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 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
   
  URC7−03 
   
   
   
   
   
  The County Strikes Back 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst Regional Adventure 
   
  By Jean−Philipe ‘JP’ Chapleau with Theo Judd 
   
  Circle Reviewers: Colleen Simpson 
  Reviewers: D’Anne Rooney 
  Playtesters: Sean ‘The Bold’ Curtis, Jim Foye, John Foye, Pam Foye, Leonard Logan, Murry McEntire 
   
  Forces in the County of Urnst plan to use the current state of unrest in the Bandit Kingdoms to strike a blow against the 
  Mad Lich Malachite. Choices have power; weigh your decisions carefully. Having played URC6-S02 Fetch will enhance 
  this adventure, but is not required. A County of Urnst regional adventure set in the Bandit Kingdoms for characters 
  level 2-15 (APLs 4-12) 
   
  Resources for this adventure [and the authors of those works] include BDK5-04 A Leather-Bound Tome [Jason A Covitz], 
  BDKI6-07 Villainy of the Baron [Theo Judd, Casey Brown, and Susan Threadgill], Complete Divine [David Noonan], 
  Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason Buhlman and Rich Burlew], Libris Mortis 
  [Andy Collins and Bruce R. Cordell] and Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning and reporting this adventure, you accomplish 
  a couple of things. First, it is an official game, and you can 
  use the AR to advance your LIVING GREYHAWK character. 
  Second, players and DMs gain rewards for sanctioned 
  RPGA play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure is 
  worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
   
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC7-03 The County strikes back 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Bandit Kingdom. Characters from the County of Urnst 
  pay one (1) Time Unit per round, while all other 
  characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep 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 that 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 DC 20 
  Survival check, 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 
  During the Richfest celebrations of 596CY, Contessa 
  Elone and her daughter, Lady Cyanna, were both 
  murdered by then-unknown assassins.  
   
  When Lady Cyanna was killed, a ghost rose from the 
  body and laughed at the assembled PCs saying, "Malachite 
  has had this one's soul for a long time..." The ghost then 
  dissipated, fleeing back to its master. 
   
  Malachite, the mad lich of the County, is a known 
  worshipper of Kyuss and one of the County’s most 
  implacable foes. People don't say his name out loud for 
  fear that he might hear. His name strikes terror into 
  peasant and adventurer alike.  
   
  Malachite owns a house in Obresthorpe in the 
  Barony of Wormhall, Oltagg Manor, which he purchased 
  at auction through intermediaries. There, one of his 
  lieutenants keeps the Gem of Brightness that Malachite 
  had one of his agents steal from the town of Geralenn. 
  However, the unrest of the city he finds himself in, forces 
  the lieutenant to focus his attention on other interests in 
  town. Obeying additional commands, he leaves the 
  Cyanna-gem in the hands of subordinates and heads out 
  to take care of business.  
  LADY CYANNA GELLOR 
  Lady Cyanna was not like her paladin mother at all. She 
  was a free spirit who longed for the open skies and the 
  tranquility of the forest. Lady Cyanna learned the way of 
  the forest and she became a competent ranger. 
   
  Following an assassination attempt on her life 
  (URC6-01 Death of a Bird), Lady Cyanna was forced into 
  the palace by her mother. However, the ranger would not 
  remain a prisoner. She would often sneak out and run 
  free for days before returning to a stern lecture from her 
  mother about being the heiress to the throne.  
   
  One day as she was out in the wilds, she was 
  ambushed by a marauding band of Malachite’s undead 
  minions. The creatures contacted their master who came 
  with all haste. 
   
  Malachite used a twisted version of the trap the soul 
  spell to trap Cyanna’s spirit in a Gem of Brightness, and 
  had one of his ghostly minions inhabit her body. The new 
  Cyanna returned to the Palace where her mood swings 
  were attributed to the death of her brother.  
   
  All this took place a few days before the Richfest 
  Festival where she met the assassin’s blade.  
   
   
  LORD JACOBIS UNDERLEY 
  Lord Underley was the County’s Lord Mage until 
  Countess Rachel replaced him on the Council of Lords. 
  His main abilities center around organizing and 
  maintaining a network of spies—known as the Underley 
  Network—composed of merchants, innkeepers, artisans 
  and adventurers all loyal to the County.  
   
  Lord Underley is a planner and a schemer who never 
  does things quite straightforward. Therefore, tricks, 
  gimmicks, and misdirection—so that his work cannot be 
  retraced to him in an obvious fashion—are his lot in life.  
   
  Lord Underley is a staunch patriot and highly 
  devoted to his country. However, he is not opposed to 
  dealing with dark factions, such as the drow, duergar or 
  even priests of Iuz.  
  BARON OLTAGG 
  Following the Old One’s invasion and subsequent defeat 
  of Wormhall in 583CY, talks were held in Wormhall 
  between the lords of Wormhall, represented by Baron 
  Oltagg, and representatives of Iuz. After three days of 
  negotiations, the Old One’s representative had Baron 
  Oltagg executed. His still-beating heart is magically 
  preserved in the central village of Obresthorp.  
   
  Since his death, his manor was left abandoned on the 
  outskirts of Wormhall. In 595CY until the city decided to 
  reclaim the house and sell it at auction to make some 
  money off the decrepit old manor.  
  OLTAGG MANOR  
  Following the destruction of his main base at Franzguard, 
  Malachite decided to establish a series of safe houses 
  throughout the eastern Flanaess. This would not only 
  make him harder to find, but would allow him to hide 
  valuable components and make sure that should 
  adventurers manage to find one, they could only steal as 
  little as possible. 
   
  Through a number of contacts, the Lich learned 
  about the auctioning of the abandoned manor in the 
  URC7-03 The County strikes back 
   
  Page 2 
  
  outskirts of Wormhall. Malachite needed a base away 
  from the County, and the house’s reputation only 
  ensured greater privacy; it was perfect. Using minimal 
  resources he bought the place. No one wanted the house 
  because it had a sinister reputation, and the costs for 
  repairing it would be significantly greater than its value. 
  RECENT EVENTS IN WORMHALL 
  These events are based on BDKI6-07 Villainy of the 
  Baron. During the riots in Oblesthorpe, local 
  adventurers entered Oltagg Manor and confronted 
  Malachites’ original defenders.  
   
  Upon his next visit, Malachite saw the loss of his 
  guardians and created a large number of undead to 
  defend the manor. Caught in-between meetings with 
  superiors in the lower planes, Malachite left the gem to 
  his underlings when he departed. 
   
  Malachite gambled that Obresthorpe would remain 
  calm for the duration of his business in the lower 
  planes. His assessment of the locals was correct, but he 
  forgot to take into account Lord Underley. 
  ADVENTURE SUMMARY 
  Introduction: The PCs are asked to head to High 
  Mardreth and find a ship’s captain in the port.  
  Encounter 1: Aboard ship on the Nyr Dyv, the PCs’ meet 
  Lord Underley in the Captain’s cabin. Lord Underley 
  explains he wishes to hire the PCs to head to Wormhall 
  and retrieve a magical gem for him. He promises a 
  significant reward for this. He gives the PCs most of the 
  content of the Adventure Background above. 
   
  He insists the gem must be brought back to HIM 
  intact and undamaged. 
   
  Once the PCs agree, Lord Underley has one of his 
  allies, a wayfarer guide, teleport the PCs to Wormhall.  
  Encounter 2: The PCs visit a series of locations in 
  Wormhall trying to gather information about Malachite’s 
  local mansion. They learn of the location of Malachite’s 
  house/base. 
  Encounter 3: The PCs head there and have a little romp 
  through the house.  
  Encounter 4: The PCs face Malachite’s welcoming 
  committee. 
  Encounter 5: The PCs face Malachite’s guardians. 
  Encounter 6: While leaving the Bandit Kingdoms, the 
  PCs are attacked by a Devoted of Iuz and her demonic 
  allies.  
  Encounter 7: The PCs make their way to the County. 
  Here they have a choice of what to do with Cyanna’s 
  Gem.  
  Conclusion PCs get the rewards for their actions. 
  PREPARATION FOR PLAY 
  Before beginning play, make sure you are familiar with 
  the contents of Appendix 3: Cyanna’s Gem because how 
  the PCs handle the gem plays a big part in the adventure. 
  META−ORGS AND HANDOUTS 
  Before starting the adventure, ask if any of the PCs 
  belong to any County meta-org.  
   
  In the case of the religious meta-orgs, these would 
  apply to an organization from any country. Thus a priest 
  of Pelor belonging to the church of Pholtus from Nyrond 
  or the Pale would receive the “Church of Pholtus” 
  handout. 
  FAVORS 
  Some favors may have an impact on this adventure. 
  • 
  Death warrant from URC6-S03 Family Ties 
  • 
  Any favor or enmity of a member of the Duncombe 
  family. 
  • 
  Any favor or enmity of a member of the Gellor 
  family. 
  • 
  Any favor or enmity of a member of the Underley 
  family. 
  • 
  A PC’s WCI (Wanted by the Church of Iuz) score. 
  • 
  PCs being wanted in the Bandit Kingdom by forces 
  other than the Church of Iuz. 
   
  WARNING: DIFFERENT REGION 
  Most of this adventure is set in the Bandit Kingdoms 
  even though it is a County of Urnst regional adventure. 
  The Bandit Kingdoms is a VERY different place from the 
  County.  
   
  The law here is of Chaotic Evil alignment, instead of 
  the County’s Neutral Good. Iuz, the Old One (aka: the 
  Old Wicked), rules this area with an iron fist even though 
  some areas of his empire are crumbling or are in open 
  rebellion against him. Good and evil have united in many 
  places to fight his dark armies. 
   
  Also, for the purpose of determining circumstance 
  bonuses, the PCs are NOT considered to be in the County 
  as long as they remain in the Bandit Kingdoms. Many 
  bonuses do not apply such as (but not limited to meta-
  orgs). However, bonuses earned in the Bandit Kingdoms 
  or the Iuz Meta-region can and should apply. 
   
  As long as the PCs are in the Bandit Kingdoms, the 
  Knowledge (local – NMR) does NOT apply, but instead 
  Knowledge (local - IUZ) does. This means the synergy 
  bonus to Gather Information does not apply. 
   
  Also note that in the Bandit Kingdoms the locals do 
  not commonly use the name to describe their region, 
  instead they use the term “Combination of Free Lords” 
   
  Clearly Dorothy, you’re not in Kansas anymore… 
  NAMING 
  The PCs will travel to the city of Obresthorpe, in the 
  barony of Wormhall. 
  THANKS 
  I want to thank Theo Judd and the Bandit Kingdoms triad 
  for this module.  
  URC7-03 The County strikes back 
   
  Page 3 
  
  RULE ITEMS 
  UNDEAD SWARMS AND TURNING 
  (Libris Mortis p.82) Because undead swarms are made up 
  of many weak undead creatures, they are more vulnerable 
  to turning than normal undead. For all purposes related 
  to a turning check or turning damage, treat the undead 
  swarm as having only one-half (50%) of its normal hit 
  dice. Add any turn resistance only after halving the 
  swarm’s HD 
  INTRODUCTION 
  The adventure starts with the PCs receiving a letter or a 
  note from one of the meta-orgs to which they belong. If a 
  PC belongs to more than one meta-org, select one. Try, if 
  possible, to handout as many of the letters as feasible. The 
  letters are found in Player Handout One. 
   
  If the PCs refuse to head to High Mardreth, the 
  adventure is over for them. 
   
  The PCs begin separated from each other (unless 
  they would have a specific reason to be together). When 
  the PCs decide to head to High Mardreth, read the 
  following. 
   
  The city of High Mardreth, rebuilt after the raid by 
  Prince Zeech Redhand of the Bandit Kingdoms in 
  590CY, shines in a glorious early summer sun. The 
  White Swan on a green field, and banners of a 
  leaping fox, are visible everywhere.  
   
  Military ships, merchant vessels, and fishing 
  boats, enter and leave the harbor in some sort of 
  ordered chaos. 
   
  From Hilltown the temple of Xerbo dominates 
  the area with its tall dome reminiscent of Baklunish 
  architecture. Dolphin and turtle mosaics cover it 
  from the outside giving the impression of one 
  seeing an underwater scene. 
   
  It does not take long for you to learn that the 
  HNB Kroesus [pron. Kree-Zus] is docked at the 
  admiralty. The massive fortress, built on the east 
  side of Mardreth Water, dominates the city and can 
  be seen from everywhere. The admiralty seems to 
  have been one of the few buildings that survived the 
  raid. Its massive walls extend into the harbor where 
  they protect the military docks. 
   
  In addition to its military vocation, the 
  Admiralty serves as the Baron’s residence. 
   
  You are often asked your name and the reason 
  for your presence by naval personnel, but within 
  minutes you find yourself on the deck of the HNB 
  Kroesus. The ship flies a naval flag with the Swan 
  proudly displayed. Sailors are getting ready to set 
  sail. 
   
  The first mate shows you to the captain’s cabin 
  and instructs you to wait here and that the Captain 
  will be back shortly.  
   
  A DC 15 (DC 12 for PCs whose home region is County of 
  Urnst) Knowledge (nobility) check informs the PCs that 
  the leaping fox is the heraldry of House Underley, one of 
  the County’s major houses. 
   
  A DC 15 Knowledge (nobility or local – NMR) or 
  Bardic Knowledge check informs the PC that the local 
  Baron, Lord Anasil Underley, is at odds with the current 
  head of the House, Lord Jacobis Underley. Anasil was to 
  be head of the House until his uncle adopted Jacobis. 
  Relations between the two have been cold at best. 
   
  Allow the PCs to introduce themselves at this time. 
   
  A man dressed in a naval dress uniform enters the 
  cabin. Unbuttoning his vest and taking off his hat, 
  he takes a seat behind the large desk. 
   
  “Welcome aboard the Kroesus! I am Captain 
  Amilart. 
  Lord 
  Admiral 
  Matthias 
  Gellor 
  has 
  instructed me to take you onto the Lake to a secret 
  rendezvous point. This is a naval warship. You are 
  guest on board my ship, but do stay away from the 
  ship’s operation. In case of trouble I expect you to 
  assist my marines.”  
   
  If there are any members of the navy on-board, he adds 
  the following to the attention of that PC. 
   
  “Pleased to have you on-board. I will have you 
  assigned to one of the crews.” 
   
  For all: 
   
  “There is nothing else I know or am willing to 
  impart to you at this time. Go put your packs in the 
  main cabin; you will not be leaving the ship until we 
  leave. Is there anything my men can get for you 
  before we set sail?” 
   
  The captain is not used to having his word questioned, 
  and though he may come off as arrogant, he is really more 
  accustomed to military command and sees the PCs as just 
  extra marines.  
  He denies the PCs the right to 
  disembark. Note any PC who does so (whether by teleport-
  style magic or sneaking).  
   
  Given money, the Captain sends a sailor to town to 
  make any purchases the PCs want. This allows the PCs to 
  make purchases at this time. 
   
  The PCs may ask questions of the Captain. 
  • 
  Where are we going? You are not to be told at this 
  time 
  • 
  Who ordered this? My orders come from the Lord 
  Admiral himself. 
  • 
  Why can’t we leave the ship? I have my orders and 
  they were made perfectly clear to you.  
  • 
  What if we leave the ship? I will have you whipped 
  just like anyone who disobeys my orders. 
  • 
  Who is Lord Admiral Matthias Gellor? The 
  Countess’ minister of the Navy.  
   
  URC7-03 The County strikes back 
   
  Page 4 
  
  Once the PCs are done with their purchasing and 
  preparations, the ship leaves the port.  
   
  1: LORD UNDERLEY 
  The ship sails north for a few days, barely keeping 
  the coast in sight. The Captain and his First Mate 
  keep their spyglasses locked on the horizon, as if 
  looking for something. 
   
  The Captain points to an area where you see only 
  water. “In 592CY, about a mile or two that way, a 
  series of islands appeared. They were constantly 
  cloaked with mists... Don’t know many people who 
  set foot on them that ever returned. Then, in 593CY, 
  they vanished again. No one knows why.” 
   
  The Captain is referring to the Isles of Woe (as seen in 
  CORS2-03 Isles of Woe and COR3-02 Return to the Isles). The 
  sailors and the captain will be very impressed by PCs who 
  went to these islands and returned to tell the tale. 
  NAVAL JUSTICE 
  If one of the PCs went ashore before leaving High 
  Mardreth, they are approached by a number of sailors led 
  by the First Mate.  
   
  “By order of the Captain you have been condemned 
  for disobedience! Five lashes on the back to be 
  exacted at this time. Would you be so kind as to 
  remove your shirt so we may carry out the Captain’s 
  sentence?” 
   
  The First Mate and the other sailors do not take any 
  pleasure in this. The First Mate explains that the 
  Captain’s authority is second only to the Countess and 
  Xerbo’s while out to sea. Discipline on the ship WILL be 
  maintained and disobedience will be punished. 
   
  PCs who get whipped take 8 points of damage. The 
  First Mate stops if a PC is rendered unconscious. After 
  this, they wash the PC and allow him to be healed by his 
  fellows. 
   
  The crew continues to treat that PC as they always 
  did. For them this is the normal way of life. No one 
  apologizes or gives any sympathy. 
   
