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 michaeltlh@earthlink.net.  
  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  ULP6-IS03 
   
   
   
   
  The Cold Distance 
  A One-Round D&D® LIVING GREYHAWKTM  
  Principality of Ulek Regional Adventure 
  Version 1.7 
   
  by Carrie Neuman 
  Reviewer: Principality of Ulek Triad 
  Playtesters: X 
   
   
   
  Some travelers seem born to the road, others seek it, and some have everything they own snatched from 
  them so it is the only thing they retain. In the spring, new travelers set out with only a vague idea of what 
  lies ahead. How will you cope when the night is at its coldest and home is only a memory?  A Principality 
  of Ulek introductory adventure for first level characters only. 
   
   
  
  ULP6-IS03 The Cold Distance 
   
  Page 1 
  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, 2007.  
   
  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. 
  
  ULP6-IS03 The Cold Distance 
   
  Page 2 
  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 highest APL supported by the 
  adventure may not play the adventure. 
   
   
  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 
  Thunderstrike is a city of contrasts. The artisans 
  live in Ornament Park with tall trees, fountains, 
  and sculpture. Lesser craftsmen live with the 
  miners in Soot Town and toil under the heel of 
  petty crime lords. 
  The Constabulary comes down hard on overt 
  crime, but protection rackets and confidence 
  games are common in Soot Town. Constable 
  Tibar Minegilder works to improve the situation, 
  but he is new to the post and still weeding 
  corruption 
  out 
  of 
  his 
  forces. 
  He 
  recruits 
  adventurers 
  for 
  extra 
  forces 
  and 
  internal 
  investigations. 
  Colbin MacInnes grew up on the streets of Soot 
  Town angry at the world. Now a con man, he 
  works to make a name for himself robbing the 
  wealthy and powerful. His current mark is a friend 
  of the Earl’s, Gonnloda Stonevein. Posing as a 
  merchant from Havenhill, he seeks her investment 
  in a non-existent adamantine mine. Once he has 
  her money, he intends to rob her. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  ULP6-IS03 The Cold Distance 
   
  Page 3 
  The Society of Shadows in Thunderstrike recruits 
  their members from the general riffraff in the city. 
  Matron Nightshade is furious with Colbin’s refusal 
  to join and interference in the Society’s activities. 
  To avoid Tibar’s attention, her men have lured 
  Colbin out of town and are relaying the Matron’s 
  displeasure when the party arrives. 
  ADVENTURE SUMMARY 
   Less than a day’s travel from Thunderstrike, the 
  party discovers two thugs roughing up a merchant. 
  The merchant is Colbin MacInnes, a con artist 
  from Thunderstrike. He attempts to win the party 
  over so he can steal their belongings in the night. 
  Large ruts clearly show the wagon headed to 
  Thunderstrike. It takes the party several hours in 
  the rain to arrive. The guards take their information 
  and promise to track down the wagon. They point 
  the party to a safe inn where the locals laugh at 
  them. 
  The bartender has more sympathy and offers a 
  few exciting sites in town to help them forget their 
  troubles. The next morning, Sergeant Kullian 
  Axecleaver arrives with news. The wagon was 
  traced to Honest Oogart’s Used Wagons. If the 
  party would like to dish out some justice, Kullian 
  offers them the opportunity. 
  Unfortunately, 
  Colbin 
  is 
  out. 
  His 
  Halfling 
  accomplices defend their piles of loot, including 
  the party’s belongings. A note on the table informs 
  the girls he expects to return tomorrow with the 
  goods. Before Kullian can plan an ambush, a 
  runner arrives with two requests. Kullian is to 
  report to the Constable, and the Earl has 
  requested to see the adventurers. 
  Leuven explains that his friend has been robbed. 
  Obviously, it was Colbin. No one knows where he 
  is now, but they know where he will be tomorrow. 
  The sum of money involved is more than these 
  guards will see in a year, but adventurers can earn 
  that much in a matter of months. Leuven believes 
  the party will suffer less temptation and can 
  recognize the value of his favor. 
  The party has most of the day to plan their 
  ambush and explore the city. When Colbin returns, 
  he calls out to the girls to help him unload the 
  wagon. The party should have the element of 
  surprise, their own gear, and authorization to use 
  any force necessary. 
  With Colbin defeated and the guards occupied in 
  other parts of the city, no one is left to see what 
  the party does with Gonnloda’s valuables. If they 
  keep them, they must talk fast to keep from being 
  thrown in jail. They earn Leuven’s disfavor 
  regardless. If they return the goods, Leuven 
  promises to aid them in the future. He is a man 
  with great plans for himself and his city. 
   
  PREPARATION FOR PLAY 
  Sense Motive and listen checks should be 
  prerolled for Encounters One and Two so that 
  players are not suspicious of Colbin. 
  In Encounter Five, the Cove Girls Gang targets 
  halfling characters specifically, so be sure you 
  know the races present in the party. The girls have 
  potions of protection from law so alignment is also 
  helpful. 
  INTRODUCTION 
  The roads are busy in the Principality of Ulek 
  this fall. As the Pomarj loses influence, more 
  people set out for trade, travel, and adventure. 
  However, humanoids and wild animals still 
  roam the countryside, and most travelers 
  cluster together for safety. The farmers and 
  merchants eye your weapons and pouches 
  and do their best to stay out of your way. Still, 
  a small group of you find yourselves together 
  on the road north to Thunderstrike, a city said 
  to provide opportunity for your line of work, 
  and 
  you 
  should 
  arrive 
  there 
  tomorrow 
  afternoon. 
  Now is a good time for character introductions. 
  ENCOUNTER 1: RESCUE 
  For the entire day, your only view has been of 
  wheat and sky. The crops were planted close 
  to the road this year making the highway a 
  tunnel of gold. A north wind rustles the wheat 
  almost masking the sound of raised voices 
  coming from around the next bend. 
  A DC 18 Listen check (DC 10 to make out the 
  words, +6 for 60’ distance, and +2 for ambient 
  noise from the wind) makes out a man threatening 
  to kill someone. There is also the heavy sound of 
  objects hitting the ground. 
  The highway is twenty-five feet wide with a five 
  foot shoulder. The wheat fields are hindered 
  terrain and prevent charging or running. A person 
  
