TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in
  any form without permission of the author. To learn more about the Open Gaming License and the
  d20 system license, please visit www.wizards.com/d20
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without
  approval of the RPGA Network.
  URC5-05
  Miner Mishap
  A One-Round D&D LIVING GREYHAWK®
  County Of Urnst Regional Adventure
  Version 0.6
  Round 1
  by James Stepanek
  The Community Of Hillguard has lost contact with a nearby lucrative adamantine mine. After a party
  of local Dwarves failed to return from investigating the problem, the Barrelhouse family has offered a
  bounty for anyone able to find out the fate of the miners and get the mine back in operation. A one-
  round County Of Urnst Regional Living Greyhawk Adventure for APL 6-16.
  
  URC5-05 Miner Mishap
  Page 1
  Introduction
  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A four-hour time
  block has been allocated for each round of this
  scenario, but the actual playing time will be closer
  to three and a half hours. The rest of the time is
  spent in preparation before game play, and
  record-keeping after the game. The following
  guidelines are here to help you with both the
  preparation and voting segment of the game.
  Read this page carefully so that you know and
  can communicate to your players the special
  aspects of playing an RPGA scenario.
  Preparation                                                  
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire adventure at least once
  before you run your game. Be sure to familiarize
  yourself with any 
  special 
  rules, 
  spells, 
  or
  equipment presented in the adventure. It may
  help to highlight particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: the Player’s Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We
  also assume that you have a set of dice (at least
  one d4, d6, d8, d10, d12, and d20), some scrap
  paper, a pencil, an RPGA scoring packet, and
  your sense of fun. It is also a good idea to have
  a way to track movement during combat. This can
  be as simple as a pad of graph paper and a
  pencil, as handy as a vinyl grid map and chits, or
  as elaborate as resin dungeon walls and
  miniatures.
  Keep in mind that you must have at least four
  players (not counting the judge), for the game
  session to be a sanctioned RPGA event. As well,
  you 
  cannot 
  have 
  more 
  than 
  six 
  players
  participating in the game.
  Playing the Game                                        
  Instruct the players either to prepare their
  characters to participate in the adventure before
  the session begins, or wait until you read the
  introduction, depending on the requirements of
  the scenario as described in the introduction.
  Once you are ready to play, it is handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s
  name at the bottom, and the character’s name,
  race, and gender at the top. This makes it easier
  for the players (and the judge) to keep track of
  who is playing which character.
  The players are free to use the game rules to
  learn about equipment and 
  weapons 
  their
  characters are carrying. That said, you as the
  judge can bar the use of even core rulebooks
  during certain times of play. For example, the
  players are not free to consult the Dungeon
  Master’s Guide when confronted with a trap or
  hazard, or the Monster Manual when confronted
  with a monster.
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players will be in bold italics. It’s strongly
  recommended that you paraphrase the player
  text instead of reading it aloud. Some of this text
  is general and must be adapted to the specific
  situation or to actions of the player characters.
  Tracking                                                        
  After the players have completed the scenario or
  the time allotted to run the scenario has run out,
  the players and judge fill out the RPGA Tracking
  Sheet. The judge should complete the top of
  the form and list his name and RPGA number.
  The players should each list their name and
  RPGA number. After the form is filled out it
  should be given to the Event Coordinator.
  LIVING GREYHAWK                                           
  This is a LIVING G REYHAWK Adventure. As a
  LIVING adventure it is expected that players
  bring their own characters with them. If players
  do not have a LIVING GREYHAWK character
  generated, get a copy of the current LIVING
  GREYHAWK character generation guidelines, and
  a character sheet from your convention
  coordinator or the RPGA Web site, and then
  have any players without a character create
  one. Once all players have a LIVING GREYHAWK
  character, play can begin.
  Along with the other materials discussed in
  the Preparation section above that you are
  assumed to have in order to run a D&D game, it
  is also recommended that you have a copy of
  the LIVING GREYHAWK Gazetteer.
  LIVING GREYHAWK Levels of Play                
  Because players bring their own characters to
  LIVING G R E Y H A W K games, this adventure’s
  challenges are proportioned to the average
  