  Starting a fight here is very BAD for the PCs. Not 
  only does this make them criminals, but it gets them 
  thrown overboard. Should a fight break out at this time, 
  Lord Underley does not recruit the PCs, judging them 
  too wild to complete this important mission. 
  LORD UNDERLEY 
  Three days into the trip, “SAIL HO!” shouts the man 
  in the crow’s nest. 
   
  Everyone snaps to attention; the officers come 
  on deck, sailors climb the rigging, marines don their 
  armor 
  and 
  ready 
  themselves. 
  The 
  Captain 
  approaches you. “We near our destination at last!”  
   
  The small ship approaching flies a red flag 
  with… WITH A GRINNING SKULL UPON IT!!! It’s 
  an Iuzian vessel! The crew comes to the same 
  realization and reach for their weapons. But the 
  Captain’s authoritarian voice resounds across the 
  deck. 
   
  “MEN STAND DOWN! This mission was given 
  to us by the Lord Admiral at the request of the 
  Countess. We may not like this, but we will obey our 
  commands.” 
   
  The Iuzian ship likewise seems to ready for 
  combat but holds position some distance away. A 
  small boat is lowered and a single silhouette 
  embarks in it. Once the person is aboard, the small 
  boat returns to the Iuzian vessel, which maneuvers 
  to change course and head back north. 
   
  The newcomer wears a heavy cloak covering his 
  features and a wizardly staff. The Captain invites the 
  man into his cabin and motions for you to follow. 
  The Captain; however, does not enter the cabin and 
  leaves you alone with the visitor. 
   
  “At last… it’s good to be back…” The man 
  removes his cloak to reveal a mostly Oeridian man 
  in his 50’s, with dark hair graying at the temples. 
   
  Any PC who has met Lord Underley immediately 
  recognizes him. Other PCs must succeed at a DC 15 
  Knowledge (nobility) or Bardic Knowledge check to 
  recognize Lord Underley. 
   
  Lord Underley knows every PC by their real name 
  (for those who use aliases) and refers to them as such. It is 
  very possible the PCs are wary of an imposter, yet the 
  man before them IS Lord Underley. 
   
  “It has come to my attention that the Mad Lich 
  Malachite has stored a series of items of power in 
  one of his lairs. One is a Gem of Brightness I believe 
  he took from Geralenn in the southern County. We 
  need to take it back from him.” 
   
  “Diviners in my employ have assured me that he 
  is currently traveling on one of the lower planes 
  preparing for his next strike. The Gem is somehow 
  vital to his plan; therefore, we must take it away 
  from him. This is the first time that we can strike at 
  the Lich to stop his plans before he hits the County 
  with waves of undead horrors.”  
   
  Lord Underley opens a map on the desk. (Player 
  Handout 2) and points to an area in the Bandit 
  Kingdoms 
   
  “He hides the Gem here in Obresthorpe located 
  in the Barony of Wormhall. Malachite should 
  remain away for at least two days… After that, my 
  diviners cannot guarantee his location.” 
   
  “Wormhall is a decaying limestone citadel on 
  the Western Edge of the barony of Wormhall. It 
  rests on the shores of the Ritensa where a large 
  tributary joins the river from the east. Large worms 
  crawl through the walls of the keep and rumors 
  abound that Kyuss himself is somehow involved in 
  the affairs of the land. Old Wicked only has limited 
  forces in the area.”  
  URC7-03 The County strikes back 
   
  Page 5 
  
   
  “Another thing, Malachite is quite crafty and 
  will no doubt have placed a number of wards and 
  contingencies on the Gem. Do not touch it directly, 
  do not put the gem within and extra-dimensional 
  space, do not use any teleportation magic with the 
  gem, and especially do not try to dispel its magic. 
  Bring it back the old fashion way.”  
   
  “Travel to Malachite’s house in Wormhall and 
  get that Gem… Is that clear?” 
   
  Lord Underley does NOT know that Malachite has 
  already bound the soul of Lady Cyanna into the Gem. His 
  secret goal at this time is to provoke the lich by stealing 
  something of value to it. The fact that Cyanna is in the 
  Gem is a great (and happy) surprise to Lord Underley. 
  • 
  Who are you? I am Jacobis Underley. 
  • 
  What were you doing on an Iuzian vessel? I went 
  to Alhaster to verify some information.  
  • 
  Why 
  didn’t 
  you 
  send 
  a 
  group 
  of 
  adventurers/members of your house guard? I 
  did. (Lord Underley won’t elaborate but if pressed on 
  the matter he hints that they met an unfortunate 
  end). 
  • 
  Are you the one who ordered us here? Yes. 
  • 
  Why? I need adventurers like you for this important 
  task.  
  • 
  Why all the secrecy? (Lord Underley only smiles, 
  but does not answer) 
  • 
  What does it pay? I am no ingrate and will thank 
  you appropriately. 
  • 
  Does the Countess agree with this endeavor? 
  Yes, she does. The Countess is not one to let anyone 
  suffer under the thumb of Malachite if she can do 
  something about it. 
  • 
  What if we refuse? You do not want to refuse my 
  offer. (Lord Underley does not elaborate but it 
  should be obvious that he is not making empty 
  threats). 
  • 
  Where should we take the Gem? Bring it to my 
  residence in Radigast City. 
  • 
  What is this Gem? Give the PCs Player handout 3. 
   
  All APLs 
   
  �Lord Jacobis Underley: NG.  
   
  Once the PCs agree to Lord Underley’s offer, proceed to 
  “Traveling, Underley-style”. 
  PCS WITH A “DEATH WARRANT” 
  If any PC has a death warrant signed by a member of the 
  Underley family, Lord Underley tells this PC that should 
  the PC successfully complete this mission, he will 
  personally destroy the death warrant. 
  TROUBLESHOOTING: “WE REFUSE” 
  Lord Underley makes sure the party agrees with this 
  decision, but does not elaborate on what he will do. He 
  only sends PCs who agree and leaves the others behind. 
  PCs left behind receive the “Refused to help” AR Reward. 
   
  Any PC with a Death Warrant who refuses is 
  executed when they return to the County. (Their bodies 
  are then returned to their friends to be raised or buried). 
  TRAVELING, UNDERLEY−STYLE 
  “Once in Obresthorpe, you can meet with a friend of 
  mine called Oytens. She is a beautiful Flan woman 
  with long hair. She knows the area quite well and 
  she could help you either get in and out.” 
   
  A frail-looking woman with long blonde hair 
  and ample bosoms suddenly appears in the room. 
  “AH! Perfect timing as usual! Adventurers, here is a 
  good wayfarer friend of mine from the Obsidian 
  Conclave. She will take you to Wormhall. Of course, 
  she’ll return to the County once her job is done…” 
   
  The PCs can ask questions at this time (refer above). The 
  wayfarer is not interested in talking to the PCs. She does 
  this as a favor to Lord Underley. When the PCs are ready 
  to go, Lord Underley bids them farewell with a simple 
  “See you in Radigast!” 
   
  In a flash the PCs appear in… 
  2: WORMHALL 
  You find yourself in a city. Immediately, the air that 
  fills your nostrils is no longer the clean lake air; it 
  has a foul, stale and fetid odor. The mortar used in 
  the mostly brick and mortar buildings has a vile, 
  bilious-green color. As your eyes focus, you can make 
  out these are worms. Millions and millions of 
  bilious-green worms… 
   
  The people around you all look vile and 
  unsavory. A few raise a quick eyebrow but quickly 
  return to their routine, ignoring you and doing their 
  best not to be noticed.  
   
  You do not have time to thank or ask questions 
  of your guide; she has already teleported away 
  leaving you alone in this strange, vile, and wicked 
  town. 
   
  The PCs are now left to themselves. Allow the PCs a 
  chance to wander around before having them meet 
  Oytens the bard.  
   
  The PCs appear on the west side of Obresthorpe, in a 
  darkened alley. Refer to the map of Obresthorpe in the 
  DM’s Map. The map has a number of locations 
  TROUBLESHOOTING: TAKING MORE THAN 
  TWO DAYS 
  Once they reach Wormhall, there is a secret timer that 
  starts. The PCs have a full 48 hours before Malachite 
  returns and takes the Gem (thus spoiling the PCs’ 
  mission). This gives the PCs the opportunity to rest twice. 
  Suppose the PCs arrive in Obresthorpe at midday (12pm).  
   
  However, DO NOT let the PCs know this! They have 
  to make the decision to rest a second time. 
  URC7-03 The County strikes back 
   
  Page 6 
  
   
  Also note that at no time during this adventure are 
  the PCs allowed to fight Malachite. The Lich teleports in, 
  takes the gem and quicken teleports out. Yes, quickened 
  teleports! 
  WORD ON THE STREETS 
  In this section, the PCs can get some hints as to where to 
  look for information by making a Gather Information 
  check with a variable DC. Making a check takes 1d4+1 
  hours. Give a +1 bonus for each gp spent, to a maximum 
  of +4.  
  • 
  DC 5 Many parts of the Combination of Free Lords 
  are revolting against the Old One.  
  • 
  DC 7 Baron Janzeem has just recently taken the 
  throne from Baron Horrace. 
  • 
  DC 8 There are many places to avoid in Obresthorpe. 
  • 
  DC 9 Baron Janzeem has chased the Iuzians out of 
  town. 
  • 
  DC 10 Do not attract attention… it is always better 
  not to attract attention. 
  • 
  DC 13 Oytens that traitor! Throwing her lot with the 
  Iuzians! I hope they find her and hang her.  
  • 
  DC 15 If you are looking for anyone, I recommend 
  you head to the Writhing Worm, it is not a great 
  place, but it is better than other places. 
  • 
  DC 18 If you are looking for a place in Obresthorpe, 
  the Town Hall has decent records. 
  • 
  DC 19 The Temple of the Old One lies in ruins since 
  all the priests were killed. 
  • 
  DC 20 I heard a lich is trying to move in to town. If 
  it is true, then it is very secretive and no one has ever 
  seen it. 
  BUYING STUFF 
  If the PCs decide to buy stuff they can easily find it in 
  town. If they begin looking for obviously good items 
  (such as holy water or scrolls of consecrate) make the PCs 
  feel alien and obviously foreign. This should only 
  increase the feeling of being unwelcome in this strange 
  town (strange compared to the County that is).  
  WRITHING WORM 
  This tavern is decorated with a worm motif that 
  lines the roof’s edge and is recognized by a sign that 
  shows a green worm with a toothy smile sitting 
  inside a mug. Inside, the place is run by a haggard 
  old man with a graying beard and loose-fitting 
  clothes. A pair of half-elven barmaids make sure the 
  patrons are taken care of and the tavern appears to 
  have rooms available above.  
   
  This inn used to be known as the Writhing Wyrm, but 
  after a fire turned the dragon on the sign to an 
  unrecognizable blur, the spelling was changed to a 
  derogatory name. It is owned by a man named Cathloy. 
  The inn is not much better than anywhere else in town. 
  Any Gather Information made here receives a +2 
  circumstance bonus. 
   
  While the PCs spend some time here, one of the two 
  half-elven barmaids, Arwaine and Arwyl, says in passing 
  to the PCs. “If you tip well, I can make it worth your 
  while…” Both ladies give the recognition sign 
  (scratching their chin) of the Underley Network since 
  they are members. If the PCs do not catch the signal, the 
  women continue their job as if nothing happens. Any PC 
  from the Underley Network should immediately get the 
  sign.  
   
  When, or if, the PCs finally get the clue, one of the 
  girls approaches them and has the following information.  
  About Oytens 
  • 
  Oytens was caught with Nezran the necromancer 
  and has been declared a traitor to Wormhall.  
  • 
  (Only to members of the Network) With all the 
  craziness going on in town, they have not been able 
  to pass information to contacts. 
  About Malachite’s Lair 
  • 
  A few years ago, a foreigner bought Oltagg Manor, a 
  decrepit old house with a reputation of being cursed 
  and haunted. Since no one in Wormhall, other than 
  the Iuzians and the baron, has money … It has to be 
  your lich. 
  • 
  She can relate the story of Baron Oltagg found in the 
  adventure background. 
  • 
  All the windows are boarded up making her think a 
  vampire “lives” within. Adventurers went there 
  recently and reported it was filled with undead 
  creatures, but that they got rid of those things. 
  • 
  No one ever goes in or out of the house and animals 
  avoid the place. 
  • 
  Before being auctioned off, the house lay vacant for 
  12 years. 
  • 
  The thieves warn anyone to stay away from the 
  mansion. Though a few thieves have been known to 
  enter, none were ever seen again afterwards. 
   
  About Wormhall 
  • 
  Like many places in the Bandit Kingdoms, it is better 
  not to attract attention (she points to any obvious 
  holy symbols or anything that would attract 
  attention). 
  • 
  With the new Baron in place, though he has 
  promised change, many people think he may have a 
  dark purpose in mind. 
   
  Speaking to them is already dangerous enough that they 
  do not want to push their luck. They tell the PCs this 
  friendly chat never took place. 
  TOWN HALL 
  This poorly kept public building serves as the 
  administrative center for the local ruler; however, 
  much of the day-to-day affairs seem to be handled by 
  the local aristocracy. A large public forum inside the 
  main hall is available for the presentation of 
  grievances among the citizenry.  
  URC7-03 The County strikes back 
   
  Page 7 
  
   
  The PCs may request to see the records for Oltagg Manor 
  if they wish. Doing so takes the PCs a few hours of 
  dealing with the bureaucrats. Finally, they can view a 
  ledger that states that someone (whose signature is 
  unreadable but starts with an “M”) purchased the manor 
  using Urnstian nobles (gp). 
  THE RUINED TEMPLE OF IUZ  
  This dilapidated building has experienced serious 
  neglect over the years. Apparently it was hastily, and 
  poorly, constructed because, while it appears fairly 
  new, it is literally falling to pieces. A defaced 
  laughing skull sits atop the entrance to this place 
  and graffiti of every kind plasters its walls.  
   
  This is the temple of Iuz. After the conquest, it housed 
  several lesser priests of Iuz who spent most of their time 
  terrorizing the populace and extorting bribes. When 
  Nerzan (a powerful necromancer) came to Wormhall to 
  find out why Baron Horrace was not giving reports (and 
  eventually become the power behind the throne), he 
  quickly grew annoyed by these priests. One day, he 
  entered the temple and slaughtered every one of them 
  with a single destructive spell. Since then, the temple has 
  become merely a husk. PCs who poke around here find 
  little of interest.  
  WORMHALL  
  This dark manor is surrounded by a mesmerizing 
  mist that swirls about the tall central tower. The 
  tower is surrounded by a wall of intimidating 
  malachite stone and leering gargoyles perch over the 
  entrance. The grounds within seem to crawl of their 
  own power, but upon closer inspection this is 
  revealed to be the result of countless worms 
  squirming about on the ground. A single pathway 
  from the gate to the entrance is clear of the little 
  creatures and the guards at the gate give the inside a 
  wide berth.  
   
  There is nothing for the PCs to do here but get in trouble. 
  Baron Janzeem has no desire to see them at this time. 
  3: OLTAGG MANOR 
  This haunting old mansion sits outside of town in a 
  horrible state of disrepair. It is surrounded by old 
  trees whose dark leaves sway in the chilling breeze 
  that blows about it. A rickety fence, which probably 
  once served to deter intruders, has been bored and 
  split in many places in addition to suffering severe 
  weathering.  
   
  This encounter contains all the locations in the house. 
  When you reach a specific encounter, run through it and 
  return to this one as the PCs explore the house. 
   
  Refer to DM’s map 1 for the layout of the manor. The 
  ground floor is on the right and the top floor is on the 
  left.  
   
  The 
  manor 
  is 
  protected 
  by 
  a 
  permanent 
  Mordenkainen’s private sanctum spell. For the purpose of 
  dispelling spells, unless specified otherwise, all spells 
  found in the house should be considered to be cast by a 
  17th-level caster.  
   
  All the doors inside (and outside) are unlocked and 
  have the following stats.  
   
   
  �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18. 
   
   
  The walls and bricked-up windows are considered 
  reinforced masonry and have the following stats. 
   
   
  �Wall Section (per 5ft): Reinforced masonry 1 ft. 
  thick; hardness 8; hp 180; AC 5; Break DC 45, Climb 
  DC15. 
   
   
  At one point there were windows, but since 
  Malachite took over, he closed all of them with masonry. 
   
  Malachite never comes through the lower floor, he 
  usually teleports directly to his parlor or his lab.  
  LEAVING THE HOUSE 
  The PCs may leave the house at anytime and return later. 
  They find the house in the same state they left it. 
  Therefore, if they deactivated the traps, the traps are 
  deactivated. This allows them to leave and rest if 
  necessary. However, do not tell them this ahead of time. 
  GROUND FLOOR 
  The dark grey areas on the bottom floor are empty spaces 
  used by the incorporeal undead to hide. There are no 
  obvious entrances into these areas. 
   