  ULP6-IS03 The Cold Distance 
   
  Page 4 
  standing five feet inside the field has concealment 
  (attacks against them have a 20% miss chance) 
  from the road. A person standing further in has 
  total concealment from the road (50% miss 
  chance and no line of sight). 
  When the party approaches, they see a grimy man 
  with a patchy beard holding a short sword on a 
  well dressed man. The merchant is unarmed. A 
  longsword, crossbow, and assorted bundles 
  scatter the ground. A second thug can be heard 
  inside the wagon. Being observant fellows, the 
  thugs notice the party as they round the bend if no 
  precautions are taken. 
   APL 2 (EL 2) 
   Thugs (2): Male human Rog1; hp 7; see 
  Appendix One. 
  Colbin is a Suel-Oeridian mix human with fair skin, 
  blue eyes, and thick brown hair. He is five foot ten 
  with a medium build. He wears colorful clothes in 
  the latest fashion; they were probably nice before 
  the attack. He is neutral evil, but he casts 
  undetectable alignment on himself every morning. 
  Please note that this means he is down one first 
  level spell when he fights the party. 
  Once the party is victorious, Colbin introduces 
  himself as a merchant from Havenhill. His 
  assistant ran off when the bear attacked and he 
  could 
  use 
  some 
  guards 
  to 
  get 
  him 
  to 
  Thunderstrike without anymore trouble. This is a 
  complete lie, but it takes a DC 22 sense motive 
  check to know. A small village is only half a mile 
  up the road where Colbin offers to pay for the 
  rooms for the night. 
  Colbin has plenty of stories to tell about the places 
  he has traveled. He loves to be the center of 
  attention, and is quite jealous of the spotlight. 
  Colbin also enjoys the ladies and will flirt with 
  anyone reasonably attractive. He does not push 
  himself on anyone who shows no interest in him, 
  though he does go out of his way to impress 
  anyone who shows little enthusiasm for him. 
  Colbin spends an hour in the evening playing dice, 
  drinking ale, and telling stories. He retires not long 
  after sundown warning the party he intends to get 
  an early start. Colbin offers one last benediction 
  before he leaves. 
  Sotillion’s blessing on your sleep. Tuck in tight 
  against the cold distance, and we’ll all be 
  home tomorrow. It doesn’t matter where you’re 
  from. Either every place you stay is home or 
  nowhere ever is. 
  ENCOUNTER 2: THIEF IN 
  THE NIGHT 
  Before dawn, Colbin tries to rob the party. He is 
  fairly quiet (DC 20 if awake, 30 if sleeping) but if 
  the party has heavy armor to move, he drops a 
  silence on it. If he awakens a PC, Colbin uses a 
  suggestion to ask for help loading the wagon. If he 
  must fight, he does his best to suggestion or 
  charm person the big dumb fighter and stick to 
  ranged attacks. If he must go to melee, he uses 
  his combat expertise to stay safe. 
  If Colbin falls below half his hit points, he attempts 
  to escape. If he can grab some loot he will, but he 
  will not risk tomorrow's big score. Once he is in 
  Thunderstrike, he figures he can lose the yokels. If 
  the PCs do manage to capture or kill Colbin, good 
  for them. The Covies will hit Gonnloda Stonevein's 
  home instead, and the party is still called on for 
  their help. Reactions to the party change a little, 
  but these are still unproven adventurers. One 
  captured thief does not mean they are safe. 
  APL 2 (EL 6) 
   
  Colbin MacInnes: Male human Brd6; hp 32; 
  see Appendix One.  
  ENCOUNTER 3: THE 
  MORNING AFTER 
  If Colbin got away: 
  You awake in the morning to cheap junk and 
  furniture scattered around your room. Your 
  belongings are gone. (Pause for reaction.) 
  Downstairs, farmers and merchants prepare 
  for an early start. The innkeeper’s daughter 
  passes out plates of pork and potatoes to the 
  quiet crowd. Colbin is nowhere to be seen. 
   
  No one has seen Colbin this morning. The 
  innkeeper can open his door for you. His things 
  (and a few of the innkeeper’s) are missing. When 
  the stableboy is asked, he tacked the horses early 
  that morning so Colbin could get an early start to 
  Thunderstrike. 
  The party may think to report Colbin to the law. If 
  so, the local constable tells them the case is 
  beyong him. He’ll send word to Thunderstrike and 
  someone will look into it. Outside, two old men 
  
