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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  
  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP8-01 
   
   
   
  Words of Wisdom 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.0  
   
  by Daniel Gray 
  Reviewers: Principality of Ulek Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Carrie Neuman, Jesse Taylor, Kristin Vandenberg, Scott Vandenberg 
   
  Shape your future, for you cannot remold the past...waste neither thought nor breath on what you could 
  have done. Focus only on what you can do from now on.  – Qiebitz, cleric of Keoghtom 
  A Principality of Ulek regional adventure for APLs 4-12, and Part three of the Soul of a Nation series. 
  Note: This adventure may be of special interest to those who played ULP5-09 Traveling Tales, ULP 6-02 Hook, Line and Sinker or 
  ULP4-IN04 The Fharlangathlon. 
   
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Mage [Skip Williams], Complete 
  Scoundrel [Mike McArtor], Complete Warrior [Andy Collins], Epic Level Handbook [Andy Collins], Fiend Folio [Eric Cagle], Magic 
  Item Compendium [Andy Collins], Manual of the Planes [Jeff Grubb], Player’s Handbook II [Dave Noonan], Races of the Dragon 
  [F.M. Kestral], Savage Species [David Eckleberry], Spell Compendium [Matthew Sernett]
  
   
  ULP8-01 Words of Wisdom 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 3 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the table’s APL may not participate in 
  the adventure during this session. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Principality of Ulek.  Characters native to 
  the Principality of Ulek pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Late in 594 CY, the race known as the 
  Fharlangathlon came to the Principality of Ulek.  
  Several teams competed in trying to overcome 
  obstacles, beasts and traps as well as their own 
  limitations to gain the favor of Prince Volimar 
  Corond.  The race itself completed with little 
  controversy but the celebration was cut short 
  when Markessa the Shadow, disguised as one of 
  the competitors, was able to assassinate the 
  Crown Prince with a single dagger thrust to the 
  heart.  In the chaos of the aftermath, she was able 
  to escape. Worse, she had apparently used a 
  thinaun 
  steel 
  dagger 
  to 
  complete 
  her 
  assassination, making it impossible to resurrect 
  Volimar. 
  Since that day, Volimar’s body has been lying in 
  gentle repose in the private halls of the royal 
  palace in Gryrax. 
  A little over a year after the Fharlangathlon, 
  earthquakes near the villages of Hyll and Hyle 
  brought adventurers and soldiers to the Lortmil 
  Hills to investigate. Revealed in the tremors was a 
  # 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 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  7 
  7 
  9 
  10 
  11 
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 4 
  shrine to the Dwarven God of Scholarship, 
  Dugmaren Brightmantle.  Adventurers braved the 
  shrine and were put through several tests and 
  trials, guided by a Spectator cleric of Keoghtom 
  named Qiebitz.  In the last room of the shrine, 
  after satisfying those guarding the Soulforge itself, 
  the adventurers were granted access to a mithral 
  tome once penned by a group of scholarly knights 
  called the Templars of Enlightenment. The words 
  within, however, were unreadable, protected by a 
  benevolent spirit within the book that prevented 
  any but the qualified eyes of the Templars from 
  translating what was within. 
  Through a visit to the great copper Wyrm 
  Kaihonriedwur, a group of scouts was able to 
  locate the once lost temple city beneath the Suss 
  Forest that housed the Templars before their 
  disbandment. In this city, since dubbed Glanhildar, 
  (Dwarven for “Hearth of the Forgotten Voice”), 
  several of the Templars were found turned to 
  stone by a tribe of medusa that had invaded at the 
  time the templars were attempting to leave the 
  city. 
  These templars were reverted to their true form 
  and one, an Eldritch Knight named Phinlaen 
  Starshield, worked with the Guardians of the 
  Soulforged and the Talons of Retribution to 
  translate the tome. Amongst the pages were 
  instructions on how to recover something referred 
  to as the ‘Soul of a Nation’ as well as a relatively 
  cryptic prophecy.  Having pored over this 
  prophecy for many weeks, the Guardians are 
  confident in the direction it points and have called 
  in trusted subjects and friends of the Prince to 
  further investigate. 
  ADVENTURE SUMMARY 
  Introduction: 
  The 
  PCs 
  are 
  called 
  to 
  the 
  Headquarters of the Guardians of the Soulforged 
  in Gryrax. The mithral tome previously recovered 
  has been translated. 
  Encounter 1:  
  Based on the prophecy contained within the pages 
  of the tome, the PCs are asked to seek out the 
  traveling Halfling clan known as the Dusty Boots. 
  They are also given a nearly blank parchment that 
  fell out of the mithral tome. 
  Encounter 2:  
  The PCs come across the Dusty Boot’s caravan 
  between Eastpass and Havenhill. The clan is 
  under attack by some rather aggressive ‘thugs.’ 
  Encounter 3:  
  The PCs speak to the Dusty Boot clan. They can 
  acquaint or reacquaint themselves with the clan, 
  and/or try to find out what, if anything, the Halflings 
  have to do with recovering 
  Encounter 4: 
  Auntie Wisk summons the PCs to her wagon and 
  addresses the clan’s role in the prophecy, 
  answering questions as well as she can. 
  Encounter 5: 
  Rosalina finds a half-orc lying in the road. His 
  assailants 
  fled 
  into 
  the 
  woods 
  and 
  have 
  disappeared. The half-orc, luckily, survived the 
  attack. 
  Encounter 6: 
  The half-orc (named Yeogh) is happy to be alive 
  and tells the PCs who he is and where he was 
  going when he was attacked – he says – by 
  members of the Principality of Ulek Royal Army. 
  He reveals that he is traveling to Gryrax to return a 
  necklace once gifted to him by Volimar Corond. 
  Encounter 7: 
  Auntie Wisk requests that the PCs and Yeogh sit 
  with her in conference so that she may cast her 
  divination magics to determine if this pendant is of 
  importance. During the meeting, Yeogh drops the 
  pendant on the parchment and a dreamscape 
  spell is triggered, sending the PCs to the Region 
  of Dreams, where they awaken inside Yeogh’s 
  dreams to a twisted amorphous landscape formed 
  by Yeogh’s thought. They can hear Auntie Wisk 
  tell them to seek out Yeogh’s last memory of 
  Volimar – she believes this is what needs to be 
  done, but she is not sure why. 
  Encounter 8: 
  The PCs find themselves traveling through 
  Yeogh’s memories, witnessing various scenes 
  from his past and seeing the world through the oft 
  shunned half-orc’s eyes. 
  Encounter 9: 
  The PCs find themselves in Yeogh’s recollection 
  of the awards ceremony of the Fharlangathlon. 
  They 
  can 
  choose 
  to 
  act 
  to 
  prevent 
  the 
  assassination of Volimar or sit back and watch the 
  events unfold as they did in reality. 
  Encounter 10A/10B: 
  The PCs will have to fight ‘Markessa’ and her 
  accomplices in order to escape the dreamscape. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 5 
  Encounter 11: 
  The PCs awaken in Auntie Wisk’s cabin. The 
  blank parchment now shows a map of the 
  Northeast Section of the PoU and the Northwest 
  section of the Pomarj. 
  Encounter 12: 
  The caravan reaches Eastpass. From here, the 
  Dusty Boots must continue west toward Riverton 
  where they have deadlines to meet. The PCs and 
  Yeogh should continue south toward Gryrax. On 
  the way there, Yeogh and the PCs are attacked by 
  mercenaries under the employ of Baron Delon 
  Reilagg of the Grindin province, who is a war 
  profiteer and fears the end of his lucrative 
  munitions business if Volimar’s soul is recovered. 
  Conclusion A/B: 
  The PCs reach Gryrax. The High Priest thanks the 
  PCs for their help and then takes the map so that 
  it can be studied and compared to their own maps 
  so that a plan can be made. Yeogh is permitted to 
  see the Prince and goes as well. 
   
  PREPARATION FOR PLAY 
  Before play, the DM should have the players fill 
  out an initiative card and find out the following 
  pieces of information: 
  • 
  What Principality of Ulek Metaorgs (if any) 
  the PCs may belong to. 
  • 
  Did this PC play in any of the following: 
  o 
  ULP4-IN04 The Fharlangathlon 
  o 
  ULP5-09 Traveling Tales 
  o 
  ULP6-01 Written in Stone 
  o 
  ULP6-02 Hook, Line and Sinker 
  o 
  ULP6-04 Mixed Messages 
  • 
  For any PC that participated in ULP4-IN04 
  The Fharlangathlon, were they a member 
  of one of the top three teams? 
  • 
  For any PC that did participate in ULP5-09 
  Traveling Tales, note any that received 
  the effect Marked by the Reaper. 
  • 
  For any male Halfling PC that participated 
  in ULP6-02 Hook, Line and Sinker, note 
  any that received Brandoreen’s Favor and 
  the Lucky Lockpick. 
  In addition, please note that this adventure has 
  extensive expository text in multiple places. This 
  text was included to help facilitate GM/NPC 
  interaction with the players/PCs in role-playing 
  situations. It is recommended that this information 
  (contained in boxes) is reviewed before running 
  this adventure, and is meant to be used as a role-
  playing aid, not directly recited to the players. 
   
  INTRODUCTION 
  Before reading the following boxed text, refer to 
  the information collected from the players.  This 
  will determine which player handout they receive. 
  If the PC has played either (or both) ULP6-01 
  Written in Stone or ULP6-04 Mixed Messages, 
  they will receive Player Handout #1.  Of those 
  PCs who did not play the abovementioned 
  adventures, those that are members of Principality 
  of Ulek metaorgs receive Player Handout #2. All 
  other PCs receive Player Handout #3. 
  Once this has been determined, read the 
  following, then distribute the handouts. 
  Rare are the days when adventurers can sit 
  back, relax and not worry about who is plotting 
  to kill them.  For most, this is the only life they 
  know. They live on the edge of danger and 
  death to better themselves either spiritually, 
  emotionally or financially. The lucky ones 
  succeed in all three. 
  The last few days, however, have been stuffed 
  with an abundance of relaxation. You’ve been 
  able to shop, sight-see and take in the culture 
  of your latest destination without being rushed 
  or bothered. 
  Nothing good seems to last, unfortunately. 
  One night, when you get back to your inn, you 
  find a scroll on your bed, sealed with wax 
  imprinted with the symbol of a battleaxe on a 
  shield.  
  How do they ALWAYS seem to find you…? 
   
  Once the players have a chance to read the 
  handouts, ask if any are NOT answering the 
  request to appear. For any that refuse the request, 
  their adventure ends here and you may give them 
  an AR. 
  For the others, continue below. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 6 
  ENCOUNTER 1: LAST TIME, 
  ON ‘SOUL OF A NATION…’ 
  All PCs who decided to answer the call for 
  assistance have made their way to Gryrax, in the 
  Principality of Ulek. More specifically, they find 
  themselves 
  in 
  Hammer 
  Hill 
  Temple, 
  the 
  headquarters of the Guardians of the Soulforged. 
  Read or paraphrase the following: 
  When you arrive at Hammer Hill Temple, you 
  are hurried inside and then led through a maze 
  of quiet hallways that lead away from the main 
  antechamber. Eventually, your young dwarven 
  guide stops in front of a set of double doors 
  and knocks gently. After a moment, a muffled 
  voice answers from the other side, and the 
  door is pushed open. 
  Sitting at a table in the room are a middle-aged 
  dwarven man in the garb of a priest and a 
  strikingly beautiful human woman wearing 
  elegant robes. Behind the woman stands an 
  incredibly well built half-orc wearing full plate 
  armor stamped with the crest of a hawk with 
  outstretched talons. 
  As you’re escorted inside, the dwarven man 
  looks up from a book laid open on the table 
  and smiles at you.  “Please come in, friends, 
  and thank you for your quick response.  We 
  have a lot of work to do, so do sit down, and I 
  will get right to it.” 
  The three individuals in the room are, as follows: 
  Ulian Farhunter: This dwarven man wears a holy 
  symbol carved to look like an open book 
  decorated with Dwarven runes. Dwarven PCs or 
  any PC that has played ULP6-01 Written in Stone 
  or ULP6-04 Mixed Messages immediately identify 
  this as the holy symbol of Dugmaren Brightmantle. 
  Everyone else can figure this out by making a 
  DC15 Knowledge (Religion) check. He is the high 
  priest of Dugmaren Brightmantle in the Principality 
  of Ulek and can be identified with a DC15 
  Knowledge (Local: Sheldomar) check. Members of 
  Guardians of the Soulforged recognize him 
  automatically. Ulian is known to be soft spoken 
  and fair, and likes to let facts and figures speak for 
  themselves. 
  The Desert Rose: The human female is one of 
  the highest ranking officers within the Talons of 
  Retribution. She can be identified with a DC10 
  Knowledge (Local: Sheldomar) check. Members of 
  the 
  Talons 
  of 
  Retribution 
  recognize 
  her 
  automatically. She is known to be incredibly stern 
  and to the point. 
  Temerity Skullsplitter: This half-orc is an 
  honorary member of the Talons of Retribution and 
  acts as bodyguard to most of the higher ranking 
  members. This information can be gleaned with a 
  DC 15 Knowledge (Local: Sheldomar) check. 
  Members of the Talons of Retribution recognize 
  him automatically. He is loyal to the death and 
  considers the Talons his family and his saviors 
  after they rescued him from a destroyed orc village 
  many years before. He does not talk to the PCs. If 
  any of them attempt to talk to him, he either nods 
  in greeting or tells them to speak to his mistress 
  (the Desert Rose), as his place is to guard her life, 
  not to speak on her behalf. 
  This encounter can be run as freely as you wish it 
  to be.  Below is a summary of the information the 
  Guardians and the Talons have been able to 
  discern to this point.  
  DM NOTE: This information can be distributed to 
  PCs as answers to questions or as a general 
  ‘download,’ based on your preference. Feel free to 
  paraphrase. There may be no need to give all the 
  information to the players: 
   
  === Begin Summary === 
  Ulian explains that with the help of Templar 
  Phinlaen Starshield (any PCs who successfully 
  completed ULP6-04 Mixed Messages recognize 
  that as the name of the dwarven knight they found 
  turned to stone in ruins of the lost temple city) the 
  Guardians and Talons have been able to translate 
  the mithral tome (that the PCs first found in ULP6-
  01 Written in Stone).  
  If any PC should ask where Phinlaen is now, Ulian 
  explains that he is back in the lost city – which the 
  Prince has dubbed ‘Glanhildar’ (Dwarven for 
  “Hearth of the Forgotten Voice”) – overseeing its 
  restoration and rebuilding. 
  The tome contained recollections of events that 
  have occurred in the last 50 years, which, 
  considering the book’s age (at least 100 years 
  old), helped prove its authenticity to those studying 
  it.  Recently, using spells such as the legend lore 
  spell, the Talons have determined that the tome 
  itself was actually an important artifact that 
  appears to have been touched by Dugmaren 
  Brightmantle himself.  
  Also included in the tome was a puzzling prophecy 
  that mentioned something called ‘The Soul of a 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 7 
  Nation. [Give the players Player Handout #4 
  when you mention this, as it contains the entire 
  prophecy]. The Talons believe that this refers to 
  the spirit of Volimar Corond, the Prince of Ulek 
  that was assassinated by Markessa the Shadow at 
  the Fharlangalthon in 594 CY. 
  Some of the things in the prophecy have already 
  occurred, such as the death of the Prince’s 
  grandson, the joining of the Gems of Ulaa to the 
  Axe of Corond and the tremors in the hills that first 
  revealed the Shrine of Dugmaren Brightmantle. 
  The Desert Rose surmises that by following the 
  prophecy, it appears that the next step is for 
  someone to find and locate the Halfling clan 
  known as the Dusty Boots (based on the line 
  “others only know travelers by the dust on their 
  boots”). 
  The Dusty Boot clan is a nomad family known for 
  traversing the Principality back and forth in a 
  caravan, selling and trading services and wares.  
  They are known throughout the land (PCs who 
  played ULP5-09 Traveling Tales have already met 
  them at least once), and the church’s latest info 
  has them heading west on the main road between 
  Eastpass and Havenhill at this time of year. 
  Both the Talons and the Guardians would like the 
  PCs to seek out the Dusty Boots to see if there is 
  anything to his theory that they are somehow 
  involved in this prophecy. In his opinion, the 
  prophecy itself seems to point to a way to retrieve 
  Volimar’s soul and resurrect him so that the 
  Corond Bloodline is restored, and he believes that 
  the Dusty Boots may have had some past 
  connection to slain prince, perhaps in the form of a 
  keepsake, treasure or trinket that passed from his 
  hands to theirs at some point. He explains that it is 
  commonly believed that the spirit of a person can 
  sometimes be tied to an item or possession they 
  held as personally significant, similar to a tribal 
  totem. 
  Ulian says that if the PCs agree to this task, the 
  Guardians will see fit to pay them each 100gp and 
  the Desert Rose says that the Talons have 
  connections she would be happy to make 
  available to the PCs should they succeed in 
  helping them. 
  In addition to the information, Ulian also gives the 
  PCs a white sheet of parchment, blank except for 
  a swirling color design in the upper right quadrant 
  [This is Player Handout #5].  This, he explains, 
  fell out of the mithral tome after they’d completed 
  the translation. At first, they didn’t think anything of 
  it, but to that point the pages in the tome had been 
  near invulnerable to any kind of damage – folding, 
  ripping, tearing, burning, etc…so for a page to fall 
  out, especially one such as peculiar as this, came 
  across as odd in their opinion, so they are giving it 
  to the PCs to see if anyone in the Dusty Boot clan 
  recognizes the design on it. 
  If the PCs ask why THEY are being sent instead of 
  scouts and/or soldiers, Ulian notes that with all the 
  manpower that has been redirected to the lost city 
  to help in its rebuilding, they find themselves 
  shorthanded. Additionally, adventurers are less 
  likely to raise alarm when traveling the roads.  
  Soldiers in a pack will always draw attention and 
  after the problems they’ve had in the past with 
  undue notice being paid to the church’s efforts, 
  they’d prefer a more low key approach.  
  If asked to elaborate on this, Ulian mentions that a 
  group of Iuzian cultists in league with Turrosh Mak 
  used divinations to learn of the mithral tome and 
  attempted to steal it once before (players of ULP6-
  04 Mixed Messages will remember this). 
  === End Summary === 
   
  Once the information (as much of it as is needed 
  or is asked for) has been provided to the PCs and 
  the role-play of the scene winds down, have Ulian 
  ask if the PCs accept their terms.  If they do, Ulian 
  pays half their fee up front and once making sure 
  they have a copy of the prophecy as well as the 
  peculiar blank parchment, wishes them well and 
  asks that whatever happens, please come back 
  and let them know so that they can act on 
  whatever information the PCs are able to gather. 
  Allow the PCs to procure supplies and prepare for 
  their journey.  Gryrax is a metropolis and the 2nd 
  largest city on the Azure Sea. Any items the PCs 
  have access to can be found for purchase here. 
  Once that is done, continue to the next encounter. 
   
  ENCOUNTER 2: WHERE 
  THERE’S SMOKE... 
  The PCs have set out from Gryrax to search for 
  the current whereabouts of the Dusty Boot Halfling 
  clan. According to Ulian Farhunter, the clan is 
  usually traveling west between Havenhill and 
  Eastpass at this time of year. It takes about 4 days 
  to travel from Gryrax to the area where they 
  encounter the Dusty Boot clan’s caravan. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 8 
  The PCs find the clan as they are trying to stave 
  off an attack from a group of Nerull cultists who 
  are out to exact revenge on the Halflings for their 
  part in stopping a similar group of cultists from 
  contaminating a shipment grain in Ubanks a 
  couple of years ago (this occurred in ULP5-09 
  Traveling Tales). 
  The Dusty Boots are a pretty tough bunch, but the 
  cultists have distracted them by setting one of the 
  caravan’s wagons on fire.  As the PCs approach 
  read or paraphrase the following: 
  You reached Eastpass without incident and so 
  far, your westerly trek has fared just as well.  A 
  blindingly 
  bright 
  sun 
  has 
  been 
  your 
  companion today, but as it finally begins to 
  set, the hot wind that’s been blowing at your 
  back all day has cooled.   
  Day is darkening into dusk and you’re able 
  catch a subtle but familiar scent of smoke on 
  the air.  
  A second later, you catch the flicker of flame 
  springing to life somewhere amongst the trees, 
  and yells soon follow. 
  The PCs are seeing and hearing the beginnings of 
  an ambush orchestrated against the Dusty Boot 
  clan by cultists of Nerull. 
  The caravan’s wagons are in a shielded clearing 
  40 feet north of the road.  
  If the PCs decide to investigate (hopefully they 
  do), find out how they’re approaching the fire. 
  If the party decides to approach the fire as quietly 
  as possible, have them make move silently checks 
  opposed by the Nerull cultists’ (and undead 
  companions) listen checks. Because of the yells 
  from the nearby camp, the cultists and their 
  undead take a -4 penalty on their checks to hear 
  the PCs approach.   
  Any of the NPCs who beat the party’s lowest move 
  silently check hear them approach and are not 
  surprised when the PCs arrive (and can act in the 
  surprise round).   
  If the PCs elect to rush or run toward the fire, the 
  cultists do not need listen checks as the party’s 
  haphazard rush toward them will be easily 
  discernable. 
  Read the text below, adding text at the end as 
  neede 
  You make your way toward the commotion and 
  after a few moments, you come across a pair 
  of men using the cover of the trees to spy on a 
  nearby clearing. 
  In the clearing sit six covered merchant 
  wagons arranged in a circle.  One of these 
  wagons is currently on fire. Through the 
  smoke, you can see Halflings bearing pails of 
  water toward the burning wagon, trying 
  desperately to put out the flames. 
  One of the men spying on the camp sports 
  somewhat elven features and carries a flask of 
  bright red liquid in his hand. There is a Halfling 
  lying on the ground at his feet. Next to him is a 
  human male in black full plate armor wearing a 
  medallion carved with the image of a skull and 
  scythe. 
  Surrounding 
  them 
  are 
  lurking 
  unnatural 
  beings, clearly held together by the powers of 
  unlife. 
   
  If any PCs ask about the fire, a DC10 Knowledge 
  (Nature) check allows them to know that the fire is 
  going to spread unless it gets put out quickly. 
  Drop into initiative at this point. 
  Without assistance from the PCs, the fire will 
  spread to a new wagon after two rounds.  After a 
  wagon has been on fire for two full rounds, it goes 
  up in flames and everything inside is lost. 
  Refer to DM AID #1 – The Camp for a map of the 
  battle area.  
  On this map, the wagons are numbered. This is 
  the order in which they will catch fire if the flames 
  are not somehow controlled. 
  The halflings have started an impromptu bucket 
  brigade. Starting at the center of camp where the 
  tub of drinking water is kept, everything from 
  buckets, pails, waterskins, etc are being used to 
  get water to the fire. If no PC elects to assist the 
  Halflings in putting out the flames, the clan simply 
  doesn’t have the manpower to put out the fire 
  before it spreads to the next wagon. 
  The PCs can alleviate this issue in multiple ways: 
  • 
  If at least one PC joins the bucket brigade, 
  they speed up the process enough where 
  the fire is successfully put out after the first 
  round of combat is over. 
  • 
  Spells 
  such 
  as 
  create 
  water 
  and 
  cloudburst can be used. It takes 8 gallons 
  of water to completely put out the fire in 
  one wagon. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 9 
  Should the fire reach wagon #3, inform the PCs 
  that they hear a scream from inside. This wagon 
  belongs to Tolindy and Cyrrdalla Pennyfoot, a 
  middle aged couple living alone. 
  The two were ordered to stay in their wagon once 
  the attack started but now they need to get out. 
  Normally this wouldn’t be a problem but Tolindy 
  has doubled over with a coughing fit because of all 
  the smoke and Cyrrdalla will not leave his side. 
  If the PCs are unable to assist the couple, they will 
  perish when the wagon becomes engulfed in 
  flames at the end of its second round of being on 
  fire. 
  Without the PCs’ assistance, the Halflings are able 
  to douse the fire before it destroys the 4th wagon, 
  but the first three wagons are damaged beyond 
  repair. 
  All PCs who are not helping with the fire can focus 
  on the attacking cultists.  The smoke in the area 
  hampers vision. providing concealment (a 20% 
  miss chance) on all ranged attacks with a range of 
  at least 20’.  
  NOTE: If one or more of the PCs do elect to assist 
  the Halflings with putting out the fire, they may find 
  themselves 
  temporarily 
  outmanned 
  in 
  this 
  encounter. Should this occur, you may elect to 
  have one of the Dusty Boot Halflings, Rosalina 
  Troubleburr (on her mount), join the combat after 
  two rounds. Keep in mind that at APLs 10 and 
  above, Rosalina’s effectiveness will have much 
  less of an impact on the overall encounter. Once 
  the PC or PCs finish helping put out the fire and 
  return to the combat, Rosalina sticks around for 
  one additional round before leaving to look after 
  her family. As she leaves, she shouts a thank you 
  to the PCs as well as a blessing of Yondalla. 
  Assuming the PCs are able to defeat the Nerull 
  cultists, the Halflings that lived through the 
  ambush come out of hiding and/or tending to the 
  injured to approach and thank the PCs for their 
  assistance. Proceed to Encounter 3. 
   