  The ground floor was re-designed by Malachite to 
  serve as a maze where his minions could take care of 
  intruders. This has worked well so far. 
  THE ANTICHAMBER 
  Beyond the door, the PCs find an antechamber that is not 
  trapped. Allow the PCs to spook themselves about traps.  
  THE MINIONS 
  Once the PCs are well into the maze, run Encounter 4: 
  Welcoming Committee. 
  SECOND FLOOR 
  The second floor has the parlor, a dining hall (for 
  Malachite’s few guests (both living and unliving), a 
  storage area for spell components, and a laboratory. 
  THE PARLOR 
  On the floor a number of Kyuss worms roll and wiggle 
  around. Though they are disgusting (and squish with an 
  unearthly sound when stepped on), these worms have no 
  other game effect. 
   
  When the PCs enter this room, the guardians, from 
  Encounter 5: The Guardians, wait for them. Proceed to 
  that encounter before returning to this one. 
  URC7-03 The County strikes back 
   
  Page 8 
  
   
  The parlor has nothing of interest. 
  STORAGE AREA 
  Supplies to be found here include spell components for 
  necromancy spells, many beads of obsidian, coin from 
  Dyvers and throughout the North Kingdom, and empty 
  spellbooks. 
   
  A thorough search also finds Cyanna’s Gem in a nice 
  Copperwood case whose interior is lined with a thin layer 
  of lead (to prevent most divination spells). The container 
  is adorned with a Swan emblem carved into the wood. 
  See Appendix 3 for more details about the gem.  
   
  When they open the case, give them Player Handout 
  3 which has a picture of the gem.  
   
  Treasure:  
   
  �All APLs: Loot: 200gp; Coin: 200gp; 
  THE DINING ROOM 
  Three tables line the far wall. These are covered with 
  bodies infested with rot grubs. Their previous owners are 
  some of the current undead inhabitants of the house. 
  THE LABORATORY 
  In the middle of the Laboratory a permanent magic circle 
  vs good turned inward (to keep things inside) has been 
  etched on the floor. The room is otherwise bare and 
  devoid of furniture. The walls are caked with blood, 
  results of past outcomes and sacrifices. The laboratory 
  does not have anything of value. 
  BASEMENT 
  The house has no obvious basement. 
  4: WELCOMING COMMITTEE 
  Due to the presence of the Mordenkainen’s private sanctum, 
  it is not possible to detect the undead without first 
  entering the house unless the sanctum is dispelled.  
   
  The shadows, specters, and wraiths, in the house are 
  all remnants of thieves who entered the manor.  
   
  APL 4 (EL5) 
   
  �Bone Rat Swarm: hp 26; Appendix 1 
   
  �Quell: hp 32; Appendix 1 
   
  APL 6 (EL7) 
   
  �Mageripper Swarm: hp 55; Appendix 1. 
   
  �Quell, advanced: hp 54; Appendix 1 
   
  APL 8 (EL9) 
   
  �Advanced Mageripper Swarm: hp 93; Appendix 
  1. 
   
  �Quell, advanced (3): hp 54 each; Appendix 1 
   
  APL 10 (EL11) 
   
  �Advanced 
  Mageripper 
  Swarm: 
  hp 
  121; 
  Appendix 1. 
   
  �Quell, advanced (4): hp 54 each; Appendix 1 
   
  �Spectre (2): hp 45; Monster Manual 232 
   
  APL12 (EL13) 
   
  �Advanced 
  Mageripper 
  Swarm: 
  hp 
  121; 
  Appendix 1. 
   
  �Quell, advanced (4): hp 54 each; Appendix 1 
   
  �Shadow, greater (3): hp 58 each; Monster Manual 
  221 
   
  �Spectre (2): hp 45; Monster Manual 232 
   
  Tactics: The swarms head for the PCs; magerippers head 
  for whoever looks most magically-apt. At APL 4, the Bone 
  Rats head for live meat. At APL 6+, the Magerippers head 
  for the biggest source of magic; the PCs. The undead and 
  the mageripper swarms do not work together, but, since 
  the undead to not have magic, the magerippers are not 
  interested in them. The magerippers always go for the 
  strongest sources of magic they can reach.  
   
  The shadows use their Spring Attack to limit the 
  party’s capacity to strike back. The shadows hide in the 
  empty spaces while the wraiths move upstairs between 
  attacks. 
   
  The quells attempt intercession every turn to break 
  divine spellcasters’ ability to cast and turn undead. If 
  forced into a fight, they avoid hitting PCs who seem 
  affected by their intercession. 
   
  The specters fight to kill, ignoring targets that are 
  either too difficult to hit, or who seem immune to their 
  draining attack.  
  5: THE GUARDIANS 
  This encounter takes place in the maze-like ground floor 
  or on the second floor if the PCs somehow manage to 
  avoid the bottom floor. 
   
  APL 4 (EL7) 
   
  �Maggot Swarm: hp 31; Monster Manual 238 (use 
  centipede swarm) 
   
  �Malachite’s Horror: Spawn of Kyuss; hp 32; 
  Appendix 1 
   
  �Shadow: hp19; Monster Manual 221 
   
  APL 6 (EL9) 
   
  �Malachite’s Horror: Spawn of Kyuss Fighter 2; 
  hp 47; Appendix 1 
   
  �Rot Grub Swarm: hp 54; Appendix 1 
   
  �Shadow (2): hp 19 each; Monster Manual 221 
   
  APL 8 (EL11) 
   
  �Malachite’s Horror: Spawn of Kyuss Fighter 4; 
  hp 61; Appendix 1 
   
  �Rot Grub Swarm: hp 54; Appendix 1 
   
  �Shadow, greater: hp 58; Monster Manual 221 
   
  APL 10 (EL13) 
   
  �Malachite’s Horror: Spawn of Kyuss Fighter 6; 
  hp 75 each; Appendix 1 
  URC7-03 The County strikes back 
   
  Page 9 
  
   
  �Rot Grub Swarm (2): hp 54 each; Appendix 1 
   
  �Shadow, greater (2): hp 58 each; Monster Manual 
  221 
   
  APL12 (EL15) 
   
  �Malachite’s Horror: Spawn of Kyuss Fighter 8; 
  hp 89 each; Appendix 1 
   
  �Rot Grub Swarm (2): hp 54 each; Appendix 1 
   
  �Shadow, greater (5): hp 58 each; Monster Manual 
  221 
   
  Tactics: Any corporeal undead appear from in front of 
  the PCs. They try to use the corners to minimize the 
  number of PCs who can attack them.  
   
  The shadows and dread wraiths use their Spring 
  Attack to limit the party’s capacity to strike back. The 
  shadows hide in the empty spaces while the wraiths move 
  upstairs between attacks. 
  6: THE FAREWELL 
  COMMITTEE 
  The PCs have found Cyanna’s Gem and are making their 
  way back to the County. Make sure you know who has 
  the Gem and where it is on that person at all times. 
   
  This encounter can take place in any number of 
  locations. We leave up to you, the DM, to find a suitable 
  location for it. It can take place in a town or on the road. 
  Put the battle in an interesting location. 
   
  If the PCs decide to teleport back to the County, this 
  encounter takes place somewhere in the County.  
  THE BLACK LADY OF IUZ 
  The Black Lady is a young woman (mid- to late- teens) 
  dressed all in black with the grinning skull of Iuz 
  displayed proudly on her armor. She waits for the PCs to 
  appear (she has invisible quasit servants that report to her 
  on the PCs’ progress). No matter when this encounter 
  takes place, she is ready for the PCs (see her power-up 
  suite).  
   
  For those monsters taken from the Monster Manual, 
  they are all under the effect of a bless spell (+1 morale 
  bonus to attack and save versus fear). 
   
  Creatures: 
   
  APL 4 (EL 6) 
   
  �Black Lady: Female Oeridian Favored Soul (Iuz) 
  4; hp 31; Appendix 1 
   
  �Demon, Dretch (2): hp 13 each; Monster Manual 
  42 
   
  �Demon, Quasit: hp 13 each; Monster Manual 42 
   
  APL 6 (EL 8) 
   
  �Black Lady: Female Oeridian Favored Soul (Iuz) 
  6; hp 45; Appendix 1 
   
  �Demon, Babau: hp 66; Monster Manual 40 
   
  APL 8 (EL 10) 
   
  �Black Lady: Female Oeridian Favored Soul (Iuz) 
  7; hp 52; Appendix 1 
   
  �Demon, Babau (3): hp 66 each; Monster Manual 40 
   
  APL 10 (EL 12) 
   
  �Black Lady: Female Oeridian Favored Soul (Iuz) 
  9; hp 66; Appendix 1 
   
  �Demon, Babau Assassins (2): Fighter 3; hp 109 
  each; Appendix 1 
   
  APL 12 (EL 14) 
   
  �Black Lady: Female Oeridian Favored Soul (Iuz) 
  9; hp 66; Appendix 1 
   
  �Demon, Babau Assassins (3): Fighter 3; hp 109 
  each; Appendix 1 
   
  �Demon, Retriever: hp 135; Monster Manual 46 
   
  Tactics: The babau focus on PCs with lower ACs, ideally 
  arcane spell casters. The Black Lady attacks whoever she 
  can, aiming at killing and using her ring of blades to 
  prevent opponents from coming near her.  
   
  Note that favored souls may use spell slots of higher 
  levels to cast lower-level spells (for example, she may use 
  a 3rd level spell slot to cast cure light wounds, which is a 
  1st level spell). 
   
  At APL12, the retriever goes straight for the PC with 
  Cyanna’s Gem and focuses on that PC. Should that PC go 
  down, the retriever goes straight for the Gem. It takes a 
  full-round action for it to find the Gem and seize it. Note 
  that should it touch the Gem, it should have no ill-effect 
  since it is a construct and not alive. 
   
  If the PCs are defeated by the Black Lady and her 
  demons, the Black Lady takes the Gem herself and it 
  disappears from her grasp. She too fails in her mission. 
   
  The Black Lady and her demons are totally rotten 
  and will take easy shots on downed PCs, especially after 
  they have been hit. The babau try to use this action to use 
  their Cleave feat.  
   
  Development: Lord Underley would very much like to 
  be able to interrogate the Black Lady if she is captured by 
  the PCs.  
  7: IN RADIGAST CITY 
  When the PCs return to Radigast City, the PCs are 
  quickly approached by other adventurers carrying badges 
  of the Underley House. They were sent by Lord Underley 
  to escort the PCs. 
   
  Lord Underley’s mansion is located a stone’s throw 
  from the embassy of Tenh on the Hill in Radigast. 
  The house itself somehow gets lost amongst the 
  much grander manors one can find on the district.  
   
  The wrought-iron fence has been painted with 
  alternating patterns of gold and black with the 
  occasional stone columns topped with foxes. The 
  house is a single story with walls of white and red 
  URC7-03 The County strikes back 
   
  Page 10 
  
  bricks.  The inside of the building is dark and 
  decorated in the Baroque style.  
   
  You are shown to a salon where Lord Underley 
  is seated speaking to a man wearing the white robes 
  of a priest of Pholtus with a badge from house 
  Underley holding his white cloak together. As you 
  are shown in, the priest stands and leaves, politely 
  acknowledging your presence. 
   
  “Did you get it? Lord Underley asks excitedly.” 
  THE PCS HAVE THE GEM 
  Lord Underley sighs in relief.  
   
  “After you left, my people informed me of what 
  Malachite had done with the Gem… Brace 
  yourselves… The Gem is what Malachite used to 
  make the imprisonment of Lady Cyanna permanent. 
  Somehow the magic of the Gem has allowed 
  Malachite to extend his entrapment of her soul. The 
  soul of the daughter of Contessa Elone is held 
  within the Gem you now hold.” 
   
  “Can I see it?” 
   
  Lord Underley stares at the Gem in awe. 
  “Marvelous!” he whispers under his breath. 
   
  “Now there is one thing we need to decide. The 
  information I have just shared with you has not yet 
  been made available to Her Noble Brilliancy. So I lay 
  the choice at your feet. Do you think my people 
  should attempt to extract Lady Cyanna’s soul from 
  this gem and then resurrect her? Or, should we keep 
  this our secret? Reviving her may create a political 
  crisis in the County, while keeping her soul in this 
  gem is unnatural. Tell me what you would do and 
  why…” 
   
  Lord Underley listens to the PCs. He is more interested 
  in the PCs’ justification of their decision than the 
  decision itself.  
   
  Lord Underley’s decision does not hinge solely on 
  the PCs’ answers. He wishes to see what they think about 
  the situation and what they would choose.  
   
  Make sure you let the PCs know that this is a 
  personal decision and that each PC should be allowed his 
  or her own opinion.  
   
  Once every PC has made himself heard, proceed to 
  the Conclusion. 
  THE PCS DO NOT HAVE THE GEM 
  Anger flashes behind Lord Underley’s eyes for a 
  second before he regains his composure. Lord 
  Underley’s tone has turned from friendly to calm 
  and composed, making it sound all the more 
  threatening.  
   
  “Do you have any idea what you have done?” 
   
  “My people have just informed me the Gem 
  contained nothing less than the soul of Lady Cyanna 
  Gellor, the daughter of Contessa Elone! No doubt 
  Malachite will use it against us. I cannot believe you 
  failed! It was our one chance…” 
   
  “Nevertheless, you accomplished your mission 
  for me; I will not be an ingrate. I cannot hold you 
  responsible for having been outsmarted by the lich.” 
   
  Proceed to the Conclusion. 
  CONCLUSION 
  Run the appropriate conclusion, depending how the 
  adventure went. Only PCs who voted to bring back 
  Cyanna get to hear the “Lady Cyanna Revived”. PCs who 
  brought the Gem back but decided not to revive Lady 
  Cyanna instead hear “Voted Against raising Lady 
  Cyanna”. This means you may have to split the party. 
  MALACHITE HAS THE GEM 
  In a small room of the Palace in the Administrator’s 
  District of Radigast, Lord Underley stands before 
  the assembled Council of Lords. 
   
  “The people I have sent have failed in their 
  mission... The Lich still has the Gem,” says Lord 
  Underley. 
   
  “Lord Underley, continue your efforts to find 
  Lady Cyanna’s soul, she must be brought back to us,” 
  says Countess Rachel in a slow, deliberate voice. 
   
  “But m’lady, would not that destabilize your 
  throne?” asks the prudent Lord Darius Dane, her 
  Lord Chamberlain. 
   
  “It might, but I cannot suffer one of my peers to 
  remain in the claws of the vile thing. Thank you 
  Lord Underley,” concludes the Countess. 
   
  Proceed to “AR Rewards”. 
  LADY CYANNA REVIVED 
  It has been two weeks since you left Lord Underley 
  with the gem and still no news. Lord Underley has 
  offered you free board at the House of the Sun in 
  Radigast. The frail-looking woman with long blonde 
  hair who teleported you to Wormhall enters the inn. 
  Approaching you, she says “Gather around, Lord 
  Underley waits.” 
   
  Allow the PCs to decide whether or not they wish to go 
  before continuing. 
   
  A scant second later, you find yourself in a dark 
  room, somewhere underground, built in the 
  limestone,  
   
  “Welcome to the Crypt,” Lord Underley says as 
  he comes to you holding a torch. “This is where 
  members the royal family of Urnst have been buried 
  since the days of the Urnstian Kingdom; before the 
  Aerdy invasion.” 
   
  “There is Count Leopold Gellor, who built the 
  top-most level of the Radigast sewers, Countess 
  Belissica rests here, and more recently, Contessa 
  Elone and her children…” 
   
  You notice that one of the alcoves has been 
  opened and emptied. Lord Underley walks further 
  URC7-03 The County strikes back 
   
  Page 11 
  
  into a large chamber lit by thousands of candles. He 
  takes you to a small group of people standing by an 
  altar where rests the rotting carcass of a female 
  human dressed in fineries. 
   
  A young woman in her twenties dressed in a 
  green dress covered with bull and swan designs 
  listens to the others. Next to her is a portly Suel man 
  who constantly looks over his shoulder, obviously 
  uneasy. The other man who stands out is an aging 
  Oeridian of a certain age.   
   
  “Her Noble Brilliancy, Countess Rachel, the 
  Lord Chamberlain, Lord Darius Alan Dane, and the 
  Lord Mage, Dennen Astralstaff,” whispers Lord 
  Underley. 
   
  A group of priests of various religions—one can 
  easily recognize the Chivalric Orders of Heironeous, 
  the bright colors of Pelor, the white of Pholtus, the 
  browns of St Cuthbert, the rainbow of Lydia, and the 
  green of Xerbo—are talking to the trio.  
   
  If one of the PCs has reached the rank of Bishop of the 
  College of the Divine, the Countess asks that PC to join 
  with the others. She asks any Knight of the Swan to stay 
  near her and Lord Dane.  
   
   
  “Bishops, Lord Underley’s guests have arrived, 
  now would be a good time to start,” says Lord Dane. 
   
  The head priest, clad in the military garb of 
  Hieroneous, pulls out a scroll as all the other priests 
  begin chanting. In less than a half-minute 
  everything is done. The cadaver is replaced by a fit 
  woman in her late twenties dressed in rags. 
   
  Lord Dane walks towards her and hands her a 
  large cloak. “Lady Cyanna, welcome back. There is 
  much we need to discuss. These adventurers are 
  those who rescued you from the vile Malachite.” 
   
  “Thank you, thank you,” Cyanna says looking at 
  you. 
   
  Continue with Finally. 
  VOTED AGAINST RAISING LADY CYANNA 
  A few days after you met Lord Underley, a page 
  approaches you as you are eating. He wears the 
  bright yellow and reds of the Duncombe.  
   
