Seven 
  Defeat, subdue or calm the Half-Orc 
  All APLs 
  120 xp 
  Encounter Eight 
  Defeat the foes 
  
  Purloined Letters 
   
  Page 17 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  270 xp 
  APL 10 
  330 xp 
  APL 12 
  390 xp 
  Encounter Nine 
  Defeat the kobold raiding party 
  APL 4 
  180 xp 
  APL 6 
  240 xp 
  APL 8 
  300 xp 
  APL 10 
  360 xp 
  APL 12 
  420 xp 
  Encounter Ten 
  Defeat the simulacrum (and wyvern, if present) 
  APL 4 
  210 xp 
  APL 6 
  270 xp 
  APL 8 
  330 xp 
  APL 10 
  390 xp 
  APL 12 
  450 xp 
  or 
  Handing over the letters to the simulacrum 
  APL 4 
  105 xp 
  APL 6 
  135 xp 
  APL 8 
  165 xp 
  APL 10 
  195 xp 
  APL 12 
  225 xp 
   
  Story Award 
  Interact peacefully with the wood elves 
  APL 4 
  30 xp 
  APL 6 
  45 xp 
  APL 8 
  60 xp 
  APL 10 
  75 xp 
  APL 12 
  90 xp 
  Retrieve the stolen letters (regardless of who they are 
  handed over to) 
  APL 4 
  30 xp 
  APL 6 
  45 xp 
  APL 8 
  60 xp 
  APL 10 
  75 xp 
  APL 12 
  90 xp 
  Discretionary roleplaying award 
  APL 4 
  30 xp 
  APL 6 
  45 xp 
  APL 8 
  60 xp 
  APL 10 
  75 xp 
  APL 12 
  90 xp 
  Total possible experience:  
   
  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 round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  
  Purloined Letters 
   
  Page 18 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three 
   
  APL 4: L: 239 gp; C: 0 gp; M: scroll of protection from 
  arrows (13 gp each), ring of protection +1 (167 gp each) 
   
  APL 6: L: 239 gp; C: 0 gp; M: 2 potions of cure light 
  wounds (8 gp each), scroll of haste (31 gp), ring of 
  protection +1 (167 gp each) 
   
  APL 8: L: 239 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp each), scroll of haste (31 gp), ring of 
  protection +1 (167 gp each) 
   
  APL 10: L: 239 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp each), scroll of haste (31 gp), ring of 
  protection +1 (167 gp each), bag of tricks, tan (525 gp 
  each) 
   
  APL 12: L: 239 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp each), scroll of haste (31 gp), ring of 
  protection +1 (167 gp each), bag of tricks, tan (525 gp 
  each) 
  Encounter Seven 
  Oragh’s equipment is mostly of no value. His ring of 
  sustenance bears his house crest, and is recognized as the 
  former property of a great hero. While the party won’t be 
  arrested if they are truthful about how they obtained it, 
  the news that they took it from a notable hero of the 
  Duchy may be quite distressing. No merchant will buy it. 
  Encounter Nine 
  In addition, the diviner’s spellbook (if recovered) can be 
  used on this adventure record only as a source of spells 
  for wizards to copy. 
   
  APL 4: L: 177 gp; C: 0 gp; M: +1 greatsword (196 gp 
  each), silversheen (21 gp each), Heward’s handy 
  haversack (167 gp each), spellbook (100 gp each) 
   
  APL 6: L: 177 gp; C: 0 gp; M: +1 greatsword (196 gp 
  each), silversheen (21 gp each), potion of cure moderate 
  wounds (25 gp each), elixir of fire breath (92 gp), Quaal’s 
  feather token, whip (42 gp each), Heward’s handy 
  haversack (167 gp each), spellbook (154 gp) 
   
  APL 8: L: 160 gp; C: 0 gp; M: +1 breastplate (113 gp 
  each), +1 greatsword (196 gp each), silversheen (21 gp 
  each), potion of cure moderate wounds (25 gp each), 
  elixir of fire breath (92 gp), gauntlets of ogre power (333 
  gp each), pearl of power, 1
  st level (83 gp each), Quaal’s 
  feather token, whip (42 gp each), scroll of blink (31 gp 
  each), potion of cure moderate wounds (25 gp each), 
  Heward’s handy haversack (167 gp each), spellbook (175 
  gp) 
   
  APL 10: L: 160 gp; C: 0 gp; M: +2 breastplate (363 gp 
  each), +1 greatsword (196 gp each), silversheen (21 gp 
  each), potion of cure serious wounds (63 gp each), elixir 
  of fire breath (92 gp), gauntlets of ogre power (333 gp 
  each), pearl of power, 1
  st level (83 gp each), Quaal’s 
  feather token, whip (42 gp each), scroll of blink (31 gp 
  each), potion of cure serious wounds (63 gp each), 
  headband of intellect +2 (333 gp each), Heward’s handy 
  haversack (167 gp each), spellbook (317 gp) 
   
  APL 12: L: 160 gp; C: 0 gp; M: +2 breastplate (363 gp 
  each), +1 elf bane greatsword (696 gp each), silversheen 
  (21 gp each), potion of cure serious wounds (63 gp each), 
  elixir of fire breath (92 gp), belt of giant strength +4 (1333 
  gp each), amulet of natural armor +1 (83 gp each), pearl of 
  power, 1
  st level (83 gp each), Quaal’s feather token, whip 
  (42 gp each), scroll of blink (31 gp each), potion of cure 
  serious wounds (63 gp each), headband of intellect +2 
  (333 gp each), Heward’s handy haversack (167 gp each), 
  spellbook (408 gp each) 
  Encounter Ten 
   
  APL 4: L: 3 gp; C: 0 gp; M: scroll of resist energy (13 
  gp each), scroll of expeditious retreat (2 gp each) 
   
  APL 6: L: 3 gp; C: 0 gp; M: scroll of resist energy, 7
  th 
  level (29 gp each), scroll of expeditious retreat, 5
  th level 
  (10 gp each), cloak of resistance +1 (83 gp each) 
  
  Purloined Letters 
   
  Page 19 
   
  APL 8: L: 8 gp; C: 0 gp; M: potion of cure moderate 
  wounds (25 gp each), scroll of resist energy, 7
  th level (29 
  gp each), cloak of resistance +1 (83 gp each), ring of 
  feather falling (183 gp each) 
   
  APL 10: L: 8 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp each), 2 scrolls of resist energy, 7
  th level 
  (58 gp each), scroll of bear’s endurance (13 gp each), scroll 
  of haste (31 gp each), cloak of charisma +2 (333 gp each), 
  ring of feather falling (183 gp each) 
   
  APL 12: L: 8 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp each), 2 scrolls of resist energy, 7
  th level 
  (58 gp each), scroll of bear’s endurance (13 gp each), scroll 
  of haste (31 gp each), cloak of charisma +2 (333 gp each), 
  ring of feather falling (183 gp each) 
  Conclusion 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp 
   
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp 
   
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 4: 1198 gp 
  APL 6: 1598 gp 
  APL 8: 2491 gp 
  APL 10: 4195 gp 
  APL 12: 6005 gp (cap is 6000 gp) 
   
  Special 
  Favor of Julmar U’morael 
  For retrieving the correspondence of Imiriana U’morael, 
  Julmar is in your debt. This favor may be used to gain 
  one-time Adventure purchase access to a single magic 
  item from the Dungeon Masters Guide that is listed on 
  any of your Adventure Records. 
  Enmity of Julmar U’morael 
  Julmar is furious with you for not turning over her 
  ancestor’s correspondence. She has maligned your name 
  throughout the College, giving you a -2 penalty to all 
  social interactions involving College members. In 
  addition, examinations taken at the College receive a -2 
  penalty, and Diplomacy checks in examinations receive a 
  -5 penalty. The penalties expire two years after the real-
  world date the module was played, or after expending 
  two favors or influence points from the College. The 
  actual enmity may only be removed by returning the 
  correspondence to Julmar. 
  Influence with the Stalwart Pines 
  By turning over Imiriana’s correspondence to the 
  Stalwart Pines, you have gained their trust. This allows 
  you to join and advance in the Stalwart Pines regardless 
  of your character’s race. You also receive access to the 
  ranger spells listed in Master of the Wild and the 
  King/Queen of the Woods prestige class. 
  Correspondence of Imiriana U’morael 
  The arcane lore contained within the personal letters of 
  Imiriana U’morael will take years or decade study to fully 
  comprehend. They tell of insights into the nature of the 
  Far Realms, and tantalizing hints of the secrets needed to 
  master the magics of Alienism. Many of the letters are to 
  and from one Alaxus Tomarast of Altenmaure. The letters 
  weigh 60 pounds and take up 8 cubic feet of space. 
  Possession of the letters provides access to the Alienist 
  prestige class, described in Tome and Blood. 
  Training from Oragh Wolfhart 
  In gratitude for his rescue, Oragh Wolfhart provides you 
  personal instruction in fitness and fortitude. This 
  training is completed between adventures, and does not 
  require additional TU. The training gives the character 
  access to the following feats from Master of the Wild: 
  Dwarf’s 
  Toughness, 
  Giant’s 
  Toughness, 
  Dragon’s 
  Toughness, Resist Disease and Resist Poison. 
  Recognition of Duke Karll Lorinar 
  For the rescue of Oragh Wolfhart, you have received an 
  ornately-decorated scroll tube bearing the seal of House 
  Lorinar. It contains a scroll bestowing the official 
  gratitude of Duke Karll Lorinar for your heroic deeds. 
  Items for the Adventure Record 
  Item Access 
  APL 4 
   
  Silversheen (Adventure; DMG) 
   
  Heward’s handy haversack (Adventure; DMG) 
   
  Correspondence of Imiriana U’morael (only if the 
  party chose to keep them; Adventure; 500 gp) 
  APL 6 (all of APL 4 plus the following) 
   
  Elixir of fire breath (Adventure; DMG) 
   
  Quaal’s feather token, whip (Adventure; DMG) 
   
  Scroll of resist energy, 7
  th level (Adventure; DMG) 
  
  Purloined Letters 
   
  Page 20 
   
  Scroll of expeditious retreat, 5
  th level (Adventure; 
  DMG) 
  APL 8 (all of APLs 4-6 plus the following) 
   
  Potion of cure serious wounds (Adventure; DMG) 
   
  Gauntlets of ogre power (Adventure; DMG) 
   
  Pearl of power, 1
  st level (Adventure; DMG) 
   
  Ring of feather falling (Adventure; DMG) 
  APL 10 (all of APLs 4-8 plus the following) 
   
  Bag of tricks, tan (Adventure; DMG) 
   
  Headband of intellect +2 (Adventure; DMG) 
   
  Cloak of Charisma +2 (Adventure; DMG) 
  APL 12 (all of APLs 4-10s plus the following) 
   
  +2 breastplate (Adventure; DMG) 
   
  +1 elf bane greatsword (Adventure; DMG) 
   
  belt of giant strength +4 (Adventure; DMG) 
  
  Purloined Letters 
   
  Page 21 
  Appendix I: Stat Blocks 
  All APLs 
  Encounter Seven 
  Oragh Wolfhart: male half-orc Ftr7; CR 7; humanoid 
  (half-orc); HD 7d10+21; hp 74; Init +1; Spd 30 ft.; AC 
  11, touch 11, flat-footed 10; Base Atk +7; Grp +15; Atk 
  +11 melee (1d10+6 greatclub); SQ darkvision 60 ft.; AL 
  LN; SV Fort +8, Ref +3, Will +3; Str 18, Dex 13, Con 16, 
  Int 1 [10], Wis 12, Cha 1 [8]. 
  Skills: Climb +8, Jump +8, Ride +9, Survival +3. Feats: 
  Cleave, Improved Grapple, Improved Unarmed Strike, 
  Mounted Combat, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: Greatclub, necklace with a tiger tooth, 
  rags, ring of sustenance. 
   