  ALL APLs 
  Rosalina 
  Troubleburr, 
  Female 
  Halfling 
  Pal2/Rng3/HO1: hp 47, see Appendix 6. 
  APL 4 (EL 6) 
  Entalen, Male Human Clr3 of Nerull, hp 27. 
  See Appendix 1. 
  Callum, Male Half-Elf Src4, hp 28. See 
  Appendix 1. 
  Ghoul (2), hp 13 each. See Monster Manual, 
  page 118-119. 
  APL 6 (EL 8) 
  Entalen, Male Human Clr5 of Nerull, hp 48. 
  See Appendix 2. 
  Callum, Male Half-Elf Src6, hp 46. See 
  Appendix 2. 
  Wight (2), hp 26 each. See Monster Manual, 
  page 255. 
  APL 8 (EL 10) 
  Entalen, Male Human Clr7 of Nerull, hp 66. 
  See Appendix 3. 
  Callum, Male Half-Elf Src6/NmSp2, hp 60. 
  See Appendix 3. 
  Rile, Advanced (Half-Elf) Wight/EmSp1, hp 
  46. See Appendix 3. 
  APL 10 (EL 12) 
  Entalen, Male Human Clr9 of Nerull, hp 84. 
  See Appendix 4. 
  Callum, Male Half-Elf Src6/NmSp4, hp 84. 
  See Appendix 4. 
  Rile, 
  Advanced 
  (Half-Elf) 
  Wight 
  EmSp3/Rng1, hp 73. See Appendix 4. 
  APL 12 (EL 14) 
  Entalen, Male Human Clr11 of Nerull, hp 
  102. See Appendix 5. 
  Callum, Male Half-Elf Src6/NmSp5, hp 103. 
  See Appendix 5. 
  Dread Wraith (1), hp 104. See Monster 
  Manual, page 258. 
  Rile, 
  Advanced 
  (Half-Elf) 
  Wight 
  EmSp3/Rng3, hp 83. See Appendix 5. 
   
  Note: The effective EL of the encounter has been 
  raised by one due to the difficult circumstances 
  and extra danger of the fire. 
  Tactics: The cultists are angered with the PCs for 
  interrupting their revenge on the Dusty Boot clan 
  and respond to an attack with full force.  
  Any PC with the effect Marked by the Reaper 
  from ULP5-09 Traveling Tales is branded with a 
  spiritual mark that makes them easily recognized 
  by the cultists as enemies of Nerull. Except as 
  stated below, the cultists focus their attacks on 
  these individuals for at least the first round 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 10 
  (changing targets as makes sense due to 
  perceived threat level). 
  Callum will start by using enchantment spells on 
  the most dangerous looking fighter type. 
  At APL 12, he will open with his Deadly Nightmare 
  Supernatural ability on the most heavily armored 
  PC in an attempt to kill what he perceives the ‘big 
  dumb fighter.’ (He has used it twice already, and 
  only has one use left). When opponents get close, 
  he begins burning spell slots to breathe fire per his 
  Draconic Breath feat. 
  Entalen provides healing and buffs as needed, but 
  isn’t above neutralizing a party member with an 
  offensive spell if he feels threatened. 
  The intelligent undead attack whomever they 
  perceive to big the biggest threat (usually an 
  obvious cleric), then focus on any arcane casters. 
  If they are attacked and discern a real threat from 
  their 
  attacker, 
  they 
  will 
  naturally 
  defend 
  themselves against the threat and switch targets. 
  Treasure: The PCs can collect the belongings of 
  the Cultists as treasure. 
  If the PCs are able to save Tolindy and Cyrrdalla 
  Pennyfoot, they receive the Gratitude of the 
  Pennyfoots on the AR. 
   
  ENCOUNTER 3: I’VE GOT A 
  HARD ROAD TO TRAVEL 
   
  With the cultists defeated, the Dusty Boot clan has 
  the opportunity to clean up, move salvaged items 
  from destroyed wagons to ones capable of 
  traveling, and take stock of their situation. 
  If Tolindy and Cyrrdalla perished, Auntie Wisk (the 
  clans Matriarch) has the remaining clan members 
  wrap their bodies in cloth and she places them 
  inside one of the wagons, noting that she plans to 
  deliver them to more immediate family when they 
  reach Eastpass to arrange for a proper and 
  dignified burial. 
  Normally Halfling funerals call for a grieving 
  ceremony followed by a feast celebrating the lives 
  of those who are lost, but because the clan is 
  spread thin, Auntie Wisk wants to wait till the 
  Dusty Boots reach Eastpass before having the 
  ceremony, as a number of family members are 
  waiting for them there. 
  As this is occurring, the PCs are approached by 
  Auntie Wisk, the matriarch of the Dusty Boot clan. 
  She thanks them for saving their lives. She 
  recognizes any PC that played ULP5-09 Traveling 
  Tales and gives those PCs an extra dose of 
  thanks (and an extra helping of her famous 
  cornbread during dinner that night). 
  She asks the PCs if they’d be willing to escort the 
  clan the rest of the way along the road to 
  Eastpass. She fears that the reason that the clan 
  was so unprepared for such an attack is that they 
  are traveling so light – the traveling members of 
  the clan usually number between 22 and 25, but 
  quite a few of the usual caravan members skipped 
  at least part of the trip to the east this year, 
  worried that the further escalation of the war might 
  put their less road-weary family members in 
  danger (if the PCs ask about specific clan 
  members 
  they’ve 
  met 
  before, 
  this 
  is 
  the 
  explanation they are given as to where they are 
  and why they aren’t with the clan at present). 
  As such, the caravan currently consists of 13 
  members (11 if the PCs were unable to save 
  Tolindy and Cyrrdalla Pennyfoot) and their usual 
  complement of ten wagons had been temporarily 
  reduced to six (which may have been lessened 
  further by the fires in Encounter 2). 
  Auntie Wisk notes that once the clan reaches 
  Eastpass, can pick up the rest of their family 
  members and replace any lost wagons and 
  equipment, they should be quite secure in heading 
  to their usual spring destinations along the 
  Keoland border. 
  Assuming the PCs agree to escort the clan 
  (hopefully they do, as the clan is the reason 
  they’re on the road in the first place), they are 
  provided comfortable seats on (or in) the wagons 
  as space permits, and welcomed as temporary 
  members of the clan with a blur of handshakes 
  and smiles, then provided with a variety of snacks, 
  drinks, and amusements. 
  As previously stated, there are usually between 22 
  and 25 traveling members of the Dusty Boot clan 
  not including their animals. But these numbers are 
  temporarily reduced. Present with the clan at this 
  time are: 
  • 
  Auntie Wisk:  the clan matriarch.  She 
  spends most of the trip in her wagon, 
  tending the wounded and talking to clan 
  members in need of advice.  See 
  Appendix One. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 11 
  • 
  Rosarina 
  Troubleburr: 
  The 
  outrider. 
  Rosarina spends the entire trip patrolling 
  the bounds of the caravan and scouting 
  the road ahead on her loyal mount 
  Warden. See Appendix One. 
  • 
  Gaffer Greenbud: the oldest member of 
  the clan other than Auntie Wisk.  He is an 
  expert 
  woodcarver, 
  wheelwright, 
  and 
  hooper and takes great pride in the fact 
  that he made all the wagons for the clan. 
  • 
  Furimel and Carridee Hotspur are a 
  young married couple and spend most of 
  their time together. Carridee was born of 
  the Cracked Yoke clan but began traveling 
  with the Dusty Boots once she eloped with 
  Furimel a couple of years ago. They have 
  an infant daughter named Pedaira. 
  • 
  Tolindy and Cyrrdalla Pennyfoot are a 
  middle-aged married couple living on their 
  own.  They have raised five children, all of 
  which have moved on with their own lives. 
  They are very friendly to just about 
  everyone, and Cyrrdalla takes to doting on 
  any young adventurer who seems out of 
  his or her element. Tolindy rolls his eyes 
  at this behavior, having overcome the 
  ‘empty nest’ syndrome that plagued him 
  after his youngest son went off to war.  He 
  will, however, offer fatherly advice to any 
  PC that Cyrrdalla takes an interest in as 
  long as the PC actually seems to 
  appreciate the attention.  
  Note: Tolindy and Cyrrdalla are not 
  present if the PCs were unable to stop the 
  fire from spreading to their wagon in 
  Encounter 2. 
  • 
  Brandoreen 
  Whitehollow 
  has 
  been 
  traveling with the Dusty Boot clan for two 
  and a half years, after having spent most 
  of her previous years in the city of 
  Havenhill.  Brandoreen is a pretty young 
  lass out for adventure, but has overcome 
  most of the flightiness that plagued her in 
  her earlier travels with the clan. She is 
  looking to settle down soon and eyes any 
  male Halfling PC with appraising eyes.  If 
  talked with at length, she mentions that 
  her feet “are itchin’ for some rest” and 
  she’s thinking of leaving the caravan and 
  looking for some stable work in one of the 
  big cities, perhaps Havenhill. 
  Note: If there is a male Halfling PC with 
  Brandoreen’s Favor and/or the Lucky Lockpick 
  from ULP6-02 Hook, Line and Sinker, Brandoreen 
  flirts with him constantly.  She does her best to 
  spend as much time with the PC as possible, 
  offering a spot on her wagon (and a spot in her 
  wagon at night). She still has the item she took 
  from them in Hook, Line and Sinker (if applicable) 
  and offers to return it to the PC if he wishes, or, if 
  he wishes, she will keep it. In exchange, she gives 
  him a personal item to remember her by: a silk 
  handkerchief she purchased in Thunderstrike that 
  has been monogrammed with her initials.  
  If the PC wishes his item returned to him, he 
  receives the Returned! effect on the AR. 
  If the PC allows Brandoreen to keep the item, they 
  receive Brandoreen’s Kerchief on the AR 
  instead. 
  If there are multiple PCs that have the Lucky 
  Lockpick, it is up to them to help Brandoreen 
  decide who deserves her continued favor. This is 
  to be role-played out.   
  In Brandoreen’s eyes, the perfect husband would 
  be one capable of defending (and providing for) 
  himself and his family while still being a loving, 
  caring man.  She prefers men with a good sense 
  of humor over those who seem to get by on their 
  looks, and she appreciates intelligence and 
  innovative thought.  
  Use your discretion as a GM as to who deserves 
  to continue to be in Brandoreen’s favor. Any PC 
  who ‘loses’ has his original item (if applicable) 
  returned to him with a polite rejection from 
  Brandoreen 
  (these 
  PCs 
  also 
  received 
  the 
  Returned! effect on their AR). Only ONE PC per 
  table can receive Brandoreen’s Kerchief. 
   
  Overall, this time can be used by the players to get 
  to 
  know 
  the 
  Dusty 
  Boots 
  (or 
  re-acquaint 
  themselves with them).  
  The PCs can engage any of the clan members in 
  conversation, though most of them are shaken by 
  the attack.   
  Any 
  questions 
  pertaining 
  to 
  their 
  mission, 
  however, will be met with shrugs and quizzical 
  looks. Most of the clan can’t think of a reason why 
  they’d be mentioned in any prophecy. 
  In fact, some of the younger ones (Brandoreen as 
  well as the Hotspurs) think the church is surely 
  mistaken…they’re just a simple family of traveling 
  Halflings. There’s no way they could be important 
  in something as monumental as a divine 
  prophecy. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 12 
  The more seasoned ones, though (the Gaffer, the 
  Pennyfoots and Rosalina), don’t seem all that 
  surprised that their clan has somehow been 
  mentioned in a prophecy. The clan, they say, has 
  been zigzagging across Ulek for many a year and 
  their destiny was bound to cross that of the 
  Principality eventually.  Each of them, though, 
  admits they don’t know why they’d be important to 
  a prophecy, and each will suggest speaking to 
  Auntie Wisk. 
  If the PCs seek out Auntie Wisk about their 
  mission, she is intrigued but asks that the PCs 
  return and see her once the caravan has stopped 
  for the evening, as she has tasks within the 
  caravan that demand her duties while they travel. 
  Once the PCs have talked with the members of 
  the caravan they wish to converse with, move to 
  Encounter 4. 
   
  ENCOUNTER 4: THE TRUTH 
  IS HARD TO COME BY 
   
  Whether or not the PCs have sought out Auntie 
  Wisk before the caravan stops to camp for the 
  evening, this encounter occurs. 
  If they have approached Auntie Wisk about their 
  mission or the prophecy before this, she sends 
  Caridee Hotspur to find the PCs after dinner to let 
  them know that she is now free and can to them in 
  her wagon. 
  If not, Rosalina comes to the PCs while they are 
  setting up camp and tells them that Auntie Wisk 
  would like to speak to them in her wagon as soon 
  as 
  possible. 
  Whichever 
  occurs, 
  read 
  or 
  paraphrase the following text (changing as 
  necessary depending on whether the PCs have 
  spoken to Auntie Wisk already): 
  The unmistakable aroma of cinnamon floats 
  about you as you approach the wagon of the 
  matriarch of the Dusty Boot clan.  As you 
  reach up to knock on the door, a motherly 
  voice calls out from within. 
  “Come in, children,” Auntie Wisk calls out.  
  “Just be sure to wipe your feet first, please.” 
  Inside the wagon, Auntie Wisk is setting a 
  plate of freshly made cinnamon buns in the 
  center of a large table surrounded by chairs.  
  She looks up and smiles at you, then motions 
  you to sit.  
  “Yondalla has brought you to us, or perhaps 
  the other Gods had a say, yes?” she remarks 
  as she sits in her chair.  “Please, help yourself 
  to a bun or two…there’s no reason to neglect 
  dessert just because we are in a private 
  meeting.” 
  After waiting for the PCs to take a bun (or decline 
  the offer), she sits forward in her chair and folds 
  her hands on the table, then pointedly asks the 
  PCs to explain this prophecy they’ve come to ask 
  about. 
  It is possible that the PCs have yet to seek out 
  Auntie Wisk about the prophecy. If this is the case, 
  then they may wonder how she knows about it. 
  If the PCs had asked other members of the clan 
  about it already, then Auntie Wisk remarks that 
  very little of what’s said in and about the caravan 
  escapes her ears for very long. 
  If, for some reason, the PCs had not asked any of 
  the other clan members about the prophecy, 
  Auntie Wisk smiles and notes that she and 
  Yondalla have a good relationship, and the 
  goddess keeps her informed about things of great 
  import. 
  At this point, the PCs should produce the 
  prophecy on Player Handout #4 and/or the oddly 
  marked page (Player Handout #5) and present 
  them to Auntie Wisk. 
  She looks over both documents, if presented with 
  them, reading over the prophecy multiple times 
  before setting down the page and looking up at the 
  PCs. 
  The conversation here can take many paths, so 
  use the points below to help with moving the 
  encounter along as needed: 
  Q: Did you know Volimar Corond? 
  Auntie Wisk has never met Volimar Corond, and 
  as far as she knows, neither has any of the Dusty 
  Boot clan. 
  Q: Have you, by any chance, traded for or 
  come into possession of anything that once 
  belonged to the prince? 
  She admits that she has no items that once 
  belonged to the prince, and she’s pretty sure she 
  never has.  
  Q: Do you know where we might be able to find 
  such an item? 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 13 
  She suggests Prince Olinstaad Corond, or 
  Volimar’s wife, Dwaranmie. She believes that this 
  prophecy points to something bigger than a mere 
  keepsake, though she admits she doesn’t know 
  what. 
  Q: If you do not have any ties to Volimar 
  Corond, why did the prophecy send us to you? 
  She isn’t sure, but admits that she is a diviner and 
  that perhaps she was meant to help contact 
  Volimar’s spirit. 
  Q: Volimar’s spirit is trapped in a blade of 
  thinaun steel. 
  She knows this, but insists that it is still possible to 
  contact him, although it is quite difficult. She will 
  have to think on it some more. 
  Q: What of the page with the multi-colored 
  design? 
  Based on the passage in the prophecy “one with 
  many faces” and the swirling, rainbow design 
  surrounding the figure on the nearly blank page, 
  Auntie Wisk believes that both are references to 
  the same thing – Markessa.  
  Q: The page with the design fell out of the 
  book by itself (or any reference to the book 
  being indestructible) 
  The book is a divine artifact.  The page fell out of 
  the book because the Gods wanted the people of 
  Ulek to have it for some reason. She isn’t sure 
  why, yet. 
  At this point, the players may feel like they’ve 
  missed something, as this appears to be a dead 
  end.  If the players press and seem unwilling to 
  move on, Auntie Wisk offers them some tea and a 
  place to rest for the evening. She says that 
  sometimes, clearer, well rested minds can conjure 
  ideas that tired ones can never fathom, and then 
  suggests that they reconvene the next morning. 
  She also offers to safeguard the papers and 
  continue with her study of them during the evening 
  if the PCs agree to it.  If not, she understands their 
  apprehension and gives the papers back to them, 
  and promises to ask Yondalla about it in her 
  nightly commune. 
  Once this conversation has completed, Auntie 
  Wisk sees the PCs out and directs them to places 
  where they can set their bedrolls for the evening. 
  Proceed to Encounter 5. 
   
  ENCOUNTER 5: THESE 
  AREN’T THE HALFLINGS 
  YOU’RE LOOKING FOR 
  The following morning, the caravan sets out early 
  after a hearty breakfast of eggs, bacon and 
  biscuits and gravy. There is enough food for an 
  army, or a clan of traveling Halflings and their 
  guests, as the case may be. 
  If the PCs seek out Auntie Wisk and ask her if 
  she’d thought of anything more concerning the 
  prophecy, she notes that she had no new ideas 
  before she went to sleep, but that Yondalla 
  presented her with a semi-cryptic answer this 
  morning: 
  “A nomadic soul speaks words of wisdom.” 
  If the PCs do not ask her straight away, Auntie 
  Wisk reveals this information to them as she 
  steers her horses during the morning travel. 
  Observant players will note the exact text “a 
  nomadic soul” from the text of the prophecy and 
  bring this up to Auntie Wisk in some form or 
  fashion. Use the following Q/A section to guide the 
  conversation. 
  Q: Wasn’t a ‘nomadic soul’ mentioned in the 
  prophecy too? 
  She knows.  She doesn’t think it’s a coincidence.  
  Q: Aren’t you the ‘nomadic souls?’ 
  She doesn’t think so. Their place in the prophecy 
  was pretty clearly spelled out: “by the dust on their 
  boots.” 
  The 
  ‘nomadic 
  soul’ 
  reference 
  was 
  separate. Perhaps the clan was meant to act as a 
  vessel or stopping point along the way to the 
  truth? 
  Q: Wait, if you aren’t the ‘nomadic souls,’ then 
  who is? 
  She doesn’t know, but is content knowing that she 
  (and the PCs) will soon find out.  Yondalla doesn’t 
  lead her children astray…and neither does the 
  Dwarven Pantheon. 
  The PCs can try to question Auntie Wisk more 
  about the issue, but she insists at this point, she 
  knows about as much as they do, and asks that 
  they be patient.  Something will happen to reward 
  their perseverance, faith and dedication to their 
  task. 
  For the rest of the day’s travel, nothing of note 
  occurs – until the clan is about to stop for the day. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 14 
  Read or paraphrase the following: 
  It’s near dusk by now, and despite Auntie 
  Wisk’s assurances that Yondalla’s answer 
  would come to fruition, nothing out of the 
  ordinary has occurred all day. 
  It’s been about ten minutes since Rosalina was 
  sent ahead to scout out a safe place to stop for 
  the evening. She hasn’t returned yet, but is 
  expected any moment now. 
  Then, from the road ahead, a sharp whistle 
  sounds.  Then another. Then a series of three 
  more, quickly in succession. 
  Auntie Wisk narrows an eye and lets out a 
  short breath.  “There’s been an attack on the 
  road,” she says, deciphering the whistles for 
  you.  “Multiple assailants. No fatalities. We 
  should get moving.” 
  A couple of minutes later, the caravan travels 
  over a small rise and Rosalina comes into 
  view. She is mounted on her riding dog, 
  guarding what appears to be a body in the 
  road. Her sword is unsheathed and she is 
  peering into the wooded area along the muddy 
  trail. 
  Seeing the caravan, she sheathes her blade.  
  “Whoever they were, they’re gone.  Must have 
  heard us coming.  I’m guessing there were 
  three of them,” she says, motioning to a mess 
  of footprints in the mud.  “They took to the 
  woods. I was gonna follow them, but they had 
  a good lead and the fog is starting to roll in.” 
  She points to the body lying face down in the 
  road.  “He’s not dead, at least,” she says.  “I 
  think we got here just in time.” 
  If the party has the ability to track, they may wish 
  to attempt to follow the prints and locate the 
  assailants.  They may do so. 
  A successful DC 12 Survival Check (Base 10 DC, 
  +3 DC for poor visibility, -1 DC for three or more 
  creatures 
  being 
  tracked) 
  reveals 
  that 
  the 
  assailants were all of medium size: two dwarves 
  and a human. 
  A DC 15 Survival check allows the PCs to follow 
  the footprints (Base 15 DC, +3 for poor visibility, -1 
  DC for three or more creatures being tracked, -2 
  DC for hasty retreat). The tracks continue into the 
  trees about 300 yards before vanishing.  
  Those tracking via scent (w/ animal companions or 
  familiars) notice that not only do the prints stop 
  here, but any scent their animals were following is 
  gone as well. 
  What occurred is that the three attacked the 
  traveler on the road, and when they heard 
  Rosalina coming, they took to the woods. When 
  they heard the caravan coming, they stopped and 
  one of the three (the dwarf) used a scroll of 
  teleport to facilitate their escape. 
  After the PCs determine that the assailants have 
  disappeared (assuming they attempted to track in 
  the first place), they can return to the road where 
  Auntie Wisk is reviving the fallen traveler. 
  The body has been turned over, revealing the 
  distinct and obvious features of a half-orc. He 
  wears a holy symbol of Fharlanghn around his 
  neck (a wooden disk with a crescent moon over a 
  horizon; a DC 13 Knowledge (religion) check 
  identifies the holy symbol. Followers of Fharlanghn 
  recognize the symbol immediately). 
   
  Proceed to Encounter 6. 
   
  ENCOUNTER 6: A NOMADIC 
  SOUL 
  Auntie Wisk places her hands on the half-orc’s 
  shoulder and casts a cure light wounds spell on 
  him (a spellcraft check of DC 16 is needed to 
  identify the spell). 
  Read or paraphrase the following text: 
  As Auntie Wisk’s spell completes, the half-
  orc’s eyes fly open. He pushes himself to a 
  sitting position and sucks in a breath, then 
  almost immediately begins to cough. He 
  pushes himself up and turns around, his 
  hands lifted in a peaceful manner. 
  The half-orc appears to be middle-aged, with 
  grey beginning to invade his head of black 
  hair. His stark blue eyes stare nervously at the 
  large group before him and he swallows hard 
  before speaking. 
  “Please, I not want troubles from you. I am 
  peaceful traveler. I travel to Gryrax to see the 
  Prince.” 
  Auntie Wisk will make it quite clear that she has no 
  intentions on killing him especially after bringing 
  him back to consciousness. The PCs may 
  question him, however, if they wish. Use the points 
  below. 
  Q: Who are you, traveler? 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 15 
  A: My name is Yeogh. I am a treasure hunter and  
  travel these lands for many years. I’m not an 
  enemy, I is friend.  
  Q: Who attacked you? 
  A: Three army soldiers. Dey stopped Yeogh on da 
  road and ask where he was going. When I told 
  them I was on way to Gryrax to see the Prince, 
  they laughed and said ‘we thought so,’ and den 
  started to beat me with clubs. Yeogh not even 
  have a chance to fight back. I glad you 
  come…saved my life, probably. 
  Q: The ARMY attacked you? 
  A: Well, dey had the uniforms and stuff, with a 
  crest…I can’t remember what it look like now, 
  head still hurt…I dunno why they attack Yeogh. 
  Yeogh is friend of Principality, and of Prince. 
  Q: Friend of the Prince? You know Prince 
  Corond? 
  A: I knew him better when I younger. I was friends 
  with young Prince, before he…[he stops here, and 
  seems to choke off some tears] 
  Q: Why were you going to see the Prince? 
  A: I have gift for Vol’mar’s wife. 
  The ‘gift’ is a chain with a silver holy symbol of 
  Moradin attached to it.  He shows it to the PCs if 
  they ask about it. 
  Q: What is this? (speaking about the gift) 
  A: This was gift from Volimar to Yeogh before 
  Volimar die.  We wuz good friends. Exchanged 
  pendants as show of brudderhood. 
  Q: Why did he exchange pendants with you? 
  A: We wanted to show the Principality that race 
  and status not matter when comes to friendship 
  and loyalty. He know that in past, sum races not 
  treated well. But he believe dat de past iz not 
  sumthin than can be changed, so he wanted  to 
  focus on de future – what HE could do to make 
  tings right. 
  Note: It is very important that the last answer 
  make it into the conversation some how – these 
  are the ‘words of wisdom’ that Yondalla promised 
  would be spoken. 
  The PC’s can continue to talk to Yeogh as long as 
  they feel is necessary.  He doesn’t have much to 
  hide and is very open and truthful.  Some PCs 
  may have met Yeogh before. He has appeared in 
  several earlier 
  Principality of Ulek regional 
  adventures, most notably ULP3-02 Old Tales and 
  ULP4I-01 Journey to Ascension. See the outline of 
  Yeogh’s story below for some answers to 
  questions the PCs may pose to him. 
   
  -= YEOGH’S STORY =- 
  Yeogh is a middle-aged half-orc. He is known in 
  the Principality as a treasure hunter and an avid 
  map collector [this can be confirmed with a DC 20 
  knowledge (Local - Sheldomar Valley) check].   
  [The information in the following paragraph is not 
  known by anyone except a few NPCs that work 
  closely to the Prince and his family]: 
  He has worked with the Corond family for many 
  years, following up on rumors of lost ruins or 
  rediscovered treasures.  As a young man, he grew 
  to know the crown prince, Volimar Corond.  
  Whenever Yeogh was in Gryrax between missions 
  for the Prince, he'd stop in and see Volimar and 
  Dwaranmie. In 590, they swapped gifts of 
  brotherhood, meant to bind them in eternal 
  friendship. Yeogh gave Volimar a hand-carved 
  medallion with the holy symbol of Fharlanghn 
  upon it and Volimar gave Yeogh a necklace with a 
  silver pendant shaped like the holy symbol of 
  Moradin. Yeogh says (if asked) that Volimar and 
  he did this to prove that race and station need not 
  be deterrents to friendship and loyalty. It is this 
  necklace that Yeogh is taking back to Gryrax.  
  After 
  Volimar died, 
  Yeogh was very sad, 
  naturally...worse yet, he was at the Fharlanglathon 
  when Volimar was killed and felt incredibly guilty 
  for a long time - he felt he should have tried to do 
  something - anything - to try and save his friend 
  but felt helpless in the face of the Elf woman from 
  the east. 
  He is returning to Gryrax to give the pendant to 
  Olinstaad and Dwaranmie.  He believes that this 
  symbol 
  of 
  Volimar's 
  fairness 
  and 
  good-
  heartedness needs to be returned to where he lies 
  in stasis as a testament to whom he was. 
  Yeogh’s answers above are completely truthful. 
  He was alone and traveling toward Gryrax. He 
  was stopped by three men wearing the uniforms of  
  Principality of Ulek Royal Army soldiers and when 
  he told them who he was and where he was going, 
  they attacked him. 
   