  “(Sir/Ma’am) I carry a message from Lord 
  Duncombe addressed to you… Will you come with 
  me to a more private location?” The page takes you to 
  a location where you will be able to talk without fear 
  of being overheard. 
   
  “Lord Duncombe and his family are thankful of 
  the confidence you put in them. As such, Lord 
  Duncombe offers you training and the friendship of 
  his family.”  
   
  With that, the page leaves. 
   
  Continue with Finally. 
  FINALLY 
  If you are running this adventure PRIOR to the related 
  URC7-I02 Return of the Lich interactive to be held on the 
  26-29 April 2007, do NOT read this section, but proceed 
  immediately to the AR Rewards section. If you are 
  running this adventure AFTER the 26-29 April 2007, 
  read, or paraphrase the following: 
   
  The invitation that bore a gold swan summoned you 
  to the palace in Radigast. You are shown to the 
  Reception Hall. The Hall is filled with courtiers and 
  knights dressed in their finest clothes and armor.  
   
  Countess Rachel, dressed in a white dress with 
  green bustier and her copper hair cascading over her 
  shoulders, is surrounded by Knights of the Swan.  
   
  From the back of the room a page announces, 
  “Lady Cyanna Gellor.” The knights quickly form an 
  honor guard for the newcomer. The crowd gasps and 
  pushes forward to see the former heiress to the 
  throne.  
   
  Dressed in rather plain clothes, Lady Cyanna 
  walks through the assembly towards the Countess. 
  As she reaches the front, she puts her right knee on 
  the ground before the Countess who gestures with a 
  friendly motion for Lady Cyanna to rise. 
   
  ”My dearest cousin, the County rejoices to see 
  you,” begins the Countess. 
   
  “Cousin, I am here but for one thing...” Cyanna 
  turns to the assembly. “To you all, I wish to renounce 
  any and all claims to the throne I may have had. My 
  only wish is to travel the County and visit its 
  wilderness. Politics, dearest cousin, I leave to you. 
  Long live Countess Rachel! Long Live the County!” 
   
  Proceed to the AR Rewards. 
  AR REWARDS 
  • 
  PCs who refused to help Lord Underley, receive the 
  “Refused to help” AR Reward. 
  • 
  PCs who had a death warrant and who rescued 
  Cyanna have the death warrant removed by the “Free 
  from the Underley” AR Reward. 
  • 
  PCs who participated in the death of the Black Lady 
  of Iuz received the “Wanted by the Church of Iuz”. 
  • 
  PCs who opted to reviving Lady Cyanna, receive the 
  “Thanks of Lady Cyanna” and “House Gellor’s 
  training” 
  • 
  PCs who opted NOT to reviving Lady Cyanna, 
  receive the “Thanks of House Duncombe” and 
  “House Duncombe’s training” 
  • 
  PCs who successfully brought back Cyanna’s gem, 
  receive the “Thanks of Lord Underley” and “House 
  Underley’s armory” 
  • 
  PCs who failed to bring back the Gem receive the 
  “Thanks of House Duncombe”. 
  URC7-03 The County strikes back 
   
  Page 12 
  
  CAMPAIGN CONSEQUENCES 
  Send the answers to the following questions to 
  modsubmission@gmail.com  
  1. What did the PCs do with the Black Lady? 
  2. Did the PCs succeed at their mission? 
  3. What did the PCs propose Lord Underley do with 
  the Gem? 
  URC7-03 The County strikes back 
   
  Page 13 
  
  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. 
   
  4: Welcoming Committee 
  Defeating the welcoming committee 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  5: The Guardians 
  Defeating the guardians 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  6: Farewell Committee 
  Defeating the Black Lady and her demons 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Story Award 
  Bringing back Cyanna’s Gem to Lord Underley 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Oltagg manor 
   
  All APLs: Loot: 200 gp; Coin: 200 gp; Total 400gp. 
   
  5: The Guardians 
   
  APL 4: Loot 0 gp; Total 0 gp. 
   
  APL 6: Loot 10 gp; Total 10 gp. 
   
  APL 8: Magic 544 gp; +1 heavy steel shield (98 gp) +1 
  mithral breastplate (446 gp); Total 544 gp. 
   
  APL 10: Magic 544 gp; +1 heavy steel shield (98 gp) +1 
  mithral breastplate (446 gp); Total 544 gp. 
   
  APL 12: Magic 3,877 gp; +3 heavy steel shield (764 gp); 
  +3 mithral breastplate (1,113 gp); amulet of natural armor +2 
  (667 gp); belt of giant strength +4 (1,333 gp); Total 3,877 gp. 
   
  6: The farewell committee 
   
  APL4 Loot: 29 gp; Magic: 417 gp; +1 full plate (221 
  gp); +1 greatsword (196 gp); Total: 446 gp. 
   
  APL6 Loot: 29 gp; Magic: 833 gp; +1 full plate (221 
  gp); +1 greatsword (196 gp); cloak of charisma +2 (333 gp); 
  vest of resistance +1 (83 gp); Total: 862 gp. 
   
  APL8 Loot: 29 gp; Magic: 833 gp; +1 full plate (221 
  gp); +1 greatsword (196 gp); cloak of charisma +2 (333 gp); 
  vest of resistance +1 (83 gp); Total: 862 gp. 
   
  APL10 Loot: 29 gp; Magic: 1,850 gp; +1 full plate (221 
  gp); +1 greatsword (196 gp); +1 mithral chain shirt x2 (175 gp 
  each); cloak of charisma +2 (333 gp); gauntlets of ogre power 
  URC7-03 The County strikes back 
   
  Page 14 
  
  (333 gp); periapt of wisdom +2 (333 gp); vest of resistance +1 
  (83 gp); Total: 1,879 gp. 
   
  APL12 Loot: 29 gp; Magic: 2,025 gp; +1 full plate (221 
  gp); +1 greatsword (196 gp); +1 mithral chain shirt x3 (175 gp 
  each); cloak of charisma +2 (333 gp); gauntlets of ogre power 
  (333 gp); periapt of wisdom +2 (333 gp); vest of resistance +1 
  (83 gp); Total: 2,054gp. 
   
  7: In Radigast 
   
  All APLs: Coin: 200gp; Total 200gp. 
   
  Treasure Cap 
   
  APL 4: 650gp 
   
  APL 6: 900gp 
   
  APL 8: 1,300gp 
   
  APL 10: 2,300gp 
   
  APL 12: 3,300gp 
   
  Total Possible Treasure 
   
  APL 4: 1,046gp 
   
  APL 6: 1,443gp 
   
  APL 8: 2,006gp 
   
  APL 10: 3,023gp 
   
  APL 12: 6,531gp 
  ADVENTURE RECORD ITEMS 
  �Free From the Underley: The death warrant on your 
  head has been removed. 
   
  �Refused to Help: This is an infamy point with House 
  Underley, House Gellor AND the Countess. It cancels 
  any influence points with any of the above factions, and 
  you may never join the Underley Network. 
   
  �Wanted by the Church of Iuz: A bounty has been 
  placed on your head. WCI +1 (Insurgent, see BKMG). 
   
  �Thanks of Lady Cyanna: You can exchange this 
  favor for one of the following (you do not need to choose 
  immediately). 
  � 
  1 Permanent Influence Point  with House Gellor 
  � 
  Fills the requirements for the Wild Soul prestige 
  class 
   
  �House Gellor’s Training: House Gellor offers non-
  members one-time access to the following scrolls (from 
  SpC): close wounds, blades of fire, dawn, lay of the land, mass 
  snowshoes, snowshoes. Its members gain regional access 
  instead. 
   
  �House Duncombe’s Training: House Duncombe 
  offers non-members one-time access to the following 
  scrolls (from SpC): close wounds, diamondsteel, faith healing, 
  swift bless weapon. Its members of House Duncombe have 
  regional access . 
  �Thanks of House Duncombe: You can exchange this 
  favor for one of the following (you do not need to choose 
  immediately). 
  � 
  Permanent influence point with House Duncombe 
  � 
  Fill the requirements for the Consecrated Harrier or 
  Sacred Exorcist prestige classes (select one) 
   
  �Thanks of Lord Underley: For your bravery in this 
  difficult mission, Lord Underley offers you ONE of the 
  following (you do not need to choose immediately). 
  � 
  1 Influence point with House Underley 
  � 
  Fill the requirements for the Nightsong enforcer, 
  Nightsong 
  Stalker, 
  Shadowbane 
  Inquisitor 
  or 
  Shadowbane Stalker prestige classes. 
  � 
  Eligibility to join the Underley Network. (unless you 
  have been forbidden or have infamy point(s) with any 
  member of House Underley) 
   
  �House Underley’s Armory: Lord Underley offers 
  non-members adventure access to the following items 
  or item upgrades : any item from table 2-1 in 
  Dungeonscape plus durable armor ability, hilt hollow, oil 
  chamber, restful armor ability and wand chamber from 
  Dungeonscape. House Underley members have regional 
  access to the armory and these items. 
   
  ITEM ACCESS 
  APL 8: 
  • 
  +1 mithral breastplate (Adventure; DMG, 5,350gp) 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  +1 mithral chain shirt (Adventure; DMG; 2,100gp) 
  URC7-03 The County strikes back 
   
  Page 15 
  
  APPENDIX 1: APL 4 
  4: WELCOMING COMMITTEE 
  B O N E  R AT  S W ARM 
  CR  3 
  *Libris Mortis 
  CE Tine Undead (Swarm) 
  Init +3; Senses darkvision 60ft, Listen +0, Spot +0 
  AC 15, touch 15, flat-footed 12 
   (+2 size, +3 Dex) 
  hp 26 (4 HD); DR 5/bludgeoning, half damage from 
  slashing and piercing weapons 
  Immune cold, swarm immunities 
  Fort +1, Ref +4, Will +4 
  Weakness swarm vulnerabilities 
  Speed 15ft (3 squares), climb 15ft. 
  Melee swarm (1d6) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +2; Grp - 
  Atk Options Distraction 
  Abilities Str 2, Dex 17, Con -, Int -, Wis 10, Cha 1 
  SQ swarm traits, undead traits 
  Feats - 
  Skills - 
  Distraction (Su) Any living creature that begins its 
  turn with a bone rat swarm in its space must 
  succeed on a DC15 Fortitude save or be 
  nauseated for 1 round. The save DC is 
  Constitution-based. 
   
  Q U E L L 
  CR  3 
  *From Libris Mortis 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses darkvision 60ft; Listen +12, Spot +12 
  Languages Common, Infernal 
  AC 15, touch 15, flat-footed 12 
   (+3 Dex, +2 deflection) 
  Miss Chance incorporeal 
  hp 32 (5 HD);  
  Fort +1, Ref +4, Will +6 
  Weakness Daylight powerlessness 
  Speed fly 60ft (good); 
  Melee incorporeal touch +5 (1d4) 
  Base Atk +2; Grp - 
  Atk Options  
  Special Actions Coupled intercessions, intercession 
  Combat Gear  
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15, 
  SQ Incorporeal traits, undead traits 
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Weapon Finesse  
  Skills Diplomacy +6, Hide +11, Intimidate +10, Listen 
  +12, Search +10, Sense Motive +8, Spot +12, 
  Survival +2 (+4 following tracks) 
  Coupled Intercession (Su) Whenever a quell takes a 
  standard action to aid another quell in an 
  intercession attempts, the effective cleric level of 
  the quell increases by 1. Several quells could all 
  take standard actions to aid a single quell’s 
  intercession attempt, each increasing the effective 
  cleric level of the intercession attempts. 
  Daylight powerlessness (Ex) Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
  Intercession (Su) A quell can cut divine spellcasters 
  off from their source of power. To do so, the quell 
  makes a turning check as if it were a cleric equal to 
  the quell’s Hit Dice. The results indicates the 
  highest-level divine spellcasters the quell can cut 
  off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters the quell can cut off from their deity. 
  The turning damage result indicates the maximum 
  total Hit Dice of divine spellcasters within 60feet 
  the ability can affect. The quell’s intercession 
  affects the closest divine spellcasters it can affect 
  first. Normally, affected divine spellcasters cannot 
  turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster, has divine levels, the divine spellcaster 
  loses the ability to cast divine spells for 24 hours. If 
  the quell attacks an affected spellcaster in any 
  way, or the affected spellcaster receives an 
  atonement spell, the intercession ends. The quell’s 
  allies and other creatures can attack the divine 
  spellcaster without breaking the intercession. A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier. 
  5: THE GUARDIANS 
  M AL AC HI TE’ S  H O R R O R   
  CR  5 
  Spawn of Kyuss 
  * From Monster Manual II 
  CE Medium Undead 
  Init -1; Senses Listen +0, Spot +6 
  Languages Common  
  AC 11, touch 9, flat-footed 11 
   (-1 Dex, +1 natural) 
  hp 32 (4 HD); fast healing 5;  
  Immune undead immunities 
  Fort +1, Ref +0, Will +4 
  Weakness Curative transformation 
  Speed 30 ft. (6 squares); 
  Melee Slam +6 (1d6+6 plus Kyuss’ Gift) 
  Ranged Kyuss’s Gift +1 ranged touch (Kyuss’ Gift) 
  Base Atk +2; Grp +6 
  Atk Options  
  Special Actions create spawn, fear aura, Kyuss’ gift 
  Abilities Str 18, Dex 9, Con -, Int 6, Wis 11, Cha 15 
  SQ curative transformation, turn resistance +2, 
  undead traits 
  Feats Toughness, Toughness 
  Skills Hide +5, Jump +10, Move Silently +5, Spot +6, 
  Possessions combat gear plus  
  Create Spawn (Su) Once per round as a free action, 
  a spawn of Kyuss can transfer a worm from its own 
  body to that of an opponent. It can do this 
  URC7-03 The County strikes back 
   
  Page 16 
  
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee 
  or ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
   
  Each worm is a Fine vermin with AC10 and 1 hit 
  point. It can be killed with normal damage or by the 
  touch of silver. On the spawn’s next action, the 
  worm burrows in the host’s flesh. (A creature with a 
  natural armor of +5 or better is immune to this 
  burrowing effect.) The worm makes its way 
  towards the host’s brain, dealing 1 point of damage 
  per round for 1d4+1 round. At the end of that 
  period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease 
  effect destroys it, and a dispel evil or neutralize 
  poison delays its progress for 10d6 minutes. A 
  successful Heal check (DC20) extracts the worm 
  and kills it. 
   
  Once the worm reaches the brain, it deals 1d2 
  points of Intelligence damage per round until it is 
  either killed (see above) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium or Large 
  creature rises as a new spawn 1d6+4 rounds later; 
  a Tine or smaller creature simply putrefies and a 
  Huge or larger creature become a normal zombie 
  of the appropriate size. Newly create spawn are 
  not under the control of their parent but they 
  usually follow whatever spawn of Kyuss created 
  them. 
  Curative Transformation (Ex) Any remove curse or 
  remove disease effect or a more powerful of either 
  of these effects transforms a spawn of Kyuss into a 
  normal Zombie. 
  Fear Aura (Su) A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a 
  fear spell (caster level 7th; Will save DC14), except 
  that is affects all creatures within a 40-foot radius. 
  Any creature that makes a successful saving throw 
  cannot be affected by the feat aura of that spawn 
  of Kyuss for 24 hours. 
  Kyuss’s Gift (Su) Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude 
  save (DC12) or contract this supernatural disease. 
  The incubation period is 1day, and the disease 
  deals 1d6 points of Constitution damage and 1d4 
  points of Wisdom damage (see chapter 3 of DMG). 
  These effects manifest as rotting flesh and 
  dementia. An affected creature gets only half the 
  benefits of natural and magical healing, though a 
  remove disease effect removes the affliction. 
  6: THE FAREWELL COMMITTEE 
  B L AC K  L AD Y  O F I UZ 
  CR  4 
  Female Oeridian Favored Soul 4 
  CE Medium Humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
   (+9 armor) 
  hp 31 (4HD);  
  Fort +5, Ref +4, Will +6 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +6 (2d6+2) or 
   
  masterwork greatsword +6 (2d6+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Combat 
  Gear 
  +1 
  greatsword, 
  +1 
  full 
  plate, 
  masterwork greatsword 
  Favored Soul Spells Known (CL 4th): 
   2nd (2 (4)/day) — bear’s endurance�, bull’s 
  strength�, death knell 
   1st (5 (7)/day) — bless�, cure light wounds, 
  protection from good �, resurgence** 
   0 (6/day) — cure minor wounds, detect magic, 
  light, read magic, resistance, virtue 
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 
  16 
  Feats 
  Armor 
  proficiency: 
  Heavy, 
  Improved 
  Toughness**, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword)B 
  , 
  Skill 
  Focus 
  (Concentration), 
  Weapon Focus (greatsword) B 
  Skills Concentration +11, Diplomacy +5, Heal +7
  Power-Up Suite AC 19 (21 vs good), touch 10 (12 vs 
  good), flat-footed 19 (21 vs good); hp 39; Fort +7 
  (+2 vs good), Ref +4 (+2 vs good), Will +6 (+2 vs 
  good) (+1 vs fear); Melee +1 greatsword +8 
  (2d6+5) or masterwork greatsword +8(2d6+4); Str 
  17, Con 16; Concentration +13 ; Spells active: 
  bear’s endurance, bless, bull’s strength, protection 
  from good 
   
   
  URC7-03 The County strikes back 
   
  Page 17 
  
  APL 6 
  4: WELCOMING COMMITTEE 
  M AG E RI P P E R  S W ARM 
  CR  6 
  * Monster Manual IV 
  CN Tiny aberration (Swarm) 
  Init +4; Senses blind, blindsense 30ft, sense magic 
  30ft; Listen +12, Spot +1 
  Aura dispelling 
  AC 18, touch 16, flat-footed 14 
   (+2 size, +4 Dex, +2 natural) 
  hp 55 (10 HD); half damage from slashing and 
  piercing weapons 
  Immune gaze attacks, illusions, visual effects, swarm 
  immunities 
  SR 21 
  Fort +4, Ref +7, Will +8 
  Weakness swarm vulnerabilities 
  Speed 20ft (3 squares), climb 10ft. 
  Melee swarm (2d6 plus magic leech) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +7; Grp - 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 19, Con 12, Int 6, Wis 12, Cha 15 
  SQ swarm traits 
  Feats Ability Focus (magic leech), Skill Focus 
  (Listen), Stealthy, Track 
  Skills Climb +5, Listen +12, Move Silently +6, 
  Survival+6, 
  Distraction (Su) Fortitude save DC16 or be 
  nauseated for 1 round. The save DC is 
  Constitution-based.  
  Sense Magic (Su) A mageripper swarm automatically 
  detects magic auras within 30 feet, and it knows 
  the strength and location of each. It can also detect 
  creatures that possess the ability to cast spells or 
  use spell-like abilities. 
  Dispelling Aura (Su) At the end of each of a 
  mageripper swarm’s turns, it can attempt a dispel 
  check against one randomly selected ongoing spell 
  or spell-like ability on each creature in its space. 
  This works like the area dispel effect of the dispel 
  magic spell, with the following differences. The 
  dispelled spell is selected randomly from those 
  currently active on an affected creature, rather than 
  being the one with the highest caster level. This 
  ability has no effect on permanent magic items. 
   