  ULP6-IS03 The Cold Distance 
   
  Page 5 
  look up from their board game and warn the party 
  that cases sent to Thunderstrike are never solved. 
  If they want to catch their thief, they’d better go 
  themselves. 
  Back at the inn, most of the travelers have left. 
  Only a handful of locals and one old farmer 
  remain. 
  An old farmer finishes mopping his plate and 
  walks over to you. “You lot have had a night. If 
  you want a ride to Thunderstrike, you can 
  come with me. Just don’t be losing none of the 
  hay. I’m Jebodiah from off past Turtle Pond.” 
  Turtle Pond is a small town about 12 miles south 
  on the Havenhill Road. Jebodiah is a quiet 
  Oeridian man dressed in simple cotton clothes. He 
  does not volunteer much, but he does his best to 
  be polite if spoken to. 
  If the PCs defeated Colbin: 
  The locals look up at the sounds of feet on the 
  stairs, but they quickly turn away. One mousy 
  farmer leaves his plate half full and walks out 
  the door. The innkeeper’s daughter chatters 
  too loudly as she passes out plates of pork 
  and potatoes, and the merchant next to you 
  spends more time stabbing his food and 
  glancing your way than eating. 
   A nervous tension hangs over the room. Caravan 
  guards appraise the party openly, but the 
  merchants and farmers avoid eye contact.  
  Either way, once the party is underway: 
  To the north, a grey wedge hangs in the sky. 
  By midmorning, fat rain splatters on your 
  armor 
  and 
  soaks 
  your 
  clothes. 
  The 
  temperature drops, making your breath mist in 
  the air. It is hours before the lights of 
  Thunderstrike finally come into view. 
  To the east, an enormous stone building 
  stands dark in the rain. Its silver lightning bolt 
  flashes with its counterparts like a beacon in 
  the gloom. Closer to the city wall, orderly tents 
  stretch off into the grey haze. Light streams 
  out from the mess tent where soldiers drink 
  and gamble. 
  Finally the road curves east into Thunderstrike 
  itself. The city gates are reinforced steel set 
  into thick stone. Smokeless torches line the 
  archway and burn through the rain. Two 
  soldiers, seams sharp pressed despite the 
  damp, question travelers from under a large 
  overhang. 
  This is a standard search and question session, 
  similar to entering Gryrax. If the party killed Colbin 
  and left him behind, nothing interesting happens. If 
  they are carting him around or arriving on the back 
  of the hay rick, they merit a few extra questions. 
  The gate guards are young to have earned a 
  prestigious post and they take pride in their work. 
  Their skin is a dark tan and their beards are light 
  brown from all their hours in the sun. They have 
  no sense of humor about their jobs and react 
  badly to any slights against Prince Corond, Ulek, 
  or Moradin. 
  If the party responds that they have either 
  captured or been robbed by a bandit, the guards 
  are shocked. Crime is dealt with harshly in 
  Thunderstrike, and bandits have not been seen in 
  these parts since their grandfathers' time. One of 
  them calls for a scribe to get the bandit's 
  description. They promise to send the report to 
  their superior right away.  
  The scribe is an ancient gnome with deep wrinkles 
  and only a few wisps of grey hair left. He and a 
  guard carry out his writing desk. The guards chat 
  to themselves about the bandit and how likely it is 
  they could get promoted while the scribe 
  methodically arranges his book, pens, and ink. 
  They all mean well, but they are completely 
  oblivious to any discomfort the party may be 
  feeling as other travelers move through to the city. 
  The officials are ignoring them, but everyone else 
  seems to be staring at them. 
  When the scribe is finally ready, he takes down a 
  description of the bandit. In addition to the basics 
  for his report, he also wants more detail for his 
  book, Dangers of the Principality of Ulek. He has 
  been working on it since his health began to fail 
  and the Royal Army moved him to a desk job. He 
  is happy to reminisce about his days in the Army 
  and has little patience for anyone who interrupts. 
  Once the party is processed, the guards ask 
  where they will be staying. Someone will come by 
  in the morning with an update. If the PCs ask for a 
  recommendation, the guards point to the inn 
  behind them. The Weary Traveler is cheap and 
  safe, the best combination they could hope for 
  under the circumstances. The innkeeper stays 
  busy, so he sometimes allows folks to stay in 
  exchange for odd jobs. 
  Most of the shops are shuttered against the rain. 
  The street is muddy and lined by a variety of 
  businesses. The only people on the roads are 
  