  Once Yeogh realizes that the PCs and the Dusty 
  Boots are not going to mug him or attack him and 
  are traveling towards Eastpass (the same way he 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 16 
  was going), he asks if he may travel with them at 
  least as far as Eastpass, so that he may stay on 
  the road instead of keeping to the woods like he 
  had been for most of his journey. 
  The Dusty Boots agree, noting that as the past few 
  days have proven, larger groups are safer than 
  small ones. 
  Assuming the PCs agree, Yeogh thanks everyone 
  for their hospitality and after sheathing his short 
  sword and cleaning the mud from his face, offers 
  to act as a second scout. 
  If the PCs are suspicious and wish to further 
  question Yeogh, he is understanding, and is very 
  forthcoming with the information explained above.  
  DM NOTE: Yeogh is a simple man, and is not an 
  eloquent speaker in any way, shape or form, but 
  he is not unintelligent. He has a kind heart, and 
  loved Volimar Corond like a brother.  Any mention 
  of the deceased prince causes Yeogh to become 
  somber. Any questions that the PCs pose can be 
  answered by using the information in Yeogh’s 
  Story, above. As is always possible, the players 
  may ask a question whose answer is not covered 
  by the given information. If that occurs, use what 
  information exists to fashion an answer that seems 
  in character for Yeogh.   
  Hopefully, by the end of the questions, the PCs 
  have realized that it is Yeogh who is the nomadic 
  soul spoken of in the prophecy and that, if the 
  church’s hunch is correct, that the silver necklace 
  he carries may be the key – somehow – to unlock 
  the prophecy’s meaning. 
  If at any point (whether it be now or during 
  Encounter 7) the PCs mention to Yeogh that they 
  believe that they were destined to run into him or 
  that the necklace may be the thing they need to 
  save Volimar, read the following text. Please note 
  that the information in the following passage is of 
  near vital importance – especially for players who 
  are not aware of the events of the Fharlanglathlon 
  – to help steer the party toward actions later in the 
  adventure, so try to fit this in if at all possible: 
  The half-orc sucks in a deep breath at the mere 
  possibility of saving Volimar.  He stares at the 
  pendant in his hand before lifting his gaze to 
  you, his eyes rimmed with tears. 
  “I knew,” he says, choking on the words.  “I 
  knew Fharlanghan send me back for good 
  reason.  I been gone three years, since Vol'mar 
  die.  I was there, when he was killed, you know.  
  I wanted to do something, anything…but I 
  froze. I not act. I even try to call out to him, but 
  my voice fail me. Then, there were hands on 
  my arm…dwarven guards leadin’ me outta da 
  room. I not think much of it. It happen a lot to 
  me, then. I was half-orc. Dey not trust me and 
  not want me around Prince.” 
  He shrugs and looks down at the pendant 
  again. “I was shamed…and I ran.  I been hiding 
  for three years, afraid to face Vol’mar’s family.  
  All that time, I kept saying that if I only knew 
  then what I know now, if only I know what 
  happen to Principality after Vol’mar die, maybe 
  I act instead of freeze with fright. But five days 
  ago, the Traveler spoke to me in a dream. He 
  say I need to walk de path once more, that I not 
  reached de end of my walk…so here I am…and 
  I see you.  He not steer me wrong. I not dwell 
  on my shame anymore. I must help save 
  Vol’mar.” 
  With nary an additional word, he grips the 
  pendant tightly in his hand and kisses his fist, 
  then looks skyward.    
  Proceed to Encounter 7 once the PCs have 
  completed their questioning of Yeogh. 
  If the PCs don’t try to question Yeogh at all, have 
  Rosalina start in on him just to get the encounter 
  going. Once the PCs join in, have her back off. 
  If the PCs don’t take the bait and don’t bother to 
  question Yeogh at all, the situation is a bit more 
  difficult. 
  In this case, still proceed to Encounter 7 normally, 
  but alter the text of the encounter so that Auntie 
  Wisk took it upon herself to question Yeogh once 
  the caravan has set up camp. 
  NPC (All APLS) 
  Yeogh, Male Half-Orc Rng4/Ftr1/HWa1, hp 
  58. See Appendix 6. 
  ENCOUNTER 7: WHAT 
  DREAMS MAY COME 
  This encounter takes place once the caravan is 
  settled into their camp for the evening.  Auntie 
  Wisk calls Yeogh into her wagon, and several 
  minutes later, sends Rosalina to ask the PCs to 
  join them. 
  Depending on how the PCs handled the previous 
  encounter, the few minutes that Auntie Wisk and 
  Yeogh were alone can be ‘used’ to have Auntie 
  Wisk question Yeogh about things the PCs 
  neglected to, or just as time spent talking. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 17 
  Once the PCs arrive in Auntie Wisk’s wagon, they 
  find lemon tarts on plates surrounding the table. 
  Yeogh, having been here a bit already, has eaten 
  at least two. He smiles up at the PCs when they 
  enter and greets them warmly. Auntie Wisk asks 
  the PCs to sit (if the PCs kept the prophecy and 
  page, she asks to see them. If they left them with 
  her, they are on the table). 
  Auntie Wisk takes her seat and looks over at 
  Yeogh. She asks him to take out the necklace he 
  is carrying. 
  If, for some reason, the PCs have not seen this 
  until now, you’ll have to lapse into exposition 
  mode, covering information that was originally laid 
  out in Encounter 6. Otherwise, Auntie Wisk 
  explains that she believes the church was correct 
  after all. She thinks she understands the prophecy 
  more clearly now. 
  Yeogh is the “nomadic soul” that knows “a 
  nomadic soul,” which she thinks refers to Volimar, 
  since his soul is not at peace.  She also believes 
  she was correct in her assessment that the Dusty 
  Boot clan were simply a springboard to the true 
  answer and that the PCs had to search them out 
  so that the clan could lead them to where Yeogh 
  would be.   
  After Yeogh brings forth the necklace, he says a 
  prayer for Volimar’s soul in perfect dwarven and 
  looks at Auntie Wisk. 
  She looks at the PCs and says that if they were 
  looking for a keepsake, this just might be it. 
  Yeogh notes that when he and Volimar swapped 
  pendants, they spoke an oath of brotherhood and 
  loyalty that bound them to each other. 
  As Yeogh is saying this, have the PCs make a 
  passive spot check.  A DC 20 spot check reveals 
  that the colors on the swirling design of Player 
  Handout #5 are becoming brighter and more 
  distinct. 
  If anyone notices this, they may point it out to 
  Auntie Wisk and Yeogh. 
  If nobody notices (or does notice and doesn’t say 
  anything), Auntie Wisk gets up from the table at 
  this point to get more lemon tarts. 
  If someone notices the change and informs Auntie 
  Wisk, she makes an exclamation (“By Yondalla!” 
  or something similar) and jumps up from the table, 
  crossing the room to a group of scroll cases. 
  When either occurs, read or paraphrase the 
  following text as necessary, depending if the 
  players have already noticed the swirling design 
  on the white, orphaned page. 
  As Yeogh continues his recollections of 
  Volimar, a subtle buzzing noise starts to fill the 
  wagon. 
  Yeogh pauses for a moment and wrinkles his 
  nose.  “Wassat?” he says. 
  “What’s what, dearie?” Auntie Wisk asks from 
  her spot across the wagon. 
  “Buzzin,” Yeogh says, sounding confused.  
  As he says that, the buzzing becomes louder, 
  and its source is finally apparent.  The singular 
  orphaned page is clearly vibrating, the colors 
  of its swirling design beginning to spin in a 
  tight, psychedelic circle. 
  “Ahh!” Yeogh says in surprise, the necklace 
  falling from his grasp. For a moment that 
  seems to pass in slow motion, the necklace 
  falls through the air. Then, as it comes to rest 
  on the vibrating page, a flash of white, warm 
  light fills the air above the table and suddenly, 
  you 
  are 
  filled 
  with 
  an 
  incredible 
  and 
  overwhelming urge to sleep… 
  When the pendant hit the page, the epic spell 
  dreamscape was cast. A DC33 spellcraft check 
  (Base DC: 15, +10 for spell level, +2 for lack of 
  verbal component, +2 for lack of somatic 
  component, +2 for lack of material component, +2 
  for alternate effect area) is needed to identify the 
  spell. 
  The PCs can attempt a save against the effect. As 
  Dugmaren Brightmantle himself is the caster, a  
  DC37 will save is required (Base DC10 + 10 for 
  spell level +12 for caster’s Intelligence modifier, +5 
  for caster’s divine rank). 
  Should a PC somehow manage to make the save, 
  they hear a fatherly voice in their head, imploring 
  them to “Let go, my child. Let your mind’s eye see 
  what so many eyes have been blind to.” 
  This is the voice of Moradin and followers of the 
  Dwarven Pantheon are immediately able to 
  recognize it as such.  For the remainder of the 
  adventure, all characters of good alignment that 
  made the initial save are blessed with a +2 sacred 
  bonus to all saving throws and gain the Hearing 
  the Allfather’s Voice item on the AR. 
  Once the PC hears these words, give them an 
  opportunity to give into the spell’s effects. If they 
  do, proceed as if they failed the initial save. If they 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 18 
  chose to not give in, they miss the next two (or 
  three) encounters. 
  Once all of this has been adjudicated, proceed by 
  reading the following text for the PCs who 
  succumbed to the dreamscape spell. (Any PCs 
  who did not are free to do what they will for the 
  next few encounters, but cannot interact with the 
  PCs in the dreamscape in anyway beyond a few 
  words here and there. Keep in mind that the PCs 
  outside the dream cannot see or know what is 
  happening inside, so they cannot give advice). 
  A thunderclap sounds overhead and jolts you 
  awake.  You find yourself lying in a clearing of  
  spongy green grass, staring at a dark, angry 
  sky. The wagon is gone, and there is no sign of 
  the Dusty Boot clan, Yeogh or Auntie Wisk. 
  The ground beneath your feet undulates and 
  pulses as if alive and shadow seems to shape 
  the land.  A vague haze hangs in the quiet air, 
  the world seemingly frozen in a state of semi-
  consciousness. 
  A soft, muffled voice pierces the mist, at least 
  you think it's a voice. It's there, you're sure of 
  it, but it doesn't sound completely real – as if 
  someone was talking to you while you were 
  trying to fall asleep. 
  After a couple of seconds, the voice becomes 
  slightly clearer. It's Auntie Wisk. 
  “I hope you can hear me, dearies,” she says. 
  “This 
  is 
  quite 
  amazing...your 
  bodies 
  all 
  slumber, but I believe you've been the 
  recipients of a divine transposition.    
  “Orient yourselves, for if I am correct you 
  stand within the Realm of Dreams. Dugmaren 
  has guided each of you with His hand into the 
  sleeping memories of our new half-orc friend.  
  The prophecy spoke truly. 'Only a nomadic 
  soul can find a nomadic soul.' 
  “You must find Prince Volimar amongst 
  Yeogh's many memories. Find this memory of 
  the fallen prince and bring it forth.” 
  “Tread carefully, however,” she continues as 
  her voice starts to fade.  “Not all memories are 
  pleasant...” 
  For a few moments, her final word hangs in the 
  thick, damp air before it too vanishes, leaving 
  you surrounded with an eerie quiet. 
  ENCOUNTER 8: 
  REMEMBRANCE OF THINGS 
  PAST 
  Now that they have been affected by the spell, 
  PCs may make an additional Spellcraft check. A 
  DC25 check confirms that the party has been the 
  recipient of a dreamscape spell and are indeed in 
  the demiplane of Dreams. 
  Those beating a DC29 also know that there is very 
  little concrete information this demiplane, though it 
  is commonly accepted that the dream realm 
  contains the dreams – good or bad – of all who 
  sleep, making it a very chaotic and dangerous 
  place to travel, though, since it is coterminous with 
  several other planes, it is often used to facilitate 
  quick travel across the planar cosmology.  The 
  current “dreamscape” the PCs are in is quite 
  different 
  than 
  the 
  accepted 
  planar 
  theory 
  (especially if Auntie Wisk was correct in her theory 
  that they walk specifically in Yeogh’s dreams), 
  confirming that someone of great power – possibly 
  even a God – has greatly altered the magic of the 
  spell. In truth, Auntie Wisk was correct. The PCs 
  walk in Yeogh’s dreams, a pocket of the demi-
  plane of dreams created by a dreamscape spell 
  divinely altered by Dugmaren Brightmantle.   
  Any spells of discernment, such as true seeing, 
  will reveal nothing. Although the planar features 
  (and many of the denizens within) seem illusory or 
  the stuff of fantasy, they are quite real here, as is 
  their odd appearace. 
  Once the PCs gather themselves, they way want 
  to look around. The following information should 
  be given to the PCs as necessary, even if its 
  added to the speak-aloud text below.  Use it to 
  create atmosphere as needed. 
  The ground is damp and spongy and looks and 
  feels like its covered by a thick brown moss. The 
  air is saturated with a grey fog, as if someone had 
  gathered shadows together and gave them the 
  form of a cloud.   
  Despite the fog, the PCs can see fine to 50’ away 
  (in all directions, including up), where the fog 
  thickens into a wall so dense it’s impossible to see 
  through. This visibility is relative to each PC. That 
  is, if a PC moves forward 5’, they will be able to 
  see 5’ farther in front of them than any PC who did 
  not, but their rear visibility will be lowered by 5’.  
  Fire will not dissipate this fog in any way, and 
  spells such as gust of wind, control weather or 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 19 
  other similar effects appear to function normally, 
  but have no effect on the mist whatsoever. 
  There are trees which dot the hilly landscape, but 
  everything about them is exaggerated. The trunks 
  are taller and bigger around, the branches hang 
  lower, the leaves are bigger, etc. Because of the 
  dense fog, PCs are unable to see the tops of all 
  but the shortest trees, and the sky is completely 
  blocked from view. From just beyond the fog, the 
  PCs can hear various sounds: groans, crying, 
  laughter, the sound of battle, or anything else that 
  might be recalled in a dream. It should create 
  rather creepy surroundings. 
   
  Should any PC decide to take a sample of the 
  mossy ground or from one of the trees, they 
  should be allowed to. Any that do receive the The 
  Stuff That Dreams are Made of item on the AR. 
  Go ahead and continue with the text below, but be 
  ready to stop at any point should the PCs make a 
  conscious decision to act out against any of the  
  memories, whether it be to retaliate with words, 
  attack their tormenters or any other action that 
  would be consider ‘interaction’ with what they are 
  seeing. In reality, they are seeing things through 
  Yeogh’s eyes and remembrances, but a conscious 
  decision to alter the scene will strip the veil from 
  the memory and reveal the truth: That there are 
  several odd creatures from all manner of planes 
  and realms that wander in the demi-plane and 
  they often get caught in the memories of beings as 
  well.  When the veil is stripped away, whatever 
  creatures (they can be anything, really) the PCs 
  come face to face with will panic and flee. 
  If the PCs insist on using resources to deal with 
  the memories, let them, but make sure that they 
  mark the resource as ‘used.’ 
  If the party chooses to use offensive magic to act 
  out against these memories, any spell that deals 
  damage will likely kill any of the small veiled 
  creatures (this is only true of this encounter. The 
  creatures encountered in Encounter 9 will not be 
  as easy. 
  The greasy, grey fog moves constantly, 
  enveloping you in a damp, dreary mist. Cries 
  of all sorts fill the air beyond the wall of mist 
  that blocks your vision.  There are screams 
  that sound and quickly fade away, laughter 
  both comforting and cruel, the sound of tears, 
  yells of pain and pleading, all of which diffuse 
  into the mist like steam. 
  For a moment, there is quiet. Then the fog 
  shifts shape and forms into the vague 
  silhouette of several dozen people that crowd 
  in on you from all sides.  Taunts of “Half-
  breed!” and “Pomarj Scum!” sound out from 
  around you, followed by a chorus of cruel 
  laughter.   
  A pair of creatures forms from the mist. Their 
  faces and features are absent but their shape 
  suggests beings of dwarven origin. One of the 
  ‘dwarves’ grips the wispy chain-like leash of a 
  large shadowy dog who growls and barks at 
  you with vicious abandon.  The crowd 
  continues to taunt you, pinning you in. For a 
  moment, an unexplained panic grips you and 
  you cringe as remembered blows fall upon 
  your head and body.   
  Then just as suddenly, the crowd has 
  dissipated, the dwarves and their pet are gone 
  and the fearful feeling vanishes. 
  Use your discretion to come up with some other 
  memories that the PCs might stumble into before 
  continuing to the next encounter. They should get 
  the idea that things change here quite rapidly and 
  rarely should anything be taken at face value. In 
  all the memories they come across, the PCs are 
  seeing things from Yeogh’s point of view. Here are 
  some ideas, should you need them: 
  • 
  His foster father giving him his first bow 
  • 
  A fight in the disputed territories where he 
  saves the lives of a farming family by 
  killing two orcs that break into their house. 
  • 
  Selling maps to various adventurers 
  outside the Tower of Celestian. 
  • 
  Trading documents and information with 
  Kaihonriedwur, the copper dragon that 
  lives in the Hills near Thunderstrike. 
  • 
  Being pelted with Tomatoes outside 
  Havenhill while trying to find a place to 
  stay. 
  Once the atmosphere and setting has been 
  established, move to Encounter 9. 
  ENCOUNTER 9: DEJA VU 
  ALL OVER AGAIN 
  The PCs are about to enter Yeogh’s recollection of 
  the events which occurred at the award ceremony 
  of the Fharlangathlon in CY594, leading up to and 
  including the assassination of Prince Volimar by 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 20 
  Markessa the Shadow (actually Markessa the 
  Black).  At some point while you are reading the 
  text, the PCs may jump to action. This is FINE and 
  exactly what should occur.  
  After many long minutes, the thick, grey mist 
  seems 
  to 
  evaporate 
  before 
  your 
  eyes, 
  revealing a large, exquisite hall fashioned of 
  polished stone.  The spongy moss of Yeogh’s 
  nightmare has been replaced with a perfectly 
  polished marble floor.  The hall is filled with 
  throngs of people as well as the loud 
  unmistakable sound of applause. Most of the 
  people here are dressed in expensive, well-
  kept clothing, the exception being the Royal 
  Army soldiers guarding the double doors at 
  either end of the room and small groups of 
  what clearly are adventurers, dressed in armor 
  with weapons within easy reach. The banquet 
  table in the center of the room has the remains 
  of a great feast upon it, but it is the front of the 
  room where everyone seems to have cast their 
  attention. 
  There, underneath the largest chandelier in the 
  room, 
  a 
  temporary 
  stage 
  has 
  been 
  constructed. Standing in the center of the 
  stage is a young dwarf with dark brown hair 
  and stark green eyes wearing the royal colors 
  of the Principality of Ulek.  He smiles at the 
  crowd and motions for quiet and the applause 
  dies down almost immediately. 
  “It is my honor to be here today to award these 
  valiant individuals for their triumph in this 
  race,” he begins, motioning to three small 
  groups of people on the stage behind him. 
  “The 
  Fharlangathalon 
  is 
  indeed 
  a 
  tribute to Fharlanghn and travel but 
  more 
  importantly 
  a 
  tribute 
  to 
  teamwork and the accomplishments that 
  can come from it. The Principality of 
  Ulek is honored to be the host 
  country for this event and hopes that 
  we can one-day host it again. My 
  fellow citizens, it is my honor to 
  present to you the winners of the 
  Fharlangathlon!” 
  The room bursts into applause once 
  again. 
  Stop here to let the PCs absorb what’s going on. 
  In reality, they are present in Yeogh’s recollection 
  of the award ceremony at the Fharlangathlon 
  which took places in the Principality of Ulek in 
  594CY. 
  The dwarf on stage is none other than Prince 
  Volimar Corond.  He is easily recognized based on 
  the information the PCs were given by Ulian 
  Farhunter at the beginning of the adventure. 
  In the odd case where this information was not 
  relayed to the party during role play, PCs can 
  identify him with a DC10 Intelligence check. The 
  Fharlangathlon, and the assassination of the 
  Prince is a story that is widely known across the 
  Sheldomar Valley and it’s rare that someone is 
  unfamiliar with the event. 
  Note: Any PC who participated in the interactive 
  who also finished in one of the top three teams 
  automatically make a spot check to notice 
  themselves on stage (with the exception of the 
  one PC who was removed before the ceremony 
  and replaced by the assassin who murdered the 
  Prince). 
  To “defeat” this first part of the encounter, the 
  players must alter the memory in some way, 
  whether that means moving to protect the prince, 
  calling for the guards or charging Markessa on 
  stage. Should any of the players announce that 
  they’re doing something to alter the scene before 
  they run out of time (see below).  Once they do 
  this, the scene begins to fade out and you should 
  proceed to Encounter 10A. 
  If for some reason the PCs do NOT act before the 
  Prince is assassinated, instead proceed to 
  Encounter 10B. 
  As the applause dies down in the room, the Prince 
  begins retrieving the third place medals from a 
  silver tray on the podium next to him.  At this point, 
  have everyone make a spot check. A DC10 allows 
  PCs to notice that one of the contestants on stage, 
  an elven woman, is wreathed in shadowy tendrils. 
  She is currently 6th in line to receive her medal. It 
  should be easy for the PCs to surmise that this 
  woman is Yeogh’s memory of Markessa the 
  Shadow, the woman who assassinated Prince 
  Volimar.  If the PCs don’t make the connection, 
  allow them a DC10 intelligence check to recall this 
  information. 
  Wait six seconds, and then tell the players that the 
  Prince has given out the first medal and is moving 
  on to the next person in line. 
  Every six seconds, note that he has given out the 
  next medal (but pause the count if the players 
  wish to ask a question, clarify some information or 
  act to save the prince). This will have him facing 
  the shadowy woman after 30 seconds – and once 
  this occurs, the PCs have run out of time. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 21 
  Note: If there are PCs in the party who played in 
  the 
  Fharlangathlon 
  interactive 
  and 
  finished 
  amongst the top three teams, they automatically 
  make the passive spot check to see their ‘double’ 
  on stage with the prince, and may wish to try to 
  will the double into action. Should they attempt 
  this, what happens instead is that they temporarily 
  change places with their body double and find 
  themselves on stage. This should give them ample 
  time to achieve their goal. 
  ENCOUNTER 10A: A DREAM 
  ITSELF IS BUT A SHADOW 
  Within the dreamscape, The PCs have acted 
  where Yeogh himself did not in actuality, and have 
  altered the memory of the Prince’s assassination, 
  which will have implications later in the adventure. 
  Read the following: 
  Your initial, bold move toward the Prince has 
  spurred the guards around the stage into 
  action – and the assassin into desperation. 
  The shadowy woman takes a deliberate step 
  toward Prince Volimar, who has started to look 
  around in confusion.  
  Before the assailant can reach the Prince, 
  however, several Adamantine guard form a 
  shield wall around him, leaving the assassin 
  with no target. Her mission lost, she makes a 
  run for the door, where she is confronted by 
  two more guards.  Suddenly, you hear a gruff 
  voice. “Move along there, half-breed,” it says. 
  “We need to clear the room.” 
  Looking up, you see a dwarven guard 
  glowering at you. He wears the colors of the 
  Principality on his tabard, as well as a smaller 
  crest – two battle axes crossed over the image 
  of a single gold coin. 
  Before you can answer, another similarly 
  dressed dwarf falls in line next to him, and the 
  scene begins to fade. 
  Most of the figures in the scene fade with the 
  surroundings, but a few stay behind, their 
  forms changing before your eyes. No longer 
  bound by the veil of memory, the creatures’ 
  true forms are revealed – beasts of the nether 
  planes. The woman, even with her shadow 
  stripped away, still retains much of her elvish 
  qualities but in addition boasts deep red eyes, 
  dusky grey skin, long black hair and a pair of 
  short horns atop her head. She narrows her 
  eyes at you as the deep grey fog begins to 
  once again surround you. 
  The PCs will have to clear this ‘memory’ of the 
  outsiders that have tainted it in order to safely 
  leave the dreamscape and continue with the 
  adventure. 
  This version of Markessa is not the actual 
  Markessa the Black, of course, but is, in fact, a 
  half-fiend elf that has been using the demi-plane of 
  dreams to travel from plane to plane. A DC 12 
  Knowledge (the planes) check is needed to 
  identify this creature as a half-fiend.  
  APL 4 (EL 7) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf Rog2/Swa2; hp 34. See Appendix 1. 
  Barghest (2); hp 33 each. See Monster 
  Manual, page 22-23. 
  APL 6 (EL 9) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa3: hp 50. See Appendix 2. 
  Chain Devil (2); hp 52 each. See Monster 
  Manual, page 53. 
  APL 8 (EL 11) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa5: hp 68. See Appendix 3. 
  Chain Devil (3); hp 52 each. See Monster 
  Manual, page 53. 
   
  APL 10 (EL 13) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa7: hp 96. See Appendix 4. 
  Bone Devil (2); hp 95 each. See Monster 
  Manual, page 52-53. 
   
  APL 12 (EL 15) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa9: hp 128. See Appendix 5. 
  Barbed Devil (2); hp 126 each. See Monster 
  Manual, page 51. 
   