  For each spell dispelled, by its aura, a mageripper 
  swarm gains temporary hit points equal to 2x that 
  spell level.  These temporary hit points last for up 
  to 24hours and a swarm can gain a maximum 
  number of temporary hit points equal to its full 
  normal hit point total. A mageripper swarm that 
  gains the maximum number of hit points and 
  retains them for the full 24h advances 1 Hit Die at 
  the end of this period, increasing its capabilities as 
  normal for advancement. 
  Magic Leech (Su) In addition to dealing damage to 
  creatures whose space it occupies, a mageripper 
  swarm drains away the ability to cast spells and 
  use spell-like abilities, feeding on the magic 
  energy. 
   
  At the end of a mageripper swarm’s turn, each 
  creature in its space must succeed on a DC19 Will 
  save or lose one prepared spell or spell slot of the 
  highest level available. The save DC is Charisma-
  based. A creature with a spell-like ability that fails 
  its saving throw loses one daily use of its highest-
  level ability. If this spell-like ability is usable at will, 
  the creature is unable to use it for 1 minute. If the 
  target has no spells prepared, no remaining spell 
  slots, and no uses of spell-like ability remaining, 
  this ability has no effect. A mageripper swarm 
  cannot choose which spell to drain, determine this 
  randomly. 
   
  For each spell drained in this way, a swarm gains 
  temporary hit points equal to 5x the spell’s level. 
  These temporary hit points function as described in 
  the dispelling aura ability. 
  Skills Mageripper swarms have a +8 racial bonus to 
  Climb check and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Q U E L L,  AD V AN C E D 
  CR  4 
  *From Libris Mortis 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses darkvision 60ft; Listen +16, Spot +16 
  Languages Common, Infernal 
  AC 15, touch 15, flat-footed 12 
   (+3 Dex, +2 deflection) 
  Miss Chance incorporeal 
  hp 54 (9 HD);  
  Fort +1, Ref +4, Will +6 
  Weakness Daylight powerlessness 
  Speed fly 60ft (good); 
  Melee incorporeal touch +5 (1d4) 
  Base Atk +2; Grp - 
  Atk Options  
  Special Actions Coupled intercessions, intercession 
  Combat Gear  
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15, 
  SQ Incorporeal traits, +8 turn resistance, undead 
  traits 
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Improved Turn Resistance**, Weapon 
  Finesse, Weapon Focus (touch)  
  Skills Diplomacy +10, Hide +15, Intimidate +14, 
  Listen +16, Search +12, Sense Motive +8, Spot 
  +16, Survival +2 (+4 following tracks) 
  Coupled Intercession (Su) Whenever a quell takes a 
  standard action to aid another quell in an 
  intercession attempts, the effective cleric level of 
  the quell increases by 1. Several quells could all 
  take standard actions to aid a single quell’s 
  intercession attempt, each increasing the effective 
  cleric level of the intercession attempts. 
  URC7-03 The County strikes back 
   
  Page 18 
  
  Daylight powerlessness (Ex) Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
  Intercession (Su) A quell can cut divine spellcasters 
  off from their source of power. To do so, the quell 
  makes a turning check as if it were a cleric equal to 
  the quell’s Hit Dice. The results indicates the 
  highest-level divine spellcasters the quell can cut 
  off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters the quell can cut off from their deity. 
  The turning damage result indicates the maximum 
  total Hit Dice of divine spellcasters within 60feet 
  the ability can affect. The quell’s intercession 
  affects the closest divine spellcasters it can affect 
  first. Normally, affected divine spellcasters cannot 
  turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster, has divine levels, the divine spellcaster 
  loses the ability to cast divine spells for 24 hours. If 
  the quell attacks an affected spellcaster in any 
  way, or the affected spellcaster receives an 
  atonement spell, the intercession ends. The quell’s 
  allies and other creatures can attack the divine 
  spellcaster without breaking the intercession. A 
  quell can use this ability a number of times per day 
  equal to 3 + its Charisma modifier. 
  5: THE GUARDIANS 
  M AL AC HI TE’ S  H O R R O R   
  CR  7 
  Spawn of Kyuss Fighter 2 
  * From Monster Manual II 
  CE Medium Undead 
  Init +3; Senses Listen +0, Spot +6 
  Languages Common  
  AC 17, touch 9, flat-footed 17 
   (-1 Dex, +4 armor, +2 shield +1 natural) 
  hp 47 (6 HD); fast healing 5;  
  Immune undead immunities 
  Fort +3, Ref +0, Will +4 
  Weakness Curative transformation 
  Speed 30 ft. (6 squares); 
  Melee Slam +9 (1d6+6 plus Kyuss’ Gift) 
  Ranged Kyuss’s Gift +3 ranged touch (Kyuss’ Gift) 
  Base Atk +4; Grp +8 
  Atk Options  
  Special Actions create spawn, fear aura, Kyuss’ gift 
  Combat Gear chain shirt, heavy steel shield 
  Abilities Str 18[, Dex 9, Con -, Int 6, Wis 11, Cha 15 
  SQ curative transformation, turn resistance +2, 
  undead traits 
  Feats Improved Initiative, Improved Natural Attack 
  (Slam), Improved Natural Attack (Slam), Improved 
  Toughness**, Toughness, Weapon Focus (Slam) 
  Skills Climb +4, Hide +4, Jump +10, Move Silently 
  +5, Spot +6, 
  Possessions combat gear  
  Create Spawn (Su) Once per round as a free action, 
  a spawn of Kyuss can transfer a worm from its own 
  body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee 
  or ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
   
  Each worm is a Fine vermin with AC10 and 1 hit 
  point. It can be killed with normal damage or by the 
  touch of silver. On the spawn’s next action, the 
  worm burrows in the host’s flesh. (A creature with a 
  natural armor of +5 or better is immune to this 
  burrowing effect.) The worm makes its way 
  towards the host’s brain, dealing 1 point of damage 
  per round for 1d4+1 round. At the end of that 
  period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease 
  effect destroys it, and a dispel evil or neutralize 
  poison delays its progress for 10d6 minutes. A 
  successful Heal check (DC20) extracts the worm 
  and kills it. 
   
  Once the worm reaches the brain, it deals 1d2 
  points of Intelligence damage per round until it is 
  either killed (see above) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium or Large 
  creature rises as a new spawn 1d6+4 rounds later; 
  a Tine or smaller creature simply putrefies and a 
  Huge or larger creature become a normal zombie 
  of the appropriate size. Newly create spawn are 
  not under the control of their parent but they 
  usually follow whatever spawn of Kyuss created 
  them. 
  Curative Transformation (Ex) Any remove curse or 
  remove disease effect or a more powerful of either 
  of these effects transforms a spawn of Kyuss into a 
  normal Zombie. 
  Fear Aura (Su) A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a 
  fear spell (caster level 9th; Will save DC16), except 
  that is affects all creatures within a 40-foot radius. 
  Any creature that makes a successful saving throw 
  cannot be affected by the feat aura of that spawn 
  of Kyuss for 24 hours. 
  Kyuss’s Gift (Su) Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude 
  save (DC14) or contract this supernatural disease. 
  The incubation period is 1day, and the disease 
  deals 1d6 points of Constitution damage and 1d4 
  points of Wisdom damage (see chapter 3 of DMG). 
  These effects manifest as rotting flesh and 
  dementia. An affected creature gets only half the 
  benefits of natural and magical healing, though a 
  remove disease effect removes the affliction. 
   
  R O T  G RU B S W ARM 
  CR  6 
  *From Dungeonscape 
  Always N Diminutive vermin (swarm) 
  Init +2; Senses darkvision 60ft; Listen +0, Spot +0 
  AC 16, touch 16, flat-footed 14 
   (+4 size, +2 Dex) 
  hp 54 (12 HD);  
  Fort +8, Ref +6, Will +6 
  Speed 10 ft., climb 10 ft.; 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +9; Grp +- 
  Atk Options distraction 
  URC7-03 The County strikes back 
   
  Page 19 
  
  Special Actions death hazard, swarm (3d6 + 
  infestation) 
  Abilities Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 3, 
  SQ swarm traits, vermin traits 
  Skills Climb +10, Hide +14*, Listen +0, Spot +0, 
  Distraction (Ex) Any living creature that begins its 
  turn with a rot grub swarm in its space must 
  succeed on a DC18 Fortitude save or be 
  nauseated for 1 round. The DC is Constitution-
  based and includes a +2 racial bonus. 
  Infestation (Ex) Any living creature that takes 
  damage from a rot grub swarm might also become 
  infested with rot grubs each round. A creature must 
  make a successful DC18 Reflex save to dodge the 
  swarming grubs or bat them aside. The rot grubs 
  infesting the creature burrow into its flesh. An 
  infested creature takes 1d6 points of damage per 
  round, plus an additional 1d6 points of damage for 
  each failed Reflex save against a rot grub swarm’s 
  attack. A successful DC16 Fortitude save halves 
  this damage. After 2d4 rounds, the sated rot grub 
  crawls away. A rot grub infestation can be removed 
  with a successful DC 20 Heal check, though this 
  check (whether successful or not) deals 1d6 points 
  of the damage to the infested target. Alternatively, 
  a rot grub infestation can be destroyed by remove 
  disease or any other effect that halts or counters a 
  disease. Such spells destroy all the rot grubs 
  inhabiting a target. 
   
  Medium or larger creatures that die from rot grub 
  infestation spawn a new rot grub swarm within 2d4 
  days. Burning or otherwise destroying the body 
  prevents this. Casting raise dead to restore a 
  creature killed by a rot grub swarm does not 
  destroy the rot grubs inside, but casting remove 
  disease or a similar spell in the round afterwards 
  removes the grubs normally. Resurrection or true 
  resurrection destroy the rot grubs when cast. 
  Death Hazard (Ex) Upon destroying a rot grub 
  swarm, 1d6 rot grub remain, spread throughout the 
  space inhabited by the swarm. These rot grub 
  behave 
  as 
  the 
  hazard 
  (see 
  Appendix 
  2). 
  Destroying the remaining rot grubs does not 
  provide any additional experience points. 
  Skills A rot grub swarm has a +8 racial bonus on 
  Move Silently checks, and adds it Dexterity 
  modifier instead of its Strength on Climb checks. A 
  rot grub swarm can always choose to take 10 on a 
  climb check, even if rushed or threatened. 
   
  *A rot grub swarm has a +8 racial bonus on Hide 
  checks while inside a corpse of at least Medium 
  size. A rot grub swarm can enter and leave a 
  corpse as part of a single move action. 
  6: THE FAREWELL COMMITTEE 
  B L AC K  L AD Y  O F I UZ 
  CR  6 
  Female Oeridian Favored Soul 6 
  CE Medium Humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
   (+9 armor) 
  hp 45 (6HD);  
  Resist fire 10 
  Fort +7, Ref +6, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +7 (2d6+2) or 
   
  masterwork greatsword +7 (2d6+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Combat 
  Gear 
  +1 
  greatsword, 
  +1 
  full 
  plate, 
  masterwork greatsword 
  Favored Soul Spells Known (CL 6th): 
   3rd (3 (4)/day) — bestow curse, dispel magic, ring 
  of blades� 
   2nd (4 (6)/day) — bear’s endurance�, bull’s 
  strength�, calm emotions, death knell 
   1st (4 (7)/day) — bless�, cure light wounds, 
  protection from good�, resurgence**, shield of 
  faith� 
   0 (6/day) — cure minor wounds, detect magic, 
  light, purify food & drink, read magic, resistance, 
  virtue 
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 
  18 
  Feats Armor proficiency: Heavy, Combat Casting, 
  Improved 
  Toughness**, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword), 
  Skill 
  Focus 
  (Concentration), Weapon Focus (greatsword) 
  Skills 
  Concentration 
  +13 
  (+17 
  when 
  casting 
  defensively), Diplomacy +7, Heal +8 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +1 
  Power-Up Suite AC 21, touch 12, flat-footed 21; hp 
  57; Fort +9 (+2 vs good), Ref +6 (+2 vs good), Will 
  +8 (+2 vs good) (+1 vs fear);  Melee +1 greatsword 
  +10 
  (2d6+5) 
  or 
  masterwork 
  greatsword 
  +10(2d6+4); Str 17, Con 16; Concentration +15 
  (+19 defensively); Spells active: bear’s endurance, 
  bless, bull’s strength, protection from good, ring of 
  blades, shield of faith 
   
  URC7-03 The County strikes back 
   
  Page 20 
  
  APL 8 
  4: WELCOMING COMMITTEE 
  AD V AN CE D M AG E RI P P E R  S W ARM 
  CR  7 
  * Monster Manual IV 
  CN Tiny aberration (Swarm) 
  Init +5; Senses blind, blindsense 30ft, sense magic 
  30ft; Listen +14, Spot +1 
  Aura dispelling 
  AC 19, touch 17, flat-footed 14 
   (+2 size, +5 Dex, +2 natural) 
  hp 93 (14 HD); half damage from slashing and 
  piercing weapons 
  Immune gaze attacks, illusions, visual effects, swarm 
  immunities 
  SR 25 
  Fort +5, Ref +9, Will +10 
  Weakness swarm vulnerabilities 
  Speed 20ft (3 squares), climb 10ft. 
  Melee swarm (2d6 plus magic leech) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp - 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 20, Con 12, Int 6, Wis 12, Cha 15 
  SQ swarm traits 
  Feats 
  Ability 
  Focus 
  (magic 
  leech), 
  Improved 
  Toughness** Skill Focus (Listen), Stealthy, Track 
  Skills Climb +5, Listen +14, Move Silently +7, 
  Survival+7, 
  Distraction (Su) Fortitude save DC16 or be 
  nauseated for 1 round. The save DC is 
  Constitution-based.  
  Sense Magic (Su) A mageripper swarm automatically 
  detects magic auras within 30 feet, and it knows 
  the strength and location of each. It can also detect 
  creatures that possess the ability to cast spells or 
  use spell-like abilities. 
  Dispelling Aura (Su) At the end of each of a 
  mageripper swarm’s turns, it can attempt a dispel 
  check against one randomly selected ongoing spell 
  or spell-like ability on each creature in its space. 
  This works like the area dispel effect of the dispel 
  magic spell, with the following differences. The 
  dispelled spell is selected randomly from those 
  currently active on an affected creature, rather than 
  being the one with the highest caster level. This 
  ability has no effect on permanent magic items. 
   
  For each spell dispelled, by its aura, a mageripper 
  swarm gains temporary hit points equal to 2x that 
  spell level.  These temporary hit points last for up 
  to 24hours and a swarm can gain a maximum 
  number of temporary hit points equal to its full 
  normal hit point total. A mageripper swarm that 
  gains the maximum number of hit points and 
  retains them for the full 24h advances 1 Hit Die at 
  the end of this period, increasing its capabilities as 
  normal for advancement. 
  Magic Leech (Su) In addition to dealing damage to 
  creatures whose space it occupies, a mageripper 
  swarm drains away the ability to cast spells and 
  use spell-like abilities, feeding on the magic 
  energy. 
   