  Physical Description: A tall and lanky half-orc, 
  with white hair and blue eyes. Covered with many 
  unusual scars (from battle wounds), as well as several 
  pox scars (gained within the past two years). 
   
  Oragh is currently suffering the effects of a 
  feeblemind spell, as well as several levels permanently 
  lost to energy drain. 
   
   
  
  Purloined Letters 
   
  Page 22 
  APL 4 Encounters
  Encounter Three 
  Kobold Warriors: Kobold War2; CR 1/3; Small 
  humanoid (reptilian); HD 2d8; hp 9; Init +1; Spd 30 ft.; 
  AC 19, touch 12, flat-footed 18; Base Atk +2; Grp -3; Atk 
  +3 melee (1d6-1/19-20, masterwork longsword) or +4 
  ranged (1d6/19-20, light crossbow); Full Atk +3 melee 
  (1d6-1/19-20, masterwork longsword) or +4 ranged 
  (1d6/19-20, light crossbow); SQ darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +3, Ref +1, Will -1; Str 9, Dex 
  13, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +1, 
  Move Silently -3, Search +2, Spot +1. Feats: Weapon 
  Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, light crossbow, 20 bolts. 
  Kobold Sorcerer: Male kobold Sor2; CR 2; Small 
  humanoid (reptilian); HD 2d4+5; hp 11; Init +3; Spd 30 
  ft.; AC 16, touch 15, flat-footed 13; Base Atk +1; Grp -5; 
  Atk +0 melee (1d3-2/19-20, dagger) or +5 ranged (1d6/19-
  20, light crossbow); Full Atk +0 melee (1d3-2/19-20, 
  dagger) or +5 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +1, Ref 
  +3, Will +4; Str 6, Dex 16, Con 12, Int 12, Wis 10, Cha 16.  
   
  Skills: 
  Bluff 
  +5, 
  Concentration 
  +6, 
  Craft 
  (trapmaking) +3, Knowledge (arcana) +6, Search +3, 
  Spellcraft +6. Feats: Toughness. Languages: Draconian, 
  Common. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Spells Known (6/5; save DC = 13 + spell level): 0 – 
  acid splash, detect magic, read magic, resistance, touch of 
  fatigue; 1
  st – enlarge person, color spray. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, scroll of protection from arrows, ring 
  of protection +1. 
  Encounter Eight 
  Kobold Warriors (6): Kobold War4; CR 1; Small 
  humanoid (reptilian); HD 4d8; hp 18; Init +1; Spd 30 ft.; 
  AC 19, touch 12, flat-footed 18; Base Atk +4; Grp +0; Atk 
  +6 melee (1d6/19-20, masterwork longsword) or +6 
  ranged (1d6/19-20, longbow); Full Atk +6 melee (1d6/19-
  20, masterwork longsword) or +6 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +4, Ref +2, Will +2; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
  Skills and Feats: Craft (trapmaking) +2, Hide +2, Listen 
  +2, Move Silently -3, Search +2, Spot +2. Feats: Iron Will, 
  Weapon Focus (longsword). 
  Light Sensitivity (Ex): Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
  Possessions: Chain shirt, masterwork longsword, heavy 
  steel shield, longbow, 20 arrows. 
  Encounter Nine 
  Kobold Warriors: Kobold War2; CR 1/3; Small 
  humanoid (reptilian); HD 2d8; hp 9; Init +1; Spd 30 ft.; 
  AC 19, touch 12, flat-footed 18; Base Atk +2; Grp -3; Atk 
  +3 melee (1d6-1/19-20, masterwork longsword) or +4 
  ranged (1d6/19-20, light crossbow); Full Atk +3 melee 
  (1d6-1/19-20, masterwork longsword) or +4 ranged 
  (1d6/19-20, light crossbow); SQ darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +3, Ref +1, Will -1; Str 9, Dex 
  13, Con 10, Int 10, Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +1, 
  Move Silently -3, Search +2, Spot +1. Feats: Weapon 
  Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, light crossbow, 20 bolts. 
  Kobold Barbarian: Male kobold Brb3; CR 3; Small 
  humanoid (reptilian); HD 3d12+3; hp 28; Init +3; Spd 30 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +3; Grp +0; 
  Atk +6 melee (1d10+2/19-20, +1 greatsword) or +7 ranged 
  
  Purloined Letters 
   
  Page 23 
  (1d4+1, javelin); Full Atk +6 melee (1d10+2/19-20, +1 
  greatsword) or +7 ranged (1d4+1, javelin); SQ darkvision 
  60 ft., light sensitivity, rage 1/day; trap sense +1, uncanny 
  dodge; AL NE; SV Fort +4, Ref +4, Will +1; Str 13, Dex 16, 
  Con 12, Int 8, Wis 11, Cha 8. 
   
  Skills: Craft (trapmaking) +1, Intimidate +5, Jump 
  +3, Listen +6, Search +1. Feats: Dodge, Power Attack. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves; -2 
  to AC for up to 6 rounds. 
   
  Uncanny Dodge (Ex): This kobold can react to 
  danger before his senses would normally allow it to do so. 
  He retains his Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Breastplate, +1 greatsword, 2 javelins, 
  silversheen. 
  Kobold Diviner: Female kobold Div3; CR 3; Small 
  humanoid (reptilian); HD 3d4+3; hp 12; Init +2; Spd 30 
  ft.; AC 14, touch 13, flat-footed 12; Base Atk +1; Grp -5; 
  Atk +0 melee (1d3-2/19-20, dagger) or +4 ranged (1d6/19-
  20, light crossbow); Full Atk +0 melee (1d3-2/19-20, 
  dagger) or +4 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref 
  +3, Will +4; Str 6, Dex 14, Con 12, Int 17, Wis 10, Cha 11.  
   
  Skills: Concentration +7, Craft (trapmaking) +5, 
  Decipher Script +6, Knowledge (arcana) +12, Knowledge 
  (nature) +6, Knowledge (planes) +9, Search +5, Spellcraft 
  +11. Feats: Scribe Scroll, Skill Focus: Knowledge (arcana), 
  Spell Focus: Enchantment. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Wizard Spells Prepared (5/4/3; save DC 13 + spell 
  level, 14 + spell level for Enchantments, specialist 
  diviner, barred school illusion): 0 – daze*, detect magic, 
  message, read magic, resistance; 1
  st – comprehend 
  languages, mage armor, ray of enfeeblement, sleep*; 2
  nd – 
  alter self, detect thoughts, Tasha’s hideous laughter*. 
   
  * Enchantment.  
   
  Spellbook: 0 – daze, detect poison, detect magic, 
  message, read magic, resistance; 1
  st – charm person, 
  comprehend languages, detect secret doors, enlarge 
  person, identify, mage armor, magic missile, ray of 
  enfeeblement, shield, sleep; 2
  nd – alter self, detect 
  thoughts, see invisibility, Tasha’s hideous laughter. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook, Heward’s handy haversack, 
  ivory lizard’s head talisman. 
  Encounter Ten 
  Silovin’s Simulacrum: Female human Wiz7; CR 7; 
  Medium humanoid (simulacrum); HD 7d4+14; hp 36; 
  Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base 
  Atk +3; Grp +3; Atk +3 melee (1d6/x3, shortspear) or +4 
  ranged (1d8/19-20, light crossbow); Full Atk +3 melee 
  (1d6/x3, shortspear) or +4 ranged (1d8/19-20, light 
  crossbow);  
  SA spells; SQ simulacrum; AL NE; Fort +4, Ref +3, Will 
  +6; Str 10, Dex 12, Con 14, Int 12, Wis 12, Cha 19. 
   
  Skills: Concentration +15, Disguise +7, Forgery +3, 
  Knowledge (arcana) +11, Ride +6, Spellcraft +11. Feats: 
  Deceitful, Extend Spell, Silent Spell, Skill Focus 
  (Concentration). 
   
  Simulacrum: Caster level 15, instantaneous effect 
  (cannot be dispelled), those familiar with the original 
  may be able to penetrate the ruse with a Sense Motive 
  check (DC 20) or a Spot check opposed by the caster’s 
  Disguise check (DC 32 in this case). If reduced to zero hit 
  points or otherwise destroyed, the simulacrum reverts to 
  snow and melts instantly into nothingness. 
   
  Spells Known (6/7/7/5; save DC 14 + spell level): 0 – 
  arcane 
  mark, 
  detect 
  magic, 
  mending, 
  message, 
  prestidigitation, ray of frost; 1
  st – feather fall, mage armor, 
  magic missile, protection from good, shield; 2
  nd – fog 
  cloud, Melf’s acid arrow, resist energy; 3
  rd – displacement, 
  ray of exhaustion. 
   
  Possessions: Shortspear, light crossbow, 40 bolts, 
  spell component pouch, scroll of resist energy, scroll of 
  expeditious retreat. 
   
  
  Purloined Letters 
   
  Page 24 
  APL 6 Encounters
  Encounter One 
  Ettercap, Advanced 9 HD: CR 5; Large aberration; HD 
  9d8+27; hp 67; Init +3; Spd 30 ft, climb 30 ft.; AC 15, 
  touch 12, flat-footed 12; Base Atk +6; Grp +16; Atk +11 
  melee (2d6+6 plus poison, bite); Full Atk +11 melee 
  (1d8+6 plus poison, bite) and +9 melee (1d4+3, 2 claws); 
  Space/Reach 10 ft./10 ft.; SA poison, web; SQ low-light 
  vision; AL NE; SV Fort +8, Ref +8, Will +8; Str 22, Dex 16, 
  Con 17, Int 6, Wis 15, Cha 8. 
   
  Skills: Climb +14, Craft (trapmaking) +4, Hide +5, 
  Listen +4, Spot +12. Feats: Combat Reflexes, Great 
  Fortitude, Lightning Reflexes, Multiattack. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Web (Ex): An ettercap can throw a web eight times 
  per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet with a range increment of 10 
  feet, and is effective against targets of up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. 
   
  An entangled creature can escape with a DC 17 
  Escape Artist check or burst the web with a DC 17 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Ettercaps can also create sheets of sticky webbing 
  from 5 to 60 feet square. They usually position these to 
  snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Spot check to notice a web or they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive a +5 
  bonus if the trapped creature has something to walk on 
  grab while pulling free. Each 5-foot-square section has 6 
  hit points, hardness 0, and takes double damage from fire. 
   
  An ettercap can move across its own sheet web at its 
  climb speed and can determine the exact location of any 
  creature touching the web. 
   