  Tactics: The elf’s tactics are simple – kill or be 
  killed.  Her first target, if she is not immediately 
  engaged, will be the party member that looks the 
  least armored (a mage or a monk, probably). She 
  will use Combat Expertise when she feels she can 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 22 
  get away with it to take advantage of her Deadly 
  Defense feat.  Because she has the Telling Blow 
  feat, she does not need to feint In combat to have 
  a chance to add her sneak attack dice.  She will 
  stick and move as often as possible to confuse the 
  party. The outsiders will provide for the elf when 
  possible, and focus their attacks on who they 
  believe to be the most dangerous targets. 
  Note: If a PC falls in combat, they do not bleed 
  out. They can, however, die outright if they take 
  enough damage to kill them in an attack. Should 
  this occur, the others will see their body vanish 
  (along with all their gear). The PC does actually 
  die, but their body is still in Auntie Wisk’s cabin 
  with the caravan. Once the PCs leave the 
  dreamscape, they can arrange to raise the PC, if 
  necessary. 
  Once the PCs defeat the elf and her outsider 
  companions, proceed to Encounter 11. 
  ENCOUNTER 10B: WISDOM 
  FROM FAILURE  
  The PCs, despite several clues along the way, did 
  not act in time to alter Yeogh’s memory and the 
  ‘dream’ version of Markessa the Black is able to 
  complete the assassination of Prince Volimar. 
  Read the following. 
  The shadowy woman takes her place before 
  the Prince. As he reaches to place a silver 
  medal about her neck, you see a flash of steel. 
  Before even the Prince can react, the woman 
  plunges her previously hidden dagger directly 
  into his heart.  His face frozen in disbelief, 
  Volimar’s lifeless form crumples to the stage 
  as screams fill the room.  
  As people begin to move in every direction 
  possible, you hear a gruff voice. “Move along 
  there, half-breed,” it says. “We need to clear 
  the room.” 
  Looking up, you see a dwarven guard 
  glowering at you. He wears the colors of the 
  Principality on his tabard, as well as a smaller 
  crest – two battle axes crossed over the image 
  of a single gold coin. 
  Before you can answer, another similarly 
  dressed dwarf falls in line next to him, and 
  they both reach out to grab your wrists. You, 
  of course, try to resist, but find yourself frozen 
  with fear. The dwarves each take a wrist and 
  begin to lead you toward the door and a panic 
  fills you, but unlike the one you had when you 
  first entered this place, this one does not 
  dissipate. 
  As you reach the doorway and the scene 
  begins to fade, you catch a glimpse of your 
  shaking hands. They are unfamiliar to you – 
  rough and dirty with a somewhat leathery 
  texture, sporting a greenish brown hue… 
  Most of the figures in the scene fade with the 
  surroundings, but a few stay behind, their 
  forms changing before your eyes. No longer 
  bound by the veil of memory, the creatures’ 
  true forms are revealed – beasts of the nether 
  planes. The woman, even with her shadow 
  stripped away, still retains much of her elvish 
  qualities but in addition boasts deep red eyes, 
  dusky grey skin, long black hair and a pair of 
  short horns atop her head. She narrows her 
  eyes at you as the deep grey fog begins to 
  once again surround you. 
  PCs may take offense at being told how they feel 
  and how they act, but remind them that while 
  they’re in the dreamscape, they’re seeing things 
  through the eyes of Yeogh, and feeling how he felt 
  at the time.  In effect, they are taking on the 
  burden of Yeogh’s guilt by not acting to alter the 
  memory. For the rest of the time the PCs are in 
  the dreamscape, they are considered shaken, 
  even if they normally would be immune to fear 
  effects. 
  If the players ask, yes, the hands they saw in the 
  memory were indeed Yeogh’s hands. 
  To continue with their mission, the PCs will have 
  to defeat this imagined version of Markessa the 
  Shadow and the evil outsiders which accompany 
  her. If they are able to defeat her, the entire 
  ‘memory’ will reset back to the point where 
  Volimar gives his speech in Encounter 9, with one 
  difference – Markessa’s shadowy form no longer 
  appears on stage. In her place, an elven woman 
  (free of shadows and wispy darkness) waits 
  patiently to receive her medal.  The PCs can move 
  to Volimar at their leisure and without danger of 
  further failure or delay. Once any of the PCs 
  interact with the mental image of the Prince in any 
  way, proceed to Encounter 11. 
  This version of Markessa is not the actual 
  Markessa the Shadow, of course, but is, in fact, a 
  half-fiend elf that has been using the demi-plane of 
  dreams to travel from plane to plane. A DC 12 
  Knowledge (the planes) check is needed to 
  identify this creature as a half-fiend. 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 23 
  APL 4 (EL 7) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf Rog2/Swa2; hp 34. See Appendix 1. 
  Barghest (2); hp 33 each. See Monster 
  Manual, page 22-23. 
  APL 6 (EL 9) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa3: hp 50. See Appendix 2. 
  Chain Devil (2); hp 52 each. See Monster 
  Manual, page 53. 
  APL 8 (EL 11) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa5: hp 68. See Appendix 3. 
  Chain Devil (3); hp 52 each. See Monster 
  Manual, page 53. 
   
  APL 10 (EL 13) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa7: hp 96. See Appendix 4. 
  Bone Devil (2); hp 95 each. See Monster 
  Manual, page 52-53. 
   
  APL 12 (EL 15) 
  Markessa “the Shadow,” Female Half-Fiend 
  Elf, Rog3/Swa9: hp 128. See Appendix 5. 
  Barbed Devil (2); hp 126 each. See Monster 
  Manual, page 51. 
   
  Tactics: The elf’s tactics are simple – kill or be 
  killed.  Her first target, if she is not immediately 
  engaged, will be the party member that looks the 
  least armored (a mage or a monk, probably). She 
  will use Combat Expertise when she feels she can 
  get away with it to take advantage of her Deadly 
  Defense feat.  Because she has the Telling Blow 
  feat, she does not need to feint In combat to have 
  a chance to add her sneak attack dice.  She will 
  stick and move as often as possible to confuse the 
  party. The outsiders will provide for the elf when 
  possible, and focus their attacks on who they 
  believe to be the most dangerous targets. 
  Note: If a PC falls in combat, they do not bleed 
  out. They can, however, die outright if they take 
  enough damage to kill them in an attack. Should 
  this occur, the others will see their body vanish 
  (along with all their gear). The PC does actually 
  die, but their body is still in Auntie Wisk’s cabin 
  with the caravan. Once the PCs leave the 
  dreamscape, they can arrange to raise the PC, if 
  necessary. 
  ENCOUNTER 11: WIDE 
  AWAKE 
  Once the PCs interact with the memory of Prince 
  Volimar in the dreamscape, they have completed 
  their task.  
  Due to the planar effects of the dreamscape, any 
  PC who survived the encounters in the demi-plane 
  find themselves at full health and any spells they 
  cast while in the dream world have been ‘returned’ 
  to them. Any consumable items (or charges off 
  consumable items) that were used, however, are 
  not returned. 
  As soon as that happens, and they have 
  proceeded to this point, read or paraphrase the 
  following: 
  Your task complete, a slight buzzing sound 
  surrounds you and your stomach lurches as 
  your body is pulled away from this dream-like 
  place. The image of the Prince seems to turn to 
  you at the last second, bowing his head.  A 
  moment before he disappears from sight, 
  Volimar smiles. A warm white light envelops 
  you momentarily and you hear a voice, soft, 
  but strong. 
  “Thank you…” 
  The words fade with the dissipating light, and 
  you find yourself back in Auntie Wisk’s wagon, 
  sitting around the table just as you had been 
  before.  You feel well-rested, if a bit groggy 
  from your recent foray into the dream realm. 
  Yeogh is sitting in his original seat as well, 
  turning his eyes toward each of you in 
  succession. He sits back in his chair and lets 
  out a long, relieved breath.  “Dey back, Auntie. 
  Dey awake again.” 
  “Oh thank the Gods!” Auntie Wisk says as she 
  sits down in her chair.  She leans forward and 
  smiles 
  at 
  you. 
   
  “You’ve 
  done 
  it, 
  dearies…look!!” 
  On the table, the blank sheet of parchment has 
  begun filling itself in. Slowly, lines flow across 
  the page as if drawing themselves, and the 
  colors from the swirling disc seep across the 
  parchment like a jar of spilled paint, spreading 
  to each corner of the once blank page. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 24 
  After a few moments, the drawing stops.  It’s a 
  map! 
  Hand the players Player Handout #6. This is the 
  map left behind on the once-blank page.  The 
  silhouette of the dark woman remains in the exact 
  spot which it occupied before, but the rest of the 
  map 
  shows 
  the 
  northeast 
  section 
  of 
  the 
  Principality and the Northwest section of the 
  Pomarj. The eerie silhouette is clearly on the 
  Pomarj side of the map. 
  In reality, this map has pinpointed the location of 
  the Thinaun steel dagger in which Markessa has 
  the captured soul of Volimar Corond. It is the last 
  piece the Principalily needs to plan and order an 
  assault to rescue the Prince and possibly restore 
  him to life. 
  To realize this, a PC needs to make a DC10 
  intelligence check.  If no PC makes the check, 
  Auntie Wisk will relay this information. Yeogh, 
  being a ranger and a noted mapsmith, identifies 
  the area in the map as being almost directly east 
  of Thunderstrike, about 10 miles inside the Pomarj 
  border. A PC can know this as well, by making a 
  DC12 
  knowledge 
  (Geography) 
  or 
  DC15 
  Knowledge (Local: Sheldomar Valley) check. 
  After this has all been taken care of, read or 
  paraphrase the short passage below: 
  “I saw it…as you were seeing what happened, I 
  saw it as well. Those dwarves – those crests! 
  I’d blocked out the memory, but I knew dey 
  looked familiar. Dey the same symbols dat was 
  on the uniforms of de dwarves that beat me up 
  on de road!” 
  He wrinkles his nose.  “Just coinc’dence, doh, 
  right?” 
  If the PCs ask Yeogh what crest he means, he 
  describes it as a ‘pair of battle-axes crossed over 
  a coin.’ 
  This is the heraldry of the Grindin province, the 
  southeastern most province in the Principality.  A 
  DC 15 Knowledge (Local: Sheldomar Valley) or a 
  DC 13 Knowledge (Nobility or Royalty) check will 
  identify the crest. PCs from the Principality of Ulek 
  get a +3 competence bonus on this roll. 
  After the situation sinks in, however, Yeogh 
  becomes overwhelmed with joy. He basically hugs 
  everyone he can get his hands on, thanking them 
  and promising to tell the Prince what they’ve done.  
  Auntie Wisk seems relieved, and once word 
  circulates amongst the rest of the clan, the entire 
  mood of the trip changes. That night, once the 
  campfires are started, The Dusty Boots sing more 
  openly, the food is more plentiful and of better 
  quality than even they’re used to, the drink flows 
  more freely and there is dancing around the 
  campfire into the night. 
  The rest of the encounter can be spent having a 
  rollicking good time with the Dusty Boot clan, 
  should the PCs wish.  Let the role-play continue, 
  considering time restraints. Use the previous 
  profiles of the clan members as necessary to help 
  facilitate this interaction. 
  Once the role-play has wound down, continue to 
  Encounter 12. 
   
  ENCOUNTER 12: THE ROAD 
  HOME 
  The following day, around dusk, the caravan 
  reaches the city of Eastpass. Auntie Wisk lets the 
  PCs know that they must continue west to 
  Riverton to resupply and attend the annual 
  festival. 
  Yeogh says he needs to head south to Gryrax to 
  see the Prince and asks that the PCs accompany 
  him so that they can deliver the recent good news 
  in person. 
  The PCs can elect to continue west to Riverton 
  with the Dusty Boot clan and still achieve success 
  in the adventure (as long as they keep the map 
  with them and do not give it to Yeogh), but should 
  they select this option, Yeogh will be killed by the 
  thugs described below. 
  If any PCs elect to travel to Riverton, the 
  adventure ends here for them. Give the respective 
  players ARs and continue with the adventure for 
  the other PCs. If the entire party elects to travel to 
  Riverton before delivering their information to 
  Gryrax, then the adventure is over and you should 
  proceed to Conclusion B. 
  If the PCs elect to teleport to Gryrax or have some 
  other way of instant transport (such as Tree 
  Stride) skip this encounter and proceed to the 
  Conclusion A. Otherwise, read or paraphrase the 
  following: 
  The first day of your trip from Eastpass to 
  Gryrax is completely uneventful. Yeogh is 
  happy to share some stories from his past, 
  including the time he and Volimar got in 
  trouble for following a fake treasure map and 
  digging up part of the palace gardens looking 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 25 
  for a lost dwarven relic.  He is quite animated 
  when he speaks of Volimar and the happy 
  memories of youth seem to invigorate him. 
  It is near noon on the second day when the 
  sound of snapping branches catches your 
  attention. Stepping onto the road are two 
  dwarves 
  dressed 
  in 
  the 
  colors 
  of 
  the 
  Principality of Ulek. Each, however, bears an 
  additional crest on his left shoulder – a pair of 
  axes crossed over a single coin.  The younger 
  looking of the two dwarves waves a greeting. 
  “Ah, there you are, half-orc.  I was wonderin’ 
  what happened to you.” 
  Yeogh narrows his eyes and then lets out a 
  low growl.  “Dat’s dem! They’s the ones who 
  beat me up before.” 
  “Ayup,” the other dwarf adds, running a finger 
  along the edge of the medallion around his 
  neck.  “And we’re gonna do it again.” 
  “As for the rest of you,” the first dwarf 
  continues.  “I’d let you go about your merry 
  way, but orders are orders, and you are all 
  gonna 
  have 
  to 
  die. 
  Sorry 
  for 
  the 
  inconvenience.” 
  The crossed axes over the coin is the heraldry of 
  the Grindin province, the southeastern most 
  province in the Principality.  A DC 15 Knowledge 
  (Local: Sheldomar Valley) or a DC 13 Knowledge 
  (Nobility or Royalty) check will identify the crest. 
  PCs from the Principality of Ulek get a +3 
  competence bonus on this roll. 
  The dwarf wearing the medallion is actually 
  wearing the holy symbol of Vergadain (a single 
  gold coin). To identify it, PCs need a DC 15 
  Knowledge (Religion) check. Dwarven PCs make 
  the check automatically. 
  Any attempts by the PCs to talk their way out of it 
  will not work – these men are under orders by the 
  Baron of the Grindin province, Delon Reilagg, to 
  kill Yeogh and anyone he travels with.   
  If a PC mention their mission in anyway, the 
  comment is met with derision. One of the dwarves 
  will snort and say something like “Aye, we 
  know…why do ya think we aim to kill ya?” 
  There is no surprise round. Roll for initiative and 
  proceed with combat. 
  Yeogh will assist in the combat, but is untiered. He 
  will act as an archer for much of the combat, 
  switching to hit-and-move melee tactics if one of 
  the thugs attempt to take him out. 
     
  NPC (All APLS) 
  Yeogh, Male Half-Orc Rng4/Ftr1/HWa1, hp 
  53. See Appendix 6. 
   
  APL 4 (EL 5)  
  Toril, Male Dwarven Ftr2, hp 22. See 
  Appendix 1 
  Garryn, Male Dwarven Clr3 of Vergadain, 
  hp 30. See Appendix 1 
  Laradol, Male Human Rog2, hp 14. See 
  Appendix 1. 
  APL 6 (EL 7) 
  Toril, Male Dwarven Ftr4, hp 44. See 
  Appendix 2. 
  Garryn, Male Dwarven Clr5 of Vergadain, 
  hp 53. See Appendix 2. 
  Laradol, Male Human Rog4, hp 26. See 
  Appendix 2. 
   
  APL 8 (EL 9) 
  Toril, Male Dwarven Ftr6, hp 70. See 
  Appendix 3. 
  Garryn, Male Dwarven Clr7 of Vergadain, 
  hp 73. See Appendix 3. 
  Laradol, Male Human Rog6, hp 38. See 
  Appendix 3. 
   
  APL 10 (EL 11) 
  Toril, Male Dwarven Ftr8, hp 92. See 
  Appendix 4. 
  Garryn, Male Dwarven Clr9 of Vergadain, 
  hp 93. See Appendix 4. 
  Laradol, Male Human Rog8, hp 58. See 
  Appendix 4. 
   
  APL 12 (EL 13) 
  Toril, Male Dwarven Ftr10, hp 124. See 
  Appendix 5. 
  Garryn, Male Dwarven Clr11 of Vergadain, 
  hp 124. See Appendix 5. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 26 
  Laradol, Male Human Rog10, hp 82. See 
  Appendix 5. 
   
  Tactics: The combatants are a notch above 
  common thugs, but not much.   
  Laradol starts the combat off the road hiding in the 
  trees.  If he can get away with it (roll a hide check 
  for him and have the players make opposing spot 
  checks) he will spend the first two rounds sniping 
  the closest PC for sneak attack damage. If he is 
  spotted, he will come out onto the road and use 
  his rogue tactics to stick and move. Consult DM 
  AID #2 – Traitors! For the NPCs initial positions. 
  Toril will power attack as much as he thinks he 
  can get away with and go after PCs who he look to 
  be easy targets. His ultimate goal is to get to – and 
  kill – Yeogh. Garryn is a meleer, but will buff and 
  heal as necessary. He prefers burning his spells 
  for equivalent level inflict wounds spells as 
  needed, and once he moves into melee, Laradol 
  will do what he can to achieve flanks with either of 
  the dwarves. 
  At APL 10, Garryn has stalwart pact precast on 
  himself, and at APL 12, he has stalwart pact 
  precast on himself and zealot pact (attuned to 
  lawful good) precast on Toril. 
  These three are under orders to kill, but are smart 
  enough to wait for all their foes to be down before 
  going back and killing any of them. 
  If the PCs defeat the encounter and search the 
  bodies, they will find Player Handout #7 inside 
  Laradol’s belt pouch. This is pretty damning 
  evidence showing that the Baron is a traitor, and 
  the PCs should take care on who gets this 
  information. 
  Once the PCs have killed, search and looted the 
  thugs, they may continue on unmolested. Proceed 
  to the Conclusion A. 
   CONCLUSION A 
  Before reading the following, determine if the PCs 
  are planning on reporting the treasonous Baron 
  and if so, who they are going to report to. Once 
  that’s been determined, continue: 
  It’s been a strange trip, but you’ve finally made 
  it back to Gryrax. Within a few minutes of you 
  entering 
  the 
  city, 
  you’re 
  met 
  by 
  a 
  representative 
  of 
  the 
  Guardians 
  of 
  the 
  Soulforged who leads you to Hammer Hill 
  temple to meet with Father Farhunter. 
  Ulian is overjoyed that you were able to further 
  fulfill the prophecy and assures you that 
  neither the church of Brightmantle nor the 
  Principality will forget yours deeds this day. 
  He gladly pays each of you the 100gp fee he 
  promised, and notes that he will be in contact 
  with the Talons to let them know what has 
  transpired and even sends for a Royal 
  Ambassador to facilitate Yeogh’s meeting with 
  the Prince. 
  He asks that you keep your ears open for a 
  further call, as he believes that this map is the 
  last piece of the puzzle that the church needs 
  to organize a mission to rescue the lost 
  prince’s soul from its murderous prison. 
  The Principality will have need of you again, 
  for sure, should you be willing to answer the 
  call. 
  All PCs who accompanied Yeogh back to Gryrax 
  and completed the mission receive both Brother 
  of the Traveler and The Notice of the Talons on 
  the AR. 
  Allow the PCs to report their findings on Baron 
  Reilagg to their chosen authoritative group – they 
  are thanked for their patriotism (or in the case of 
  out of region PCs, their sense of justice). These 
  PCs receive Ferreting out a Traitor  on the AR, 
   
  Until next time, it is… 
  The End 
   
  CONCLUSION B 
  Read the following… 
  After leaving Eastpass, you accompany the 
  Dusty Boot clan to the village of Riverton.  
  When you get there, the festival is just 
  underway and you take the time to enjoy 
  yourself and revel in the festivities after a 
  rather trying week.  
  Eventually, though, the festival ends and it is 
  time to get back to the mission at hand. 
  It takes a few days, but you finally make it to 
  Gryrax. Within a few minutes of you entering 
  the city, you’re met by a representative of the 
  Guardians of the Soulforged who leads you to 
  Hammer Hill temple to meet with Father 
  Farhunter. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 27 
  Ulian is overjoyed that you were able to further 
  fulfill the prophecy and assures you that 
  neither the church of Brightmantle nor the 
  Principality will forget their deeds this day. 
  He gladly pays each of you the 100gp fee he 
  promised, and notes that he will be in contact 
  with the Talons to let them know what has 
  transpired. 
  He asks that you keep your ears open for a 
  further call, as he believes that this map is the 
  last piece of the puzzle that the church needs 
  to organize a mission to rescue the lost 
  prince’s soul from its murderous prison. 
  The Principality will have need of you again, 
  for sure, should you be willing to answer the 
  call. 
  A few days later, the city is abuzz with gossip. 
  The news is that the Prince is mourning the 
  loss of an associate – a half-orc treasure 
  hunter he’d grown rather fond of was found 
  beaten to death a bit north of the city. 
  Witnesses who came across the body say that 
  they saw a group of Royal Army soldiers 
  leaving the scene. A search has been ordered. 
  All PCs who achieved his conclusion receive The 
  Notice of the Talons on the AR. 
  Until next time, it is… 
  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 2 
  Defeat the Nerull Cultists. 
   
  APL 4: 210 xp 
   
  APL 6: 270 xp 
   
  APL 8: 330 xp 
   
  APL 10: 390 xp 
   
  APL 12: 450 xp 
   
  Encounter 8  
  Defeat the dreamwalking infernals 
   
  APL 4: 180 xp 
   
  APL 6: 240 xp 
   
  APL 8: 300 xp 
   
  APL 10: 360 xp 
   
  APL 12: 420 xp 
   
  Encounter 12 
  Defeat the Baron’s thugs 
   
  APL 4: 150 xp 
   
  APL 6: 210 xp 
   
  APL 8: 270 xp 
   
  APL 10: 330 xp 
   
  APL 12: 390 xp 
   
  Story Award 
  Get the newly formed map back to the authorities 
  in Gryrax. 
   
  APL 4: 45 xp 
   
  APL 6: 90 xp 
   
  APL 8: 135 xp 
   
  APL 10: 180 xp 
   
  APL 12:  225 xp 
  Discretionary Roleplaying Award 
   
  APL 4: 90 xp. 
   
  APL 6: 90 xp 
   
  APL 8: 90 xp 
   
  APL 10: 90 xp 
   
  APL 12: 90 xp 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp.  
   
  APL 10: 1,350 xp. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 28 
   
  APL 12: 1,575 xp. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available.  
  A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  ENCOUNTER 3: 
  APL 4: L: 105 gp, C: 95 gp, M: +1 ring of 
  protection (166 gp), scrolls of scorching ray x2 (25 
  gp), scroll of ray of enfeeblement (2 gp), +1 
  greatsword (194 gp), +1 full plate (220 gp), potion 
  of cure light wounds x 2 (8 gp), +1 breastplate 
  (112 gp), scroll of cure moderate wounds (12 gp), 
  scroll of bull’s strength (12 gp). 
   
  APL 6: L: 195 gp, C: 95 gp, M: +1 greataxe (191 
  gp), potion of cure moderate wounds (25 gp), +1 
  ring of protection (166 gp), scroll of scorching ray x 
  2 (25 gp), scroll of ray of enfeeblement (2 gp), +1 
  cloak of resistance (83 gp), +1 greatsword (194 
  gp), +2 full plate (470 gp), potion of cure moderate 
  wounds x 2 (50 gp), potion of bull’s strength (25 
  gp), +1 ring of protection (166 gp), +1 breastplate 
  (112 gp), +1 heavy steel shield (96 gp), scroll of 
  cure moderate wounds x 3 (36 gp), scroll of bull’s 
  strength x 2 (25 gp), periapt of wisdom +2 (333 
  gp), cloak of resistance +1 (83 gp) 
   
  APL 8: L: 195 gp, C: 0 gp, M: +1 mithral 
  breastplate (433 gp), +1 greataxe (191 gp), potion 
  of cure moderate wounds x 2 (50 gp), potion of 
  bear’s endurance (25 gp), gauntlets of ogre power 
  (333 gp), ring of protection +2 (667 gp), scrolls of 
  scorching ray (CL 7) x 2 (58 gp), scroll of ray of 
  enfeeblement (CL 10) (20 gp), cloak of resistance 
  +2 (333 gp), headband of intellect +2 (333 gp), 
  metamagic rod, empower, lesser (750 gp), +1 
  greatsword (194 gp), +2 full plate (470 gp), potion 
  of cure moderate wounds (25 gp), potion of bear’s 
  endurance (25 gp), +1 ring of protection (166 gp), 
  gauntlets of ogre power (333 gp), +2 breastplate 
  (362 gp), +1 heavy steel shield (96 gp), scroll of 
  cure serious wounds (31 gp), scroll of bull’s 
  strength (12 gp), periapt of wisdom +2 (333 gp), 
  cloak of resistance +2 (333 gp), ring of protection 
  +1 (166 gp) 
   
  APL 10: L: 150 gp, C: 0 gp, M: +2 mithral 
  breastplate (683 gp), +1 greataxe (191 gp), potion 
  of cure moderate wounds (25 gp), potion of blur 
  (25 gp), gauntlets of ogre power (333 gp), amulet 
  of health +2 (333 gp), ring of protection +2 (667 
  gp), scroll of scorching ray (CL 11) (45 gp), scroll 
  of ray of enfeeblement (CL 12) (25 gp), cloak of 
  resistance +3 (750 gp), headband of intellect +2 
  (333 gp), metamagic rod, empower (lesser) (750 
  gp), bracers of armor +2 (333 gp), +1 unholy 
  greatsword (1,531 gp), +3 full plate (887 gp), +1 
  composite longbow [+3] (225 gp), potion of cure 
  moderate wounds (25 gp), +1 ring of protection 
  (166 gp), gauntlets of ogre power (333 gp), amulet 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 29 
  of health +2 (333 gp), vest of resistance +2 (333 
  gp), +1 morningstar (191 gp), +3 breastplate (779 
  gp), +2 heavy steel shield (348 gp), scroll of cure 
  serious wounds (31 gp), scroll of bull’s strength 
  (12 gp), periapt of wisdom +2 (333 gp), cloak of 
  resistance +3 (750 gp), ring of protection +2 (667 
  gp) 
   
  APL 12: L: 75 gp, C: 0 gp, M: +3 mithral 
  breastplate (1,100 gp), +2 greataxe (692 gp), 
  potion of cure serious wounds (62 gp), potion of 
  blur (25 gp), belt of giant strength +4 (1,333 gp), 
  amulet of health +2 (333 gp), ring of protection +3 
  (1,500 gp), scrolls of scorching ray (CL 11) (45 
  gp), scroll of ray of enfeeblement (CL 14) (29 gp), 
  scroll of enlarged split scorching ray (CL 11) (114 
  gp), cloak of resistance +3 (750 gp), headband of 
  intellect +4 (1,113 gp), metamagic rod, empower 
  (2,708 gp), bracers of armor +3 (750 gp), +1 
  unholy greatsword (1,531 gp), +3 full plate (887 
  gp), +1 composite longbow [+3] (225 gp), potion of 
  cure moderate wounds (25 gp), ring of protection 
  +2 (667 gp), belt of giant strength +6 (3,000 gp), 
  amulet of health +2 (333 gp), vest of resistance +3 
  (750 gp), +1 morningstar (192 gp), +3 breastplate 
  (779 gp), +2 heavy steel shield (348 gp), scroll of 
  cure serious wounds (31 gp), scroll of flame strike 
  (CL 10) (104 gp), periapt of wisdom +4 (1,333 gp), 
  cloak of resistance +3 (750 gp), ring of protection 
  +3 (1,500 gp) 
   
  ENCOUNTER 10: 
  APL 4: L: 87 gp, C: 100 gp, M: potion of cure light 
  wounds (4) (16 gp), potion of bear’s endurance 
  (12 gp) 
   
  APL 6: L: 125 gp, C: 25 gp, M: +1 bastard sword 
  (193 gp), potion of cure moderate wounds (25 gp), 
  potion of bear’s endurance (25 gp), +1 vest of 
  resistance (166 gp), +1 ring ofprotection (333 gp), 
  +1 battleaxe (192 gp), potion of cure light wounds 
  (4 gp), potion of cat’s grace (12 gp), +1 greatsword 
  (194 gp), +1 chain shirt (104 gp), potion of cure 
  moderate wounds (25 gp), potion of blur (25 gp), 
  bracers of quick strike (375 gp). 
   