  ULP6-IS03 The Cold Distance 
   
  Page 6 
  farmers and merchants shipping a wagon of 
  goods somewhere. 
  Light streams out of The Weary Traveler into 
  the street. The interior is lined with oak panels. 
  Farmers and locals play cards and sip whiskey 
  under a thick cloud of cigar smoke. In the 
  corner, a gnome plays a rollicking tune on the 
  piano. The inn drips with humidity, and a few 
  diners nod over their meals. 
  A burly human wipes out a mug behind the 
  bar. “Howdy, folks. Grab a chair. Lita, more 
  hicks.” 
  Jorick is a surly sort until he has gold in his palm. 
  Lita is a cheerful, efficient waitress in her mid 
  thirties. The food is basic, but the ale is a local 
  brew exclusive to the Traveler. The locals eye the 
  newcomers, but if the party doesn’t look for 
  trouble, they go back to their cards. 
  If the party mentions having been robbed, or if Lita 
  drags it out of them, they get laughed at. Several 
  farmers suggest they head home since the city will 
  be too much for them. Comments range from, 
  "Imagine. Bandits roaming the Prince's roads. The 
  Royal Army should do something," to "What kind 
  of adventurers get robbed by the one bandit in 
  Thunderstrike?" 
  If the party has not reported the attack to the 
  guards, you may need to help them out. At the 
  next table, a group of local dwarven women are 
  chatting. One of them turns to another and says, 
  "Myrna, isn't your brother a guard? You should tell 
  him about this." If the PCs still do not take a hint, 
  the woman goes out and returns in a bit with her 
  brother, Sergeant Kullian Axecleaver. 
  Eventually, the rain lets up and the locals wander 
  off. The farmers head out to the market. If Kullian 
  is needed to take the bandit's description, he 
  arrives now. Otherwise, Jorick is happy to suggest 
  areas the party might enjoy. The party is free to 
  entertain themselves until morning when Kullian 
  arrives with information about Colbin. 
  Jorick suggests exploring the Market District. The 
  Auction Block brings merchandise from across the 
  northern edge of the country, and the bidding wars 
  are entertaining. Quieter types might enjoy Little 
  Celene with its elves and trees. 
  ENCOUNTER 4: FUN IN 
  THUNDERSTRIKE 
  The following are flavor encounters intended to 
  accentuate the city. They are not required for 
  experience and should be cut if time is running 
  short. 
  Market District, morning:  
  The Market District is bustling with people. 
  Most are wide shouldered representatives of 
  the larger races piling crates onto creaking 
  wagons. As you press against a brick wall to 
  avoid one, you notice a scene unfolding. A 
  raftsman stinking of brine dips his hands into 
  a barrel to display a ruffle edged scallop. Three 
  chefs examine the size and color before 
  starting a fierce bidding war. The halfling’s 
  piping voice cuts through the deep rumble of 
  the dwarf. The human waves a gold piece in 
  the air and flashes hand signals at the sailor to 
  compete. 
  Over the din, it takes a moment to pick out the 
  voices coming from above you. Shouts of 
  alarm fill the air. The wagon parked in front of 
  you gives you little space to maneuver away 
  from the danger before a pile of bricks comes 
  crashing down. 
  Bricks from Ceiling: Atk +8 melee (d6, bricks) all 
  targets in two adjacent 5-ft squares.  
  Passing clerics are on hand to tend the injured. 
  The workers rush down to check the damage. 
  When they are told everyone will make it, they are 
  relieved.  
  “Thank the gods. If it had been some those 
  merchants standing there, we’d have been 
  sending condolences to their families.” 
  Market District, evening: 
  The smell of roasting meat and baking bread 
  drifts across the dim marketplace. Small knots 
  of people walk to warm and inviting taverns, 
  and lights blaze above the shops where 
  families gather for dinner. A wagon pulls away 
  from a building leaving four burly men to wipe 
  their hands on their shirts and slap backs at a 
  day finally finished. They look up as you 
  approach. “Ya’ll are out late.” 
  The men are initially concerned that the party may 
  be local thugs looking to extort protection money 
  from them. Thugs are uncommon in the Market 
  District but all too common across town. Once 
  assured the party bears them no ill-intent, the men 
  are happy to chat while they gather their things 
  and head to dinner. If the party is without their 
  
  ULP6-IS03 The Cold Distance 
   
  Page 7 
  gear, they are taken for common laborers. When 
  the party explains who they are, the men react 
  with resentment. 
  “That ain’t working. Trying hauling crap in and 
  out of the market all day. But be careful, you 
  might get a blister.”  
  The men are now content to walk off and leave the 
  party behind. If they are challenged, they respond 
  in a rough and tumble way. More name calling to 
  start with and a few fists if someone disrespects 
  them. They only resort to an all out brawl if they 
  feel threatened with large scale violence. 
   Porters (4): Male human, hp 3; see Monster 
  Manual. 
  Little Celene, morning:  
  The roads in Little Celene are little more than 
  deer trails through the oaks. Fallen leaves litter 
  the ground and blanket the ferns. Squirrels 
  rustle 
  about 
  overhead, 
  a 
  brown 
  rabbit 
  scampers off at the edge of your vision, and a 
  green snake slithers away as you near. Long 
  fingers of sunlight reach down to the forest 
  floor leaving you in a patchwork of shadows. 
  Off the path, thick underbrush begins to shake 
  and loud squeals thunder in the air. A soft 
  voice next to you says, “Here I was fearing you 
  wouldn’t see any real nature.” An elf in thick 
  hides appears out of the dimness and stares 
  intently at the brush. A long snout appears 
  around the bush seconds before a fat boar 
  bursts from the cover. A wolf follows on his 
  heels while its partner circles around. “If we’re 
  lucky, you’ll get to see the kill.” 
  Wolf (2): Male and Female animal (wolf), hp 13; 
  see Monster Manual. 
  The elf is Ilahal Oathbound, a local druid. He is 
  unarmed and a pacifist. If attacked, he will flee. 
  The wolves are hungry and intend to kill the boar. 
  If anyone moves to stop them, Ilahal asks them 
  not to. After all, the wolves have as much right to 
  eat as the boar, even if that means eating the 
  boar. Nature seems cruel when one focuses on 
  the moment instead of the greater path. After all, 
  the boar would tear roots from the ground killing 
  the plants they feed. With enough time, nature 
  sets things right. 
   Assuming the party stays to listen, Ilahal thanks 
  them. “Not many bother to watch and listen, 
  especially in the city. Most would have 
  interfered or turned away. Merely letting nature 
  be what it will is a rare gift. I’m glad we could 
  share this time.” 
  Little Celene, evening:  
  Moonlight paints a silver glade edged by wide 
  leaved bushes with spikes of purple flowers. 
  Ethereal in the glow dance dozens of willowy 
  elves draped in silks and flowers. The dance 
  has no pattern and the throng glides like 
  dandelion fluff. 
  On the twilight edge stands a grey bearded 
  dwarf and his grandson. He beckons to you 
  and turns back to the revel. 
  If the party gives the elves trouble, the dwarf and 
  some of the elves defend the innocents. If the 
  party heckles the revelers, the dwarf looks to 
  escort them out. If the party joins him, he 
  introduces himself and his grandson. 
  Henrick Stonebrow: Male dwarf hp 6; see 
  Monster Manual. 
  Henrick brought Ronar here for his birthday. They 
  are visiting a druidess Henrick served with back in 
  the Hateful Wars. Henrick does not want the boy 
  picking 
  up 
  the 
  anti-elf 
  sentiment 
  common 
  nowadays. He has not seen the elves dance since 
  the war ended and had forgotten how beautiful 
  they are. 
  Ronar is a little bored with all the dancing. He 
  thinks the elves should be more serious like they 
  were at sword practice. He respects the dedication 
  their craftsmen show and plans to make swords 
  as fine someday. 
  Assuming the PCs behaved themselves, Henrick 
  says: “I’m glad we met tonight. Too many folks 
  think they know everything. It’s nice to see 
  those willing to take to the roads and see for 
  themselves what’s out there.” 
  ENCOUNTER 5: HONEST 
  OOGART’S USED WAGONS 
  Travelers pack the common room for a laugh 
  and a good meal before setting out. Most 
  patrons enjoy a dwarven breakfast of pork and 
  ale, although some humans have eggs and 
  fried potatoes. A few shouted greetings 
  announce Sergeant Kullian's entrance. "Sorry 
  to burst in when you've got your snouts in the 
  