  Skills: Ettercaps have a +4 racial bonus on Craft 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks even if rushed or threatened. 
  Encounter Three 
  Kobold Warriors: Kobold War4; CR 1; Small humanoid 
  (reptilian); HD 4d8; hp 18; Init +1; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +4Grp +0; Atk +6 melee 
  (1d6/19-20, masterwork longsword) or +6 ranged 
  (1d6/19-20, longbow); Full Atk +6 melee (1d6/19-20, 
  masterwork longsword) or +6 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +4, Ref +2, Will +2; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +2, 
  Move Silently -3, Search +2, Spot +2. Feats: Iron Will, 
  Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Sorcerer: Male kobold Sor4; CR 4; Small 
  humanoid (reptilian); HD 4d4+7; hp 18; Init +3; Spd 30 
  ft.; AC 16, touch 15, flat-footed 13; Base Atk +2; Grp -4; 
  Atk +1 melee (1d3-2/19-20, dagger) or +6 ranged (1d6/19-
  20, light crossbow); Full Atk +1 melee (1d3-2/19-20, 
  dagger) or +6 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref 
  +4, Will +5; Str 6, Dex 16, Con 12, Int 12, Wis 10, Cha 17.  
   
  Skills: 
  Bluff 
  +6, 
  Concentration 
  +8, 
  Craft 
  (trapmaking) +3, Knowledge (arcana) +7, Search +3, 
  Spellcraft +8. Feats: Extend Spells, Toughness. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Spells Known (6/7/4; save DC = 13 + spell level): 0 – 
  acid splash, detect magic, prestidigitation, read magic, 
  resistance, touch of fatigue; 1
  st – enlarge person, color 
  spray, mage armor; 2
  nd – scorching ray. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, 2 potions of cure light wounds, scroll 
  of haste, ring of protection +1. 
  
  Purloined Letters 
   
  Page 25 
  Encounter Nine 
  Kobold Warriors: Kobold War4; CR 1; Small humanoid 
  (reptilian); HD 4d8; hp 18; Init +1; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +4Grp +0; Atk +6 melee 
  (1d6/19-20, masterwork longsword) or +6 ranged 
  (1d6/19-20, longbow); Full Atk +6 melee (1d6/19-20, 
  masterwork longsword) or +6 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +4, Ref +2, Will +2; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +2, 
  Move Silently -3, Search +2, Spot +2. Feats: Iron Will, 
  Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Barbarian: Male kobold Brb5; CR 5; Small 
  humanoid (reptilian); HD 5d12+5; hp 43; Init +3; Spd 30 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +5; Grp +3; 
  Atk +9 melee (1d10+4/19-20, +1 greatsword) or +9 ranged 
  (1d4+2, javelin); Full Atk +9 melee (1d10+4/19-20, +1 
  greatsword) or +9 ranged (1d4+2, javelin); SQ darkvision 
  60 ft., improved uncanny dodge, light sensitivity, rage 
  2/day, trap sense +1, uncanny dodge; AL NE; SV Fort +5, 
  Ref +4, Will +1; Str 14, Dex 16, Con 12, Int 8, Wis 11, Cha 
  8. 
   
   
  Skills: Craft (trapmaking) +1, Intimidate +7, 
  Jump +6, Listen +8, Search +1. Feats: Dodge, Power 
  Attack. 
   
  Improved Uncanny Dodge: This barbarian cannot 
  be flanked except by a rogue of at least four levels higher 
  than the barbarian.  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves; -2 
  to AC for up to 6 rounds. 
   
  Uncanny Dodge (Ex): This kobold can react to 
  danger before his senses would normally allow it to do so. 
  He retains his Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Breastplate, +1 greatsword, 2 javelins, 
  silversheen, potion of cure moderate wounds, elixir of 
  fire breath. 
  Kobold Diviner: Female kobold Div5; CR 5; Small 
  humanoid (reptilian); HD 5d4+5; hp 19; Init +2; Spd 30 
  ft.; AC 14, touch 13, flat-footed 12; Base Atk +2; Grp -4; 
  Atk +1 melee (1d3-2/19-20, dagger) or +5 ranged (1d6/19-
  20, light crossbow); Full Atk +1 melee (1d3-2/19-20, 
  dagger) or +5 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref 
  +3, Will +5; Str 6, Dex 14, Con 12, Int 18, Wis 10, Cha 11.  
   
  Skills: Concentration +9, Craft (trapmaking) +6, 
  Decipher Script +9 Knowledge (arcana) +15, Knowledge 
  (nature) +9, Knowledge (planes) +12, Search +6, Spellcraft 
  +14. Feats: Extend Spell, Scribe Scroll, Skill Focus: 
  Knowledge (arcana), Spell Focus: Enchantment. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Wizard Spells Prepared (5/5/4/3; save DC 14 + spell 
  level, 15 + spell level for Enchantments, specialist 
  diviner, barred school illusion): 0 – daze*, detect magic, 
  message, read magic, resistance; 1
  st – comprehend 
  languages, 
  mage 
  armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, shield; 2
  nd – alter self, detect thoughts, 
  scorching ray, Tasha’s hideous laughter*; 3
  rd – arcane 
  sight, deep slumber*, haste. 
   
  * Enchantment.  
   
  Spellbook: 0 – daze, detect poison, detect magic, 
  message, read magic, resistance; 1
  st – charm person, 
  comprehend languages, detect secret doors, enlarge 
  person, identify, mage armor, magic missile, ray of 
  enfeeblement, shield, sleep; 2
  nd – alter self, detect 
  thoughts, locate object, scorching ray, see invisibility, 
  Tasha’s hideous laughter; 3
  rd – arcane sight, deep slumber, 
  haste. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook, Quaal’s feather token 
  (whip), scroll of blink, Heward’s handy haversack, ivory 
  lizard’s head talisman. 
  Encounter Ten 
  Silovin’s Simulacrum: Female half-fiend Wiz7; CR 9; 
  Medium 
  outsider 
  (augmented 
  humanoid, 
  native, 
  simulacrum); HD 7d4+21; hp 43; Init +3; Spd 30 ft., fly 30 
  ft. (average); AC 14, touch 13, flat-footed 11; Base Atk +3; 
  Grp +5; Atk +5 melee (1d6+2/x3, shortspear) or +7 ranged 
  
  Purloined Letters 
   
  Page 26 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d6+2/x3, 
  shortspear) or +7 ranged (1d8/19-20, light crossbow); SA 
  smite good, spells, spell-like abilities; SQ damage 
  reduction 5/magic, darkvision 60 ft., immunity to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  simulacrum, spell resistance 17; AL NE; Fort +6, Ref +6, 
  Will +7; Str 14, Dex 16, Con 16, Int 16, Wis 12, Cha 21. 
   
  Skills: Bluff +15, Concentration +15, Disguise +12, 
  Forgery +5, Knowledge (arcana) +13, Ride +8, Spellcraft 
  +13. Feats: Deceitful, Extend Spell, Silent Spell, Skill 
  Focus (Concentration). 
   
  Smite Good (Su): Once per day, this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  19); 1/day – desecrate, unholy blight (DC 19). 
   
  Simulacrum: Caster level 15, instantaneous effect 
  (cannot be dispelled), those familiar with the original 
  may be able to penetrate the ruse with a Sense Motive 
  check (DC 20) or a Spot check opposed by the caster’s 
  Disguise check (DC 32 in this case). If reduced to zero hit 
  points or otherwise destroyed, the simulacrum reverts to 
  snow and melts instantly into nothingness. 
   
  Spells Known (6/8/7/5; save DC 15 + spell level): 0 – 
  arcane 
  mark, 
  detect 
  magic, 
  mending, 
  message, 
  prestidigitation, ray of frost; 1
  st – feather fall, mage armor, 
  magic missile, protection from good, shield; 2
  nd – fog 
  cloud, resist energy, scorching ray; 3
  rd – displacement, ray 
  of exhaustion. 
   
  Possessions: Shortspear, light crossbow, 40 bolts, 
  spell component pouch, potion of cure light wounds, 
  scroll of resist energy (caster level 7), scroll of expeditious 
  retreat (caster level 5), cloak of resistance +1. 
   
   
   
  
  Purloined Letters 
   
  Page 27 
  APL 8 Encounters
  Encounter One 
  Ettercap, advanced 9 HD Rog2: Ettercap Rog2; CR 7; 
  Large aberration; HD 9d8+2d6+44; hp 94; Init +5; Spd 30 
  ft, climb 30 ft.; AC 17, touch 14, flat-footed 12; Base Atk 
  +7; Grp +19; Atk +14 melee (2d6+8 plus poison, bite); Full 
  Atk +14 melee (1d8+8 plus poison, bite) and +12 melee 
  (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA sneak 
  attack +1d6, poison, web; SQ evasion, low-light vision; AL 
  NE; SV Fort +9, Ref +11, Will +7; Str 26, Dex 20, Con 18, 
  Int 9, Wis 12, Cha 8. 
   
  Skills: Climb +16, Craft (trapmaking) +5, Hide +15, 
  Listen +8, Move Silently +7, Spot +12. Feats: Combat 
  Reflexes, Great Fortitude, Multiattack, Stealthy. 
   
  Evasion (Ex): If this ettercap is exposed to any effect 
  that normally allows it to attempt a Reflex save throw for 
  half damage, it takes no damage with a successful saving 
  throw. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Web (Ex): An ettercap can throw a web eight times 
  per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet with a range increment of 10 
  feet, and is effective against targets of up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. 
   
  An entangled creature can escape with a DC 17 
  Escape Artist check or burst the web with a DC 17 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Ettercaps can also create sheets of sticky webbing 
  from 5 to 60 feet square. They usually position these to 
  snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Spot check to notice a web or they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive a +5 
  bonus if the trapped creature has something to walk on 
  grab while pulling free. Each 5-foot-square section has 6 
  hit points, hardness 0, and takes double damage from fire. 
   
  An ettercap can move across its own sheet web at its 
  climb speed and can determine the exact location of any 
  creature touching the web. 
   
  Skills: Ettercaps have a +4 racial bonus on Craft 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks even if rushed or threatened. 
  46+48=94 
  Encounter Three 
  Kobold Warriors: Kobold War6; CR 3; Small humanoid 
  (reptilian); HD 6d8; hp 27; Init +1; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +6; Grp +2; Atk +8 
  melee (1d6/19-20, masterwork longsword) or +8 ranged 
  (1d6/19-20, longbow); Full Atk +8/+3 melee (1d6/19-20, 
  masterwork longsword) or +8/+3 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +5, Ref +5, Will +3; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +3, 
  Move Silently -3, Search +2, Spot +3. Feats: Iron Will, 
  Lightning Reflexes, Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Sorcerer: Male kobold Sor6; CR 6; Small 
  humanoid (reptilian); HD 6d4+9; hp 25; Init +3; Spd 30 
  ft.; AC 16, touch 15, flat-footed 13; Base Atk +3; Grp -3; 
  Atk +2 melee (1d3-2/19-20, dagger) or +7 ranged (1d6/19-
  20, light crossbow); Full Atk +2 melee (1d3-2/19-20, 
  dagger) or +7 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +5, Will +6; Str 6, Dex 16, Con 12, Int 12, Wis 10, Cha 17.  
   