  APL 8: L: 150 gp, C: 0 gp, M: +1 bastard sword 
  (193 gp), +1 short sword (192 gp), +1 chain shirt 
  (104 gp), potion of cure moderate wounds (25 gp), 
  +1 vest of resistance (166 gp), +1 ring of 
  protection (333 gp), amulet of health +2 (333 gp), 
  gauntlets of ogre power (333 gp), +1 battleaxe 
  (192 gp), +1 chain shirt (104 gp), potion of cure 
  moderate wounds (25 gp), potion of cat’s grace 
  (25 gp), gloves of dexterity +2 (333 gp), ring of 
  force shield (375 gp), +1 greatsword (194 gp), +1 
  breastplate (112 gp), potion of cure moderate 
  wounds (25 gp) , potion of blur (25 gp), potion of 
  haste (62 gp), bracers of quick strike (375 gp), 
  boots of striding and springing (458 gp), ring of 
  protection +1 (166 gp), cloak of resistance +2 (333 
  gp) 
   
  APL 10: L: 150 gp, C: 0 gp, M: +1 human bane 
  composite longbow [+2] (717 gp), +3 mithral chain 
  shirt (841 gp), +1 mithral buckler (167 gp), amulet 
  of health +2 (333 gp), +1 human bane composite 
  longbow [+2] (717 gp), +3 mithral chain shirt (841 
  gp), +1 mithral buckler (167 gp), amulet of health 
  +2 (333 gp), +1 keen bastard sword (693 gp), +1 
  bastard sword (193 gp), +2 chain shirt (354 gp), 
  potion of cure serious wounds (62 gp), potion of 
  barkskin (12 gp), vest of resistance +2 (333 gp), 
  ring of protection +2 (667 gp), amulet of health +2 
  (333 gp), gauntlets of ogre power (333 gp), bag of 
  holding, type II (416 gp), cape of the mountebank 
  (840 gp), +1 deadly precision short sword (1,525 
  gp), +1 battleaxe (192 gp), +2 chain shirt (354 gp), 
  potion of cure serious wounds (62 gp), gloves of 
  dexterity +2 (333 gp), ring of force shield (375 gp), 
  belt of giant strength +4 (1,333 gp), amulet of 
  health +2 (333 gp), ring of protection +2 (666 gp), 
  +2 greatsword (697 gp), +1 full plate (220 gp), 
  potion of cure serious wounds (62 gp), potion of 
  blur (25 gp), potion of haste (62 gp), bracers of 
  quick strike (375 gp), boots of striding and 
  springing (458 gp), ring of protection +2 (667 gp), 
  cloak of resistance +3 (750 gp), amulet of health 
  +4 (1,333 gp), gauntlets of ogre power (333 gp) 
   
  APL 12: L: 150 gp, C: 0 gp, M: item (X gp): +2 
  human bane composite longbow [+2] (1,550 gp), 
  +3 mithral chain shirt (841 gp), +2 mithral buckler 
  (417 gp), amulet of health +4 (1,333 gp), gloves of 
  dexterity +2 (333 gp), +2 human bane composite 
  longbow [+2] (1,550 gp), +3 mithral chain shirt 
  (841 gp), +2 mithral buckler (417 gp), amulet of 
  health +4 (1,333 gp), gloves of dexterity +2 (333 
  gp), boots of speed (1,000 gp), ring of protection 
  +1 (666 gp), cloak of resistance +2 (667 gp), +2 
  maiming keen bastard sword (2,693 gp), +2 
  bastard sword (693 gp), +3 mithral chain shirt (841 
  gp), +1 composite longbow [+2] (209 gp), potion of 
  cure serious wounds (62 gp), potion of barkskin 
  (12 gp), vest of resistance +4 (1,333 gp), ring of 
  protection +3 (1,500 gp), gloves of dexterity +2 
  (333 gp), amulet of health +6 (3,000 gp), belt of 
  giant strength +6 (3,000 gp), bag of holding, type 
  III (616 gp), cape of the mountebank (840 gp), +2 
  deadly precision short sword (2,692 gp), +1 
  battleaxe (192 gp), +3 mithral chain shirt (841 gp), 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 30 
  +1 hand crossbow (192 gp) potion of cure serious 
  wounds (62 gp), +6 gloves of dexterity (3,000 gp), 
  ring of force shield (375 gp), belt of giant strength 
  +6 (3,000 gp), amulet of health +6 (3,000 gp), ring 
  of protection +3 (1,500 gp), boots of speed (1,000 
  gp), +2 unholy greatsword (2,697 gp), mithral full 
  plate of speed (2,208 gp), potion of cure serious 
  wounds (62 gp), potion of blur (25 gp), bracers of 
  quick strike (375 gp), boots of striding and 
  springing (458 gp), ring of protection +3 (1,500 
  gp), cloak of resistance +5 (2,093 gp), amulet of 
  health +4 (1,333 gp), gloves of dexterity +4 (1,333 
  gp), belt of giant strength +6 (3,000 gp) 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 192 gp, C: 195 gp, M: 351 gp - Total: 
  938 gp (650 gp). 
  APL 6: L: 250 gp, C: 120 gp, M: 2,245 gp - Total: 
  2,615 gp (900 gp). 
  APL 8: L: 345 gp, C: 0 gp, M: 5,222 gp - Total: 
  5,567 gp (1,300 gp). 
  APL 10: L: 300 gp, C: 0 gp, M: 14,994 gp - Total: 
  15,244 gp (2,300 gp). 
  APL 12: L: 225 gp, C: 0 gp, M: 25,360 gp - Total: 
  25,585 gp (3,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Gratitude of the Pennyfoots: For saving them 
  from a deliberately set fire, the Pennyfoots have 
  offered to keep you well fed and sheltered. You 
  receive free rich upkeep in any adventure starting 
  in Havenhill or Eastpass. 
  Returned!: Brandoreen has decided that you are 
  not the one she sees herself spending the rest of 
  her life with. She has returned the item you gave 
  to her in ULP6-02 Hook, Line and Sinker and 
  wishes you well in the future. Write the name of 
  the item returned here, and have the GM void 
  Brandoreen’s Favor on the Hook, Line and 
  Sinker AR. 
  Brandoreen’s Handkerchief: Brandoreen has 
  become even more enamored with you and has 
  given you her handkerchief to remember her by. 
  As long as this handkerchief is in your possession, 
  you receive a +1 luck bonus to all dexterity checks 
  and dexterity based skill checks, including 
  initiative. 
  Hearing the Allfather’s Voice: Your stoutness of 
  mind allowed you to fight off the effects of a spell 
  cast by Dugmaren Brightmantle himself and 
  Moradin’s reassuring words helped you give in to 
  the visions that the Dwarven God of Scholarship 
  wished you to see.  Your direct contact with the 
  Allfather has opened you up to certain blessings 
  granted by members of the Dwarven Pantheon. 
  When gaining this favor, choose one of the 
  following benefits below (and cross out the 
  others).  You gain five uses of your chosen ability, 
  but may only use said ability once per turn: 
  • 
  Blessing of Beronnar: Reroll a failed Turn 
  Undead check. 
  • 
  Blessing of Clangeddin: Reroll a failed 
  Critical Confirmation roll. 
  • 
  Blessing of Dugmaren: Reroll a failed 
  caster level check made to overcome a 
  target’s spell resistance. 
  • 
  Blessing of Dumathoin: Reroll a failed skill 
  check. 
  • 
  Blessing of Moradin: Reroll a failed Will 
  Save. 
  The Stuff that Dreams are Made of:: You’ve 
  harvested a piece of the demi-plane of dreams 
  and by studying it, you’ve begun to better 
  understand dreams and how they function. You 
  can use the fragment to duplicate the affects of the 
  dream spell. Once it has been used, the fragment 
  turns to vapor and floats away like a cloud. 
  Brother of the Traveler: For seeing Yeogh safely 
  to Gryrax, he says a prayer to Fharlanghan on 
  your behalf. For the next three adventures, any 
  time you are surprised while traveling outside a 
  city (such as on a road, plains, forest or caves), 
  you may act in the surprise round. 
  Notice of the Talons: To thank you for your 
  assistance in furthering the efforts to retrieve 
  Prince Volimar’s soul, the Talons of Retribution 
  have made some rare magic items available for 
  purchase. You may purchase one of the following 
  (Frequency: Regional): goggles of foefinding 
  (MiC), formless vest (MiC), deathstrike bracers 
  (MiC), or rod of defiance (MiC). Once one has 
  been purchased, the favor is consumed.  
  Ferreting out a Traitor:  For finding and reporting 
  evidence 
  of 
  a 
  traitor 
  working 
  inside 
  the 
  Principality’s borders, the Prince has used his 
  considerable influence to have the area’s best 
  artisans make their enchantments more readily 
  available to you.  The next time you pay to have 
  an armor, weapon or shield enchanted (or have an 
  already enchanted item upgraded), the cost is 
  halved. This applies to any single numerical 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 31 
  enhancement or to any one special ability that the 
  PC already has access to. 
   
  Item Access 
  APL 4: 
  � +1 thistledown padded armor (Adventure; 
  CA) 
  � wand of inflict light wounds (Adventure; 
  DMG) 
  � wand of magic missiles (Adventure; DMG) 
  � vest of resistance +1 (Adventure, CA) 
  APL 6 
  � +1 mithral chain shirt (Adventure, DMG) 
  � +2 thistledown padded armor (Adventure, 
  CA) 
  � Memento Magica, 1st level (Adventure, 
  MiC) 
  � Talisman of the Disk (Adventure, MiC) 
   
  APL 8 
  � +1 mithral buckler (Adventure, DMG) 
  � +2 mithral chain shirt (Adventure, DMG) 
  � +2 flaming greatsword (Adventure, DMG) 
  � Corsair’s Eyepatch (Adventure, MiC) 
  � Vest of resistance +2 (Adventure, CA) 
   
  APL 10 
  � Cloak of displacement, minor (Adventure, 
  DMG) 
  � Counterstrike Bracers (Adventure, MiC) 
  � Memento Magica, 2nd level (Adventure, 
  MiC) 
  � Wand of inflict moderate wounds (CL 3) 
  (Adventure, DMG) 
   
  APL 12 
  � +2 full plate of moderate fortification 
  (Adventure, DMG) 
  � +2 keen rapier (Adventure, DMG) 
  � +3 mithral chain shirt (Adventure, DMG) 
  � Memento Magica, 3rd level (Adventure, 
  MiC) 
  � Vest of resistance +3 (Adventure, CA) 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 32 
  APPENDIX 1 – APL 4
  ENCOUNTER 2 
   
   
   
   
  E N TA L EN 
  CR 3 
  Male Human (Oeridian) Clr3 of Nerull 
  NE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 22, touch 14, flat-footed 21 
   (+1 Dex, +8 armor, +3 shield) 
  hp 27 (3d8+6 HD)  
  Fort +6, Ref +3, Will +6 
  Speed 20 ft. in masterwork full plate (4 squares); 
  Melee masterwork shortspear +3 (1d6+1/x3) or 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special 
  Actions 
  rebuke 
  undead, 
  spontaneous 
  casting 
  Combat Gear masterwork full plate, masterwork 
  heavy steel shield, masterwork shortspear, light 
  crossbow 
  Class Spells Prepared (CL 3rd), Sav DC: 12+spl lvl: 
   2nd— curse of ill fortuneSC, hold person, spiritual 
  weapon (D) 
   1st— bless, cure light wounds, faith healingSC, 
  protection from good (D) 
   0— resistance, cure minor wounds, virtue (x2) 
  D: Domain spell. Deity: Nerull. Domains: Evil, Cold  
  Evil Domain: Caster casts ‘evil’ spells at +1 caster 
  level. 
  Mysticism: Grant self +1 luck bonus to saves for 3 
  rounds as a supernatural ability. 
  Abilities Str 13, Dex 12, Con 15, Int 10, Wis 14, Cha 
  8  
  Feats Improved ToughnessCW, Shield Specialization 
  PH2, Shield Ward PH2 
  Skills 
  Concentration 
  +8, 
  Heal 
  +4, 
  Knowledge 
  (Religion) +5, Spellcraft +5 
  Possessions combat gear plus cloak of resistance 
  +1, potion of cure light wounds (2), wand of inflict 
  light wounds (50 charges) 
  Sources Complete Warrior, Players Handbook II, 
  Spell Compendium 
   
   
  C A LL U M 
  CR  4 
  Male Half-Elf Src4 
  NE Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 14, touch 12, flat-footed 13 
   (+1 Dex, +2 armor, +1 deflection) 
  hp 28 (4d4+12 HD)  
  Fort +4, Ref +2, Will +4 
  Speed 30 ft. in +1 thistledown paddedCA  (6 squares); 
  Melee longspear +1 (1d8-1/x3) or 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Special Actions Dragonic Breath 
  Combat Gear +1 thistledown paddedCA, longspear, 
  light crossbow 
  Class Spells Known (CL 4th): sv DC: 12+spl lvl 
   2nd (4/day)— mirror image 
   1st (7/day)— color spray, hail of stoneSC, ray of 
  enfeeblement 
   0 (6/day)— acid splash, detect magic, message, 
  ray of frost, touch of fatigue 
  Abilities Str 8, Dex 13, Con 16, Int 12, Wis 10, Cha 
  14  
  Feats Draconic Heritage (Red)RoD, Draconic Breath 
  RoD 
  Skills Bluff +4, Concentration +9, Intimidate +5, 
  Sense Motive +3 
  Possessions combat gear plus ring of protection +1, 
  potion of cure moderate wounds, wand of magic 
  missile (50 charges) 
  Draconic Breath (Su): Can burn a spell slot to breath 
  a 30’ cone of fire. Deals 2d6 damage per level of 
  spell sacrificed. Reflex save DC 12+ spell level for 
  half damage. 
  Sources Races of the Dragon, Spell Compendium 
   
   
  ENCOUNTER 10 (A OR B) 
   
   
  M A R K E S S A “T H E S HA DO W” 
  CR 5 
  Female Half-Fiend Elf Rog2/Swa2 
  NE Medium Outsider (augmented humanoid, elf) 
  Init +4; Senses Listen +9, Spot +9 
  Languages Common, Ignan, Infernal, Orc, Draconic, 
  Elven 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +5 armor, +1 natural) 
  hp 34 (2d10+2d6+12 HD) , DR 5/magic 
  Immune Poison 
  Resist Acid 10, Cold 10, Electricity 10, Fire 10 
  SR 14 
  Fort +6, Ref +8, Will +2 
  Speed 30 ft. in +1 chain shirt (6 squares); 
  Melee +1 rapier +8 (1d6+4/18-20) or 
  Melee 2 claws +2/+2 (1d4+1/x2) and Bite +2 
  (1d6+3/x2) or 
  Ranged masterwork hand crossbow +8 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Deadly Defense, Smite Good 
  Special Actions Sneak Attack +1d6 
  Combat Gear +1 chain shirt, +1 rapier, mw hand 
  crossbow 
  Spell-Like Abilities (CL 4th): 
   Darkness 3/day, Desecrate 1/day 
  Abilities Str 16, Dex 19, Con 16, Int 14, Wis 14, Cha 
  10  
  
   
  ULP8-01 Words of Wisdom 
   
  Page 33 
  SQ Evasion, Trapfinding, Grace +1 
  Feats Combat Expertise, Telling Blow PH2 
  Skills  Balance +11, Climb +7, Escape Artist +10, 
  Hide +8, Jump +10, Move Silently +8, Sense 
  Motive +9, Tumble +12 
  Possessions combat gear plus potion of cure 
  moderate wounds 
  Smite Good (Su): Once per day, Markessa can make 
  a normal melee attack against a good foe and deal an 
  additional 4 points of damage. 
  Sources Player’s Handbook 2, Complete Warrior 
   
   
  ENCOUNTER 12                                       
  T O R IL 
  CR  2 
  Male Dwarf Ftr2 
  N Medium Humanoid 
  Init +1; Senses Listen +0, Spot +0; Darkvision 60’ 
  Languages Common, Dwarven, Giant  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 22 (2d10+6 HD);  
  Fort +6 (+8 against poison), Ref +1, Will +0 
  Speed 20 ft. in masterwork breastplate (4 squares); 
  Melee masterwork greatsword +6 (2d6+3/19-20) or 
  Ranged heavy crossbow +3 (1d10/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack 
  Special Actions Cleave 
  Combat Gear masterwork breastplate, masterwork 
  greatsword, heavy crossbow 
  Abilities Str 15, Dex 13, Con 16, Int 12, Wis 10, Cha 
  6 
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Weapon Focus (Greastsword), Power Attack, 
  Cleave  
  Skills Climb +4, Ride +3, Jump -4, Swim -6 
  Possessions combat gear plus potion of cure light 
  wounds  
   
   
  G A R R YN 
  CR 3 
  Male Dwarf Clr3 of Vergadain 
  N Medium Humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common, Dwarven 
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 30 (3d8+9 HD);  
  Fort +7 (+9 against poison), Ref +5, Will +6  
  Speed 20 ft. in full plate (4 squares); 
  Melee mw morningstar +4 (1d8+1/x2) or 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Combat Gear masterwork full plate, masterwork 
  Morningstar, heavy steel shield, light crossbow 
  Class Spells Prepared (CL 3rd): sav DC: 12+spl lvl 
   2nd— aid, spiritual weapon, shield other (D) 
   1st— divine favor, doom, resurgence, entropic 
  shield (D) 
   0— virtue, purify food and drink, light, detect magic 
  D: Domain spell. Deity: Vergadain. Domains: Luck, 
  Pact 
  Luck domain: 1/day, reroll any one roll 
  Pact domain: Add Appraise, Intimidate and Sense 
  Motive to class skill list. 
  Abilities Str 13, Dex 12, Con 16, Int 10, Wis 15, Cha 
  6  
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants, spontaneous casting (healing) 
  Feats Lightning Reflexes, Improved Toughness CW 
  Skills Concentration +9, Sense Motive +5, Spellcraft 
  +1 
  Possessions combat gear plus vest of resistance 
  +1CA, potion of cure moderate wounds  
  Sources 
  Material 
  (Source) 
  Complete 
  Warrior, 
  Complete Arcane 
   
   
  L A RA DO L 
  CR 2 
  Male Human (Suloise) Rog2 
  NE Medium Humanoid 
  Init +2; Senses Listen +0, Spot +5 
  Languages Common, Dwarven, Draconic 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 14 (2d6+4 HD) 
  Fort +2, Ref +5, Will +0 
  Speed 30 ft. in chain shirt (6 squares); 
  Melee mw rapier +5 (1d6+1/18-20) or 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Sneak Attack +1d6 
  Combat Gear masterwork chain shirt, masterwork 
  rapier, light crossbow 
  Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Evasion, Trapfinding 
  Feats Weapon Finesse, Weapon Focus (Rapier)  
  Skills Balance +8, Escape Artist +6, Hide +6, Move 
  Silently +6, Sense Motive +5, Spot +5, Tumble +6, 
  Use Magic Device +4 
  Possessions combat gear plus potion of cure light 
  wounds (2) 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 34 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  E N TA L EN 
  CR 5 
  Male Human (Oeridian) Clr5 of Nerull 
  NE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 24, touch 15, flat-footed 23 
   (+1 Dex, +9 armor, +4 shield) 
  hp 48 (5d8+15 HD)  
  Fort +8, Ref +3, Will +7 
  Speed 20 ft. in +1 full plate (4 squares); 
  Melee +1 shortspear +5 (1d6+2/x3) or 
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Special 
  Actions 
  rebuke 
  undead, 
  spontaneous 
  casting 
  Combat Gear +1 full plate, +1 heavy steel shield, +1 
  shortspear, light crossbow 
  Class Spells Prepared (CL 5th), Sav DC: 12+spl lvl: 
  3rd—  mass aid, magic circle vs good (D) 
  2nd— curse of ill fortuneSC, hold person, sound 
  burst, spiritual weapon (D) 
   1st— bless, cure light wounds, inhibit, faith 
  healingSC, protection from good (D) 
   0— resistance (x2), cure minor wounds, virtue (x2) 
  D: Domain spell. Deity: Nerull. Domains: Evil, 
  Mysticism  
  Evil Domain: Caster casts ‘evil’ spells at +1 caster 
  level. 
  Mysticism: Grant self +1 luck bonus to saves for 5 
  rounds as a supernatural ability 
  Abilities Str 13, Dex 12, Con 16, Int 10, Wis 14, Cha 
  8  
  Feats Improved ToughnessCW, Shield Specialization 
  PH2, Shield Ward PH2 
  Skills Concentration +11, Heal +4, Knowledge 
  (Religion) +7, Spellcraft +7 
  Possessions combat gear plus cloak of resistance 
  +1, potion of moderate wounds (2), wand of inflict 
  light wounds (50 charges), talisman of the diskMIC 
  Sources Complete Warrior, Players Handbook II, 
  Spell Compendium, Magic Item Compendium 
   
   
  C A LL U M 
  CR  6 
  Male Half-Elf Src6 
  NE Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +3 armor, +1 shield, +1 deflection) 
  hp 46 (6d4+24 HD)  
  Fort +5, Ref +3, Will +5 
  Speed 30 ft. in +2 thistledown padded armorCA  (6 
  squares); 
  Melee mw longspear +2 (1d8-1/x3) or 
  Ranged mw light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Special Actions Draconic Breath 
  Combat Gear +2 thistledown padded armorCA, 
  longspear, light crossbow 
  Class Spells Known (CL 6th): sv DC: 13+spl lvl 
   
  3rd (3/day)— slow 
   2nd (4/day)— mirror image, tasha’s hideous 
  laughter 
   1st (7/day)— color spray, hail of stoneSC, magic 
  missile, ray of enfeeblement 
   0 (6/day)— acid splash, detect magic, message, 
  ray of frost, resistance, touch of fatigue 
  Abilities Str 8, Dex 13, Con 16, Int 12, Wis 10, Cha 
  16  
  Feats 
  Draconic 
  Heritage 
  (Red)RoD, 
  Draconic 
  BreathRoD, Improved ToughnessCW 
  Skills Bluff +7, Concentration +9, Intimidate +7, 
  Sense Motive +4 
  Possessions combat gear plus ring of protection +1, 
  potion of cure moderate wounds, wand of magic 
  missile (50 charges), cloak of charisma +2, 
  Memento Magica 1MIC 
  Draconic Breath (Su): Can burn a spell slot to breath 
  a 30’ cone of fire. Deals 2d6 damage per level of 
  spell sacrificed. Reflex save DC 12+ spell level for 
  half damage. 
  Sources Races of the Dragon, Spell Compendium, 
  Magic 
  Item 
  Compendium, 
  Complete 
  Arcane, 
  Complete Warrior 
   
   
  ENCOUNTER 10 (A OR B) 
   