  At the end of a mageripper swarm’s turn, each 
  creature in its space must succeed on a DC19 Will 
  save or lose one prepared spell or spell slot of the 
  highest level available. The save DC is Charisma-
  based. A creature with a spell-like ability that fails 
  its saving throw loses one daily use of its highest-
  level ability. If this spell-like ability is usable at will, 
  the creature is unable to use it for 1 minute. If the 
  target has no spells prepared, no remaining spell 
  slots, and no uses of spell-like ability remaining, 
  this ability has no effect. A mageripper swarm 
  cannot choose which spell to drain, determine this 
  randomly. 
   
  For each spell drained in this way, a swarm gains 
  temporary hit points equal to 5x the spell’s level. 
  These temporary hit points function as described in 
  the dispelling aura ability. 
  Skills Mageripper swarms have a +8 racial bonus to 
  Climb check and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
  5: THE GUARDIANS 
  M AL AC HI TE’ S  H O R R O R   
  CR  9 
  Spawn of Kyuss Fighter 4 
  * From Monster Manual II 
  CE Medium Undead 
  Init +4; Senses Listen +0, Spot +6 
  Languages Common  
  AC 20, touch 10, flat-footed 20 
   (+6 armor, +3 shield +1 natural) 
  hp 61 (8 HD); fast healing 5;  
  Immune undead immunities 
  Fort +5, Ref +2, Will +5 
  Weakness Curative transformation 
  Speed 30 ft. (6 squares); 
  Melee Slam +11 (1d6+8 plus Kyuss’ Gift) 
  Ranged Kyuss’s Gift +6 ranged touch (Kyuss’ Gift) 
  Base Atk +6; Grp +10 
  Special Actions create spawn, fear aura, Kyuss’ gift 
  Combat Gear +1 mithral breastplate, +1 heavy steel 
  shield 
  Abilities Str 18, Dex 10, Con -, Int 6, Wis 11, Cha 15 
  SQ curative transformation, turn resistance +2, 
  undead traits 
  Feats Improved Initiative, Improved Natural Attack 
  (Slam), Improved Natural Attack (Slam), Improved 
  Toughness**, Toughness, Weapon Focus (Slam), 
  Weapon Specialization (Slam) 
  Skills Climb +6, Hide +4, Jump +10, Move Silently 
  +5, Spot +6, 
  Possessions combat gear  
  Create Spawn (Su) Once per round as a free action, 
  a spawn of Kyuss can transfer a worm from its own 
  body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  URC7-03 The County strikes back 
   
  Page 21 
  
  make the transfer by means of a successful melee 
  or ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
   
  Each worm is a Fine vermin with AC10 and 1 hit 
  point. It can be killed with normal damage or by the 
  touch of silver. On the spawn’s next action, the 
  worm burrows in the host’s flesh. (A creature with a 
  natural armor of +5 or better is immune to this 
  burrowing effect.) The worm makes its way 
  towards the host’s brain, dealing 1 point of damage 
  per round for 1d4+1 round. At the end of that 
  period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease 
  effect destroys it, and a dispel evil or neutralize 
  poison delays its progress for 10d6 minutes. A 
  successful Heal check (DC20) extracts the worm 
  and kills it. 
   
  Once the worm reaches the brain, it deals 1d2 
  points of Intelligence damage per round until it is 
  either killed (see above) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium or Large 
  creature rises as a new spawn 1d6+4 rounds later; 
  a Tine or smaller creature simply putrefies and a 
  Huge or larger creature become a normal zombie 
  of the appropriate size. Newly create spawn are 
  not under the control of their parent but they 
  usually follow whatever spawn of Kyuss created 
  them. 
  Curative Transformation (Ex) Any remove curse or 
  remove disease effect or a more powerful of either 
  of these effects transforms a spawn of Kyuss into a 
  normal Zombie. 
  Fear Aura (Su) A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a 
  fear spell (caster level 11th; Will save DC16), 
  except that is affects all creatures within a 40-foot 
  radius. Any creature that makes a successful 
  saving throw cannot be affected by the feat aura of 
  that spawn of Kyuss for 24 hours. 
  Kyuss’s Gift (Su) Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude 
  save (DC14) or contract this supernatural disease. 
  The incubation period is 1day, and the disease 
  deals 1d6 points of Constitution damage and 1d4 
  points of Wisdom damage (see chapter 3 of DMG). 
  These effects manifest as rotting flesh and 
  dementia. An affected creature gets only half the 
  benefits of natural and magical healing, though a 
  remove disease effect removes the affliction. 
   
  R O T  G RU B S W ARM 
  CR  6 
  *From Dungeonscape 
  Always N Diminutive vermin (swarm) 
  Init +2; Senses darkvision 60ft; Listen +0, Spot +0 
  AC 16, touch 16, flat-footed 14 
   (+4 size, +2 Dex) 
  hp 54 (12 HD);  
  Fort +8, Ref +6, Will +6 
  Speed 10 ft., climb 10 ft.; 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +9; Grp +- 
  Atk Options distraction 
  Special Actions death hazard, swarm (3d6 + 
  infestation) 
  Abilities Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 3, 
  SQ swarm traits, vermin traits 
  Skills Climb +10, Hide +14*, Listen +0, Spot +0, 
  Distraction (Ex) Any living creature that begins its 
  turn with a rot grub swarm in its space must 
  succeed on a DC18 Fortitude save or be 
  nauseated for 1 round. The DC is Constitution-
  based and includes a +2 racial bonus. 
  Infestation (Ex) Any living creature that takes 
  damage from a rot grub swarm might also become 
  infested with rot grubs each round. A creature must 
  make a successful DC18 Reflex save to dodge the 
  swarming grubs or bat them aside. The rot grubs 
  infesting the creature burrow into its flesh. An 
  infested creature takes 1d6 points of damage per 
  round, plus an additional 1d6 points of damage for 
  each failed Reflex save against a rot grub swarm’s 
  attack. A successful DC16 Fortitude save halves 
  this damage. After 2d4 rounds, the sated rot grub 
  crawls away. A rot grub infestation can be removed 
  with a successful DC 20 Heal check, though this 
  check (whether successful or not) deals 1d6 points 
  of the damage to the infested target. Alternatively, 
  a rot grub infestation can be destroyed by remove 
  disease or any other effect that halts or counters a 
  disease. Such spells destroy all the rot grubs 
  inhabiting a target. 
   
  Medium or larger creatures that die from rot grub 
  infestation spawn a new rot grub swarm within 2d4 
  days. Burning or otherwise destroying the body 
  prevents this. Casting raise dead to restore a 
  creature killed by a rot grub swarm does not 
  destroy the rot grubs inside, but casting remove 
  disease or a similar spell in the round afterwards 
  removes the grubs normally. Resurrection or true 
  resurrection destroy the rot grubs when cast. 
  Death Hazard (Ex) Upon destroying a rot grub 
  swarm, 1d6 rot grub remain, spread throughout the 
  space inhabited by the swarm. These rot grub 
  behave 
  as 
  the 
  hazard 
  (see 
  Appendix 
  2). 
  Destroying the remaining rot grubs does not 
  provide any additional experience points. 
  Skills A rot grub swarm has a +8 racial bonus on 
  Move Silently checks, and adds it Dexterity 
  modifier instead of its Strength on Climb checks. A 
  rot grub swarm can always choose to take 10 on a 
  climb check, even if rushed or threatened. 
   
  *A rot grub swarm has a +8 racial bonus on Hide 
  checks while inside a corpse of at least Medium 
  size. A rot grub swarm can enter and leave a 
  corpse as part of a single move action. 
  6: THE FAREWELL COMMITTEE 
  B L AC K  L AD Y  O F I UZ 
  CR  7 
  Female Oeridian Favored Soul 7 
  CE Medium Humanoid 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
  URC7-03 The County strikes back 
   
  Page 22 
  
   (+9 armor) 
  hp 52 (7HD);  
  Resist fire 10 
  Fort +7, Ref +6, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +8 (2d6+2) or 
   
  masterwork greatsword +8 (2d6+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Combat 
  Gear 
  +1 
  greatsword, 
  +1 
  full 
  plate, 
  masterwork greatsword 
  Favored Soul Spells Known (CL 7th): 
   3rd (4 (5)/day) — bestow curse, dispel magic, ring 
  of blades**� 
   2nd (5 (7)/day) — bear’s endurance�, bull’s 
  strength�, calm emotions, death knell 
   1st (4 (7)/day) — bless�, cure light wounds, inflict 
  light 
  wounds, 
  protection 
  from 
  good�, 
  resurgence**, shield of faith� 
   0 (6/day) — cure minor wounds, detect magic, 
  light, purify food & drink, read magic, resistance, 
  virtue 
  �Already cast 
  Abilities Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 
  18 
  Feats Armor proficiency: Heavy, Combat Casting, 
  Improved 
  Toughness**, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword), 
  Skill 
  Focus 
  (Concentration), Weapon Focus (greatsword) 
  Skills 
  Concentration 
  +14 
  (+18 
  when 
  casting 
  defensively), Diplomacy +8, Heal +8 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +1 
  Power-Up Suite AC 21, touch 12, flat-footed 21; hp 
  66; Fort +9 (+2 vs good), Ref +6 (+2 vs good), Will 
  +8 (+2 vs good) (+1 vs fear);  Melee +1 greatsword 
  +11 
  (2d6+5) 
  or 
  masterwork 
  greatsword 
  +11(2d6+4); Str 17, Con 16; Concentration +16 
  (+20 defensively); Spells active: bear’s endurance, 
  bless, bull’s strength, protection from good, ring of 
  blades, shield of faith 
   
   
  URC7-03 The County strikes back 
   
  Page 23 
  
  APL 10 
  4: WELCOMING COMMITTEE 
  AD V AN CE D M AG E RI P P E R  S W ARM 
  CR  8 
  * Monster Manual IV 
  CN Tiny aberration (Swarm) 
  Init +9; Senses blind, blindsense 30ft, sense magic 
  30ft; Listen +18, Spot +1 
  Aura dispelling 
  AC 19, touch 17, flat-footed 14 
   (+2 size, +5 Dex, +2 natural) 
  hp 121 (18 HD); half damage from slashing and 
  piercing weapons 
  Immune gaze attacks, illusions, visual effects, swarm 
  immunities 
  SR 29 
  Fort +7, Ref +11, Will +12  
  Weakness swarm vulnerabilities 
  Speed 20ft (3 squares), climb 10ft. 
  Melee swarm (5d6 plus magic leech) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +13; Grp - 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 21, Con 12, Int 6, Wis 12, Cha 15 
  SQ swarm traits 
  Feats Ability Focus (magic leech), Improved Initiative, 
  Improved Natural Attack, Improved Toughness**, 
  Skill Focus (Listen), Stealthy, Track 
  Skills Climb +5, Listen +18, Move Silently +8, 
  Survival+8, 
  Distraction (Su) Fortitude save DC16 or be 
  nauseated for 1 round. The save DC is 
  Constitution-based.  
  Sense Magic (Su) A mageripper swarm automatically 
  detects magic auras within 30 feet, and it knows 
  the strength and location of each. It can also detect 
  creatures that possess the ability to cast spells or 
  use spell-like abilities. 
  Dispelling Aura (Su) At the end of each of a 
  mageripper swarm’s turns, it can attempt a dispel 
  check against one randomly selected ongoing spell 
  or spell-like ability on each creature in its space. 
  This works like the area dispel effect of the dispel 
  magic spell, with the following differences. The 
  dispelled spell is selected randomly from those 
  currently active on an affected creature, rather than 
  being the one with the highest caster level. This 
  ability has no effect on permanent magic items. 
   
  For each spell dispelled, by its aura, a mageripper 
  swarm gains temporary hit points equal to 2x that 
  spell level.  These temporary hit points last for up 
  to 24hours and a swarm can gain a maximum 
  number of temporary hit points equal to its full 
  normal hit point total. A mageripper swarm that 
  gains the maximum number of hit points and 
  retains them for the full 24h advances 1 Hit Die at 
  the end of this period, increasing its capabilities as 
  normal for advancement. 
  Magic Leech (Su) In addition to dealing damage to 
  creatures whose space it occupies, a mageripper 
  swarm drains away the ability to cast spells and 
  use spell-like abilities, feeding on the magic 
  energy. 
   
  At the end of a mageripper swarm’s turn, each 
  creature in its space must succeed on a DC19 Will 
  save or lose one prepared spell or spell slot of the 
  highest level available. The save DC is Charisma-
  based. A creature with a spell-like ability that fails 
  its saving throw loses one daily use of its highest-
  level ability. If this spell-like ability is usable at will, 
  the creature is unable to use it for 1 minute. If the 
  target has no spells prepared, no remaining spell 
  slots, and no uses of spell-like ability remaining, 
  this ability has no effect. A mageripper swarm 
  cannot choose which spell to drain, determine this 
  randomly. 
   
  For each spell drained in this way, a swarm gains 
  temporary hit points equal to 5x the spell’s level. 
  These temporary hit points function as described in 
  the dispelling aura ability. 
  Skills Mageripper swarms have a +8 racial bonus to 
  Climb check and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
  5: THE GUARDIANS 
  M AL AC HI TE’ S  H O R R O R   
  CR  11 
  Spawn of Kyuss Fighter 6 
  * From Monster Manual II 
  CE Medium Undead 
  Init +4; Senses Listen +0, Spot +6 
  Languages Common  
  AC 20, touch 10, flat-footed 20 
   (+6 armor, +3 shield +1 natural) 
  hp 75 (10 HD); fast healing 5;  
  Immune undead immunities 
  Fort +6, Ref +3, Will +6 
  Weakness Curative transformation 
  Speed 30 ft. (6 squares); 
  Melee Slam +13 (1d6+8 plus Kyuss’ Gift) 
  Ranged Kyuss’s Gift +8 ranged touch (Kyuss’ Gift) 
  Base Atk +8; Grp +12 
  Special Actions create spawn, fear aura, Kyuss’ gift 
  Combat Gear +1 mithral breastplate, +1 heavy steel 
  shield 
  Abilities Str 18, Dex 10, Con -, Int 6, Wis 11, Cha 15 
  SQ curative transformation, turn resistance +2, 
  undead traits 
  Feats Close-Quarter Fighting**, Improved Initiative, 
  Improved Natural Attack (Slam), Improved Natural 
  Attack (Slam), Improved Toughness**, Toughness, 
  Necromantic Presence**, Weapon Focus (Slam), 
  Weapon Specialization (Slam) 
  Skills Climb +8, Hide +4, Jump +10, Move Silently 
  +5, Spot +6, 
  Possessions combat gear  
  URC7-03 The County strikes back 
   
  Page 24 
  
  Create Spawn (Su) Once per round as a free action, 
  a spawn of Kyuss can transfer a worm from its own 
  body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee 
  or ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
   
  Each worm is a Fine vermin with AC10 and 1 hit 
  point. It can be killed with normal damage or by the 
  touch of silver. On the spawn’s next action, the 
  worm burrows in the host’s flesh. (A creature with a 
  natural armor of +5 or better is immune to this 
  burrowing effect.) The worm makes its way 
  towards the host’s brain, dealing 1 point of damage 
  per round for 1d4+1 round. At the end of that 
  period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease 
  effect destroys it, and a dispel evil or neutralize 
  poison delays its progress for 10d6 minutes. A 
  successful Heal check (DC20) extracts the worm 
  and kills it. 
   
  Once the worm reaches the brain, it deals 1d2 
  points of Intelligence damage per round until it is 
  either killed (see above) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium or Large 
  creature rises as a new spawn 1d6+4 rounds later; 
  a Tine or smaller creature simply putrefies and a 
  Huge or larger creature become a normal zombie 
  of the appropriate size. Newly create spawn are 
  not under the control of their parent but they 
  usually follow whatever spawn of Kyuss created 
  them. 
  Curative Transformation (Ex) Any remove curse or 
  remove disease effect or a more powerful of either 
  of these effects transforms a spawn of Kyuss into a 
  normal Zombie. 
  Fear Aura (Su) A spawn of Kyuss continuously 
  radiates a fear effect. This ability functions like a 
  fear spell (caster level 11th; Will save DC16), 
  except that is affects all creatures within a 40-foot 
  radius. Any creature that makes a successful 
  saving throw cannot be affected by the feat aura of 
  that spawn of Kyuss for 24 hours. 
  Kyuss’s Gift (Su) Any creature hit by a spawn of 
  Kyuss’s slam attack must succeed at a Fortitude 
  save (DC14) or contract this supernatural disease. 
  The incubation period is 1day, and the disease 
  deals 1d6 points of Constitution damage and 1d4 
  points of Wisdom damage (see chapter 3 of DMG). 
  These effects manifest as rotting flesh and 
  dementia. An affected creature gets only half the 
  benefits of natural and magical healing, though a 
  remove disease effect removes the affliction. 
   