  Skills: 
  Bluff 
  +7, 
  Concentration 
  +10, 
  Craft 
  (trapmaking) +3, Knowledge (arcana) +8, Search +3, 
  Spellcraft +10. Feats: Empower Spell, Extend Spells, 
  Toughness. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Spells Known (6/7/6/4; save DC = 13 + spell level): 0 
  – acid splash, detect magic, prestidigitation, read magic, 
  mage hand, resistance, touch of fatigue; 1
  st – enlarge 
  
  Purloined Letters 
   
  Page 28 
  person, color spray, mage armor, magic missile; 2
  nd – 
  scorching ray, Tasha’s hideous laughter; 3
  rd – haste. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, potion of cure serious wounds, scroll 
  of haste, ring of protection +1. 
  Encounter Six 
  Shadow, Advanced 7 HD: CR 4; Medium undead; HD 
  7d12; hp 45; Init +2; Spd Fly 40 ft. (good); AC 14, touch 
  14, flat-footed 12; Base Atk +3; Grp –; Atk +5 melee (1d6 
  Str, incorporeal touch); Full Atk +5 melee (1d6 Str, 
  incorporeal touch); SA create spawn, strength damage; 
  SQ darkvision 60 ft.; incorporeal traits, +2 turn resistance, 
  undead traits; AL CE; SV Fort +2, Ref +4, Will +6; Str –, 
  Dex 14, Con –, Int 6, Wis 12, Cha 14. 
   
  Skills: Hide +8
  *, Listen +11, Search +4, Spot +11. 
  Feats: Alertness, Dodge, Mobility. 
   
  Strength Damage (Su): The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a shadow dies. This is a negative 
  energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks. 
   
  * A shadow gains a +4 racial bonus on Hide checks of 
  areas of shadowy illumination. In brightly lit areas, it 
  takes a -4 penalty on Hide checks. 
  Encounter Eight 
  Chuul, Advanced 14 HD: CR 9; large aberration 
  (aquatic); HD 14d8+56; HP 119; Init +7; Spd 30 ft., swim 
  20 ft.; AC 22, touch 12, flat-footed 19; Base Atk +10; Grp 
  +23; Atk +14 melee (2d6+5, claw); Full Atk +14 melee 
  (2d6+5, 2 claws); Space/Reach 10 ft./5 ft.; SA constrict 
  3d6+5, 
  improved 
  grab, 
  paralytic 
  tentacles; 
  SQ 
  amphibious, darkvision 60 ft., immunity to poison; AL 
  CE; SV Fort +8, Ref +7, Will +11; Str 20, Dex 17; Con 18, 
  Int 10, Wis 14, Cha 5; Weight 650 lbs. 
   
  Skills: Hide +15, Listen +12, Spot +12, Swim +15 
  (Swim +23 for special swim actions or to avoid hazards; 
  can take 10 on a swim action even if distracted; can use 
  run action while swimming in a straight line). Feats: 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Grapple, Improved Initiative. 
   
  Constrict (Ex): On a successful grapple check, a 
  Chuul deals 3d6+5 points of damage. 
   
  Improved Grab (Ex): To use this ability, a Chuul 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can constrict or on its next turn transfer a 
  grabbed opponent to its tentacles. 
   
  Paralytic Tentacles (Ex): A chuul can transfer 
  grabbed victims from a claw to its tentacles as a move 
  action. The tentacles grapple with the same strength as 
  the claw but deal no damage. However, they exude a 
  paralytic secretion. Anyone held in the tentacles must 
  succeed on a DC 19 Fortitude save each round on the 
  chuul’s turn or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 1d8+2 
  points of damage each round from the creature’s 
  mandibles. 
   
  Amphibious (Ex): Although chuuls are aquatic, they 
  can survive indefinitely on land. 
   
  Physical Description: A horrible mix of crustacean, 
  insect, and serpent, the chuul is an abomination that 
  lurks submerged or partially submerged, awaiting 
  intelligent prey to devour. Although amphibious, chuuls 
  are not good swimmers and actually prefer to be on land 
  or in very shallow water when they attack. A chuul is 
  about 8 feet long and weighs 650 pounds. 
   
  Chuuls speak Common (or Undercommon, for the 
  underground variety). 
  Encounter Nine 
  Kobold Warriors: Kobold War6; CR 3; Small humanoid 
  (reptilian); HD 6d8; hp 27; Init +1; Spd 30 ft.; AC 19, 
  touch 12, flat-footed 18; Base Atk +6; Grp +2; Atk +8 
  melee (1d6/19-20, masterwork longsword) or +8 ranged 
  (1d6/19-20, longbow); Full Atk +8/+3 melee (1d6/19-20, 
  masterwork longsword) or +8/+3 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +5, Ref +5, Will +3; Str 10, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +2, Listen +3, 
  Move Silently -3, Search +2, Spot +3. Feats: Iron Will, 
  Lightning Reflexes, Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  
  Purloined Letters 
   
  Page 29 
  Kobold Barbarian: Male kobold Brb7; CR 7; Small 
  humanoid (reptilian); HD 7d12+7; hp 58; Init +3; Spd 30 
  ft.; AC 21, touch 14, flat-footed 18; Base Atk +7; Grp +6; 
  Atk +12 melee (1d10+5/19-20, +1 greatsword) or +11 
  ranged (1d4+3, javelin); Full Atk +12/+7 melee 
  (1d10+5/19-20, +1 greatsword) or +11/+6 ranged (1d4+3, 
  javelin); SQ DR 1/–, darkvision 60 ft., improved uncanny 
  dodge, light sensitivity, rage 2/day, trap sense +2, 
  uncanny dodge; AL NE; SV Fort +6, Ref +5, Will +2; Str 
  16, Dex 16, Con 12, Int 8, Wis 11, Cha 8. 
   
  Skills: Craft (trapmaking) +1, Intimidate +9, Jump 
  +9, Listen +10, Search +1. Feats: Dodge, Mobility, Power 
  Attack. 
   
  Improved Uncanny Dodge: This barbarian cannot 
  be flanked except by a rogue of at least four levels higher 
  than the barbarian.  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves; -2 
  to AC for up to 6 rounds. 
   
  Uncanny Dodge (Ex): This kobold can react to 
  danger before his senses would normally allow it to do so. 
  He retains his Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: +1 breastplate, +1 greatsword, 4 javelins, 
  silversheen, potion of cure moderate wounds, elixir of 
  fire breath, gauntlets of ogre power. 
  Kobold Diviner: Female kobold Div7; CR 7; Small 
  humanoid (reptilian); HD 7d4+7; hp 26; Init +2; Spd 30 
  ft.; AC 14, touch 13, flat-footed 12; Base Atk +3; Grp -4; 
  Atk +2 melee (1d3-2/19-20, dagger) or +6 ranged (1d6/19-
  20, light crossbow); Full Atk +2 melee (1d3-2/19-20, 
  dagger) or +6 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +4, Will +6; Str 6, Dex 14, Con 12, Int 18, Wis 10, Cha 11.  
   
  Skills: Concentration +11, Craft (trapmaking) +6, 
  Decipher 
  Script 
  +11, 
  Knowledge 
  (arcana) 
  +17, 
  Knowledge (nature) +11, Knowledge (planes) +14, Search 
  +6, Spellcraft +16. Feats: Empower Spell, Extend Spell, 
  Scribe Scroll, Skill Focus: Knowledge (arcana), Spell 
  Focus: Enchantment. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Wizard Spells Prepared (5/6/5/4/3; save DC 14 + 
  spell level, 15 + spell level for Enchantments, specialist 
  diviner, barred school illusion): 0 – daze*, detect magic, 
  message, read magic, resistance; 1
  st – charm person*, 
  comprehend 
  languages, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, shield; 2
  nd – alter self, detect thoughts, 
  mage armor (extended), scorching ray, Tasha’s hideous 
  laughter*; 3
  rd – arcane sight, deep slumber*, false life 
  (extended), haste; 4
  th – crushing despair*, scorching ray 
  (empowered), scrying. 
   
  * Enchantment.  
   
  Spellbook: 0 – daze, detect poison, detect magic, 
  message, read magic, resistance; 1
  st – charm person, 
  comprehend languages, detect secret doors, enlarge 
  person, identify, mage armor, magic missile, ray of 
  enfeeblement, shield, sleep; 2
  nd – alter self, detect 
  thoughts, false life, locate object, scorching ray, see 
  invisibility, Tasha’s hideous laughter; 3
  rd – arcane sight, 
  deep slumber, haste, tongues; 4
  th – crushing despair, 
  scrying. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook, pearl of power (1
  st level), 
  Quaal’s feather token (whip), scroll of blink, portion of 
  cure moderate wounds, Heward’s handy haversack, ivory 
  lizard’s head talisman. 
  Encounter Ten 
  Silovin’s Simulacrum: Female half-fiend Wiz7; CR 9; 
  Medium 
  outsider 
  (augmented 
  humanoid, 
  native, 
  simulacrum); HD 7d4+21; hp 43; Init +3; Spd 30 ft., fly 30 
  ft. (average); AC 14, touch 13, flat-footed 11; Base Atk +3; 
  Grp +5; Atk +5 melee (1d8+2/x3, lance) or +7 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d6+2/x3, 
  shortspear) or +7 ranged (1d8/19-20, light crossbow); SA 
  smite good, spells, spell-like abilities; SQ damage 
  reduction 5/magic, darkvision 60 ft., immunity to poison, 
  resistance to acid 10, cold 10, electricity 10, and fire 10, 
  simulacrum, spell resistance 17; AL NE; Fort +6, Ref +6, 
  Will +7; Str 14, Dex 16, Con 16, Int 16, Wis 12, Cha 21. 
   
  Skills: Bluff +15, Concentration +15, Disguise +12, 
  Forgery +5, Knowledge (arcana) +13, Ride +8, Spellcraft 
  +13. Feats: Deceitful, Extend Spell, Silent Spell, Skill 
  Focus (Concentration). 
   
  Smite Good (Su): Once per day, this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
  
  Purloined Letters 
   
  Page 30 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  19); 1/day – desecrate, unholy blight (DC 19). 
   
  Simulacrum: Caster level 15, instantaneous effect 
  (cannot be dispelled), those familiar with the original 
  may be able to penetrate the ruse with a Sense Motive 
  check (DC 20) or a Spot check opposed by the caster’s 
  Disguise check (DC 32 in this case). If reduced to zero hit 
  points or otherwise destroyed, the simulacrum reverts to 
  snow and melts instantly into nothingness. 
   
  Spells Known (6/8/7/5; save DC 15 + spell level): 0 – 
  arcane 
  mark, 
  detect 
  magic, 
  mending, 
  message, 
  prestidigitation, ray of frost; 1
  st – feather fall, mage armor, 
  magic missile, protection from good, shield; 2
  nd – fog 
  cloud, resist energy, scorching ray; 3
  rd – displacement, 
  fireball. 
   
  Possessions: Shortspear, light crossbow, 40 bolts, 
  spell component pouch, potion of cure moderate 
  wounds, scroll of resist energy (caster level 7), cloak of 
  resistance +1, exotic military saddle, ring of feather 
  falling.. 
  Wyvern, Advanced 10 HD: CR 9; Huge dragon; HD 
  10d12+40; hp 105; Init +0; Spd 20 ft.; fly 60 ft. (poor); AC 
  18, touch 8, flat-footed 18; Base Atk +10; Grp +27; Atk +17 
  melee (1d8+9 plus poison, sting) or +17 melee (3d6+9, 
  talon) or +17 melee (3d8+9, bite); Full Atk +17 melee 
  (1d8+9 plus poison, sting) and +15 melee (3d8+9, bite) 
  and +15 melee (2d6+4, 2 wings) and +15 melee (3d6+9, 2 
  talons); Space/Reach 15 ft./10 ft.; SA poison, improved 
  grab; SQ darkvision 60 ft., immunity to sleep and 
  paralysis, low-light vision, scent; AL NE; SV Fort +11, Ref 
  +7, Will +8; Str 28, Dex 10, Con 19, Int 6, Wis 12, Cha 9. 
   