   
  M A R K E S S A “T H E S HA DO W” 
  CR 7 
  Female Half-Fiend Elf Rog3/Swa3 
  NE Medium Outsider (augmented humanoid, elf) 
  Init +5; Senses Listen +11, Spot +10 
  Languages Common, Ignan, Infernal, Orc, Draconic, 
  Elven 
  AC 22, touch 14, flat-footed 16 
   (+5 Dex, +6 armor, +1 natural) 
  hp 50 (3d10+3d6+18 HD) , DR 5/magic 
  Immune Poison 
  Resist Acid 10, Cold 10, Electricity 10, Fire 10 
  SR 16 
  Fort +8, Ref +11, Will +5 
  Speed 30 ft. in +2 mithral chain shirt (6 squares); 
  Melee +1 rapier +11 (1d6+4 (+6)/18-20) or 
  Melee 2 claws +5/+5 (1d4+1/x2) and Bite +5 
  (1d6+3/x2) or 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 35 
  Ranged masterwork hand crossbow +11 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Deadly Defense, Smite Good 
  Special Actions Sneak Attack +3d6 
  Combat Gear +2 mithral chain shirt, +1 rapier, mw 
  hand crossbow 
  Spell-Like Abilities (CL 6th): 
   darkness 3/day, desecrate 1/day, unholy blight 
  1/day 
  Abilities Str 16, Dex 21, Con 16, Int 14, Wis 14, Cha 
  10  
  SQ Evasion, Trapfinding, Grace +1, Insightful Strike 
  Feats Combat Expertise, Telling BlowPH2, Daring 
  OutlawCS 
  Skills  Balance +15, Climb +10, Escape Artist +14, 
  Hide +10, Jump +13, Move Silently +11, Sense 
  Motive +11, Tumble +16 
  Possessions combat gear plus potion of cure 
  moderate wounds, cloak of resistance +1, gloves of 
  dexterity +2 
  Smite Good (Su): Once per day, Markessa can make 
  a normal melee attack against a good foe and deal an 
  additional 6 points of damage. 
  Insightful Strike (Ex): When wearing light or no 
  armor, and carrying a light load, you gain a +2 bonus 
  on damage rolls, which does not apply to creatures 
  that are immune to critical hits. 
  Sources Complete Warrior, Complete Scoundrel, 
  Player’s Handbook II 
   
   
  ENCOUNTER 12                                       
  T O R IL 
  CR  4 
  Male Dwarf Ftr4 
  N Medium Humanoid 
  Init +1; Senses Listen +0, Spot +0; Darkvision 60’ 
  Languages Common, Dwarven, Giant  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 44 (4d10+16 HD);  
  Fort +8 (+10 against poison), Ref +2, Will +1 
  Speed 20 ft. in +1 breastplate (4 squares); 
  Melee +1 greatsword +9 (2d6+7/19-20) or 
  Ranged heavy crossbow +5 (1d10/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Power Attack, Improved Bull Rush 
  Special Actions Cleave 
  Combat Gear +1 breastplate, +1 greatsword, heavy 
  crossbow 
  Abilities Str 16, Dex 13, Con 18, Int 12, Wis 10, Cha 
  6 
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Weapon Focus (Greastsword), Power Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (Greatsword), 
  Improved Bull Rush 
  Skills Climb +5, Ride +5, Jump -1, Swim -6 
  Possessions combat gear plus potion of cure 
  moderate wounds (2)  
   
   
  G A R R YN 
  CR 5 
  Male Dwarf Clr5 of Vergadain 
  N Medium Humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Dwarven 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 53 (5d8+20 HD);  
  Fort +9 (+11 against poison), Ref +5, Will +8  
  Speed 20 ft. in +1 full plate (4 squares); 
  Melee mw morningstar +5 (1d8+1/x2) or 
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Combat Gear +1 full plate, masterwork Morningstar, 
  +1 heavy steel shield, light crossbow 
  Class Spells Prepared (CL 5th): sav DC: 13+spl lvl 
   
  3rd— blindness/deafness, prayer, protection from 
  energy (electricity) (D) 
   2nd— aid, resist energy (fire), spiritual weapon, 
  shield other (D) 
   1st— bless, divine favor, doom, resurgence, 
  entropic shield (D) 
   0— virtue (x2), purify food and drink, light, detect 
  magic 
  D: Domain spell. Deity: Vergadain. Domains: Luck, 
  Pact 
  Luck domain: 1/day, reroll any one roll 
  Pact domain: Add Appraise, Intimidate and Sense 
  Motive to class skill list. 
  Abilities Str 13, Dex 12, Con 18, Int 10, Wis 16, Cha 
  6  
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Lightning Reflexes, Improved ToughnessCW  
  Skills Concentration +12, Sense Motive +6, Spellcraft 
  +2 
  Possessions combat gear plus vest of resistance 
  +1CA, potion of cure moderate wounds, amulet of 
  health +2 
  Sources Complete Warrior, Complete Arcane 
   
   
  L A RA DO L 
  CR 4 
  Male Human (Suloise) Rog4 
  NE Medium Humanoid 
  Init +3; Senses Listen +0, Spot +7 
  Languages Common, Dwarven, Draconic 
  AC 19, touch 14, flat-footed 19 
   (+3 Dex, +5 armor, +1 deflection) 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 36 
  hp 26 (4d6+8 HD) 
  Fort +3, Ref +7, Will +1 
  Speed 30 ft. in +1 chain shirt (6 squares); 
  Melee +1 rapier +8 (1d6+2/18-20) or 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Sneak Attack +2d6 
  Combat Gear +1 chain shirt, +1 rapier, light crossbow 
  Abilities Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Evasion, Trapfinding, Uncanny Dodge, Trap 
  Sense +1 
  Feats Weapon Finesse, Weapon Focus (Rapier), 
  Combat Expertise 
  Skills Balance +11, Escape Artist +9, Hide +9, Move 
  Silently +9, Sense Motive +7, Spot +7, Tumble +9, 
  Use Magic Device +6 
  Possessions combat gear plus potion of cure 
  moderate wounds (2), wand of inflict light wounds
  
   
  ULP8-01 Words of Wisdom 
   
  Page 37 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  E N TA L EN 
  CR 7 
  Male Human (Oeridian) Clr7 of Nerull 
  NE Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 26, touch 16, flat-footed 25 
   (+1 Dex, +10 armor, +4 shield, +1 deflection) 
  hp 66 (7d8+21 HD)  
  Fort +10, Ref +5, Will +10 
  Speed 20 ft. in +2 full plate (4 squares); 
  Melee +1 shortspear +7 (1d6+2/x3) or 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Special 
  Actions 
  rebuke 
  undead, 
  spontaneous 
  casting 
  Combat Gear +2 full plate, +1 heavy steel shield, +1 
  shortspear, light crossbow 
  Class Spells Prepared (CL 7th); Sav DC: 13+spl lvl 
   
  4th— freedom of movement, unholy blight (D) 
   3rd—  bestow curse, mass aid, magic circle vs 
  good (D) 
   2nd— cure moderate wounds, curse of ill 
  fortuneSC, hold person, sound burst, spiritual 
  weapon (D) 
   1st— bless, convictionSC, cure light wounds, inhibit, 
  faith healingSC, protection from good (D) 
   0— resistance (x2), cure minor wounds (x2), virtue 
  (x2) 
  D: Domain spell. Deity: Nerull. Domains: Evil, 
  Mysticism  
  Evil Domain: Caster casts ‘evil’ spells at +1 caster 
  level. 
  Mysticism: Grant self +1 luck bonus to saves for 7 
  rounds as a supernatural ability 
  Abilities Str 13, Dex 12, Con 16, Int 10, Wis 16, Cha 
  8  
  Feats 
  Improved 
  ToughnessCW, 
  Shield 
  SpecializationPH2, Shield WardPH2, Eyes in the 
  Back of Your HeadCW 
  Skills Concentration +13, Heal +6, Knowledge 
  (Religion) +9, Spellcraft +8 
  Possessions combat gear plus cloak of resistance 
  +2, potion of moderate wounds (2), wand of inflict 
  light wounds (50 charges), ring of protection +1, 
  periapt of wisdom +2, talisman of the diskMIC 
  Sources Complete Warrior, Players Handbook II, 
  Spell Compendium, Magic Item Compendium 
   
   
  C A LL U M 
  CR  8 
  Male Half-Elf Src6/NtmSpn2 
  NE Medium humanoid 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +3 armor, +2 shield, +1 deflection) 
  hp 60 (8d4+24 HD)  
  Immune Fear 
  Fort +6 Ref +6, Will +9 
  Speed 30 ft. in +2 thistledown padded armorCA  (6 
  squares); 
  Melee mw longspear +3 (1d8-1/x3) or 
  Ranged mw light crossbow +8 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Special Actions Draconic Breath, Inspire Fear, 
  Nightmare Phantasm 
  Combat Gear +2 thistledown padded armorCA, +1 
  mithral bucker, mw longspear, light crossbow 
  Class Spells Known (CL 7th): sv DC: 13+spl lvl 
   
  3rd (4+1/day)— resonating boltSC, slow 
   2nd (7+1/day)— false life, mirror image, tasha’s 
  hideous laughter 
   1st (7+1/day)— color spray, hail of stoneSC, magic 
  missile, orb of electricity, lesserSC, ray of 
  enfeeblement 
   0 (6+1/day)— acid splash, detect magic, message, 
  ray of frost, resistance, touch of fatigue 
  Abilities Str 8, Dex 16, Con 16, Int 12, Wis 10, Cha 
  16  
  Feats 
  Draconic 
  Heritage 
  (Red)RoD, 
  Draconic 
  BreathRoD, Improved ToughnessCW 
  Skills Bluff +9, Concentration +13, Intimidate +11, 
  Sense Motive +6 
  Possessions combat gear plus ring of protection +1, 
  potion of cure moderate wounds, wand of magic 
  missile (50 charges), cloak of charisma +2, gloves 
  of dexterity +2, Memento Magica 1MIC 
  Draconic Breath (Su): Can burn a spell slot to breath 
  a 30’ cone of fire. Deals 2d6 damage per level of 
  spell sacrificed. Reflex save DC 12+ spell level for 
  half damage. 
  Immunity to Fear (Su): Beginning at 1st level, you 
  gain immunity to all fear effects. 
  Bonus Spells (Ex): Callum gains one extra spell slot 
  per spell level, which can be used only to cast an 
  illusion spell. 
  Inspire Fear (Su): As a standard action, you can 
  create a mind-affecting fear effect that makes a 
  living creature within 30 feet ill at ease. The target 
  becomes shaken for 2 rounds; a successful Will 
  save DC 15 (10 + class level + your Cha modifier) 
  halves this duration. (6/day) Multiple uses of this 
  ability on the same creature don't stack. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 38 
  Nightmare Phantasm (Su): Beginning at 2nd level, 
  when you cast a figment or glamer spell, you can 
  choose to weave a thread of nightmare phantasm 
  into it as a free action. The spell gains the 
  phantasm descriptor. Each time any enemy 
  attempts a Will save to disbelieve the affected 
  illusion spell, a tiny portion of the spell transforms 
  into a phantasm effect that targets that enemy. The 
  enemy becomes shaken for 1 round (no save). 
  This ability has no other effect on the original 
  spell's duration or effectiveness.  (6/day) No 
  creature can be affected by your nightmare 
  phantasm ability more than once in a 24-hour 
  period. This is a mind-affecting fear effect. 
  Sources Races of the Dragon, Spell Compendium, 
  Magic 
  Item 
  Compendium, 
  Complete 
  Warrior, 
  Complete Mage 
   
   
   
  R I L E 
  CR 4 
  Male Half-Elf Advanced Wight/EmSpwn1 
  NE Medium Undead 
  Init +1; Senses Listen +10, Spot +10; darkvision 60’ 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +4 armor, +4 natural, +1 shield) 
  hp 46 (6d8+1d12 HD); DR  
  Resist turn resistance +2 
  Fort +2, Ref +3, Will +8 
  Speed 30 ft. in mw chain shirt (6 squares); 
  Melee slam +4 (1d4+1/x2) or 
  Ranged masterwork composite longbow +5 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options blind-fight 
  Special Actions create spawn, energy drain 
  Combat Gear masterwork chain shirt, buckler, 
  masterwork composite longbow 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 13, Cha 
  15  
  Feats 
  Alertness, 
  Blind-Fight, 
  Weapon 
  Focus 
  (longbow), Martial Weapon Proficiency (all), Light 
  Armor proficiency, Point Blank Shot, Precise Shot, 
  Endurance, Track 
  Skills Hide +8, Listen +10, Move Silently +16, Spot 
  +10 
  Possessions combat gear 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 14 
  for the fortitude save to remove the negative level. 
  The save DC is charisma based. For each negative 
  level bestowed, the wight gains 5 hp.  
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under 
  the command of the wight that created them and 
  remain enslaved until death (either their master’s 
  or their own). 
  Recall Feats (Ex): At 1st level, an emancipated 
  spawn remembers several aspects of her former 
  existence. She regains all the feats she had as a 
  living 
  character, 
  provided 
  she 
  meets 
  the 
  prerequisites. These remembered feats are in 
  addition to any feats gained for advancing a level.  
  Sources Savage Species 
   
  ENCOUNTER 10 (A OR B) 
   
   
  M A R K E S S A “T H E S HA DO W” 
  CR 9 
  Female Half-Fiend Elf Rog3/Swa5 
  NE Medium Outsider (augmented humanoid, elf) 
  Init +6; Senses Listen +11, Spot +10 
  Languages Common, Ignan, Infernal, Orc, Draconic, 
  Elven 
  AC 23, touch 16, flat-footed 17 
   (+6 Dex, +6 armor, +1 natural) 
  hp 68 (5d10+3d6+24 HD) , DR 5/magic 
  Immune Poison 
  Resist Acid 10, Cold 10, Electricity 10, Fire 10 
  SR 18 
  Fort +10, Ref +13, Will +6 
  Speed 30 ft. in +2 mithral chain shirt (6 squares); 
  Melee +1 rapier +14/+9 (1d6+4 (+6)/18-20) or 
  Melee 2 claws +8/+8 (1d4+1/x2) and Bite +8 
  (1d6+3/x2) or 
  Ranged masterwork hand crossbow +14 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options Deadly Defense, Smite Good 
  Special Actions Sneak Attack +4d6 
  Combat Gear +2 mithral chain shirt, +1 rapier, mw 
  hand crossbow 
  Spell-Like Abilities (CL 8th): 
   darkness 3/day, desecrate 1/day, poison 3/day, 
  unholy blight 1/day 
  Abilities Str 16, Dex 22, Con 16, Int 14, Wis 14, Cha 
  10  
  SQ Evasion, Trapfinding, Grace +1, Insightful Strike, 
  Dodge Bonus 
  Feats Combat Expertise, Telling BlowPH2, Daring 
  OutlawCS 
  Skills  Balance +18, Climb +12, Escape Artist +17, 
  Hide +11, Jump +15, Move Silently +12, Sense 
  Motive +13, Tumble +19 
  Possessions combat gear plus potion of cure 
  moderate wounds, cloak of resistance +1, gloves 
  of dexterity +2 
  Smite Good (Su): Once per day, Markessa can make 
  a normal melee attack against a good foe and deal an 
  additional 8 points of damage. 
  Insightful Strike (Ex): When wearing light or no 
  armor, and carrying a light load, you gain a +2 bonus 
  on damage rolls, which does not apply to creatures 
  that are immune to critical hits. 
  Dodge Bonus (Ex): When wearing light or no armor 
  and carrying a light load you gain a +1 dodge bonus 
  to AC against a designated foe. 
  Sources Complete Warrior, Complete Scoundrel, 
  Player’s Handbook 2 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 39 
   
  ENCOUNTER 12                                       
  T O R IL 
  CR  6 
  Male Dwarf Ftr6 
  N Medium Humanoid 
  Init +1; Senses Listen +0, Spot +0; Darkvision 60’ 
  Languages Common, Dwarven, Giant  
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +7 armor, +1 deflection) 
  hp 70 (6d10+30 HD);  
  Fort +9 (+11 against poison), Ref +3, Will +2 
  Speed 20 ft. in +2 breastplate (4 squares); 
  Melee +1 greatsword +11/+6 (2d6+7/19-20) or 
  Ranged heavy crossbow +7 (1d10/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, Improved Bull Rush, 
  Blind-Fight 
  Special Actions Cleave 
  Combat Gear +2 breastplate, +1 greatsword, heavy 
  crossbow 
  Abilities Str 16, Dex 13, Con 18, Int 12, Wis 10, Cha 
  6 
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Weapon Focus (Greastsword), Power Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (Greatsword), 
  Improved 
  Bull 
  Rush, 
  Blind-Fight, 
  Improved 
  ToughnessCW 
  Skills Climb +6, Ride +6, Jump +1, Swim +6 
  Possessions combat gear plus potion of cure 
  moderate wounds (3), ring of protection +1, amulet 
  of health +2 
  Sources Complete Warrior 
   
   
   
  G A R R YN 
  CR 7 
  Male Dwarf Clr7 of Vergadain 
  N Medium Humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Dwarven 
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +10 armor, +3 shield) 
  hp 73 (5d8+20 HD);  
  Fort +11 (+13 against poison), Ref +7, Will +10  
  Speed 20 ft. in +2 full plate (4 squares); 
  Melee +1 morningstar +8 (1d8+3/x2) or 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Combat Gear +2 full plate, +1 Morningstar, +1 heavy 
  steel shield, light crossbow 
  Class Spells Prepared (CL 7th): sav DC: 13 + spl lvl 
   
  4th— divine power, freedom of movement (D) 
   
  3rd— blindness/deafness, dispel magic, prayer, 
  protection from energy (electricity) (D) 
   2nd— aid, hold person, resist energy (fire), spiritual 
  weapon, shield other (D) 
   1st— bless, command, divine 
  favor, doom, 
  resurgence, entropic shield (D) 
   0— virtue (x2), purify food and drink, light, detect 
  magic, resistance 
  D: Domain spell. Deity: Vergadain. Domains: Luck, 
  Pact 
  Luck domain: 1/day, reroll any one roll 
  Pact domain: Add Appraise, Intimidate and Sense 
  Motive to class skill list. 
  Abilities Str 15, Dex 12, Con 18, Int 10, Wis 16, Cha 
  6  
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Lightning Reflexes, Sudden StillCA, Improved 
  ToughnessCW  
  Skills Concentration +14, Sense Motive +6, Spellcraft  
  +4 
  Possessions combat gear plus vest of resistance +2, 
  potion of cure moderate wounds (2), amulet of 
  health +2, gauntlets of ogre power 
  Sources Complete Warrior, Spell Compendium, 
  Complete Arcane 
   
   
  L A RA DO L 
  CR 6 
  Male Human (Suloise) Rog6 
  NE Medium Humanoid 
  Init +3; Senses Listen +0, Spot +9 
  Languages Common, Dwarven, Draconic 
  AC 20, touch 14, flat-footed 20 
   (+3 Dex, +6 armor, +1 deflection) 
  hp 38 (6d6+12 HD) 
  Fort +5, Ref +9, Will +3 
  Speed 30 ft. in +2 chain shirt (6 squares); 
  Melee +1 rapier +9 (1d6+2/18-20) or 
  Ranged light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Sneak Attack +3d6 
  Combat Gear +2 chain shirt, +1 rapier, light crossbow 
  Abilities Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Evasion, Trapfinding, Uncanny Dodge, Trap 
  Sense +2 
  Feats Weapon Finesse, Weapon Focus (Rapier), 
  Combat Expertise, Combat Reflexes 
  Skills Balance +13, Escape Artist +11, Hide +11, 
  Move Silently +11, Sense Motive +9, Spot +9, 
  Tumble +11, Use Magic Device +8 
  Possessions combat gear plus potion of cure 
  moderate wounds (3), wand of inflict light wounds, 
  cloak of resistance +1, gauntlets of ogre power, 
  corsair’s eyepatchMIC 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 40 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  E N TA L EN 
  CR 9 
  Male Human (Oeridian) Clr9 of Nerull 
  NE Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 28, touch 18, flat-footed 27 
   (+1 Dex, +10 armor, +5 shield, +2 deflection) 
  hp 84 (9d8+36 HD)  
  Fort +11, Ref +6, Will +11 
  Speed 20 ft. in +2 full plate (4 squares); 
  Melee +1 shortspear +10/+5 (1d6+4/x3) or 
  Ranged light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special 
  Actions 
  rebuke 
  undead, 
  spontaneous 
  casting 
  Combat Gear +2 full plate, +2 heavy steel shield, +1 
  shortspear, light crossbow 
  Class Spells Prepared (CL 9th): sav DC: 13+spl lvl 
   
  5th— flame strike, righteous might (D) 
   
  4th— divine power, freedom of movement, unholy 
  blight (D) 
   3rd— bestow curse, energy vortexSC, mass aid, 
  prayer, magic circle vs good (D) 
   2nd— cure moderate wounds (x2), curse of ill 
  fortuneSC, hold person, sound burst, spiritual 
  weapon (D) 
   1st— bless, convictionSC, cure light wounds, inhibit, 
  faith healingSC, protection from good (D) 
   0— resistance (x2), cure minor wounds (x2), virtue 
  (x2) 
  D: Domain spell. Deity: Nerull. Domains: Evil, 
  Mysticism  
  Evil Domain: Caster casts ‘evil’ spells at +1 caster 
  level. 
  Mysticism: Grant self +1 luck bonus to saves for 9 
  rounds as a supernatural ability 
  Abilities Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 
  8  
  Feats 
  Improved 
  ToughnessCW, 
  Shield 
  SpecializationPH2, Shield WardPH2, Close-Quarters 
  FightingCW, Eyes in the Back of Your HeadCW 
  Skills Concentration +15, Heal +8, Knowledge 
  (Religion) +11, Spellcraft +8 
  Possessions combat gear plus cloak of resistance 
  +2, potion of moderate wounds (2), wand of inflict 
  moderate wounds (50 charges), ring of protection 
  +1, periapt of wisdom +2, gauntlets of ogre power, 
  talisman of the diskMIC 
  Sources Complete Warrior, Players Handbook II, 
  Spell Compendium, Magic Item Compendium 
   
   
  C A LL U M 
  CR  10 
  Male Half-Elf Src6/NtmSpn4 
  NE Medium humanoid 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 20 touch 14, flat-footed 17 
   (+3 Dex, +3 armor, +3 shield, +1 deflection) 
  hp 84 (10d4+40 HD)  
  Immune Fear 
  Fort +9 Ref +8, Will +11 
  Speed 30 ft. in +2 thistledown padded armorCA  (6 
  squares); 
  Melee mw longspear +4 (1d8-1/x3) or 
  Ranged mw light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Special Actions Draconic Breath, Inspire Fear, 
  Nightmare Phantasm, Spirit Chill 
  Combat Gear +2 thistledown padded armorCA, +2 
  mithral bucker, mw longspear, light crossbow 
  Class Spells Known (CL 9th): sv DC: 14+spl lvl (15 
  for ench) 
   
  4th (5+1/day)— blast of flameSC, crushing despair 
   
  3rd (7+1/day)— displacement, resonating boltSC, 
  slow 
   2nd (7+1/day)— false life, fireburstSC, mirror image, 
  tasha’s hideous laughter 
   1st (7+1/day)— color spray, hail of stoneSC, magic 
  missile, orb of electricity, lesserSC, ray of 
  enfeeblement 
   0 (6+1/day)— acid splash, detect magic, message, 
  ray of frost, resistance, touch of fatigue 
  Abilities Str 8, Dex 16, Con 18, Int 12, Wis 10, Cha 
  18  
  Feats Draconic Heritage (Red)RoD, Spell Focus 
  (Enchantment), 
  Draconic 
  BreathRoD, 
  Improved 
  ToughnessCW 
  Skills Bluff +14, Concentration +16, Intimidate +14, 
  Sense Motive +8 
  Possessions combat gear plus ring of protection +1, 
  potion of cure moderate wounds, cloak of charisma 
  +4, gloves of dexterity +2, amulet of health +2, 
  Memento Magica 2MIC 
  Draconic Breath (Su): Can burn a spell slot to breath 
  a 30’ cone of fire. Deals 2d6 damage per level of 
  spell sacrificed. Reflex save DC 12+ spell level for 
  half damage. 
  Immunity to Fear (Su): Beginning at 1st level, you 
  gain immunity to all fear effects. 
  Bonus Spells (Ex): Callum gains one extra spell slot 
  per spell level, which can be used only to cast an 
  illusion spell. 
  Inspire Fear (Su): As a standard action, you can 
  create a mind-affecting fear effect that makes a 
  living creature within 30 feet ill at ease. The target 
  becomes shaken for 2 rounds; a successful Will 
  save DC 18 (10 + class level + Cha modifier) 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 41 
  halves this duration. (8/day) Multiple uses of this 
  ability on the same creature don't stack. 
  Nightmare Phantasm (Su): Beginning at 2nd level, 
  when you cast a figment or glamer spell, you can 
  choose to weave a thread of nightmare phantasm 
  into it as a free action. The spell gains the 
  phantasm descriptor. Each time any enemy 
  attempts a Will save to disbelieve the affected 
  illusion spell, a tiny portion of the spell transforms 
  into a phantasm effect that targets that enemy. The 
  enemy becomes shaken for 1 round (no save). 
  This ability has no other effect on the original 
  spell's duration or effectiveness.  (8/day) No 
  creature can be affected by your nightmare 
  phantasm ability more than once in a 24-hour 
  period. This is a mind-affecting fear effect. 
  Spirit Chill (Su): Beginning at 3rd level, creatures 
  affected by a fear effect you cause (whether by a 
  spell, class feature, or other effect) take nonlethal 
  damage as well, depending on the potency of the 
  fear created. Any creature that is shaken takes ld6 
  points of nonlethal damage. A creature that 
  becomes frightened takes 2d6 points of nonlethal 
  damage, while a creature that becomes panicked 
  takes 3d6 points of nonlethal damage. 
  Sources Races of the Dragon, Spell Compendium, 
  Magic 
  Item 
  Compendium, 
  Complete 
  Warrior, 
  Complete Mage 
   
   
   