  R O T  G RU B S W ARM 
  CR  6 
  *From Dungeonscape 
  Always N Diminutive vermin (swarm) 
  Init +2; Senses darkvision 60ft; Listen +0, Spot +0 
  AC 16, touch 16, flat-footed 14 
   (+4 size, +2 Dex) 
  hp 54 (12 HD);  
  Fort +8, Ref +6, Will +6 
  Speed 10 ft., climb 10 ft.; 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +9; Grp +- 
  Atk Options distraction 
  Special Actions death hazard, swarm (3d6 + 
  infestation) 
  Abilities Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 3, 
  SQ swarm traits, vermin traits 
  Skills Climb +10, Hide +14*, Listen +0, Spot +0, 
  Distraction (Ex) Any living creature that begins its 
  turn with a rot grub swarm in its space must 
  succeed on a DC18 Fortitude save or be 
  nauseated for 1 round. The DC is Constitution-
  based and includes a +2 racial bonus. 
  Infestation (Ex) Any living creature that takes 
  damage from a rot grub swarm might also become 
  infested with rot grubs each round. A creature must 
  make a successful DC18 Reflex save to dodge the 
  swarming grubs or bat them aside. The rot grubs 
  infesting the creature burrow into its flesh. An 
  infested creature takes 1d6 points of damage per 
  round, plus an additional 1d6 points of damage for 
  each failed Reflex save against a rot grub swarm’s 
  attack. A successful DC16 Fortitude save halves 
  this damage. After 2d4 rounds, the sated rot grub 
  crawls away. A rot grub infestation can be removed 
  with a successful DC 20 Heal check, though this 
  check (whether successful or not) deals 1d6 points 
  of the damage to the infested target. Alternatively, 
  a rot grub infestation can be destroyed by remove 
  disease or any other effect that halts or counters a 
  disease. Such spells destroy all the rot grubs 
  inhabiting a target. 
   
  Medium or larger creatures that die from rot grub 
  infestation spawn a new rot grub swarm within 2d4 
  days. Burning or otherwise destroying the body 
  prevents this. Casting raise dead to restore a 
  creature killed by a rot grub swarm does not 
  destroy the rot grubs inside, but casting remove 
  disease or a similar spell in the round afterwards 
  removes the grubs normally. Resurrection or true 
  resurrection destroy the rot grubs when cast. 
  Death Hazard (Ex) Upon destroying a rot grub 
  swarm, 1d6 rot grub remain, spread throughout the 
  space inhabited by the swarm. These rot grub 
  behave 
  as 
  the 
  hazard 
  (see 
  Appendix 
  2). 
  Destroying the remaining rot grubs does not 
  provide any additional experience points. 
  Skills A rot grub swarm has a +8 racial bonus on 
  Move Silently checks, and adds it Dexterity 
  modifier instead of its Strength on Climb checks. A 
  rot grub swarm can always choose to take 10 on a 
  climb check, even if rushed or threatened. 
   
  *A rot grub swarm has a +8 racial bonus on Hide 
  checks while inside a corpse of at least Medium 
  size. A rot grub swarm can enter and leave a 
  corpse as part of a single move action. 
  6: THE FAREWELL COMMITTEE 
  B L AC K  L AD Y  O F I UZ 
  CR  9 
  Female Oeridian Favored Soul 9 
  URC7-03 The County strikes back 
   
  Page 25 
  
  CE Medium Humanoid 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
   (+9 armor) 
  hp 66 (9HD);  
  Resist fire 10 
  Fort +7, Ref +6, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +11/+6 (2d6+5) or 
   
  masterwork greatsword +11/+6 (2d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Combat 
  Gear 
  +1 
  greatsword, 
  +1 
  full 
  plate, 
  masterwork greatsword 
  Favored Soul Spells Known (CL 9th): 
   4th (3 (5)/day) — death ward�, freedom of 
  movement�, wall of evil*  
   3rd (6 (7)/day) — bestow curse, dispel magic, ring 
  of blades**� 
   2nd (0 (7)/day) — aid�, bear’s endurance���, 
  bull’s strength���, calm emotions, death knell 
   1st (4 (7)/day) — bless�, cure light wounds, inflict 
  light 
  wounds, 
  protection 
  from 
  good�, 
  resurgence**, shield of faith� 
   0 (6/day) — cure minor wounds, detect magic, 
  detect poison, light, purify food & drink, read 
  magic, resistance, virtue 
  �Already cast 
  Abilities Str 16, Dex 10, Con 12, Int 8, Wis 16, Cha 
  18 
  Feats Armor proficiency: Heavy, Combat Casting, 
  Improved 
  Toughness**, 
  Martial 
  Weapon 
  Proficiency (greatsword), Silent Spell, Skill Focus 
  (Concentration), Weapon Focus (greatsword) 
  Skills 
  Concentration 
  +16 
  (+20 
  when 
  casting 
  defensively), Diplomacy +9, Heal +10 
  Possessions combat gear plus cloak of charisma +2, 
  gauntlets of ogre power, periapt of wisdom +2, vest 
  of resistance +1 
  Power-Up Suite AC 22, touch 13, flat-footed 22; hp 
  84 (+9 temporary); Fort +9 (+2 vs good), Ref +6 
  (+2 vs good), Will +8 (+2 vs good) (+1 vs fear);  
  Melee 
  +1 
  greatsword 
  +13/+3 
  (2d6+7) 
  or 
  masterwork greatsword +13/8(2d6+6); Str 18, Con 
  16; Concentration +18 (+22 defensively); Spells 
  active: aid, bear’s endurance, bless, bull’s strength, 
  death ward, freedom of movement, protection from 
  good, ring of blades, shield of faith 
   
  B AB AU  AS S AS S I N 
  CR  3 
  Babau Fighter 3 
  *list non core race or class source  
  CE Medium Outsider (Chaotic, Extraplanar, Evil, 
  Tanar’ri) 
  Init +1; Senses darkvision 60ft, Listen +19, Spot +1 
  Languages Common  
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +6 armor, +8 natural) 
  hp 109 (10 HD); DR 10/cold iron or good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +13, Ref +7, Will +7 
  Weakness  
  Speed 30 ft. (6 squares) 
  Melee 2 claws +17 (1d8+6/ 19-20, x2) and bite +14 
  (1d6+3) 
  Base Atk +10; Grp +16  
  Atk Options Power Attack, sneak attack (+2d6) 
  Special Actions Cleave, summon tanar’ri 
  Combat Gear +1 mithral chain shirt 
  Spell-Like Abilities (CL 7th): 
   At will—darkness, dispel magic, see invisibility, 
  greater teleport (self plus 50 pounds of objects 
  only) 
   1/day—summon Tanar’ri 
  �Already cast 
  Abilities Str 22, Dex 12, Con 20, Int 14, Wis 13, Cha 
  16 
  SQ protective slime, telepathy 100ft 
  Feats Cleave, Multiattack, Power Attack, Improved 
  Critical (Claw), Improved Natural Attack (Claw), 
  Improved Toughness**, Weapon Focus (Claw)  
  Skills Balance +3, Climb +19, Disable Device +12, 
  Disguise +13, Escape Artist +11, Hide +19, Jump 
  +8, Listen +19, Move Silently +19, Open Lock +11, 
  Search +20, Sleight of Hand +11, Survival +1 (+3 
  following tracks), Tumble +7, Use Rope +1 (+3 with 
  bindings), 
  Protective Slime (Su) A slimy red jelly coats the 
  babau’s skin. Any weaponthat touches it takes 1d8 
  points of acid damage from the corrosive goo, and 
  the weapons hardness does not reduce this 
  damage. A magic weapon may attempt a DC20 
  Reflex save to avoid taking this damage. A 
  creature who strikes the babau with an unarmed 
  attack, unarmed strike, touch spell or natural 
  weapon takes this damage as well, but can negate 
  the damage with a DC20 Reflex save. The save 
  DC is Constitution-based. 
  Summon Tanr’ri (Sp) Once per day, a Babau can 
  attempt to summon 1 babau with a 40% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Skills Babau have a +8 racial bonus on Hide, Listen 
  Move Silently and Search checks. 
  Power-Up Suite hp 129; Fort +9, Will +8 (+1 vs fear); 
  Melee 2 claws +20 (1d8+8/ 19-20, x2) and bite +17 
  (1d6+4); Str 26, Con 24; Climb +21 Jump +10; 
  Spells active: bear’s endurance, bless, bull’s 
  strength 
   
  URC7-03 The County strikes back 
   
  Page 26 
  
  APL 12 
  4: WELCOMING COMMITTEE 
  AD V AN CE D M AG E RI P P E R  S W ARM 
  CR  8 
  * Monster Manual IV 
  CN Tiny aberration (Swarm) 
  Init +9; Senses blind, blindsense 30ft, sense magic 
  30ft; Listen +18, Spot +1 
  Aura dispelling 
  AC 19, touch 17, flat-footed 14 
   (+2 size, +5 Dex, +2 natural) 
  hp 121 (18 HD); half damage from slashing and 
  piercing weapons 
  Immune gaze attacks, illusions, visual effects, swarm 
  immunities 
  SR 29 
  Fort +7, Ref +11, Will +12  
  Weakness swarm vulnerabilities 
  Speed 20ft (3 squares), climb 10ft. 
  Melee swarm (5d6 plus magic leech) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +13; Grp - 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 21, Con 12, Int 6, Wis 12, Cha 15 
  SQ swarm traits 
  Feats Ability Focus (magic leech), Improved Initiative, 
  Improved Natural Attack, Improved Toughness**, 
  Skill Focus (Listen), Stealthy, Track 
  Skills Climb +5, Listen +18, Move Silently +8, 
  Survival+8, 
  Distraction (Su) Fortitude save DC16 or be 
  nauseated for 1 round. The save DC is 
  Constitution-based.  
  Sense Magic (Su) A mageripper swarm automatically 
  detects magic auras within 30 feet, and it knows 
  the strength and location of each. It can also detect 
  creatures that possess the ability to cast spells or 
  use spell-like abilities. 
  Dispelling Aura (Su) At the end of each of a 
  mageripper swarm’s turns, it can attempt a dispel 
  check against one randomly selected ongoing spell 
  or spell-like ability on each creature in its space. 
  This works like the area dispel effect of the dispel 
  magic spell, with the following differences. The 
  dispelled spell is selected randomly from those 
  currently active on an affected creature, rather than 
  being the one with the highest caster level. This 
  ability has no effect on permanent magic items. 
   
  For each spell dispelled, by its aura, a mageripper 
  swarm gains temporary hit points equal to 2x that 
  spell level.  These temporary hit points last for up 
  to 24hours and a swarm can gain a maximum 
  number of temporary hit points equal to its full 
  normal hit point total. A mageripper swarm that 
  gains the maximum number of hit points and 
  retains them for the full 24h advances 1 Hit Die at 
  the end of this period, increasing its capabilities as 
  normal for advancement. 
  Magic Leech (Su) In addition to dealing damage to 
  creatures whose space it occupies, a mageripper 
  swarm drains away the ability to cast spells and 
  use spell-like abilities, feeding on the magic 
  energy. 
   
  At the end of a mageripper swarm’s turn, each 
  creature in its space must succeed on a DC19 Will 
  save or lose one prepared spell or spell slot of the 
  highest level available. The save DC is Charisma-
  based. A creature with a spell-like ability that fails 
  its saving throw loses one daily use of its highest-
  level ability. If this spell-like ability is usable at will, 
  the creature is unable to use it for 1 minute. If the 
  target has no spells prepared, no remaining spell 
  slots, and no uses of spell-like ability remaining, 
  this ability has no effect. A mageripper swarm 
  cannot choose which spell to drain, determine this 
  randomly. 
   
  For each spell drained in this way, a swarm gains 
  temporary hit points equal to 5x the spell’s level. 
  These temporary hit points function as described in 
  the dispelling aura ability. 
  Skills Mageripper swarms have a +8 racial bonus to 
  Climb check and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
  5: THE GUARDIANS 
  M AL AC HI TE’ S  H O R R O R   
  CR  13 
  Spawn of Kyuss Fighter 8 
  * From Monster Manual II 
  CE Medium Undead 
  Init +4; Senses Listen +1, Spot +7 
  Languages Common  
  AC 26, touch 10, flat-footed 26 
   (+8 armor, +5 shield +3 natural) 
  hp 89 (12 HD); fast healing 5;  
  Immune undead immunities 
  Fort +6, Ref +3, Will +7 
  Weakness Curative transformation 
  Speed 30 ft. (6 squares); 
  Melee Slam +18 (1d6+11 plus Kyuss’ Gift) 
  Ranged Kyuss’s Gift +10 ranged touch (Kyuss’ Gift) 
  Base Atk +8; Grp +12 
  Special Actions create spawn, fear aura, Kyuss’ gift 
  Combat Gear +3 mithral breastplate, +3 heavy steel 
  shield 
  Abilities Str 22, Dex 10, Con -, Int 6, Wis 12, Cha 15 
  SQ curative transformation, turn resistance +2, 
  undead traits 
  Feats Close-Quarter Fighting**, Greater Weapon 
  Focus 
  (Slam), 
  Improved 
  Initiative, 
  Improved 
  Natural Attack (Slam), Improved Natural Attack 
  (Slam), 
  Improved 
  Toughness**, 
  Toughness, 
  Necromantic Presence**, Weapon Focus (Slam), 
  Weapon Specialization (Slam) 
  Skills Climb +12, Hide +4, Jump +10, Move Silently 
  +5, Spot +7, 
   combat ge
  Possessions
  ar plus belt of giant strength 
  +4, amulet of natural armor +2 
  URC7-03 The County strikes back 
   
  Page 27 
  
  Create Spawn (Su) Once per round as a free action, 
  a spawn of Kyuss can transfer a worm from its own 
   
   damage or by the 
   
  telligence damage per round until it is 
  Cu
   disease effect or a more powerful of either 
  Fe
  ffect. This ability functions like a 
  Ky
  d at a Fortitude 
   
  R O
   
  rom Dungeonscape 
  ion 60ft; Listen +0, Spot +0 
  body to that of an opponent. It can do this 
  whenever it hits with a slam attack, but it can also 
  make the transfer by means of a successful melee 
  or ranged touch attack, hurling a worm at a foe 
  from a distance of up to 10 feet. 
  Each worm is a Fine vermin with AC10 and 1 hit 
  point. It can be killed with normal
  touch of silver. On the spawn’s next action, the 
  worm burrows in the host’s flesh. (A creature with a 
  natural armor of +5 or better is immune to this 
  burrowing effect.) The worm makes its way 
  towards the host’s brain, dealing 1 point of damage 
  per round for 1d4+1 round. At the end of that 
  period, it reaches the brain. While the worm is 
  inside a victim, a remove curse or remove disease 
  effect destroys it, and a dispel evil or neutralize 
  poison delays its progress for 10d6 minutes. A 
  successful Heal check (DC20) extracts the worm 
  and kills it. 
  Once the worm reaches the brain, it deals 1d2 
  points of In
  either killed (see above) or slays its host (death 
  occurs at 0 Intelligence). A Small, Medium or Large 
  creature rises as a new spawn 1d6+4 rounds later; 
  a Tine or smaller creature simply putrefies and a 
  Huge or larger creature become a normal zombie 
  of the appropriate size. Newly create spawn are 
  not under the control of their parent but they 
  usually follow whatever spawn of Kyuss created 
  them. 
  rative Transformation (Ex) Any remove curse or 
  remove
  of these effects transforms a spawn of Kyuss into a 
  normal Zombie. 
  ar Aura (Su) A spawn of Kyuss continuously 
  radiates a fear e
  fear spell (caster level 11th; Will save DC16), 
  except that is affects all creatures within a 40-foot 
  radius. Any creature that makes a successful 
  saving throw cannot be affected by the feat aura of 
  that spawn of Kyuss for 24 hours. 
  uss’s Gift (Su) Any creature hit by a spawn of 
  Kyuss’s slam attack must succee
  save (DC14) or contract this supernatural disease. 
  The incubation period is 1day, and the disease 
  deals 1d6 points of Constitution damage and 1d4 
  points of Wisdom damage (see chapter 3 of DMG). 
  These effects manifest as rotting flesh and 
  dementia. An affected creature gets only half the 
  benefits of natural and magical healing, though a 
  remove disease effect removes the affliction. 
  T  G RU B S W ARM 
  CR  6
  *F
  Always N Diminutive vermin (swarm) 
  Init +2; Senses darkvis
  AC 16, touch 16, flat-footed 14 
   (+4 size, +2 Dex) 
  hp 54 (12 HD);  
  Fort +8, Ref +6, Will +6 
  ; 
  Speed 10 ft., climb 10 ft.
  Space 10 ft.; Reach 0 ft. 
  Base Atk +9; Grp +- 
  Atk Options distraction 
  Special Actions death hazard, swarm (3d6 + 
  infestation) 
  Abilities Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 3, 
  SQ
  s, vermin traits 
   swarm trait
  Skills Climb +10, Hide +14*, Listen +0, Spot +0, 
  Distraction (Ex) Any living creature that begins its 
  turn with a rot grub swarm in its space must 
  In
  lso become 
   
   new rot grub swarm within 2d4 
  De
  ut the 
  Sk
  Dexterity 
   
  Medium 
  6: T
  B L AC K  L AD Y  O F I UZ 
  CR  9 
  Female Oeridian Favored Soul 9 
  succeed on a DC18 Fortitude save or be 
  nauseated for 1 round. The DC is Constitution-
  based and includes a +2 racial bonus. 
  festation (Ex) Any living creature that takes 
  damage from a rot grub swarm might a
  infested with rot grubs each round. A creature must 
  make a successful DC18 Reflex save to dodge the 
  swarming grubs or bat them aside. The rot grubs 
  infesting the creature burrow into its flesh. An 
  infested creature takes 1d6 points of damage per 
  round, plus an additional 1d6 points of damage for 
  each failed Reflex save against a rot grub swarm’s 
  attack. A successful DC16 Fortitude save halves 
  this damage. After 2d4 rounds, the sated rot grub 
  crawls away. A rot grub infestation can be removed 
  with a successful DC 20 Heal check, though this 
  check (whether successful or not) deals 1d6 points 
  of the damage to the infested target. Alternatively, 
  a rot grub infestation can be destroyed by remove 
  disease or any other effect that halts or counters a 
  disease. Such spells destroy all the rot grubs 
  inhabiting a target. 
  Medium or larger creatures that die from rot grub 
  infestation spawn a
  days. Burning or otherwise destroying the body 
  prevents this. Casting raise dead to restore a 
  creature killed by a rot grub swarm does not 
  destroy the rot grubs inside, but casting remove 
  disease or a similar spell in the round afterwards 
  removes the grubs normally. Resurrection or true 
  resurrection destroy the rot grubs when cast. 
  ath Hazard (Ex) Upon destroying a rot grub 
  swarm, 1d6 rot grub remain, spread througho
  space inhabited by the swarm. These rot grub 
  behave 
  as 
  the 
  hazard 
  (see 
  Appendix 
  2). 
  Destroying the remaining rot grubs does not 
  provide any additional experience points. 
  ills A rot grub swarm has a +8 racial bonus on 
  Move Silently checks, and adds it 
  modifier instead of its Strength on Climb checks. A 
  rot grub swarm can always choose to take 10 on a 
  climb check, even if rushed or threatened. 
  *A rot grub swarm has a +8 racial bonus on Hide 
  checks while inside a corpse of at least 
  size. A rot grub swarm can enter and leave a 
  corpse as part of a single move action. 
  HE FAREWELL COMMITTEE 
  URC7-03 The County strikes back 
   