  ULP6-IS03 The Cold Distance 
   
  Page 8 
  trough. I’ve got news about that bandit of 
  yours." 
  Kullian is grateful to see adventurers since the last 
  batch he met ran the corrupt Constable Elboren 
  Flintmaster out of town. His best friend was 
  promoted to replace him. He loves to heckle the 
  party thinking it toughens them up, but he is never 
  cruel. Adventurers often handle tricky jobs in 
  Thunderstrike since no one is entirely sure how far 
  Elboren’s corruption spread. Kullian wants to 
  mend a few fences and encourage the party to 
  return to his city. With the rampant crime in Soot 
  Town, the guards need all the help they can get. 
  The town guards are willing to loan the party some 
  leather armor or chain shirts and saps. The 
  bandits are expected to be arrested. They must be 
  subdued, but mistreatment will not be tolerated. 
  Kullian explains to the party that killing criminals 
  before their scheduled executions is not allowed in 
  Thunderstrike. He doesn't care how they did it 
  back home or in whatever hole in the ground they 
  might go play in. This is the city, and they have 
  standards here. Once he is convinced the PCs are 
  suitably impressed, he leads a group on to 
  Colbin's hideout. 
  Kullian thanks the party for their description of the 
  wagon. It led them right to Oogart's. Now the party 
  will get to see why Thunderstrike does not get 
  bandits. If anyone comments on the crime, Kullian 
  shrugs. “You have to expect some crime in the 
  city.” 
  If anyone is interested, Oogart is a half-orc who 
  sells used wagons of questionable quality. He took 
  the 
  name 
  because 
  he 
  thought 
  honest 
  businessmen needed to advertise the fact. This is 
  the first the guards knew of him doing anything 
  illegal, but he is a half-orc.  
  Oogart’s layout is a simple wooden building with 
  an office, a repair shop, and an addition added 
  within the last month, judging by the age of the 
  wood. Oogart claims it is a second garage, but the 
  guards suspect this is where Colbin hides his loot. 
  The second garage has three doors: a connecting 
  door from the garage, a large bay door, and a 
  secret door opening into a tunnel that lets out in 
  the next yard. All the exits are blocked, and the 
  party is free to choose their entrance(s). When 
  they open a door, read the following. 
  Lantern light splashes huge shadows on the 
  walls. Cards drift to the floor as four halfling 
  women spring to their feet. Their flashy clothes 
  and rapiers clash with the disassembled 
  wagons, greasy tools, and piles of grain sacks. 
  The Covies fight with style and enjoy leaping in 
  and out of wagons, swinging on ropes, and 
  anything else you can think up with flare. They will 
  climb onto the wagons or tables to receive the +1 
  bonus for higher ground. They hate other halflings 
  and will focus on them, taunting as they fight. The 
  Covies will use lethal force. If anyone wishes to 
  retaliate, some of the tools can be used as clubs. 
  However, if the girls are killed, Glovin is furious 
  and attempts to find the killer. If the party refuses 
  to talk, everyone is arrested. 
  APL 2 (EL 4) 
   
  Covies 4: Female halfling Swb1; hp 10; see 
  Appendix One. 
  Assuming the party does not kill the Covies, they 
  are free to look around the garage. They find a 
  note from Colbin on the table telling the girls to 
  take care of the wagon when they get done 
  shopping. He will be back in the morning with the 
  good stuff. Inside the grain sacks are piles of loot, 
  including the party's stolen possessions. They are 
  free to reequip themselves. Also, one of the 
  guards is a cleric of Clangeddin. He congratulates 
  them on a good battle. With a few more swings, 
  they might even figure out what to do with those 
  weapons. In the meantime, he is happy to help 
  patch them up. 
  ENCOUNTER 6: A MEETING 
  WITH AMBITION 
  A dwarven lass of about forty jogs past the 
  guards and holds a scroll out to Sergeant 
  Kullian. "Orders from Constable Minegilder, 
  sir." As Kullian reads, the lass turns to you. 
  "Earl Coalgrinder would like to see you. I can 
  take you to his office." 
  If any of the PCs are hesitant about leaving, 
  Kullian points out that Colbin clearly stated he 
  would not return until tomorrow morning. It should 
  be safe to leave. If anyone asks about other 
  criminals tipping Colbin off, Kullian tells them 
  Oogart has been an honest businessman until 
  now. The men write the change off to Oogart 
  being a half-orc, but Kullian suspects Colbin used 
  magic on him. They may want to think of ways to 
  stop him from casting. 
  Leuven's office is in Ornament Park between the 
  Lydian recital hall and Old Core plaza. 
  The Coalgrinder office is a simple stone 
  building with lead glass windows. Behind it 
  