  Skills: Hide +5, Listen +16, Move Silently +13, Spot 
  +19. Feats: Ability Focus (poison), Alertness, Flyby 
  Attack, Hover, Multiattack
  B. 
   
  Special: Wyverns can slash with their talons only 
  when making a flyby attack. 
   
  Improved Grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 21, initial and 
  secondary damage 2d6 Con. The save DC is Constitution-
  based. 
   
  Skills: Wyverns have a +3 racial bonus on Spot 
  checks. 
   
   
  
  Purloined Letters 
   
  Page 31 
  APL 10 Encounters
  Encounter One 
  Ettercap, advanced 9 HD Rog4: Ettercap Rog4; CR 9; 
  Large aberration; HD 9d8+4d6+56; hp 113; Init +5; Spd 30 
  ft, climb 30 ft.; AC 17, touch 14, flat-footed 12; Base Atk 
  +9; Grp +21; Atk +16 melee (2d6+8 plus poison, bite); Full 
  Atk +16 melee (1d8+8 plus poison, bite) and +14 melee 
  (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA sneak 
  attack +2d6, poison, web; SQ evasion, low-light vision, 
  trapfinding, trap sense +1, uncanny dodge; AL NE; SV 
  Fort +9, Ref +11, Will +9; Str 26, Dex 21, Con 18, Int 9, 
  Wis 12, Cha 8. 
   
  Skills: Climb +16, Craft (trapmaking) +5, Hide +20, 
  Listen +14, Move Silently +7, Spot +15. Feats: Combat 
  Reflexes, Great Fortitude, Iron Will, Multiattack, 
  Stealthy. 
   
  Evasion (Ex): If this ettercap is exposed to any effect 
  that normally allows it to attempt a Reflex save throw for 
  half damage, it takes no damage with a successful saving 
  throw. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Uncanny Dodge (Ex): This ettercap can react to 
  danger before its senses would normally allow it to do so. 
  It retains its Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Web (Ex): An ettercap can throw a web eight times 
  per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet with a range increment of 10 
  feet, and is effective against targets of up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. 
   
  An entangled creature can escape with a DC 17 
  Escape Artist check or burst the web with a DC 17 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Ettercaps can also create sheets of sticky webbing 
  from 5 to 60 feet square. They usually position these to 
  snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Spot check to notice a web or they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive a +5 
  bonus if the trapped creature has something to walk on 
  grab while pulling free. Each 5-foot-square section has 6 
  hit points, hardness 0, and takes double damage from fire. 
   
  An ettercap can move across its own sheet web at its 
  climb speed and can determine the exact location of any 
  creature touching the web. 
   
  Skills: Ettercaps have a +4 racial bonus on Craft 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks even if rushed or threatened. 
  Encounter Three 
  Kobold Warriors: Kobold War8; CR 5; Small humanoid 
  (reptilian); HD 8d8; hp 36; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18; Base Atk +8; Grp +4; Atk +10 
  melee (1d6/19-20, masterwork longsword) or +11 ranged 
  (1d6/19-20, longbow); Full Atk +10/+5 melee (1d6/19-20, 
  masterwork longsword) or +11/+6 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +6, Ref +6, Will +3; Str 10, Dex 14, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +3, Listen +4, 
  Move Silently -2, Search +2, Spot +4. Feats: Iron Will, 
  Lightning Reflexes, Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Sorcerer: Male kobold Sor8; CR 8; Small 
  humanoid (reptilian); HD 8d4+11; hp 32; Init +3; Spd 30 
  ft.; AC 16, touch 15, flat-footed 13; Base Atk +4; Grp -2; 
  Atk +3 melee (1d3-2/19-20, dagger) or +8 ranged (1d6/19-
  20, light crossbow); Full Atk +3 melee (1d3-2/19-20, 
  dagger) or +8 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref 
  +5, Will +7; Str 6, Dex 16, Con 12, Int 12, Wis 10, Cha 18.  
   
  Skills: 
  Bluff 
  +9, 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +3, Knowledge (arcana) +9, Search +3, 
  Spellcraft +12. Feats: Empower Spell, Extend Spells, 
  Toughness. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
  
  Purloined Letters 
   
  Page 32 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Spells Known (6/7/7/6/4; save DC = 14 + spell level): 
  0 
  – 
  acid 
  splash, 
  detect 
  magic, 
  ghost 
  sound, 
  prestidigitation, read magic, mage hand, resistance, touch 
  of fatigue; 1
  st – enlarge person, color spray, mage armor, 
  magic missile, shield; 2
  nd – bull’s strength, scorching ray, 
  Tasha’s hideous laughter; 3
  rd – greater magic weapon, 
  haste; 4
  th – shout. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, potion of cure serious wounds, ring of 
  protection +1, bag of tricks (tan). 
  Encounter Six 
  Wraith, Advanced 10 HD: CR 5; Medium undead; HD 
  10d12; hp 65; Init +7; Spd Fly 60 ft. (good); AC 16, touch 
  16, flat-footed 13; Base Atk +5; Grp –; Atk +8 melee (1d4 
  plus 1d6 Constitution drain, incorporeal touch); Full Atk 
  +8 melee (1d4 plus 1d6 Constitution drain, incorporeal 
  touch); SA constitution drain, create spawn; SQ 
  darkvision 60 ft., daylight powerlessness, incorporeal 
  traits, +2 turn resistance, unnatural aura; AL CE; SV Fort 
  +3, Ref +6, Will +8; Str –, Dex 16, Con –, Int 14, Wis 14, 
  Cha 16. 
   
  Skills: Diplomacy +6, Hide +16, Intimidate +15, 
  Listen +17, Search +15, Sense Motive +13, Spot +17, 
  Survival +2 (+4 following tracks). Feats: Alertness
  B, Blind-
  Fight, Combat Reflexes, Dodge, Improved Initiative
  B, 
  Mobility. 
   
  Constitution Drain (Su): Living creatures hit by a 
  wraith’s incorporeal touch attack must succeed on a DC 
  18 Fortitude save or take 1d6 points of Constitution 
  drain. The save DC is Charisma-based. On each such 
  successful attack, the wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. Its body remains intact 
  and inanimate, but its spirit is torn free from its corpse 
  and transformed. Spawn are under the command of the 
  wraith that created them and remained enslaved until its 
  death. They do not possess any of the abilities they had in 
  life. 
   
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell)) and flee from it. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
  Encounter Eight 
  Chuul, Advanced 14 HD: CR 9; large aberration 
  (aquatic); HD 14d8+56; HP 119; Init +7; Spd 30 ft., swim 
  20 ft.; AC 22 (touch 12, flat-footed 19); Base Atk +10; Grp 
  +23; Atk +14 melee (2d6+5, claw); Full Atk +14 melee 
  (2d6+5, 2 claws); Space/Reach 10 ft./5 ft.; SA constrict 
  3d6+5, 
  improved 
  grab, 
  paralytic 
  tentacles; 
  SQ 
  amphibious, darkvision 60 ft., immunity to poison; AL 
  CE; SV Fort +8, Ref +7, Will +11; Str 20, Dex 17; Con 18, 
  Int 10, Wis 14, Cha 5; Weight 650 lbs. 
   
  Skills: Hide +15, Listen +12, Spot +12, Swim +15 
  (Swim +23 for special swim actions or to avoid hazards; 
  can take 10 on a swim action even if distracted; can use 
  run action while swimming in a straight line). Feats: 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Grapple, Improved Initiative. 
   
  Constrict (Ex): On a successful grapple check, a 
  Chuul deals 3d6+5 points of damage. 
   
  Improved Grab (Ex): To use this ability, a Chuul 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can constrict or on its next turn transfer a 
  grabbed opponent to its tentacles. 
   
  Paralytic Tentacles (Ex): A chuul can transfer 
  grabbed victims from a claw to its tentacles as a move 
  action. The tentacles grapple with the same strength as 
  the claw but deal no damage. However, they exude a 
  paralytic secretion. Anyone held in the tentacles must 
  succeed on a DC 19 Fortitude save each round on the 
  chuul’s turn or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 1d8+2 
  points of damage each round from the creature’s 
  mandibles. 
   
  Amphibious (Ex): Although chuuls are aquatic, they 
  can survive indefinitely on land. 
   
  Physical Description: A horrible mix of crustacean, 
  insect, and serpent, the chuul is an abomination that 
  lurks submerged or partially submerged, awaiting 
  intelligent prey to devour. Although amphibious, chuuls 
  are not good swimmers and actually prefer to be on land 
  or in very shallow water when they attack. A chuul is 
  about 8 feet long and weighs 650 pounds. 
  
  Purloined Letters 
   
  Page 33 
   
  Chuuls speak Common (or Undercommon, for the 
  underground variety). 
  Encounter Nine 
  Kobold Warriors: Kobold War8; CR 5; Small humanoid 
  (reptilian); HD 8d8; hp 36; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18; Base Atk +8; Grp +4; Atk +10 
  melee (1d6/19-20, masterwork longsword) or +11 ranged 
  (1d6/19-20, longbow); Full Atk +10/+5 melee (1d6/19-20, 
  masterwork longsword) or +11/+6 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +6, Ref +6, Will +3; Str 10, Dex 14, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +3, Listen +4, 
  Move Silently -2, Search +2, Spot +4. Feats: Iron Will, 
  Lightning Reflexes, Weapon Focus (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Barbarian: Male kobold Brb9; CR 9; Small 
  humanoid (reptilian); HD 9d12+9; hp 73; Init +3; Spd 30 
  ft.; AC 22, touch 14, flat-footed 19; Base Atk +9; Grp +8; 
  Atk +14 melee (1d10+5/19-20, +1 greatsword) or +13 
  ranged (1d4+3, javelin); Full Atk +14/+9 melee 
  (1d10+5/19-20, +1 greatsword) or +13/+8 ranged (1d4+3, 
  javelin); SQ DR 1/–, darkvision 60 ft., improved uncanny 
  dodge, light sensitivity, rage 3/day, trap sense +3, 
  uncanny dodge; AL NE; SV Fort +7, Ref +6, Will +3; Str 
  17, Dex 16, Con 12, Int 8, Wis 11, Cha 8. 
   
  Skills: Craft (trapmaking) +1, Intimidate +11, Jump 
  +12, Listen +12, Search +1. Feats: Dodge, Mobility, Power 
  Attack, Spring Attack. 
   
  Improved Uncanny Dodge: This barbarian cannot 
  be flanked except by a rogue of at least four levels higher 
  than the barbarian.  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves; -2 
  to AC for up to 6 rounds. 
   
  Uncanny Dodge (Ex): This kobold can react to 
  danger before his senses would normally allow it to do so. 
  He retains his Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: +2 breastplate, +1 greatsword, 4 javelins, 
  silver sheen, potion of cure serious wounds, elixir of fire 
  breath, gauntlets of ogre power. 
  Kobold Diviner: Female kobold Div7/Loremaster 2; CR 
  9; Small humanoid (reptilian); HD 9d4+9; hp 33; Init +2; 
  Spd 30 ft.; AC 14, touch 13, flat-footed 12; Base Atk +4; 
  Grp -3; Atk +3 melee (1d3-2/19-20, dagger) or +7 ranged 
  (1d6/19-20, light crossbow); Full Atk +3 melee (1d3-2/19-
  20, dagger) or +7 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity, lore, secret; AL LE; SV 
  Fort +5, Ref +4, Will +9; Str 6, Dex 14, Con 12, Int 21, Wis 
  10, Cha 11.  
   