  R I L E 
  CR 8 
  Male Half-Elf Advanced Wight/EmSpwn3/Rng1 
  NE Medium Undead 
  Init +1; Senses Listen +10, Spot +10; darkvision 60’ 
  Languages Common  
  AC 24, touch 13, flat-footed 21 
   (+3 Dex, +5 armor, +4 natural, +2 shield) 
  hp 73 (1d8+9d12 HD); DR  
  Resist turn resistance +6 
  Fort +5, Ref +6, Will +11 
  Speed 30 ft. in +1 chain shirt (6 squares); 
  Melee slam +8 (1d4+2/x2) or 
  Melee mw longsword +9 (1d8+2/19-20) 
  Ranged +1 mighty composite longbow [+2 str] +10/+5 
  (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options blind-fight 
  Special Actions create spawn, energy drain 
  Combat Gear +1 chain shirt, +1 buckler, +1 mighty 
  composite longbow [+2], masterwork longsword 
  Abilities Str 14, Dex 16, Con --, Int 10, Wis 12, Cha 
  12  
  Feats 
  Alertness, 
  Blind-Fight, 
  Weapon 
  Focus 
  (longbow), Martial Weapon Proficiency (all), Light 
  Armor proficiency, Point Blank Shot, Precise Shot, 
  Endurance, Track 
  Skills Hide +10, Listen +12, Move Silently +18, Spot 
  +11 
  Possessions combat gear 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 14 
  for the fortitude save to remove the negative level. 
  The save DC is charisma based. For each negative 
  level bestowed, the wight gains 5 hp.  
  Favored Enemy (Human): +2 to spot, listen, sense 
  motive, survival and damage rolls pertaining to 
  humans. 
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under 
  the command of the wight that created them and 
  remain enslaved until death (either their master’s 
  or their own). 
  Recall Feats (Ex): At 1st level, an emancipated 
  spawn remembers several aspects of her former 
  existence. She regains all the feats she had as a 
  living 
  character, 
  provided 
  she 
  meets 
  the 
  prerequisites. These remembered feats are in 
  addition to any feats gained for advancing a level.  
  Recall Class Abilities (Ex): At 2nd level, an 
  emancipated spawn remembers more of her 
  former existence. She can now use all the class 
  features of one former class. 
  Rediscovery (Ex): At 3rd level, an emancipated 
  spawn comes fully into her heritage and recalls all 
  her former class features and abilities. She regains 
  her former Base attack bonus, base saving throw 
  bonuses, hit points, etc and can now advance 
  again as a member of that class. 
  Sources Savage Species 
   
  ENCOUNTER 10 (A OR B) 
   
   
  M A R K E S S A “T H E S HA DO W” 
  CR 11 
  Female Half-Fiend Elf Rog3/Swa7 
  NE Medium Outsider (augmented humanoid, elf) 
  Init +7; Senses Listen +11, Spot +10 
  Languages Common, Ignan, Infernal, Orc, Draconic, 
  Elven 
  AC 26, touch 17, flat-footed 20 
   (+6 Dex, +6 armor, +1 natural, +2 shield, +1 
  deflection) 
  hp 96 (7d10+3d6+40 HD) , DR 5/magic 
  Immune Poison 
  Resist Acid 10, Cold 10, Electricity 10, Fire 10 
  SR 20 
  Fort +12, Ref +15, Will +7 
  Speed 30 ft. in +2 mithral chain shirt (6 squares); 
  Melee +2 rapier +18/+13 (1d6+5 (+7)/18-20) or 
  Melee 2 claws +11/+11 (1d4+1/x2) and Bite +11 
  (1d6+3/x2) or 
  Ranged masterwork hand crossbow +17 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Deadly Defense, Smite Good 
  Special Actions Sneak Attack +5d6 
  Combat Gear +2 mithral chain shirt, +2 rapier, +1 
  mithral buckler, mw hand crossbow 
  Spell-Like Abilities (CL 10th): 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 42 
   contagion 1/day, darkness 3/day, desecrate 1/day, 
  poison 3/day, unholy blight 1/day 
  Abilities Str 16, Dex 24, Con 18, Int 14, Wis 14, Cha 
  10  
  SQ Evasion, Trapfinding, Grace +1, Insightful Strike, 
  Dodge Bonus 
  Feats Combat Expertise, Deadly DefenseCS, Telling 
  BlowPH2, Daring OutlawCS 
  Skills  Balance +21, Climb +14, Escape Artist +20, 
  Hide +12, Jump +17, Move Silently +13, Sense 
  Motive +15, Tumble +22 
  Possessions combat gear plus potion of cure serious  
  wounds, cloak of resistance +2, gloves of dexterity 
  +4, amulet of health +2, ring of protection +1 
  Smite Good (Su): Once per day, Markessa can make 
  a normal melee attack against a good foe and deal an 
  additional 10 points of damage. 
  Insightful Strike (Ex): When wearing light or no 
  armor, and carrying a light load, you gain a +2 bonus 
  on damage rolls, which does not apply to creatures 
  that are immune to critical hits. 
  Dodge Bonus (Ex): When wearing light or no armor 
  and carrying a light load you gain a +2 dodge bonus 
  to AC against a designated foe. 
  Acrobatic Charge (Ex): You can charge over difficult 
  terrain that normally slows movement or through 
  allies. You can also run down stairs, leap down from a 
  balcony or tumble over tables. 
  Sources Complete Warrior, Complete Scoundrel, 
  Player’s Handbook 2 
   
   
  ENCOUNTER 12                                       
  T O R IL 
  CR  8 
  Male Dwarf Ftr8 
  N Medium Humanoid 
  Init +1; Senses Listen +0, Spot +0; Darkvision 60’ 
  Languages Common, Dwarven, Giant  
  AC 20, touch 13, flat-footed 19 
   (+1 Dex, +7 armor, +2 deflection) 
  hp 92 (8d10+32 HD);  
  Fort +11 (+13 against poison), Ref +4, Will +3 
  Speed 20 ft. in +2 breastplate (4 squares); 
  Melee +1 flaming greatsword +15/+10 (2d6+10/17-
  20)  +1d6 fire or 
  Ranged heavy crossbow +7 (1d10/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Atk Options Power Attack, Improved Bull Rush, 
  Blind-Fight 
  Special Actions Cleave 
  Combat Gear +2 breastplate, +1 flaming greatsword, 
  heavy crossbow 
  Abilities Str 20, Dex 13, Con 18, Int 13, Wis 10, Cha 
  6 
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Weapon Focus (Greastsword), Power Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (Greatsword), 
  Improved 
  Bull 
  Rush, 
  Improved 
  Critical 
  (Greatsword), Blind-Fight, Improved ToughnessCW 
  Skills Climb +8, Ride +8, Jump +3, Swim +6 
  Possessions combat gear plus potion of cure 
  moderate wounds (3), ring of protection +1, amulet 
  of health +2, belt of giant strength +4, vest of 
  resistance +1, counterstrike bracers MIC 
  Sources Complete Warrior, Magic Item Compendium 
   
   
   
  G A R R YN 
  CR 9 
  Male Dwarf Clr9 of Vergadain 
  N Medium Humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Dwarven 
  AC 27, touch 12, flat-footed 26 
   (+1 Dex, +11 armor, +4 shield) 
  hp 93 (9d8+45 HD);  
  Fort +12 (+14 against poison), Ref +8, Will +11  
  Speed 20 ft. in +3 full plate (4 squares); 
  Melee +1 morningstar +10/+5 (1d8+4/x2) or 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Combat Gear +3 full plate, +1 Morningstar, +1 heavy 
  steel shield, light crossbow 
  Class Spells Prepared (CL 9th): sv DC: 13+ spl lvl 
   
  5th— earth hammer, stalwart pactSC (D) 
   
  4th— death ward, divine power, freedom of 
  movement (D) 
   
  3rd— blindness/deafness, dispel magic, prayer, 
  protection from energy (electricity) (D) 
   2nd— aid, deific vengeanceSC, hold person, resist 
  energy (fire), spiritual weapon, shield other (D) 
   1st— bless, command, divine 
  favor, doom, 
  resurgence, entropic shield (D) 
   0— virtue (x2), purify food and drink, light, detect 
  magic, resistance 
  D: Domain spell. Deity: Vergadain. Domains: Luck, 
  Pact 
  Luck domain: 1/day, reroll any one roll 
  Pact domain: Add Appraise, Intimidate and Sense 
  Motive to class skill list. 
  Abilities Str 16, Dex 12, Con 18, Int 10, Wis 16, Cha 
  6  
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs 
  giants 
  Feats Lightning Reflexes, Shield SpecializationPH2, 
  Sudden StillCA, Improved ToughnessCW  
  Skills Concentration +16, Sense Motive +6, Spellcraft 
  +6 
  Possessions combat gear plus vest of resistance +2, 
  potion of cure moderate wounds (2), amulet of 
  health +2, gauntlets of ogre power, ring of 
  protection +1 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 43 
  Sources 
  Complete 
  Arcane, 
  Complete 
  Warrior, 
  Player’s Handbook II, Spell Compendium 
   
   
  L A RA DO L 
  CR 8 
  Male Human (Suloise) Rog8 
  NE Medium Humanoid 
  Init +3; Senses Listen +0, Spot +10 
  Languages Common, Dwarven, Draconic, Elven 
  AC 21, touch 15, flat-footed 21 
   (+3 Dex, +6 armor, +2 deflection) 
  hp 58 (8d6+24 HD) 
  Fort +7, Ref +11, Will +4 
  Speed 30 ft. in +2 mithral chain shirt (6 squares); 
  Melee +2 rapier +12/+7 (1d6+4/18-20) or 
  Ranged light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Sneak Attack +4d6 
  Combat Gear +2 mithral chain shirt, +2 rapier, light 
  crossbow 
  Abilities Str 14, Dex 16, Con 16, Int 14, Wis 10, Cha 
  8  
  SQ Evasion, Trapfinding, Uncanny Dodge, Trap 
  Sense +2 
  Feats Weapon Finesse, Weapon Focus (Rapier), 
  Combat Expertise, Combat Reflexes 
  Skills Balance +16, Escape Artist +14, Hide +14, 
  Move Silently +14, Sense Motive +11, Spot +10, 
  Tumble +14, Use Magic Device +10 
  Possessions combat gear plus potion of cure 
  moderate wounds (3), wand of inflict light wounds, 
  cloak of resistance +2, gauntlets of ogre power, 
  amulet of health +2, ring of protection +2, corsair’s 
  eyepatchMIC 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 44 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  E N TA L EN 
  CR 11 
  Male Human Clr11 of Nerull 
  NE Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 29, touch 19, flat-footed 28 
   (+1 Dex, +10 armor, +5 shield, +3 deflection) 
  hp 102 (11d8+44 HD)  
  Fort +14, Ref +8, Will +14 
  Speed 20 ft. in +2 full plate of moderate fortification (4 
  squares); 
  Melee +1 shortspear +13/+8 (1d6+4/x3) or 
  Ranged light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Special Actions rebuke undead, spontaneous casting 
  Combat Gear +2 full plate of moderate fortification, +2 
  heavy steel shield, +1 shortspear, light crossbow 
  Class Spells Prepared (CL 11th): sv DC: 13+spl lvl 
   
  6th— harm, visage of the deity (D)SC 
   
  5th— flame strike, righteous wrath of the faithfulSC, 
  righteous might (D) 
   
  4th— divine power, freedom of movement, wrackSC, 
  unholy blight (D) 
   3rd— bestow curse, energy vortexSC, mass aid, 
  prayer, searing light, magic circle vs good (D) 
   2nd— cure moderate wounds (x2), curse of ill 
  fortuneSC, hold person, sound burst, spiritual 
  weapon (D) 
   1st— bless, convictionSC, cure light wounds (x2), 
  inhibit, faith healingSC, protection from good (D) 
   0— resistance (x2), cure minor wounds (x2), virtue 
  (x2) 
  D: Domain spell. Deity: Nerull. Domains: Evil, Mysticism  
  Evil Domain: Caster casts ‘evil’ spells at +1 caster 
  level. 
  Mysticism: Grant self +1 luck bonus to saves for 11 
  rounds as a supernatural ability 
  Abilities Str 18, Dex 12, Con 16, Int 10, Wis 16, Cha 8  
  Feats Improved ToughnessCW, Shield SpecializationPH2, 
  Shield WardPH2, Close-Quarters FightingCW, Eyes in 
  the Back of Your HeadCW 
  Skills Concentration +17, Heal +10, Knowledge 
  (Religion) +11, Spellcraft +10 
  Possessions combat gear plus cloak of resistance +3 
  potion of moderate wounds (2), wand of inflict 
  moderate wounds (50 charges), ring of protection +2, 
  periapt of wisdom +2, belt of giant strength +4, 
  talisman of the diskMIC 
  Sources Complete Warrior, Players Handbook II, Spell 
  Compendium, Magic Item Compendium 
   
   
  C A LL U M 
  CR  11 
  Male Half-Elf Src6/NtmSpn5 
  NE Medium humanoid 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common, Draconic 
  AC 23 touch 16, flat-footed 19 
   (+4 Dex, +4 armor, +3 shield, +2 deflection) 
  hp 103 (11d4+55 HD)  
  Immune Fear 
  Fort +12 Ref +11, Will +13 
  Speed 30 ft. in +3 thistledown padded armorCA  (6 
  squares); 
  Melee mw longspear +4 (1d8-1/x3) or 
  Ranged mw light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Special 
  Actions 
  Draconic 
  Breath, 
  Inspire 
  Fear, 
  Nightmare Phantasm, Spirit Chill 
  Combat Gear +3 thistledown padded armorCA, +2 
  mithral bucker, mw longspear, light crossbow 
  Class Spells Known (CL 10th): sv dc: 14+spl lvl (15 for 
  ench) 
   
  5th (3/day)— arc of lightningSC 
   
  4th (6+1/day)— blast of flameSC, crushing despair 
   
  3rd (7+1/day)— displacement, resonating boltSC, 
  slow 
   2nd (7+1/day)— false life, fireburstSC, mirror image, 
  tasha’s hideous laughter 
   1st (7+1/day)— color spray, hail of stoneSC, magic 
  missile, 
  orb 
  of 
  electricity, 
  lesserSC, 
  ray 
  of 
  enfeeblement 
   0 (6+1/day)— acid splash, detect magic, message, 
  ray of frost, resistance, touch of fatigue 
  Abilities Str 8, Dex 18, Con 20, Int 12, Wis 10, Cha 18  
  Feats 
  Draconic 
  Heritage 
  (Red)RoD, 
  Spell 
  Focus 
  (Enchantment), 
  Draconic 
  BreathRoD, 
  Improved 
  ToughnessCW 
  Skills Bluff +14, Concentration +16, Intimidate +14, 
  Sense Motive +8 
  Possessions combat gear plus ring of protection +2, 
  potion of cure moderate wounds (2), cloak of 
  charisma +4, gloves of dexterity +4, amulet of health 
  +4, Memento Magica 3MIC 
  Draconic Breath (Su): Can burn a spell slot to breath a 
  30’ cone of fire. Deals 2d6 damage per level of spell 
  sacrificed. Reflex save DC 12+ spell level for half 
  damage. 
  Immunity to Fear (Su): Beginning at 1st level, you gain 
  immunity to all fear effects. 
  Bonus Spells (Ex): Callum gains one extra spell slot 
  per spell level, which can be used only to cast an 
  illusion spell. 
  Inspire Fear (Su): As a standard action, you can create 
  a mind-affecting fear effect that makes a living 
  creature within 30 feet ill at ease. The target 
  becomes shaken for 2 rounds; a successful Will save 
  DC 19 (10 + your class level + your Cha modifier) 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 45 
  halves this duration. (9/day) Multiple uses of this 
  ability on the same creature don't stack. 
  Nightmare Phantasm (Su): Beginning at 2nd level, 
  when you cast a figment or glamer spell, you can 
  choose to weave a thread of nightmare phantasm 
  into it as a free action. The spell gains the phantasm 
  descriptor. Each time any enemy attempts a Will 
  save to disbelieve the affected illusion spell, a tiny 
  portion of the spell transforms into a phantasm effect 
  that targets that enemy. The enemy becomes shaken 
  for 1 round (no save). This ability has no other effect 
  on the original spell's duration or effectiveness.  
  (9/day) No creature can be affected by your 
  nightmare phantasm ability more than once in a 24-
  hour period. This is a mind-affecting fear effect. 
  Spirit Chill (Su): Beginning at 3rd level, creatures 
  affected by a fear effect you cause (whether by a 
  spell, class feature, or other effect) take nonlethal 
  damage as well, depending on the potency of the 
  fear created. Any creature that is shaken takes ld6 
  points of nonlethal damage. A creature that becomes 
  frightened takes 2d6 points of nonlethal damage, 
  while a creature that becomes panicked takes 3d6 
  points of nonlethal damage. 
  Deadly Nightmare (Su): At 5th level, you can create a 
   
  mind-affecting fear effect that can make a living 
  creature literally drop dead. You can target one living 
  creature within 30 feet of you, which must succeed 
  on a Will save DC 19 (10+class lvl+cha mod) or 
  literally die of fright. Even if the save succeeds, the 
  subject is panicked for 1 round. Any creature whose 
  Hit Dice exceed twice your character level is 
  unaffected by this power. This is a mind-affecting fear 
  death effect. Callum has one use of the power left for 
  the day. 
  Sources Races of the Dragon, Spell Compendium, 
  Magic Item Compendium, Complete Warrior, Complete 
  Mage 
   
   
   
  R I L E 
  CR 8 
  Male Half-Elf Advanced Wight/EmSpwn3/Rng3 
  NE Medium Undead 
  Init +1; Senses Listen +14, Spot +13; darkvision 60’ 
  Languages Common  
  AC 24, touch 13, flat-footed 21 
   (+3 Dex, +6 armor, +4 natural, +2 shield) 
  hp 83 (3d8+9d12 HD);  
  Resist turn resistance +6 
  Fort +6, Ref +7, Will +12 
  Speed 30 ft. in +2 chain shirt (6 squares); 
  Melee slam +10 (1d4+2/x2) or 
  Melee mw longsword +11/+6 (1d8+2/19-20) 
  Ranged +2 mighty composite longbow [+2 str] +13/+8 
  (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options blind-fight 
  Special Actions create spawn, energy drain 
  Combat Gear +2 chain shirt, +1 buckler, +2 mighty 
  composite longbow [+2], masterwork longsword 
  Abilities Str 14, Dex 16, Con --, Int 10, Wis 13, Cha 12  
  Feats Alertness, Blind-Fight, Weapon Focus (longbow), 
  Martial 
  Weapon 
  Proficiency 
  (all), 
  Light 
  Armor 
  proficiency, 
  Point 
  Blank 
  Shot, 
  Precise 
  Shot, 
  Endurance, Track, Rapid Shot, Improved Critical 
  (Longbow) 
  Skills Hide +13, Listen +14, Move Silently +20, Spot 
  +13 
  Possessions combat gear plus potion of inflict 
  moderate wounds (2) 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 14 for 
  the fortitude save to remove the negative level. The 
  save DC is charisma based. For each negative level 
  bestowed, the wight gains 5 hp.  
  Favored Enemy (Human): +2 to spot, listen, sense 
  motive, survival and damage rolls pertaining to 
  humans. 
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until death (either their master’s or their 
  own). 
  Recall Feats (Ex): At 1st level, an emancipated spawn 
  remembers several aspects of her former existence. 
  She regains all the feats she had as a living 
  character, provided she meets the prerequisites. 
  These remembered feats are in addition to any feats 
  gained for advancing a level.  
  Recall 
  Class 
  Abilities 
  (Ex): 
  At 
  2nd 
  level, 
  an 
  emancipated spawn remembers more of her former 
  existence. She can now use all the class features of 
  one former class. 
  Rediscovery (Ex): At 3rd level, an emancipated spawn 
  comes fully into her heritage and recalls all her 
  former class features and abilities. She regains her 
  former Base attack bonus, base saving throw 
  bonuses, hit points, etc and can now advance again 
  as a member of that class. 
  Sources Savage Species 
   
  ENCOUNTER 10 (A OR B) 
   
   
  M A R K E S S A “T H E S HA DO W” 
  CR 13 
  Female Half-Fiend Elf Rog3/Swa9 
  NE Medium Outsider (augmented humanoid, elf) 
  Init +8; Senses Listen +11, Spot +10 
  Languages Common, Ignan, Infernal, Orc, Draconic, 
  Elven 
  AC 27, touch 18, flat-footed 21 
   (+6 Dex, +6 armor, +1 natural, +2 shield, +2 
  deflection) 
  hp 128 (9d10+3d6+60 HD) , DR 5/magic 
  Immune Poison 
  Resist Acid 10, Cold 10, Electricity 10, Fire 10 
  SR 22 
  Fort +16, Ref +20, Will +10 
  Speed 30 ft. in +2 mithral chain shirt (6 squares); 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 46 
  Melee +2 keen rapier +21/+16/+11 (1d6+7 (+9)/15-20) 
  or 
  Melee 2 claws +14/+14 (1d4+2/x2) and Bite +14 
  (1d6+5/x2) or 
  Ranged masterwork hand crossbow +20 (1d4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Deadly Defense, Smite Good 
  Special Actions Sneak Attack +6d6 
  Combat Gear +2 mithral chain shirt, +2 keen rapier, +1 
  mithral buckler, mw hand crossbow 
  Spell-Like Abilities (CL 12th): 
   Blasphemy 1/day, contagion 1/day, darkness 3/day, 
  desecrate 1/day, poison 3/day, unholy blight 1/day 
  Abilities Str 21, Dex 26, Con 20, Int 14, Wis 14, Cha 10  
  SQ Evasion, Trapfinding, Grace +1, Insightful Strike, 
  Dodge Bonus, Improved Flanking 
  Feats Combat Expertise, Deadly DefenseCS, Telling 
  BlowPH2, Improved Combat ExpertiseCw, Daring 
  OutlawCS 
  Skills  Balance +24, Climb +18, Escape Artist +23, Hide 
  +13, Jump +21, Move Silently +14, Sense Motive 
  +17, Tumble +25 
  Possessions combat gear plus potion of cure serious  
  wounds (2), cloak of resistance +4, gloves of 
  dexterity +4, amulet of health +4, ring of protection 
  +2, belt of giant strength +4 
  Smite Good (Su): Once per day, Markessa can make a 
  normal melee attack against a good foe and deal an 
  additional 12 points of damage. 
  Insightful Strike (Ex): When wearing light or no armor, 
  and carrying a light load, you gain a +2 bonus on 
  damage rolls, which does not apply to creatures that are 
  immune to critical hits. 
  Dodge Bonus (Ex): When wearing light or no armor 
  and carrying a light load you gain a +2 dodge bonus to 
  AC against a designated foe. 
  Acrobatic Charge (Ex): You can charge over difficult 
  terrain that normally slows movement or through allies. 
  You can also run down stairs, leap down from a balcony 
  or tumble over tables. 
  Improved Flanking (Ex): You gain an additional +2 
  bonus on attacks when flanking  an opponent. 
  Sources Complete Warrior, Complete Scoundrel, 
  Player’s Handbook 2 
   
   
  ENCOUNTER 12                                       
  T O R IL 
  CR  10 
  Male Dwarf Ftr10 
  N Medium Humanoid 
  Init +1; Senses Listen +0, Spot +0; Darkvision 60’ 
  Languages Common, Dwarven, Giant  
  AC 25, touch 14, flat-footed 24 
   (+1 Dex, +11 armor, +3 deflection) 
  hp 124 (10d10+50 HD);  
  Fort +15 (+17 against poison), Ref +7, Will +6 
  Speed 20 ft. in +3 full plate (4 squares); 
  Melee +2 flaming greatsword +20/+15 (2d6+13/17-20)  
  +1d6 fire or 
  Ranged heavy crossbow +11 (1d10/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Power Attack, Improved Bull Rush, Blind-
  Fight 
  Special Actions Cleave 
  Combat Gear +3 full plate, +2 flaming greatsword, 
  heavy crossbow 
  Abilities Str 20, Dex 13, Con 20, Int 13, Wis 10, Cha 6 
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs giants 
  Feats Weapon Focus (Greastsword), Power Attack, 
  Cleave, 
  Weapon 
  Specialization 
  (Greatsword), 
  Improved Bull Rush, Improved Critical (Greatsword), 
  Blind-Fight, Power Critical (Greatsword)CW Melee 
  Weapon 
  Mastery 
  (Slashing)PH2, 
  Improved 
  ToughnessCW 
  Skills Climb +8, Ride +8, Jump +3, Swim +6 
  Possessions combat gear plus potion of cure serious 
  wounds (2), ring of protection +2, amulet of health +4, 
  belt of giant strength +4, vest of resistance +3, ring of 
  protection +2, counterstrike bracers MIC 
  Sources Complete Warrior, Magic Item Compendium, 
  Player’s Handbook II 
   
   
   
  G A R R YN 
  CR 11 
  Male Dwarf Clr11 of Vergadain 
  N Medium Humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Dwarven 
  AC 29, touch 13, flat-footed 28 
   (+1 Dex, +11 armor, +5 shield, +2 deflection) 
  hp 124 (11d8+66 HD);  
  Miss chance 20% 
  Fort +15 (+17 against poison), Ref +9, Will +13  
  Speed 20 ft. in +3 full plate (4 squares); 
  Melee +1 morningstar +13/+8 (1d8+5/x2) or 
  Ranged light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Combat Gear +3 full plate, +1 Morningstar, +1 heavy 
  steel shield, light crossbow 
  Class Spells Prepared (CL 11th): sv DC 13+lvl 
   
  6th— cometfallSC, zealot pactSC (D) 
   
  5th— spell resistance, earth hammer, stalwart pactSC 
  (D) 
   
  4th— death ward, divine power, poison, freedom of 
  movement (D) 
   