  ULP6-IS03 The Cold Distance 
   
  Page 9 
  towers the vaulted recital hall with bright 
  pennants snapping in the breeze. At the 
  bottom of the hill is Old Core Plaza, ringed by 
  the finest restaurants and inns in the city. 
  Inside, the office is paneled in oak and soft 
  upholstery. A dwarven man with black hair and 
  beard and sparkling eyes sits behind a desk. 
  He wears a white linen suit and smiles when 
  you enter. "Welcome, visitors. Have you been 
  enjoying my fine city?" 
  Leuven is a salesman with a flair for the dramatic. 
  He takes any complaints about the city seriously, 
  but does his best to put a positive spin on it. 
  Leuven wants the PCs on his side since 
  adventurers have turned the course of events in 
  the country more than once. Every person that 
  owes him a favor puts Leuven one step closer to 
  his goals. 
  Leuven explains that his good friend Gonnloda 
  Stonevein has just been robbed. From the 
  description, it seems Colbin was the culprit. No 
  one knows where he is now, but they all know 
  where he will be tomorrow morning. The party is 
  authorized to use any force necessary to bring 
  Colbin in. Normally the Church of Hieroneous has 
  a man to handle this sort of thing, but Sir Lo’Drea 
  left a week ago to hunt a murderer terrorizing 
  northern Prinzfeld. Leuven needs someone now. 
  The stolen goods are worth a lot of money, and 
  Leuven needs someone he can trust. Adventurers 
  see more gold in a month than his guards will in a 
  year. He thinks the party will be less tempted to 
  steal from him. He gives a stern warning about 
  double-crossing him. 
  "Even Prince Olinstaad can not live forever, 
  and the Crown Prince is very young. Ulek will 
  need a Regent for some time, and I plan to be 
  the hand that guides the nation. A good 
  merchant always remembers his friends and 
  his enemies. I'm sure none of you were 
  thinking such things. Still, it is best to spell our 
  expectations out in the contract." 
  There may be many reactions to Leuven's 
  declaration. To consolidate Leuven’s intentions 
  and sample questions, see DM Aid: Leuven 
  Coalgrinder. 
  Assuming the party at least tells Leuven they plan 
  to return the goods, he thanks them for their time 
  and asks if there is anything he can do to help. 
  Reasonable requests like shovels or ropes are 
  provided for the adventure. The party has a day to 
  plan, heal, or purchase supplies.  
   
  Leuven: Male dwarf Aristocrat 7/Ftr 5 (Bluff 
  +14, Diplomacy +14, Sense Motive +14) 
  ENCOUNTER 7: RETURN OF 
  THE MAC 
  Unless the party has arranged otherwise, Colbin 
  drives his wagon into the repair bay and yells for 
  the Covies to help unload it. Please modify the 
  boxed text to reflect the party's plans. 
  Outside, a rumbling builds until it is just 
  outside the bay door. The rumble is replaced 
  by a creak and the stamp of a hoof. The door 
  swings open and a man is silhouetted before 
  you. "Girls! The loot's here. Come and get it!" 
  He turns his back to lead the horses in. 
  Unless the party has planned something noisy or 
  obvious the moment the doors open, they are able 
  to get a surprise round on the unsuspecting 
  Colbin. Colbin prefers to use suggestion or charm 
  person to get some help in the fight. He prefers 
  ranged attacks but can go to melee if it is to his 
  advantage. He hates to be injured and uses his 
  combat expertise to stay safe. If he can catch a 
  large group together, he uses his hypnotic pattern. 
  If the fighters are right on top of him, he may try to 
  grease their weapons and buy himself a few 
  rounds to maneuver. Colbin is a showman and 
  uses the terrain to his advantage as the Covies did 
  in Encounter Five. 
  APL 2 (EL 6) 
   
  Colbin MacInnes: Male human Brd6; hp 32; 
  see Appendix One.  
  CONCLUSION 
  The party now has a wagon full of stolen valuables 
  and no witnesses. If they return the goods, they 
  receive Leuven's favor and an invitation to join the 
  Royal Army. If the goods are not returned 
  immediately, it will cost the party 2 TUs while their 
  case is heard. If they attempt to keep the stolen 
  property, they will serve 16 TUs in jail and lose 
  their commendation. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  
  ULP6-IS03 The Cold Distance 
   
  Page 10 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Defeating the thugs and saving Colbin. 
   
  APL 2: 60 xp. 
  Encounter Two or Seven 
  Defeating Colbin MacInnes. 
   
  APL 2: 180 xp. 
  Encounter Five 
  Defeating the Cove Girls Gang. 
   
  APL 2: 120 xp. 
  Story Award 
  Not killing the Cove Girls Gang or stealing 
  Gonnloda Stonevein's valuables. 
   