  Skills: Concentration +13, Craft (trapmaking) +7, 
  Decipher 
  Script 
  +16, 
  Knowledge 
  (arcana) 
  +20, 
  Knowledge (nature) +16, Knowledge (planes) +17, Search 
  +7, Spellcraft +19. Feats: Empower Spell, Extend Spell, 
  Greater Spell Focus (Enchantment), Scribe Scroll, Skill 
  Focus: Knowledge (arcana), Spell Focus: Enchantment. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Lore: Knowledge of legends and lore (similar to 
  bardic knowledge), +6 on check. 
   
  Secret: The lore of true stamina (+2 bonus on 
  Fortitude saves). 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Wizard Spells Prepared (5/7/6/5/4/3; save DC 15 + 
  spell level, 17 + spell level for Enchantments, specialist 
  diviner, barred school illusion): 0 – daze*, detect magic, 
  message, read magic, resistance; 1
  st – charm person*, 
  comprehend languages, magic missile (2), ray of 
  enfeeblement, shield; 2
  nd – alter self, detect thoughts, 
  mage armor (extended), resist energy, scorching ray, 
  Tasha’s hideous laughter*; 3
  rd – arcane sight, deep 
  slumber*, false life (extended), haste, slow; 4
  th – crushing 
  despair*, enervation, scorching ray (empowered), scrying; 
  5
  th – contact other plane, feeblemind*, fireball 
  (empowered). 
   
  * Enchantment.  
   
  Spellbook: 0 – daze, detect poison, detect magic, 
  message, read magic, resistance; 1
  st – charm person, 
  comprehend languages, detect secret doors, enlarge 
  person, identify, mage armor, magic missile, ray of 
  enfeeblement, shield, sleep; 2
  nd – alter self, detect 
  thoughts, false life, locate object, resist energy, scorching 
  
  Purloined Letters 
   
  Page 34 
  ray, see invisibility, Tasha’s hideous laughter; 3
  rd – arcane 
  sight, deep slumber, fireball, haste, slow, tongues; 4
  th – 
  crushing despair, enervation, locate creature, scrying; 5
  th 
  – contact other plane, feeblemind. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook, pearl of power (1
  st level), 
  Quaal’s feather token (whip), scroll of blink, potion of 
  cure serious wounds, headband of intellect +2, Heward’s 
  handy haversack, ivory lizard’s head talisman. 
  Encounter Ten 
  Silovin’s Simulacrum: Female half-fiend Wiz7; CR 9; 
  Medium 
  outsider 
  (augmented 
  humanoid, 
  native, 
  simulacrum); HD 7d4+21; hp 43; Init +3; Spd 30 ft., fly 30 
  ft. (average); AC 14, touch 13, flat-footed 11; Base Atk +3; 
  Grp +5; Atk +5 melee (1d6+2/x3, shortspear) or +7 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3, 
  lance) or +7 ranged (1d8/19-20, light crossbow); SA smite 
  good, spells, spell-like abilities; SQ damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, resistance 
  to acid 10, cold 10, electricity 10, and fire 10, simulacrum, 
  spell resistance 17; AL NE; Fort +5, Ref +5, Will +6; Str 
  14, Dex 16, Con 16, Int 16, Wis 12, Cha 23. 
   
  Skills: Bluff +16, Concentration +15, Disguise +13, 
  Forgery +5, Knowledge (arcana) +13, Ride +8, Spellcraft 
  +13. Feats: Deceitful, Extend Spell, Silent Spell, Skill 
  Focus (Concentration). 
   
  Smite Good (Su): Once per day, this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  19); 1/day – desecrate, unholy blight (DC 19). 
   
  Simulacrum: Caster level 15, instantaneous effect 
  (cannot be dispelled), those familiar with the original 
  may be able to penetrate the ruse with a Sense Motive 
  check (DC 20) or a Spot check opposed by the caster’s 
  Disguise check (DC 32 in this case). If reduced to zero hit 
  points or otherwise destroyed, the simulacrum reverts to 
  snow and melts instantly into nothingness. 
   
  Spells Known (6/8/8/5; save DC 16 + spell level): 0 – 
  arcane 
  mark, 
  detect 
  magic, 
  mending, 
  message, 
  prestidigitation, ray of frost; 1
  st – feather fall, mage armor, 
  magic missile, protection from good, shield; 2
  nd – fog 
  cloud, resist energy, scorching ray; 3
  rd – displacement, 
  fireball. 
   
  Possessions: Shortspear, light crossbow, 40 bolts, 
  spell component pouch, potion of cure serious wounds, 
  cloak of charisma +2, exotic military saddle, 2 scrolls of 
  resist energy (caster level 7), scroll of bear’s endurance, 
  scroll of haste, ring of feather falling. 
  Wyvern, Advanced 15 HD: CR 12; Gargantuan dragon; 
  HD 15d12+105; hp 202; Init +0; Spd 20 ft.; fly 60 ft. 
  (poor); AC 20, touch 6, flat-footed 20; Base Atk +15; Grp 
  +40; Atk +24 melee (2d6+13 plus poison, sting) or +24 
  melee (4d6+13, talon) or +24 melee (4d8+13, bite); Full 
  Atk +24 melee (2d6+13 plus poison, sting) and +22 melee 
  (4d8+13, bite) and +22 melee (3d6+6, 2 wings) and +22 
  melee (4d6+13, 2 talons); Space/Reach 20 ft./15 ft.; SA 
  poison, improved grab; SQ darkvision 60 ft., immunity to 
  sleep and paralysis, low-light vision, scent; AL NE; SV 
  Fort +16, Ref +9, Will +12; Str 36, Dex 10, Con 24, Int 6, 
  Wis 12, Cha 9. 
   
  Skills: Hide +6, Listen +21, Move Silently +18, Spot 
  +24. Feats: Ability Focus (poison), Alertness, Flyby 
  Attack, Hover, Iron Will, Multiattack
  B, Wingover. 
   
  Special: Wyverns can slash with their talons only 
  when making a flyby attack. 
   
  Improved Grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 26, initial and 
  secondary damage 2d6 Con. The save DC is Constitution-
  based. 
   
  Skills: Wyverns have a +3 racial bonus on Spot 
  checks. 
   
  
  Purloined Letters 
   
  Page 35 
  APL 12 Encounters
  Encounter One 
  Ettercap, advanced 9 HD Rog6: Ettercap Rog6; CR 11; 
  Large aberration; HD 9d8+6d6+64; hp 128; Init +5; Spd 30 
  ft, climb 30 ft.; AC 17, touch 14, flat-footed 12; Base Atk 
  +10; Grp +22; Atk +17 melee (2d6+8 plus poison, bite); 
  Full Atk +17 melee (1d8+8 plus poison, bite) and +15 
  melee (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA 
  sneak attack +3d6, poison, web; SQ evasion, improved 
  uncanny dodge, low-light vision, trapfinding, trap sense 
  +1, uncanny dodge; AL NE; SV Fort +10, Ref +14, Will 
  +10; Str 26, Dex 21, Con 18, Int 9, Wis 12, Cha 8. 
   
  Skills: Climb +16, Craft (trapmaking) +5, Hide +25, 
  Listen +19, Move Silently +7, Spot +19. Feats: Combat 
  Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, 
  Multiattack, Stealthy. 
   
  Evasion (Ex): If this ettercap is exposed to any effect 
  that normally allows it to attempt a Reflex save throw for 
  half damage, it takes no damage with a successful saving 
  throw. 
   
  Improved Uncanny Dodge (Ex): This ettercap 
  cannot be flanked except by a rogue of at least 10
  th level. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial damage 
  1d6 Dex, secondary damage 2d6 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Uncanny Dodge (Ex): This ettercap can react to 
  danger before its senses would normally allow it to do so. 
  It retains its Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Web (Ex): An ettercap can throw a web eight times 
  per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet with a range increment of 10 
  feet, and is effective against targets of up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. 
   
  An entangled creature can escape with a DC 17 
  Escape Artist check or burst the web with a DC 17 
  Strength check. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial bonus. 
  The web has 6 hit points, hardness 0, and takes double 
  damage from fire. 
   
  Ettercaps can also create sheets of sticky webbing 
  from 5 to 60 feet square. They usually position these to 
  snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Spot check to notice a web or they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive a +5 
  bonus if the trapped creature has something to walk on 
  grab while pulling free. Each 5-foot-square section has 6 
  hit points, hardness 0, and takes double damage from fire. 
   
  An ettercap can move across its own sheet web at its 
  climb speed and can determine the exact location of any 
  creature touching the web. 
   
  Skills: Ettercaps have a +4 racial bonus on Craft 
  (trapmaking), Hide, and Spot checks. They have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks even if rushed or threatened. 
  Encounter Three 
  Kobold Warriors: Kobold War10; CR 7; Small humanoid 
  (reptilian); HD 10d8; hp 45; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18; Base Atk +10; Grp +6; Atk +12 
  melee (1d6/19-20, masterwork longsword) or +13 ranged 
  (1d6/19-20, longbow); Full Atk +12/+7 melee (1d6/19-20, 
  masterwork longsword) or +13/+8 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +9, Ref +7, Will +4; Str 10, Dex 14, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +3, Listen +4, 
  Move Silently -2, Search +2, Spot +4. Feats: Great 
  Fortitude, Iron Will, Lightning Reflexes, Weapon Focus 
  (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Sorcerer: Male kobold Sor10; CR 10; Small 
  humanoid (reptilian); HD 10d4+13; hp 39; Init +3; Spd 30 
  ft.; AC 16, touch 15, flat-footed 13; Base Atk +5; Grp -1; 
  Atk +4 melee (1d3-2/19-20, dagger) or +9 ranged (1d6/19-
  20, light crossbow); Full Atk +4 melee (1d3-2/19-20, 
  dagger) or +9 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity; AL LE; SV Fort +4, Ref 
  +6, Will +8; Str 6, Dex 16, Con 12, Int 12, Wis 10, Cha 18.  
   
  Skills: 
  Bluff 
  +10, 
  Concentration 
  +14, 
  Craft 
  (trapmaking) +3, Knowledge (arcana) +10, Search +3, 
  Spellcraft +14. Feats: Empower Spell, Extend Spells, 
  Silent Spell, Toughness. 
  
  Purloined Letters 
   
  Page 36 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Spells Known (6/7/7/6/3; save DC = 14 + spell level): 
  0 
  – 
  acid 
  splash, 
  detect 
  magic, 
  ghost 
  sound, 
  prestidigitation, read magic, mage hand, ray of frost, 
  resistance, touch of fatigue; 1
  st – enlarge person, color 
  spray, mage armor, magic missile, shield; 2
  nd – bear’s 
  endurance, bull’s strength, scorching ray, Tasha’s hideous 
  laughter; 3
  rd – fireball, greater magic weapon, haste; 4
  th – 
  greater invisibility, shout; 5
  th – hold monster. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, potion of cure serious wounds, ring of 
  protection +1, bag of tricks (tan). 
  Encounter Eight 
  Chuul, advanced: CR 11; Huge aberration (aquatic); HD 
  17d8+102; HP 179; Init +7; Spd 30 ft., swim 20 ft.; AC 24 
  (touch 11, flat-footed 23); Base Atk +12; Grp +33; Atk +19 
  melee (3d6+9, claw); Full Atk +19 melee (3d6+9, 2 claws); 
  Space/Reach 15 ft./5 ft.; SA constrict 4d6+9, improved 
  grab, paralytic tentacles; SQ amphibious, darkvision 60 
  ft., immunity to poison; AL CE; SV Fort +11, Ref +8, Will 
  +14; Str 28, Dex 16; Con 22, Int 10, Wis 14, Cha 5; Weight 
  5200 lbs. 
   