  3rd— blindness/deafness, cloak of braverySC, dispel 
  magic, magic circle against good, prayer, protection 
  from energy (electricity) (D) 
   2nd— aid, deific vengeanceSC, hold person, resist 
  energy (fire), spiritual weapon, shield other (D) 
   1st—bless, 
  command, 
  divine 
  favor, 
  doom, 
  resurgence, entropic shield (D) 
   0— virtue (x2), purify food and drink, light, detect 
  magic, resistance 
  D: Domain spell. Deity: Vergadain. Domains: Luck, Pact 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 47 
  Luck domain: 1/day, reroll any one roll 
  Pact domain: Add Appraise, Intimidate and Sense 
  Motive to class skill list. 
  Abilities Str 18, Dex 12, Con 20, Int 10, Wis 16, Cha 6  
  SQ Stability, Stonecunning, +2 racial bonus vs spells 
  and spell-like effects, +1 racial bonus on attacks vs 
  orcs and goblinoids, +4 racial dodge bonus vs giants 
  Feats Lightning Reflexes, Shield SpecializationPH2, 
  Sudden StillCA, Improved ToughnessCW  
  Skills Concentration +19, Sense Motive +6, Spellcraft 
  +8 
  Possessions combat gear plus vest of resistance +3, 
  potion of cure moderate wounds (2), amulet of health 
  +4, belt of giant strength +4, ring of protection +2, 
  minor cloak of displacement 
  Sources Complete Arcane, Complete Warrior, Player’s 
  Handbook II, Spell Compendium 
   
   
  L A RA DO L 
  CR 10 
  Male Human (Suloise) Rog10 
  NE Medium Humanoid 
  Init +8; Senses Listen +0, Spot +12 
  Languages Common, Dwarven, Draconic, Elven, 
  Ancient Suloise 
  AC 24, touch 17, flat-footed 24 
   (+4 Dex, +7 armor, +3 deflection) 
  hp 82 (10d6+40 HD) 
  Fort +10, Ref +14, Will +6 
  Speed 30 ft. in +3 mithral chain shirt (6 squares); 
  Melee +2 rapier +14/+9 (1d6+5/18-20) or 
  Ranged light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Sneak Attack +5d6 
  Combat Gear +3 mithral chain shirt, +2 rapier, light 
  crossbow 
  Abilities Str 16, Dex 18, Con 18, Int 14, Wis 10, Cha 8  
  SQ Evasion, Trapfinding, Uncanny Dodge, Trap Sense 
  +3, Improved Uncanny Dodge 
  Feats Weapon Finesse, Weapon Focus (Rapier), 
  Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Deadly 
  DefenseCS, Improved Initiative 
  Skills Balance +19, Escape Artist +17, Hide +17, Move 
  Silently +17, Sense Motive +14, Spot +12, Tumble 
  +17, Use Magic Device +12 
  Possessions combat gear plus potion of cure moderate 
  wounds (3), cloak of resistance +3 belt of giant 
  strength +4, amulet of health +4, gloves of dexterity 
  +2, ring of protection +3, corsair’s eyepatchMIC 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 48 
  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 2 
   
   
   
   
  R O S AL IN A  T RO UB L EB U RR 
  CR 6 
  Female Halfling Pal2/Rng3/Out1 
  LG small humanoid 
  Init +3; Senses Listen +12, Spot +6 
  Languages Common, Halfling 
  AC 22 (23 when mounted), touch 14 (15), flat-footed 
  19 
   (+1 size, +3 Dex, +5 armor, +3 shield) 
  hp 47 (4d8+2d10+12 HD) 
  Fort +10, Ref +10, Will +3 
  Speed 20 ft. in +1 chain shirt (4 squares), mounted 40 
  ft.; 
  Melee +1 lance +10/+5 (1d6+4/x3) or 
  Ranged mw mighty composite shortbow [+2] +11/+6 
  (1d4+2/x3) or 
  Ranged 
  mw 
  mighty 
  composite 
  shortbow 
  [+2] 
  +9/+9/+4 (1d4+2/x3) 
  Space 5 ft.; Reach 5 ft (10ft w/ lance) 
  Base Atk +6; Grp +4 
  Atk Options ride-by attack, rapid-shot 
  Combat Gear +1 chain shirt, +1 heavy steel shield, 
  +1 lance, mw mighty composite shortbow [+2] 
  Abilities Str 14, Dex 17, Con 14, Int 8, Wis 10, Cha 
  12  
  SQ  
  Feats Mounted Combat, Track, Quick Draw, Rapid 
  Shot, Endurance, Mounted Archery  
  Skills Handle Animal +7, Listen +12, Ride +14, Spot 
  +6,  
  Possessions combat gear plus gauntlets of ogre 
  power, 2 potions of cure moderate wounds 
   
  ENCOUNTER 12 
   
   
   
   
  Y E O G H 
  CR 6 
  Male Half-Orc Rng3/Ftr2/HoW1 
  NG Medium Humanoid 
  Init +2; Senses Listen +7, Spot +7; Darkvision 60’ 
  Languages Common, Orc, Dwarven 
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +5 armor, +1 shield, +1 deflection) 
  hp 53 (4d8+2d10+18 HD);  
  Fort +12, Ref +6, Will +5 
  Speed 30 ft. in +1 chain shirt (6 squares); 
  Melee +1 battleaxe +9/+4 (1d8+4/x3) and 
  Melee mw battleaxe +9 (1d8+1/x3) or 
  Melee +1 battleaxe +11/+6 (1d8+5/x3) or 
  Ranged mw longbow +9/+4 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Two-Weapon Pounce 
  Combat 
  Gear 
  +1 
  chain 
  shirt, 
  +1 
  battleaxe, 
  masterwork battleaxe, masterwork longbow 
  Abilities Str 17, Dex 15, Con 17, Int 10, Wis 10, Cha 
  6  
  SQ favored enemy (aberration), terrain mastery 
  (plains) 
  Feats Track, Weapon Focus (Battleaxe), Two-
  Weapon Fighting, Endurance, Oversized Two-
  Weapon FightingCV, Steadfast DeterminationPH2, 
  Two-Weapon PouncePH2 
  Skills Hide +5, Knowledge (Dungeoneering) +6, 
  Knowledge (Geography) +10, Knowledge (Nature) 
  +7, Listen +7, Profession (cartographer) +5, Ride 
  +5, Spot +8, Survival +8 
  Possessions combat gear plus gauntlets of ogre 
  power, potion of cure moderate wounds (3) 
  Two-Weapon Pounce (Ex): When making a charge 
  and wielding weapons in both hands, Yeogh can 
  attack with both weapons. If he does so, he loses 
  the bonus to attacks normally granted by a charge. 
  Terrain Mastery (Plains) (Ex): +4 bonus on hide 
  checks and +1 to attack/damage vs forest 
  creatures 
  Sources Complete Adventurer, Players Handbook II 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 49 
  DM AID: MAP #1 – THE CAMP 
   
   
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 50 
  DM AID: MAP #2 – TRAITORS! 
   
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 51 
  DM AID: NEW RULES 
  NEW FEATS 
  Close Quarters Fighting (Complete Warrior) 
   
  Prerequisite: Base Attack Bonus +3 
  Benefit: You gain an attack of opportunity whenever an opponent tries to grapple you, even if the 
  enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this 
  attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or special ability 
  such as improved grab. If the enemy has such an ability, you may add the damage you deal as a 
  bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of 
  opportunity in a round or allow you to make an attack of opportunity when you would be denied one 
  for being surprised, helpless or in a similar situation. 
  Daring Outlaw (Complete Scoundrel) 
   
  Prerequisite: Grace +1, Sneak Attack +2d6. 
  Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your competence 
  bonus on Reflex saves from the grace class feature and the swashbuckler’s dodge bonus to AC. In 
  addition, your rogue and swashbuckler levels stack for the purpose of determining your sneak attack 
  bonus damage. 
  Deadly Defense (Complete Scoundrel) 
  Benefit: When fighting defensively (or using the Combat Expertise and taking at least a -2 to your 
  attack roll from that feat), you deal an additional 1d6 points of damage with any light weapon or with 
  any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain or a whip).  
  Draconic Breath (Races of the Dragon) 
   
  Prerequisites: Draconic Heritage, sorcerer level 1st. 
  Benefit: As a standard action, you can convert an arcane spell slot into a breath weapon. The breath 
  weapon is a 30- foot cone (cold or fi re) or a 60-foot line (acid or electricity) that deals 2d6 points of 
  damage per level of the spell slot you expended to create the effect. Any creature in the area can 
  make a Reflex save (DC 10 + level of the spell used + your Cha modifier) for half damage. This is a 
  supernatural ability. 
  Draconic Heritage (Races of the Dragon) 
   
  Prerequisite: Sorcerer level 1st. 
  Benefit: You gain the dragonblood subtype. Choose one kind of dragon from the list in the 
  accompanying table. This is your draconic heritage, which can only be changed by undergoing the 
  Rite of Draconic Affinity. In addition, you gain a bonus equal to the number of draconic feats you have 
  on saving throws against magic sleep and paralysis effects, as well as on saves against spells and 
  abilities with a descriptor that matches the corresponding entry in the accompanying table (ex. ‘Fire’ 
  for Red Dragon Heritage) 
  Eyes in the Back of Your Head (Complete Warrior) 
   
  Prerequisite: Wis 13, base attack bonus +1. 
  Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. You may 
  still be sneak attacked when flanked, and can still be caught flatfooted by an attack. 
  Improved Combat Expertise (Complete Warrior) 
   
  Prerequisite: Int 13, Combat Expertise, base attack bonus +6 
  Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you 
  subtract from your attack roll and add to your AC can be any number that does not exceed your BAB. 
  Improved Toughness (Complete Warrior) 
   
  Prerequisite: Base Fortitude Save +2 
  Benefit: You gain a number of hit points equal to your current hit dice. Each time you gain a level, 
  you gain 1 additional hit point. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 52 
  Melee Weapon Mastery (Player’s Handbook II) 
  Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus +8 
  Benefit: When you select this feat, choose bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls 
  and a +2 bonus on damage rolls. 
  Oversized Two-Weapon Fighting (Complete Adventurer) 
   
  Prerequisite: Str 13, Two-Weapon Fighting. 
  Benefit: When wielding a one-handed weapon in your offhand, you take penalties for fighting with 
  two weapons as if you were wielding a light weapon in your off hand. 
  Power Critical (Complete Warrior) 
   
  Prerequisite: Weapon Focus with weapon, base attack bonus +4 
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a critical 
  hit. 
  Shield Specialization (Player’s Handbook II) 
   
  Prerequisite: Proficiency with shields 
  Benefit: Choose one type of shield from the following list: buckler, light or heavy. When using a 
  shield of the appropriate type, you increase its shield bonus to your AC by 1. 
  Shield Ward (Player’s Handbook II) 
   
  Prerequisite: Proficiency with shields, Shield Specialization. 
  Benefit: You apply your shield bonus to your touch AC and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun or trip attempts against you. 
  Steadfast Determination (Player’s Handbook II) 
   
  Prerequisite: Endurance. 
  Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves, and 
  do not automatically fail Fortitude saves on a roll of a natural 1. 
  Sudden Still (Complete Arcane) 
  Benefit: Once per day, you can apply the effect of the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it ahead of time. You can still use Still Spell 
  normally, if you have it. 
  Telling Blow (Player’s Handbook II) 
   
  Prerequisite: Skirmish or Sneak Attack ability. 
  Benefit: When you score a critical hit against a target, you deal your skirmish or sneak attack 
  damage in addition to the damage from your critical hit. Your critical multiplier affects only your 
  weapon damage. This feat applies to both melee and ranged attacks. 
  Two Weapon Pounce (Player’s Handbook II) 
   
  Prerequisite: Dex 15, Two-weapon Fighting, base attack bonus +6. 
  Benefit: When you make a charge while wielding weapons in both hands, you can attack with both of 
  your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 
  penalty to AC from charging still applies. 
  NEW ITEMS 
  corsair’s eyepatch (Magic Item Compendium) 
  Wearing this eyepatch has no negative impact on your eyesight – it appears completely transparent 
  to you. While wearing a corsair’s eyepatch over your left eye, activating it grants you the ability to use 
  see invisibility (as the spell) for one round. When wearing it over your right eye, activating it grants 
  you the benefit of the Blind-Fight feat for 1 minute. Activating the patch is a swift action. Moving the 
  eyepatch from one eye to another requires a move action that doesn’t provoke attacks of opportunity. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 53 
  A corsair’s eyepatch functions a total of three times per day. Faint (DC 16) divination; CL 3rd; Craft 
  Wondrous Item, see invisibility; Price 3,000; Weight ---. 
  counterstrike bracers (Magic Item Compendium) 
  Counterstrike Bracers allow you to answer an unsuccessful melee attack against you with an 
  unexpected riposte. You can activate the bracers as an immediate action after an enemy has missed 
  you with a melee attack. Doing this grants you a free attack of opportunity against that enemy (even if 
  you have already used up your allotted attacks of opportunity for the round). You must activate the 
  bracers before your enemy takes any other attacks or actions. Faint (DC 17) transmutation; CL 5th; 
  Craft Wondrous Item, haste; Price 2,500 gp; Weight ---. 
  memento magica (Magic Item Compendium) 
  When activated, memento magica allows you to regain any one spell slot that you have previously 
  used this day. The spell slot is available just as if the spell had not been cast. A memento magica 
  recalls a spell slot of the level it was created to hold. Different memento magica exist for each level 
  from 1st through 9th. Strong (DC 23) transmutation; CL 17th; Craft Wondrous Item, ability to 
  spontaneously cast spells of the spell level to be regained; Price 1,500 gp (1st), 6,000 gp (2nd), 
  13,500 gp (3rd); Weight ---. 
  talisman of the disk (Magic Item Compendium) 
  Activating a talisman of the disk creates a Tenser’s floating disk. The disk can hold 300 lbs and lasts 
  for up to 3 hours (or until dismissed with another standard action). The disk’s maximum range from 
  you is 30 feet. If you are also wearing a magic item that provides an enhancement bonus to Strength, 
  the disk’s carrying capacity increases by 100 lbs per point of bonus granted by the item. Faint (DC 
  16) transmutation; CL 3rd; Craft Wondrous Item, bull’s strength, Tenser’s floating disk; Price 500gp; 
  Weight ---. 
  vest of resistance (Magic Item Compendium) 
  A vest of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving 
  throws. Moderate (DC 20) abjuration; CL 10th; Craft Wondrous Item, resistance; Price 1,000 gp (+1), 
  4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. 
   
  NEW SPELLS 
  Arc of Lightning (Spell Compendium) 
  Conjuration (creation) [Electricity] 
  Level: Drd4, Src/Wiz5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex (Half) 
  Spell Resistance:  No 
   
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures 
  and anything in the line between them. Both creatures must be in range and you must be able to target 
  both of them (as if this spell had them as targets). Draw the line from any corner in one creature’s space 
  to any corner in the other’s space. The bolt affects all squares in this line. 
  Blast of Flame (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Src/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 54 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any 
  creature that fails its saving throw. 
  Cloak of Bravery (Spell Compendium) 
  Abjuration [Mind-Affecting] 
  Level: Clr 3, Pal 2, Courage 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60 ft. radius emanation centered on you. 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal 
  to your caster level (to a maximum of +10 at caster level 10th). 
  Cometfall (Spell Compendium) 
  Conjuration (Creation) 
  Level: Clr 6, Drd 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft/level) 
  Effect: 400-pound ball of rock and ice 
  Area: 5 ft. radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster 
  level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. 
  Creatures who fail their reflex save are knocked prone. A creature that succeeds on their save takes half 
  damage from the comet and is not knocked down. The comet breaks apart on impact, filling the 10-foot-
  square area with dense rubble. You must cast this spell with at least 40 feet of vertical space above the 
  point of impact. If you do not have 40 feet of space, the spell fails. 
  Conviction (Spell Compendium) 
  Transmutation 
  Level: Clr 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell bolsters the mental, physical and spiritual strength of the creature touched. The spell grants 
  the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster 
  levels you have (maximum +5 bonus at 18th level). 
  Curse of Ill Fortune (Spell Compendium) 
  Transmutation 
  Level: Clr 2, Blk 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft + 10 ft/level) 
  Target: One living creature 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 55 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You place a temporary curse upon the subject, giving it a -3 penalty on attack rolls, saving throws, 
  ability checks and skill checks. This spell is negated by any spell that removes a bestow curse spell. 
  Deific Vengeance (Spell Compendium) 
  Conjuration (Summoning) 
  Level: Clr 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5ft/2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
   
  This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 per caster level 
  (maximum 10d6) if the target is undead. 
  Energy Vortex (Spell Compendium) 
  Evocation [see text] 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: All creatures within a 20 ft radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  When you cast energy vortex, you choose one of four energy types: acid, cold, electricity or fire. A 
  blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per 
  caster level (maximum +20) to nearby creatures other than you. If you are willing to take the damage 
  yourself, you deal twice as much damage. You don’t get a Reflex save, but spell resistance applies, so do 
  any resistances and immunities you have to the energy type. The descriptor of the spell is the same as 
  the energy type you choose when you cast it. 
  Faith Healing (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 1, Pal 1, Blk 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) 
  Spell Resistance: Yes (harmless) 
   
  When laying your hand upon a living creature, you channel positive energy that cures 8 points of 
  damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same 
  deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the 
  target would normally be harmed by positive energy. 
  Fireburst (Spell Compendium) 
  Evocation [Fire] 
  Level: Src/Wiz2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 56 
  Area: Burst of fire extending 10ft from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of 
  you. All creatures and objects within that area – except for you and any creatures or objects that share 
  your space – take 1d8 points of fire damage per caster level (maximum 5d8). 
  Hail of Stone (Spell Compendium) 
  Conjuration (Summoning) [Earth] 
  Level: Src/Wiz 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft + 10 ft/level) 
  Area: Cylinder (5 ft radius, 40 ft high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
   
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to 
  creatures and objects within the area. 
  Orb of Electricity, Lesser (Spell Compendium) 
  Conjuration (Creation) [Electricity] 
  Level: Src/Wiz 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of electricity about 2 inches across shoots from your palm at it’s target, dealing 1d8 points of 
  acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels 
  beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th 
  level and the maximum of 5d8 at 9th level or higher. 
  Resonating Bolt (Spell Compendium) 
  Evocation [Sonic] 
  Level: Brd 4, Src/Wiz 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60 ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each 
  creature within its area. In addition, resonating bolt deals full damage to objects and can easily shatter or 
  break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range 
  permits; otherwise, it stops. 
  Righteous Wrath of the Faithful (Spell Compendium) 
  Enchantment (Compulsion) 
  Level: Clr 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  
   
  ULP8-01 Words of Wisdom 
   
  Page 57 
  Targets: Allies within a 30 ft radius burst centered on you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Allies gain one additional melee attack each round at their highest attack bonus, when making a full 
  attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as the 
  haste spell) They also gain a +3 morale bonus on melee attack rolls and damage rolls. This bonus on 
  attack rolls does stack with the bonus provided by haste. 
  Stalwart Pact (Spell Compendium) 
  Evocation 
  Level: Clr 5, Pact 3 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal 
  hitpoints. Once the subject has taken enough damage to trigger the spell, it immediately gains 5 
  temporary hit points per two caster levels (maximum 35 hp at 14th level), damage reduction 5/magic, and 
  a +2 luck bonus on saving throws. The bonus hp, DR and saving throw bonus disappear when the spell 
  ends. 
  Wrack (Spell Compendium) 
  Necromancy [Evil] 
  Level: Clr 4, Src/Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Your touch causes your target to experience excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even after the spell ends, the subject is still shaken for 
  3d10 minutes. 
  Zealot Pact (Spell Compendium) 
  Evocation 
  Level: Clr 6, Competition 6, Pact 6 
  Components: V, S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Once this spell is cast, the zealot pact remains dormant until the subject successfully hits a foe whose 
  alignment is exactly opposite your deity’s alignment.  The subsequent melee attacks gain a +4 bonus and 
  deal double damage. Once the spell is active, the subject must attack foes of opposite alignment every 
  round if able to do so or the spell’s effect ends. The subject knows which creatures within 60’ are of 
  opposite alignment.  If you create a zealot pact with a neutral deity, chose one alignment from the 
  following that triggers the zealot pact: lawful good, lawful evil, chaotic good or chaotic evil. 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 58 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 59 
  PLAYER HANDOUT #1 – A PRINCELY REQUEST 
   
  Esteemed Adventurer,  
   
   
  In the past, you have assisted the Guardians of the Soulforged with the recovery and 
  investigation of a mithral tome once belonging to the Templars of Enlightenment. After many 
  months of work, Sir Phinlaen Starshield, one of the original Templars, has been able to 
  translate the words within. 
   
  The tome speaks of something called “the Soul of a Nation,” which the priests believe refers to 
  the literal soul of my lost son, Prince Volimar Corond.  For over three years, I have ordered that 
  my son’s body be kept in repose, hoping that one day I would be able to facilitate the recovery 
  of his spirit.  Based on what has been gleaned from the pages of the mithral tome, that time 
  may finally be at hand. 
   
  I am asking you to assist us in this endeavor. I implore you, if you have ever considered me an 
  ally or a friend, please report to the Guardians of the Soulforged in Gryrax as soon as possible. 
   
  Please help me save my son. 
   
   
   
   
   
   
   
  The Soulforger watch over you, 
   
   
   
   
   
   
   
  Prince Olinstaad Corond 
   
   
   
   
   
   
  Lord of the Peaks of Haven
  
   
  ULP8-01 Words of Wisdom 
   
  Page 60 
  PLAYER HANDOUT #2 – A CALL TO ARMS 
   
   
  Citizen –  
   
  In speaking with members of one of our local organizations, your name was 
  referred to me as someone I could trust.  I’ve been told that you’ve served the 
  Principality well in the past and I am hoping you might be able to do so again. 
   
  We have need of able bodied citizens with a habit of getting things done. The 
  Guardians of the Soulforged have recently completed translation of a prophecy 
  brought to them several months ago, and they are mobilizing to act upon what 
  this prophecy reveals. 
   
  If you consider yourself a loyal subject of the Prince and wish to help in this 
  endeavor, please report to the Hammer Hill temple in Gryrax as soon as you are 
  able. 
   
  All of Ulek will be grateful. 
   
   
   
   
   
   
   
   
  Sage Chaoshawk 
   
   
   
   
   
   
   
  Talons of Retribution
  
   
  ULP8-01 Words of Wisdom 
   
  Page 61 
  PLAYER HANDOUT #3 – THE CALL OF COIN 
   
  Friend of Ulek: 
   
  We write to you this day because your name came to us as someone highly 
  recommended by those we trust.  We have a job that needs your expertise. 
   
  Very recently, we completed the translation of an artifact tome that came 
  into our possession two years ago.  What needs to be done now is act upon 
  the words in these pages. 
   
  If you are interested in making a friend of the Prince and perhaps the rest of 
  Ulek, please report to Hammer Hill temple in Gryrax as soon as you possibly 
  can. 
  You will be paid handsomely for your efforts. 
   
   
   
   
   
   
   
  Thank you, 
   
   
   
   
   
   
   
  Ulian Farhunter 
   
   
   
   
   
   
  High Priest of Dugmaren Brightmantle 
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 62 
  PLAYER HANDOUT #4 – THE PROPHECY 
   
   
  From the darkened east, one with many faces 
  Came and stole the soul of a nation. 
   
  A steadfast family, sons of stone, 
  Thinning now like blood to water 
  With the son now gone 
  The son's son soon to follow. 
   
  The aged prince sat, his mind usurped, 
  Yet restored by the spinning of a spider's web  
   
  The tears of the Ruby Heart then regained 
  And joined to the Blade of Kings 
   
  Shall rekindle hope's flame to 
  Light the path revealed 
   
  Ulaa's tremors reveal truths written in stone 
  And these shall point the way. 
   
  But the eyeless skull wakes, his will affixed 
  On obscuring fate's true path. 
   
  These messages need be unmixed and  
  Enlightenment reborn. 
   
  For only a nomadic soul with feet unfettered 
  Can find a nomadic soul. 
   
  Others only know travelers by the 
  Dust on their boots. 
   
  Only by heeding words of wisdom 
  Will the arrow find its mark. 
   
  And once the soul-bound steel is wrested from 
  The ever-changing enemy, 
  The blades shall meet in a clash 
  Of spirit, and through these 
  Shards of shattered darkness 
  Will the Soul be restored to the nation.
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 63 
  PLAYER HANDOUT #5 – A SWIRL OF COLOR 
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 64 
  PLAYER HANDOUT #6 – IT’S A MAP, IT’S A MAP, IT’S A 
  MAP! 
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 65 
  PLAYER HANDOUT #7 – A DAMNING COMMUNIQUE 
   
   
  Toril, 
   
  My contacts have reported that, apparently, that damned half-
  orc has continued his trek toward Gryrax to see Prince 
  Corond.  As I’ve stated before, we simply cannot allow that to 
  happen. I do not know what danger he poses, but Vergadain 
  has imparted me with enough to know that if the half-breed 
  reaches Gryrax, events will be set into motion that will put 
  our entire operation in danger and possibly ruin us 
  financially. 
  I know you don’t want to see the coffers run dry, so do what 
  you can to make sure he never sets eyes on the Prince again. 
  I’ve also received word that he may be traveling with the 
  same people who interrupted your previous attempt at 
  eliminating him. Silence them as well. No witnesses. 
   
     
   
   
   
   
   
   
  Baron Delon Reilagg 
     
   
   
   
   
   
   
  Grindin Province 
   
  PS – Destroy this note. I want no evidence that can be traced 
  back to me. 
   
   
  
   
  ULP8-01 Words of Wisdom 
   
  Page 66 
  CRITICAL EVENT SUMMARY: ULP8-01 WORDS OF WISDOM 
   
  For use only at MegaCon 2008 
   
  1.  Did the PCs successfully complete the dreamscape, causing the map to fill in??     
  Yes 
  No 
   
   
  2. Did Yeogh make it to Gryrax safely?  
   
   
   
   
   
  Yes 
  No 
   
   
   
   
   
   
   
   
   
   
  3. Did the PCs uncover the treasonous activity of Baron Seilagg? 
   
   
  Yes 
  No 
   
   
  4.  Did the Pennyfoots survive the fire?  
   
   
   
   
   
  Yes 
  No 
   
  Notes: (Add anything that happened that might be considered out of the ordinary – strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/598/Normal Scenarios/ULP8-01 - Words of Wisdom (APL 4-12)/ULP8-01 - Words of Wisdom.pdf