  APL 2: 40 xp. 
  Discretionary roleplaying award 
   
  APL 2: 50 xp. 
  Total possible experience 
   
  APL 2: 450 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 One: 
  APL 2: L: 86 gp, C: 0 gp, M: 2 potion of reduce 
  person (8 gp). 
  Encounter Two or Seven:   
  APL 2: L: 54 gp, C: 125 gp, M: +1 studded 
  leather (98 gp), amulet of natural armor +1 
  (167 gp), potion of reduce person (4 gp). 
  Encounter Five: 
   
  APL 2: L: 280 gp, C: 4 gp, M: 4 potion of 
  protection from law (17 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 420 gp, C: 129 gp, M: 294 gp - 
  Total: 843 gp (450 gp). 
  Items for the Adventure 
  Record 
  Special 
  Favor 
  of 
  Lueven 
  Coalgrinder, 
  Earl 
  of 
  Thunderstrike:  You have performed a valuable 
  service for the ruler of Thunderstrike, third largest 
  
  ULP6-IS03 The Cold Distance 
   
  Page 11 
  city in the Principality of Ulek. While this does not 
  grant any special privileges now, Leuven is an 
  ambitious man. He is sure to provide you with 
  something valuable in the future. 
  Disfavor of Lueven Coalgrinder, Earl of 
  Thunderstrike: You have betrayed the ruler of 
  Thunderstrike, third largest city in the Principality 
  of Ulek. While Leuven does not have the ability to 
  harm you now, he is an ambitious man. He will 
  find a way to make you suffer for your crimes. 
  
  ULP6-IS03 The Cold Distance 
   
  Page 12 
  APPENDIX 1 – APL 2 
  ENCOUNTER ONE__________________ 
  Thugs (2): Male human (Suloise-Oeridian mix) 
  Rog 1; CR 1; Medium humanoid (human); HD 
  d6+1; hp 7; Init +2; Spd 30 ft; AC 15, touch 12, 
  flat-footed 13 (+2 Dex, +3 armor); BAB/Grp +0/+2; 
  Atk: +3 melee (d6+2/19-20 x2, mwk shortsword) 
  or +3 ranged (d6/x3, mwk shortbow); Full Atk: +3 
  melee (d6+2/19-20 x2, mwk shortsword) or +3 
  ranged (d6/x3, mwk shortbow); Space/Reach 5 
  ft/5 ft; AL NE; SV Fort +1, Ref 4, Will +0; Str 15, 
  Dex 14, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: bluff +3, climb +6, hide +6, 
  intimidate +3, listen +4, move silently +6, slight of 
  hand +6, spot +4, tumble +6; Common, Halfling; 
  Dodge, Mobility. 
   
  Possessions: Mwk studded leather, mwk 
  shortsword, mwk shortbow, potion of reduce 
  person. 
   
  Physical description: The thugs are scarred 
  and dirty men. One has a patchy beard while the 
  other has a brown scar across his forehead. Their 
  clothing is wrinkled and grimy, but their weapons 
  are in good repair. 
  ENCOUNTER TWO OR SEVEN  
   
  Colbin MacInnes: Male human (Suloise-Oeridian 
  mix) Brd 6; CR 6; Medium humanoid (human); HD 
  6d6+6; hp 32; Init +1; Spd 30 ft.; AC 16, touch 11, 
  flat-footed 15 (+1 Dex, +4 armor, +1 natural 
  armor); BAB/Grp: +4/+4;  Atk: +5 melee (d8/19-20 
  x2, mwk longsword) or +6 ranged (d8/19-20 x2, 
  mwk light crossbow); Full Atk: +5 melee (d8/19-20 
  x2, mwk longsword) or +6 ranged (d8/19-20 x2, 
  mwk light crossbow); Space/Reach 5 ft./5 ft.; SQ 
  fascinate, suggestion; AL NE; SV Fort +3, Ref +6, 
  Will +4; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 
  16.    
   
  Skills and Feats: bluff +12, concentration +8, 
  diplomacy +18, disguise +10, escape artist +10, 
  gather information +10, knowledge (Sheldomar) 
  +7, knowledge (nobility and royalty) +7, move 
  silently +10, perform (vocal) +12, sense motive +4; 
  Common, Dwarven, Gnome, Halfling, Keoish; 
  Combat Casting, Combat Expertise, Spell Focus 
  (enchantment), 
  Greater 
  Spell 
  Focus 
  (enchantment). 
   
  SA or SQ name (Ex/Su/Sp): Fascinate (Sp) 
  6/day: Colbin can use his bardic music to cause 
  one or more creatures to become fascinated with 
  him. Each creature must be within 90 feet, be able 
  to see and hear him, and able to pay attention. 
  Colbin must also be able to see the creature. 
  Distractions such as combat prevent this from 
  working. Colbin may target two creatures. Colbin's 
  perform check is the DC for the creature's Will 
  save. Fascinate is an enchantment (compulsion), 
  mind-affecting ability. 
   
  Suggestion (Sp) 6/day: Colbin may make a 
  suggestion per the spell to any creature he has 
  fascinated. The suggestion does not count against 
  his daily limit of bardic music performances. A Will 
  save (DC 16) negates the effect. This ability 
  affects one creature and is an enchantment 
  (compulsion), mind-affecting, language-dependent 
  ability. 
   
  Bard Spells Known (3/4/3; base DC = 13 + 
  spell level, 15 + spell level enchantments): 0- daze 
  (enchantment), 
  detect 
  magic, 
  lullaby 
  (enchantment), 
  message, 
  prestidigitate, 
  read 
  magic; 
  1st- 
  charm 
  (enchantment), 
  grease, 
  hypnotism (enchantment), undetectable alignment; 
  2nd- 
  hypnotic 
  pattern, 
  silence, 
  suggestion 
  (enchantment). 
   
  Possessions: mwk longsword, mwk light 
  crossbow, +1 studded leather armor, +1 amulet of 
  natural armor, potion of reduce person. 
   