  Skills: Hide +17, Listen +13, Spot +13, Swim +21 
  (Swim +29 for special swim actions or to avoid hazards; 
  can take 10 on a swim action even if distracted; can use 
  run action while swimming in a straight line). Feats: 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Grapple, Improved Initiative, Iron Will. 
   
  Constrict (Ex): On a successful grapple check, a 
  Chuul deals 4d6+9 points of damage. 
   
  Improved Grab (Ex): To use this ability, a Chuul 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can constrict or on its next turn transfer a 
  grabbed opponent to its tentacles. 
   
  Paralytic Tentacles (Ex): A chuul can transfer 
  grabbed victims from a claw to its tentacles as a move 
  action. The tentacles grapple with the same strength as 
  the claw but deal no damage. However, they exude a 
  paralytic secretion. Anyone held in the tentacles must 
  succeed on a DC 21 Fortitude save each round on the 
  chuul’s turn or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 2d6+4 
  points of damage each round from the creature’s 
  mandibles. 
   
  Amphibious (Ex): Although chuuls are aquatic, they 
  can survive indefinitely on land. 
   
  Physical Description: A horrible mix of crustacean, 
  insect, and serpent, the chuul is an abomination that 
  lurks submerged or partially submerged, awaiting 
  intelligent prey to devour. Although amphibious, chuuls 
  are not good swimmers and actually prefer to be on land 
  or in very shallow water when they attack. A Chuul is 
  about 13 feet long and weighs 5200 pounds. 
   
  Chuuls speak Common (or Undercommon, for the 
  underground variety). 
  Encounter Nine 
  Kobold Warriors: Kobold War10; CR 7; Small humanoid 
  (reptilian); HD 10d8; hp 45; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18; Base Atk +10; Grp +6; Atk +12 
  melee (1d6/19-20, masterwork longsword) or +13 ranged 
  (1d6/19-20, longbow); Full Atk +12/+7 melee (1d6/19-20, 
  masterwork longsword) or +13/+8 ranged (1d6/19-20, 
  longbow); SQ darkvision 60 ft., light sensitivity; AL LE; 
  SV Fort +9, Ref +7, Will +4; Str 10, Dex 14, Con 10, Int 10, 
  Wis 9, Cha 8. 
   
  Skills: Craft (trapmaking) +2, Hide +3, Listen +4, 
  Move Silently -2, Search +2, Spot +4. Feats: Great 
  Fortitude, Iron Will, Lightning Reflexes, Weapon Focus 
  (longsword). 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: Chain shirt, masterwork longsword, 
  heavy steel shield, longbow, 20 arrows. 
  Kobold Barbarian: Male kobold Brb11; CR 11; Small 
  humanoid (reptilian); HD 11d12+11; hp 88; Init +3; Spd 
  30 ft.; AC 22, touch 14, flat-footed 19; Base Atk +11; Grp 
  +10; Atk +17 melee (1d10+7/19-20, +1 greatsword) or +15 
  ranged (1d4+4, javelin); Full Atk +17/+12/+7 melee 
  (1d10+7/19-20, +1 greatsword) or +15/+10/+5 ranged 
  (1d4+4, javelin); SQ DR 2/–, darkvision 60 ft., improved 
  uncanny dodge, greater rage, light sensitivity, rage 3/day, 
  trap sense +3, uncanny dodge; AL NE; SV Fort +8, Ref +6, 
  Will +3; Str 19, Dex 16, Con 12, Int 8, Wis 11, Cha 8. 
  
  Purloined Letters 
   
  Page 37 
   
  Skills: Craft (trapmaking) +1, Intimidate +13, Jump 
  +14, Listen +14, Search +1. Feats: Dodge, Mobility, Power 
  Attack, Spring Attack. 
   
  Improved Uncanny Dodge: This barbarian cannot 
  be flanked except by a rogue of at least four levels higher 
  than the barbarian.  
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): +6 to Str, +6 to Con, +3 on Will saves; -2 
  to AC for up to 6 rounds. 
   
  Uncanny Dodge (Ex): This kobold can react to 
  danger before his senses would normally allow it to do so. 
  He retains his Dexterity bonus to AC even when caught 
  flat-footed or attacked by an invisible opponent. 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Possessions: +2 breastplate, +1 elf bane greatsword, 6 
  javelins, silversheen, potion of cure serious wounds, elixir 
  of fire breath, belt of giant strength +4, amulet of natural 
  armor +1. 
  Kobold Diviner: Female kobold Div7/Loremaster 4; CR 
  11; Small humanoid (reptilian); HD 11d4+11; hp 40; Init 
  +2; Spd 30 ft.; AC 14, touch 13, flat-footed 12; Base Atk +5; 
  Grp -1; Atk +4 melee (1d3-2/19-20, dagger) or +8 ranged 
  (1d6/19-20, light crossbow); Full Atk +4 melee (1d3-2/19-
  20, dagger) or +8 ranged (1d6/19-20, light crossbow); SQ 
  darkvision 60 ft., light sensitivity, lore, secret; AL LE; SV 
  Fort +6, Ref +7, Will +10; Str 6, Dex 14, Con 12, Int 21, 
  Wis 10, Cha 11.  
   
  Skills: Appraise +7, Concentration +15, Craft 
  (trapmaking) +7, Decipher Script +19, Knowledge 
  (arcana) +22, Knowledge (nature) +19, Knowledge 
  (planes) +19, Search +7, Spellcraft +21. Feats: Empower 
  Spell, Extend Spell, Greater Spell Focus (Enchantment), 
  Scribe Scroll, Skill Focus: Knowledge (arcana), Spell 
  Focus: Enchantment. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell. 
   
  Lore: Knowledge of legends and lore (similar to 
  bardic knowledge), +6 on check. 
   
  Secrets: The lore of true stamina (+2 bonus on 
  Fortitude saves), secret knowledge of avoidance (+2 
  bonus on Reflex saves). 
   
  Skills: Kobolds have a +2 racial bonus on Craft 
  (trapmaking), Profession (miner), and Search checks. 
  These bonuses are included above. 
   
  Wizard Spells Prepared (5/7/6/6/5/4/2; save DC 15 
  + spell level, 17 + spell level for Enchantments, specialist 
  diviner, barred school illusion): 0 – daze*, detect magic, 
  message, read magic, resistance; 1
  st – charm person*, 
  comprehend languages, magic missile (2), ray of 
  enfeeblement, shield; 2
  nd – alter self, detect thoughts, 
  mage armor (extended), resist energy, scorching ray, 
  Tasha’s hideous laughter*; 3
  rd – arcane sight, deep 
  slumber*, fireball, false life (extended), haste, slow; 4
  th – 
  crushing 
  despair*, 
  enervation 
  (2), scorching ray 
  (empowered), scrying; 5
  th – contact other plane, 
  feeblemind*, fireball (empowered), waves of fatigue; 6
  th – 
  analyze dweomer, eyebite. 
   
  * Enchantment.  
   
  Spellbook: 0 – daze, detect poison, detect magic, 
  message, read magic, resistance; 1
  st – charm person, 
  comprehend languages, detect secret doors, enlarge 
  person, identify, mage armor, magic missile, ray of 
  enfeeblement, shield, sleep; 2
  nd – alter self, detect 
  thoughts, false life, locate object, resist energy, scorching 
  ray, see invisibility, Tasha’s hideous laughter; 3
  rd – arcane 
  sight, deep slumber, fireball, haste, slow, tongues; 4
  th – 
  crushing despair, enervation, locate creature, scrying; 5
  th 
  – contact other plane, feeblemind, prying eyes, waves of 
  fatigue; 6
  th – analyze dweomer, eyebite. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch, spellbook, pearl of power (1
  st level), 
  Quaal’s feather token (whip), scroll of blink, potion of 
  cure serious wounds, headband of intellect +2, Heward’s 
  handy haversack, ivory lizard’s head talisman. 
  Encounter Ten 
  Silovin’s Simulacrum: Female half-fiend Wiz7; CR 9; 
  Medium 
  outsider 
  (augmented 
  humanoid, 
  native, 
  simulacrum); HD 7d4+21; hp 43; Init +3; Spd 30 ft., fly 30 
  ft. (average); AC 14, touch 13, flat-footed 11; Base Atk +3; 
  Grp +5; Atk +5 melee (1d6+2/x3, shortspear) or +7 ranged 
  (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/x3, 
  lance) or +7 ranged (1d8/19-20, light crossbow); SA smite 
  good, spells, spell-like abilities; SQ damage reduction 
  5/magic, darkvision 60 ft., immunity to poison, resistance 
  to acid 10, cold 10, electricity 10, and fire 10, simulacrum, 
  spell resistance 17; AL NE; Fort +5, Ref +5, Will +6; Str 
  14, Dex 16, Con 16, Int 16, Wis 12, Cha 23. 
   
  Skills: Bluff +16, Concentration +15, Disguise +13, 
  Forgery +5, Knowledge (arcana) +13, Ride +8, Spellcraft 
  +13. Feats: Deceitful, Extend Spell, Silent Spell, Skill 
  Focus (Concentration). 
  
  Purloined Letters 
   
  Page 38 
   
  Smite Good (Su): Once per day, this half-fiend can 
  make a normal melee attack to deal 7 points of extra 
  damage against a good foe. 
   
  Spell-Like Abilities: 3/day – darkness, poison (DC 
  19); 1/day – desecrate, unholy blight (DC 19). 
   
  Simulacrum: Caster level 15, instantaneous effect 
  (cannot be dispelled), those familiar with the original 
  may be able to penetrate the ruse with a Sense Motive 
  check (DC 20) or a Spot check opposed by the caster’s 
  Disguise check (DC 32 in this case). If reduced to zero hit 
  points or otherwise destroyed, the simulacrum reverts to 
  snow and melts instantly into nothingness. 
   
  Spells Known (6/8/8/5; save DC 16 + spell level): 0 – 
  arcane 
  mark, 
  detect 
  magic, 
  mending, 
  message, 
  prestidigitation, ray of frost; 1
  st – feather fall, mage armor, 
  magic missile, protection from good, shield; 2
  nd – fog 
  cloud, resist energy, scorching ray; 3
  rd – displacement, 
  fireball. 
   
  Possessions: Shortspear, light crossbow, 40 bolts, 
  spell component pouch, potion of cure serious wounds, 
  cloak of charisma +2, exotic military saddle, 2 scrolls of 
  resist energy (caster level 7), scroll of bear’s endurance, 
  scroll of haste, ring of feather falling. 
  Wyvern, Advanced 19 HD: CR 14; Gargantuan dragon; 
  HD 19d12+133; hp 256; Init +0; Spd 20 ft.; fly 60 ft. 
  (poor); AC 20, touch 6, flat-footed 20; Base Atk +19; Grp 
  +44; Atk +28 melee (2d6+13 plus poison, sting) or +28 
  melee (4d6+13, talon) or +28 melee (4d8+13, bite); Full 
  Atk +28 melee (2d6+13 plus poison, sting) and +26 melee 
  (4d8+13, bite) and +26 melee (3d6+6, 2 wings) and +26 
  melee (4d6+13, 2 talons); Space/Reach 20 ft./15 ft.; SA 
  poison, improved grab; SQ darkvision 60 ft., immunity to 
  sleep and paralysis, low-light vision, scent; AL NE; SV 
  Fort +18, Ref +11, Will +14; Str 37, Dex 10, Con 24, Int 6, 
  Wis 12, Cha 9. 
   