  Page 28 
  
  CE Medium Humanoid 
  it +0; Senses Lis en 
  In
  t
  +3, Spot +3 
  Languages Common  
  ted 19 
  AC 19, touch 10, flat-foo
   (+9 armor) 
  hp 66 (9HD);  
  Resist fire 10 
  6, Will +9 
  Fort +7, Ref +
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +11/+6 (2d6+5) or 
  ll 
  plate, 
  own (CL 9th): 
  el magic, ring 
  �
  A
   
  masterwork greatsword +11/+6 (2d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Combat 
  Gear 
  +1 
  greatsword, 
  +1 
  fu
  rd 
  masterwork greatswo
  Kn
  Favored Soul Spells 
  y
   4th (3 (5)/da ) — death ward�, freedom of 
  movement�, wall of evil*  
   3rd (6 (7)/day) — bestow curse, disp
  of blades**� 
   2nd (0 (7)/day) — aid�, bear’s endurance���, 
  bull’s strength���, calm emotions, death knell 
   1st (4 (7)/day) — bless�, cure light wounds, inflict 
  light 
  wounds, 
  protection 
  from 
  good�, 
  resurgence**, shield of faith� 
   0 (6/day) — cure minor wounds, detect magic, 
  detect poison, light, purify food & drink, read 
  magic, resistance, virtue 
  Already cast 
  bilities Str 16, Dex 10, Con 12, Int 8, Wis 16, Cha 
  1
  eavy, Combat Casting, 
  Po
   
  B A
  Ba
  is
  vil, 
  en +19, Spot +1 
  8 
  roficiency: H
  Feats Armor p
  Improved 
  Toughness**, 
  Martial 
  Weapon 
  Proficiency (greatsword), Silent Spell, Skill Focus 
  (Concentration), Weapon Focus (greatsword) 
  Skills 
  Concentration 
  +16 
  (+20 
  when 
  casting 
  defensively), Diplomacy +9, Heal +10 
  ssessions combat gear plus cloak of charisma +2, 
  ntl
  gau
  ets of ogre power, periapt of wisdom +2, vest 
  of resistance +1 
  Power-Up Suite AC 22, touch 13, flat-footed 22; hp 
  84 (+9 temporary); Fort +9 (+2 vs good), Ref +6 
  (+2 vs good), Will +8 (+2 vs good) (+1 vs fear);  
  Melee 
  +1 
  greatsword 
  +13/+3 
  (2d6+7) 
  or 
  masterwork greatsword +13/8(2d6+6); Str 18, Con 
  16; Concentration +18 (+22 defensively); Spells 
  active: aid, bear’s endurance, bless, bull’s strength, 
  death ward, freedom of movement, protection from 
  good, ring of blades, shield of faith 
  B AU  AS S AS S I N 
  CR  3 
  bau Fighter 3 
  t non core race or class source  
  *l
  CE Medium Outsider (Chaotic, Extraplanar, E
  Tanar’ri) 
  Init +1; Senses darkvision 60ft, List
  Languages Common  
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +6 armor, +8 natural) 
  /cold iron or good 
  hp 109 (10 HD); DR 10
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +13, Ref +7, Will +7 
  Weakness  
  Speed 30 ft. (6 squares) 
  Melee 2 claws +17 (1d8+6/ 19-20, x2) and bite +14 
  hain shirt 
  y, 
   of objects 
  �A
  Abil
  tr 22, Dex 12, Con 20, Int 14, Wis 13, Cha 
  (1d6+3) 
  Base Atk +10; Grp +16  
  Atk Options Power Attack, sneak attack (+2d6) 
  Special Actions Cleave, summon tanar’ri 
  Combat Gear +1 mithral c
  Spell-Like Abilities (CL 7th): 
  invisibilit
   At will—darkness, dispel magic, see 
  ounds
  greater teleport (self plus 50 p
  only) 
   1/day—summon Tanar’ri 
  lready cast 
  ities S
  16 
  SQ protective slime, telepathy 100ft 
  ocus (Claw)  
  11, 
  Pr
  Feats Cleave, Multiattack, Power Attack, Improved 
  Critical (Claw), Improved Natural Attack (Claw), 
  Improved Toughness**, Weapon F
  Skills Balance +3, Climb +19, Disable Device +12, 
  Disguise +13, Escape Artist +11, Hide +19, Jump 
  +8, Listen +19, Move Silently +19, Open Lock +
  Search +20, Sleight of Hand +11, Survival +1 (+3 
  following tracks), Tumble +7, Use Rope +1 (+3 with 
  bindings), 
  otective Slime (Su) A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 
  points of acid damage from the corrosive goo, and 
  Su
   equivalent of a 3 -level 
  Po
  +21 Jump +10; 
   
  the weapons hardness does not reduce this 
  damage. A magic weapon may attempt a DC20 
  Reflex save to avoid taking this damage. A 
  creature who strikes the babau with an unarmed 
  attack, unarmed strike, touch spell or natural 
  weapon takes this damage as well, but can negate 
  the damage with a DC20 Reflex save. The save 
  DC is Constitution-based. 
  mmon Tanr’ri (Sp) Once per day, a babau can 
  attempt to summon 1 babau with a 40% chance of 
  success. This ability is the
  rd
  spell. 
  Skills Babau have a +8 racial bonus on Hide, Listen 
  Move Silently and Search checks. 
  wer-Up Suite hp 129; Fort +9, Will +8 (+1 vs fear); 
  Melee 2 claws +20 (1d8+8/ 19-20, x2) and bite +17 
  (1d6+4); Str 26, Con 24; Climb 
  Spells active: bear’s endurance, bless, bull’s 
  strength 
   
  URC7-03 The County strikes back 
   
  Page 29 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Necromantic Presence [General] 
  Undead you control are harder to turn when they are 
  near you. 
   
  Benefit: Whenever undead you control are within 
  60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
   
  Source: Libris Mortis 28 
   
  MAGIC ITEMS 
  Vest of Resistance  
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster level must be three times that of the 
  vest’s bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp 
  (+3), 16,000 gp (+4), 25,000 gp (+5). 
   
  Source: Complete Arcane 150 
  SPELLS 
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin I 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on a creature and saying a brief 
  prayer, you can convince a higher power to grant a 
  second chance to one of your allies. The target of 
  resurgence can make a second attempt to save against an 
  ongoing spell, spell-like ability, or supernatural ability, 
  such as dominate person, a chaos beast's corporeal 
  instability, or the sickening effect (but not the damage) 
  from unholy blight, if the target of resurgence is subject to 
  more than one ongoing magic effect, the target chooses 
  one of them to retry the save against, if the subject 
  succeeds at the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that was caused by the spell, spell-like ability, or 
  supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Source: Spell Compendium 174 
   
  Ring of Blades 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min/level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into all squares adjacent to your space, and it moves 
  with you as you move. Each round at the beginning of 
  your turn, and also when you cast the spell, the blades 
  deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
   
  Spell resistance does not apply to the damage 
  dealt, but a creature’s damage reduction does apply. The 
  blades are treated as magic, silvered and slashing for 
  the purpose of overcoming damage reduction 
   
  Material Component: A small dagger. 
   
  Source: Spell Compendium 174 
   
  Wall of Evil 
  Abjuration [Evil]  
  Level: Cleric 4, sorcerer/wizard4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25ft+2ft /2levels) 
  Effect: A straight wall whose area is up to one 10ft-
  square/level or a sphere or hemisphere with a radius of 
  5ft/2levels 
  Duration: 10 min/level 
  Saving Throw: See text 
  Spell Resistance: Yes 
  You invoke the abjuration and a wall of red and black energy 
  springs up, only to fade was to invisibility. 
  You create an immobile barrier that inhibits good 
  creatures. A good summoned creature cannot pass 
  through the wall in either direction, and any other 
  good creature must succeed on a Will save each time it 
  attempts to move through the wall. If the saving throw 
  is failed, the creature’s movement is stopped, and it can 
  take no other action that round. 
   
  A wall of evil must be continuous and unbroken 
  when formed. If it is cast so that an object or creature 
  breaks its surface, the spell fails. 
   
  Material Component: 25gp of powdered silver. 
   
  Source: Spell Compendium 234 
  URC7-03 The County strikes back 
   
  Page 30 
  
  APPENDIX 3: NEW ITEM 
  CYANNA’S GEM  
  The original gem was brought from a distant land by 
  one of the first barons of Geralenn, Harald Gellor. He 
  found the gem in a forgotten crypt and became 
  enamored with its beauty. Upon ascending to power, 
  he had it placed on the baronial seat.  
   
  In 596CY, Malachite had one of his pawns steal 
  the Gem (URC6-S02 Fetch). Malachite got the Gem and 
  in 596CY and used it to trap the soul of Cyanna Gellor in 
  it. He added a number of wards and protections to the 
  gem. 
   
  Structure 
  The Cyanna’s Gem in this adventure functions as a 
  standard gem of brightness (DMG) except as follows. 
  These are side-effects of Cyanna’s soul being trapped 
  inside. 
  • 
  The Gem itself is a star sapphire about the size of a 
  halfling’s fist. It is deep blue with white needle 
  that form a star in its center. 
  • 
  The light cannot be turned off (but it can be 
  hidden like a normal gem of brightness) 
  • 
  The Gem cannot expend charges. (meaning it 
  cannot use most of it abilities) 
  • 
  None of the effects of the Gem can be dispelled. 
  • 
  If touched by a living hand, the person who 
  touches it is the target of a finger of death spell (Fort 
  save DC23 or die). This happens every time the 
  gem is touched, and every subsequent round. The 
  effect only happens if touched with bare skin, 
  handling the gem while wearing gloves is fine. 
  Thus, an undead or an unliving construct can 
  touch the gem without ill-effect 
  • 
  There is a contingency on the Gem that should it 
  ever leave the Prime Material Plane (such as 
  teleport, 
  dimension 
  door, 
  entering 
  an 
  extra-
  dimensional space or plane shift), or if the 
  substance of the Gem is somehow altered (say by a 
  wind walk spell) the Gem immediately teleports to 
  one of Malachite’s other safe houses. (Yes, this 
  means the PCs fail the adventure.)  
  • 
  Another contingency was placed on the gem in 
  case it was the target of a dispel magic or similar 
  effect. The Gem immediately teleports to one of 
  Malachite’s other safe houses. (Yes, this means the 
  PCs fail the adventure.) 
  • 
  Entering an anti-magic field (or similar) destroys 
  Cyanna’s soul.  
   
   
  URC7-03 The County strikes back 
   
  Page 31 
  
  DM’S MAPS 
   
   
  Map 1: Obresthorpe 
   
  1: The Writhing Worm Tavern  
  2: Bendekar the Smith  
  3: Stout Surmal’s  
  4: The Trove of Trinkets  
  5: Abandoned Farmhouse  
  6: Oltagg Manor  
  7: Town Hall  
  8: Temple of Iuz  
  9: Wormhall  
  Scale: 1 hex = 150 feet  
   
  URC7-03 The County strikes back 
   
  Page 32 
  
   
  Map 2: Oltagg Manor 
  URC7-03 The County strikes back 
   
  Page 33 
  
  PLAYER HANDOUT 1: INVITATIONS 
  KNIGHTS OF THE SWAN 
   
  I have selected you to lead a small band of 
  adventurers to take the fight to Malachite. 
  Report to the HNB Kroesus currently 
  anchored in the port of High Mardreth. 
  Details of the mission will be given to you 
  later. Do not share this information with 
  anyone. 
   
  Countess Rachel  
  COUNTY OF URNST MILITARY 
  By order of the Countess, you are 
  hereby ordered to report to the 
  HNB Kroesus currently anchored 
  in the port of High Mardreth. 
  Details of the mission will be given to 
  you later. Do not share this 
  information with anyone.  
   
  [The order is signed and sealed by your 
  superior] 
   
  OBSIDIAN CONCLAVE 
  The Conclave has been asked to 
  provide arcane assistance in a 
  mission 
  of 
  importance 
  to 
  the 
  Countess 
  herself. 
  After 
  much 
  deliberation, the Conclave believes 
  you could provide support needed. 
  Details of the mission will be given to 
  you later. Do not share this 
  information with anyone.  
   
   [The order is signed by your chapter master] 
   
  CHURCH OF PELOR/MAYAHEINE 
   
  Please report to High Mardreth where 
  you will board on the HNB Kroesus for a 
  mission for the Countess. Details of the 
  mission will be given to you later.  
  May Father Pelor shines upon you and 
  this mission! 
  CHURCH OF HEIRONEOUS 
  You are hereby ordered to report to 
  the 
  HNB 
  Kroesus 
  currently 
  anchored in the port of High 
  Mardreth.  
  Details of the mission will be given to 
  you later. Do not share this 
  information with anyone.  
  [The order is signed and sealed by your 
  superior] 
  URC7-03 The County strikes back 
   
  Page 34 
  
  CHURCH OF PHOLTUS 
  You are hereby ordered to report to 
  the 
  HNB 
  Kroesus 
  currently 
  anchored in the port of High 
  Mardreth.  
  Details of the mission will be given to 
  you later. Do not share this 
  information with anyone.  
  Bring Light to the Darkness 
  [The order is signed and sealed by your 
  superior] 
  SILVER SWANS 
  The Countess has asked of us that 
  we send someone on a mission. If 
  you’re interested, go to a ship called 
  the Kroesus in High Mardreth. 
   
  UNDERLEY NETWORK 
  I need you to head to High 
  Mardreth immediately. Report to 
  the HNB Kroesus where more 
  details will be given to you. 
   
  Lord Jacobis Underley 
   
   
  OTHER PCS 
  This applies to any PCs who have not received one of 
  the other letters. It is copied here a few times for 
  convenience. 
   
  We have heard of your exploits and 
  wish to discuss with you about 
  possible employment. Good pay, 
  chance to combat evil, much chance 
  for glory. 
  Come to the HNB Kroesus in 
  High Mardreth. 
   
   [The signature is illegible] 
   
   
   
  URC7-03 The County strikes back 
   
  Page 35 
  
   
  We have heard of your exploits and 
  wish to discuss with you about 
  possible employment. Good pay, 
  chance to combat evil, much chance 
  for glory. 
  Come to the HNB Kroesus in 
  High Mardreth. 
   
   [The signature is illegible] 
   
   
   
  We have heard of your exploits and 
  wish to discuss with you about 
  possible employment. Good pay, 
  chance to combat evil, much chance 
  for glory. 
  Come to the HNB Kroesus in 
  High Mardreth. 
   
   [The signature is illegible] 
   
   
  URC7-03 The County strikes back 
   
  Page 36 
  
  PLAYER HANDOUT 2: THE BANDIT KINGDOMS 
   
  Map 3: Wormhall and the Bandit Kingdoms
  URC7-03 The County strikes back 
   
  Page 37 
  
  PLAYER HANDOUT 3: THE GEM 
  THE GERALENN GEM OF BRIGHTNESS 
  The original gem was brought from a distant land by 
  one of the first barons of Geralenn, Harald Gellor. He 
  found the gem in a forgotten crypt and became 
  enamored with its beauty. Upon ascending to power, 
  he had it placed on the baronial seat.  
   
  The Gem was stolen in 596CY by an agent of 
  Malachite. 
   
   
   
   
   
  URC7-03 The County strikes back 
   
  Page 38 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-03 - The County Strikes Back (APL 4-12)/URC7-03 - The County Strikes Back.pdf