  Physical Description: Colbin is five foot ten 
  with a medium frame. He has fair skin, blue eyes, 
  and thick brown hair. He is wearing very nice, very 
  stolen clothes in the latest fashion. Other than the 
  incident with the thugs, Colbin keeps himself 
  spotless and well-groomed. Always the actor, 
  Colbin never forgets he is supposed to be a 
  Havenhill merchant. 
  
  ULP6-IS03 The Cold Distance 
   
  Page 13 
  ENCOUNTER FIVE  
   
   
   
  Covies 4: Female halfling Swb 1; CR 1; Small 
  humanoid (halfling); HD 1d10; hp 10; Init +3; Spd 
  20 ft.; AC 17, touch 14, flat-footed 14 (+1 size, +3 
  Dex, +3 armor); BAB/Grp: +1/-3; Atk +6 melee 
  (d4/18-20 x2, mwk rapier) or +6 ranged (d6/19-20 
  x2, mwk light crossbow); Full Atk: +4/+3 melee 
  (d4/18-20 x2 rapier and d3/19-20 x2 short sword) 
  or +6 ranged (d6/19-20 x2, mwk light crossbow); 
  Space/Reach  5 ft./5 ft.; AL NE; SV Fort +3, Ref 
  +4, Will +0; Str 10, Dex 17, Con 10, Int 14, Wis 8, 
  Cha 13. 
   
  Skills and Feats: balance +7, climb +6, jump 
  +6, listen +1, move silently +5, swim +4, tumble 
  +7, use rope +7; Common, Goblin, Halfling, 
  Keoish; Two Weapon Fighting, Weapon Finesse. 
   
  Possessions: mwk studded leather, mwk 
  rapier, short sword, mwk light crossbow, potion of 
  protection from law. 
   
  Physical Description: Geena, Leena, Neena, 
  and Tangie are plump halfling women with curly 
  brown hair. They wear flashy clothes, swagger 
  when they walk, and sneer at everyone they meet. 
  
  ULP6-IS03 The Cold Distance 
   
  Page 14 
   DM AID: MAP #1 – THUNDERSTRIKE ROUGH SKETCH 
   
   
   
   
   
                  
   
  
  ULP6-IS03 The Cold Distance 
   
  Page 15 
  DM AID: MAP #2 – COLBIN’S HIDEOUT 
   
   
   
   
             
   
  
  ULP6-IS03 The Cold Distance 
   
  Page 16 
  DM AID: LEUVEN COALGRINDER 
   
  Leuven does not consider his intentions to be treasonous or disrespectful to the Prince. Someone needs 
  to run Ulek until Prince Saroenn is able. Since he is the only noble pushing for renewed trade and more 
  opportunities for the people, he feels he is the only leader whose focus is in the right place to be worthy of 
  ruling. 
  Thunderstrike is one of the four cities in the Principality. It deserves an opportunity to become one of the 
  great cities of the world. Diverting some trade away from ungrateful, intolerant Havenhill and towards a 
  city devoted to commerce is merely a balancing of the nation's scales. 
  Some sample responses for your convenience: 
  If the party suggests Dwaranmie Corond or ask why he should be the one to rule: “Who would you have, 
  his mother? You’d move her from the nursery to the throne? We’ll be Keoland’s puppet in a month.” 
  If they suggest clergy members or that the Prince should chose his own replacement: “Olinstaad trusts 
  Cedrick Rocksoul. Would you see Ulek rival the Pale for intolerance? Yes, Moradin should be honored, 
  but He shouldn’t be forced on the entire nation.” 
  Oldid Silverbeard: Oldid Silverbeard should be declared a national treasure. His service is and will 
  continue to be invaluable to Ulek. But that's the problem. He can't handle the day to day necessities if he 
  is busy meeting with dignitaries and appearing at ceremonial functions. No, Oldid is far too important to 
  replace. 
  Loupiz Corond: (grudgingly) Loupiz is the only man I consider a reasonable alternative to myself. He 
  proved his management in the Royal Army and his diplomacy in the Court of the Land. He may have the 
  advantage of nobility, but I believe my experience managing a city can surpass that. I control the flow of 
  goods in and out of our gates. I find work for the people despite our debts and this lingering war. I do not 
  doubt Loupiz, but I can only trust myself. 
  The Baron of Havenhill: “That would destroy any chance of salvaging our treaty with Celene. How long 
  will the County and Duchy of Ulek support us with a dwarf who prides himself on his intolerance accusing 
  them of conspiracy?” 
  Any military leader: “The country needs to focus on the people inside its own borders. The last thing we 
  need is some gung-ho military mind sending our sons to die in the quagmire. Even if we clear every orc 
  out of the Pomarj, there’s no one left to run the country. We can’t afford to send them our money and 
  food.” 
  Anything odd like Smoke or Kaihonriedwur: “Maybe you could save the jokes the inn. I take the safety 
  and prosperity of Ulek seriously.” 
  
  ULP6-IS03 The Cold Distance 
   
  Page 17 
   CRITICAL EVENT SUMMARY: ULP6-IS03 THE COLD 
  DISTANCE 
  For use only at WiPoU. 
  1.  Did the guards hear about the robbery?  
   
  Yes 
   
  No 
   
   
   
   
  2. Did the inn patrons hear about the robbery? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
   
  3. Did the party kill the Covies? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
  4. Did the party support Leuven’s declaration? 
   
   
   
   
   
   
   
  Yes 
   
  No  
   
  If so, list player names/PC names here: 
   
   
  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/596/Intro mods/ULPIntro6-03 - The Cold Distance/ULPIntro6-03 - The Cold Distance.pdf