  Skills: Hide +10, Listen +25, Move Silently +23, Spot 
  +28. Feats: Alertness, Cleave, Flyby Attack, Hover, Iron 
  Will, Multiattack
  B, Power Attack, Wingover. 
   
  Special: Wyverns can slash with their talons only 
  when making a flyby attack. 
   
  Improved Grab (Ex): To use this ability, the wyvern 
  must hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and stings. 
   
  Poison (Ex): Injury, Fortitude DC 26, initial and 
  secondary damage 2d6 Con. The save DC is Constitution-
  based. 
   
  Skills: Wyverns have a +3 racial bonus on Spot 
  checks. 
   
   
  
  Purloined Letters 
   
  Page 39 
  Appendix II: Laletherin, Elven Ranger 
  Laletherin: Male wood elf Rgr6; CR 6; Medium humanoid; HD 6d8+6; hp 36; Init +4; Spd 30 ft.; AC 18, touch 14, flat-
  footed 14; Base Atk +6, Grp +8, Atk +9 melee (1d8+2/19-20, masterwork longsword) or +11 ranged (1d8+3/x3, +1 
  composite longbow [+2 Str bonus]); Full Atk +9/+4 melee (1d8+2, 19-20, masterwork longsword) or +9/+9/+7 ranged 
  (1d8+3/x3, +1 composite longbow [+2 Str bonus]); SQ animal companion, animal empathy +7, elven traits, favored 
  enemy giants +4, favored enemy undead +2, link with companion, low-light vision, share spells; AL CG; SV Fort +7, Ref 
  +10, Will +3; Str 14, Dex 18, Con 12, Int 8, Wis 13, Cha 6.  
   
  Skills: Heal +7, Hide +6, Knowledge (nature) +4, Move Silently +6, Listen +12, Search +6, Spot +12, Survival +13 
  (+15 for following tracks or above ground, +17 for following tracks above ground). Feats: Endurance, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Survival, Track. Languages: Common, Elven. 
   
  Elven Traits (Ex): Immunity to sleep spells and effects, +2 racial saving throw bonus against enchantment spells or 
  effects, low-light vision, +2 racial bonus on Listen, Spot and Search checks, chance to automatically detect secret or 
  concealed doors within 5 feats. 
   
  Ranger Spells Prepared (1; save DC 11 + spell level): 1
  st – longstrider. 
   
  Possessions: +1 mithral chain shirt, +1 composite longbow [+2 Str bonus], 60 arrows, masterwork longsword, +1 
  cloak of resistance, potion of cure moderate wounds, riding gear, healing kit. 
   
  Rosethorn, Animal companion: Light warhorse; Large animal; HD 5d8+15; hp 37; Init +2; Spd 60 ft.; AC 17, touch 11, 
  flat-footed 15; Base Atk +3; Grp +11; Atk +6 melee (1d4+4, hoof); Full Atk +6 melee (1d4+4, 2 hooves), +0 melee (1d3+2, 
  bite); Face 10 ft.; SQ evasion, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +2; Str 18, Dex 14, Con 17, Int 2, Wis 
  13, Cha 6. 
   
  Skills: Listen +5, Spot +5. Feats: Endurance, Run. Tricks: attack, attack unnatural, come, defend, down, fetch, guard, 
  heel. 
   
  Laletherin is a Ranger of the Stalwart Pines, further increasing his track checks while in the Celadon to +20 (+2 from 
  Search, +2 from Knowledge: nature, +3 from his rank in the Stalwart Pines). He adopts a rather aloof attitude those not 
  of the forest, but aids them to the best of abilities. Laletherin avoids getting in the thick of battle, but does contribute 
  from a distance with ranged fire. Rosethorn, a roan mare, stays close by his side at all times. 
   
  Laletherin is average sized for an elf at five and a half feet. He has copper-red hair, tanned skin, and brown eyes. 
  Like the other ranges, Laletherin dresses in mail underneath brown cloak and clothing, and wears a tabard bearing the 
  evergreen crest of the Stalwart Pines. 
   
  Once the documents are retrieved, Laletherin makes a case for turning them over to the Stalwart Pines. His main 
  argument is that clearly the documents are of interest to evil forces, so they should be turned over to those who can 
  defend them properly without using them for evil purposes. If the College is mentioned, Laletherin expresses his 
  doubts that wizards could ever be expected to work for good purposes. 
   
  When portraying Laletherin, be sure to keep in mind his low Charisma score. While not an unattractive elf, he is 
  clearly of a coarse and uncivilized nature. 
   
   
   
  
  Purloined Letters 
   
  Page 40 
  Appendix III: Travel Log 
  To use the table, log the party’s position at the end of each day. “Day 1” is the end of the day the party reached the ruined 
  tower of Imiriana. The tower is at mile 0, the edge of the Celadon at 140 miles, the start of the Gnatmarsh at 160 miles, 
  and the kobold’s destination at 260 miles (100 miles into the Gnatmarsh). 
  The rear guard of kobolds is following the main group, watching for signs of pursuit. They attempt to cover their tracks 
  as they go. The main group is forging on ahead at an aggressive pace, taking some subdual damage in the process. If they 
  are intercepted before they encamp, treat each kobold as having taken 5 points of subdual damage. 
  On day 6, the main group of kobolds reaches the edge of the Celadon. The next day, they quickly cross the clear ground 
  between the Celadon and the Gnatmarsh and camp inside the swamp. From there, they reach their destination in the 
  Gnatmarsh (near the junction of the Nesser and the Duntide) on the evening of the 14
  th day of pursuit. After two days of 
  waiting, they are met by their contact with the scaled cult, and disperse two days later. 
  The rear guard camps at the edge of the Celadon (inside the forest) on the 7
  th day of pursuit, watching for signs of any 
  groups following them. If none are detected, they move on 3 days later. 
   
  Day of Pursuit 
  Rear Guard 
  Main Group 
  Party 
  3 days ago 
  Tower 
  Tower 
  N/A 
  Tower Reached by Party 
  40-60 miles 
  40-60 miles 
  Tower (0 miles) 
  Day 1 
  72 miles 
  60 miles 
   
  Day 2 
  84 miles 
  80 miles 
   
  Day 3 
  96 miles 
  100 miles 
   
  Day 4 
  108 miles 
  120 miles 
   
  Day 5: main group exits the Celadon 
  120 miles 
  140 miles 
   
  Day 6: main group enters Gnatmarsh 
  132 miles 
  160 miles 
   
  Day 7: rear guard encamps 
  140 miles 
  175 miles 
   
  Day 8 
  140 miles 
  190 miles 
   
  Day 9 
  (140 miles) 
  205 miles 
   
  Day 10: rear guard moves on 
  160 miles 
  220 miles 
   
  Day 11: rear guard disperses 
  (160 miles) 
  225 miles 
   
  Day 12 
  N/A 
  240 miles 
   
  Day 13 
  N/A 
  255 miles 
   
  Day 14: main group encamps 
  N/A 
  260 miles 
   
  Day 15 
  N/A 
  260 miles 
   
  Day 16: rendezvous with scaled cult 
  N/A 
  (260 miles) 
   
  Day 17: 
  N/A 
  (260 miles) 
   
  Day 18: main group disperses 
  N/A 
  (260 miles) 
   
  
  Purloined Letters 
   
  Page 41 
   
  Estimated Travel Speeds 
  Daily estimates assume 8 hours of travel at normal movement rate. Hustling and forced marching can improve these 
  travel rates, consult the hourly chart for how much of an increase. See the Adventuring chapter of the Player’s 
  Handbook for more information. Once the Gnatmarsh is reached, most mounts will need to be lead by hand rather than 
  ridden. 
  Daily Speed 
  Movement Rate 
  Example 
  Clear Terrain 
  Woods 
  Swamp 
  15 feet per round 
  Gnome in plate 
  12 miles 
  9 miles 
  6 miles 
  20 feet per round 
  Dwarf 
  16 miles 
  12 miles 
  8 miles 
  30 feet per round 
  Human in leather 
  24 miles 
  18 miles 
  12 miles 
  40 feet per round 
  Burdened light horse 
  32 miles 
  24 miles 
  16 miles* 
  45 feet per round 
  Burdened heavy horse 
  36 miles 
  27 miles 
  18 miles* 
  50 feet per round 
  Light horse 
  40 miles 
  30 miles 
  20 miles* 
  60 feet per round 
  Heavy horse 
  48 miles 
  36 miles 
  24 miles* 
   
  Hourly Speeds (to nearest quarter mile) 
  Movement Rate 
  Example 
  Clear Terrain 
  Woods 
  Swamp 
  15 feet per round 
  Gnome in plate 
  1.50 miles 
  1.25 miles 
  0.75 miles 
  20 feet per round 
  Dwarf 
  2.00 miles 
  1.50 miles 
  1.00 miles 
  30 feet per round 
  Human in leather 
  3.00 miles 
  2.25 miles 
  1.50 miles 
  40 feet per round 
  Burdened light horse 
  4.00 miles 
  3.00 miles 
  2.00 miles* 
  45 feet per round 
  Burdened heavy horse 
  4.50 miles 
  3.50 miles 
  2.25 miles* 
  50 feet per round 
  Light horse 
  5.00 miles 
  3.75 miles 
  2.50 miles* 
  60 feet per round 
  Heavy horse 
  6.00 miles 
  4.50 miles 
  3.00 miles* 
  * Only possible for mounts if the mount has some means of crossing swamp terrain without being led on foot 
   
  Handling the Party’s Progress 
  Most adventuring groups will have to travel more than 8 hours a day in order to have a chance of catching up to the 
  kobolds before the rendezvous. Slower characters may need to use mounts or hustle to keep up the pace. Mounts 
  traveling at below their maximum speed should be allowed a free hour or two of extra travel without taking damage, 
  since they aren’t being pushed to their limits. In general, be sure that the party is informed if they start falling further 
  and further behind, and provide suggestions on increasing travel speed if they’re unsure what to do. 
   
  If Laletherin is tracking for the party, he takes the -5 penalty to track at full speed (30 feet per round), and makes 
  use of his longstrider spell to gain extra movement for 3 hours a day. He’s also willing to track for 9 or 10 hours a day to 
  keep up the pace. He won’t take the -20 penalty for tracking at double movement, however.  
  
  Purloined Letters 
   
  Page 42 
  Map of the Eastern Celadon and Northern Gnatmarsh 
   
  Exact Locations 
  a. Abandoned Tower 
  b. Crossing the Nesser 
  c. The Rendezvous 
   
  Approximate Locations 
  d. Rear guard (Encounter 3) 
  e. Undead (Encounter 6) 
   f. Campsite (Encounter 7) 
  g. Chuul pond (Encounter 8) 
   
  In blue 
  the path to the tower 
  In red  
  the trail of the kobolds 
   
  One hex is 20 miles 
   
  Note: Most encounters in this module 
  occur after a given distance, or after the 
  party catches up to one of the groups. 
  Place the encounters by those rules, the 
  map is just a guideline. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/593/Normal Scenarios/URD3-07 - Purloined Letters (APL 4-12)/URD3-07 - Purloined Letters.pdf