  URC5-05 Miner Mishap
  Page 2
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  character level of the PCs participating in the
  adventure. To determine the Average Party
  Level (APL):
  1. Determine the character
  level for each of the PCs
  participating 
  in 
  the
  adventure.
  2. If PCs bring animals that
  have been trained for
  combat (most likely being
  war horses, dogs trained
  for war), other than those
  brought by virtue of a class
  ability 
  (i.e. 
  animal
  companions, 
  familiars
  paladin’s mounts, etc.) use
  the 
  sidebar 
  chart 
  to
  determine the number of
  levels you add to the sum
  a b o v e .  
  A d d  
  each
  character’s 
  animals
  separately. A single PC may only bring four
  or fewer animals of this type, and animals
  with different CRs are added separately.
  Nevertheless, if a 
  character has 
  the
  Mounted Combat feat, he may bring a single
  warhorse, light or heavy, with him in the
  adventure and it will not count toward the
  APL calculation.
  3. Sum the results of 1 and 2, and divide by
  the number of characters playing in the
  adventure. Round to the nearest whole
  number.
  4. If you are running a table of six PCs, add
  one to that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs
  will face. APLS are given in even-numbered
  increments. If the APL of your group falls on an
  odd number, ask them before the adventure
  begins whether they would like to play a harder
  or easier adventure. Based on their choice, use
  either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC may gain at the end of the
  adventure. If a player character is three
  character levels or more either higher or lower
  than the APL at which this adventure is being
  played, that character will receive only one-half
  of the experience points for the adventure.
  Further, if the PC is three character levels or
  more lower than the APL at which this adventure
  is being played, that PC will receive one-half
  gold for the adventure as well. 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.
  Further, a PC who is
  four or more levels higher
  than 
  the 
  highest 
  APL
  supported by the adventure
  may not play the scenario
  unless the highest APL
  supported by the adventure
  is APL 12.
  Note: LIVING GREYHAWK
  adventures are designed
  for APL 2 and higher. Four
  or five 1
  st-level characters
  may find difficulty with the
  challenges 
  in 
  a 
  LIVING
  GREYHAWK adventure. If a
  group is APL 1 there are
  three things that the group
  can do to help even the score.
  1. Attempt to create a table of six 1
  st-level
  characters, or try to enlist higher-level
  characters to play at that table.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them. All riding
  dogs are considered trained to attack. PCs
  who want their dogs to attack must succeed
  at a Handle Animal or Charisma check (DC
  10). Failure indicates that the animal will not
  attack that round. This is a move action
  (spoken command) that may be attempted
  each round. If the animal is wounded or has
  taken any nonlethal damage or ability score
  damage, the DC increases to 12.
  Time Units and Upkeep                             
  This is a 
  standard one-round Regional
  adventure, set in the County of Unst. Characters
  native to the County of Urnst pay one Time Unit
  per round, all others pay two Time Units per
  round.
  Adventurer’s Standard Upkeep costs 12gp
  per Time Unit. Rich Upkeep costs 50gp per Time
  Unit. Luxury Upkeep costs 100gp 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
  scenario.
  
  URC5-05 Miner Mishap
  Page 3
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard
  Upkeep, may refill spell component pouches and
  healer’s kits, and may restock up to 20 arrows or
  bolts if the character has at least four ranks in
  Craft (bowmaking). The player is allowed to Take
  10 on this roll.
  More information about 
  Lifestyle and
  Upkeep can be found in the “Lifestyle and
  Upkeep” section of Chapter 3 of the LIVING
  GREYHAWK Campaign Sourcebook.
  Acknowledgements
  I’d like to thank Calvin Curtis for providing editing
  and helping me thrash out cruel ideas. Also, I’d
  like to give credit to Acererak, who should
  always be a guiding light when writing
  adventures for Living Greyhawk. Finally, I’d like
  to thank my Triad editors (Nick Carnival, D’Anne
  Rooney and Jeanne Scharfenberg), and the
  playtesters: Bill Burch, Van Butler, Anthony
  Chiesi, Rich Clark, Tamatha Fiala, Brian Glose,
  Andrea King, Murry McEntire, Barry Oviatt, Bill
  Scharfenberg, Damon Schoonover and Keera
  Smith.
  Adventure Background
  A successful adamantine mine near Hillguard
  has stopped shipping its ore. Efforts to
  communicate with the miners have resulted in a
  lost expedition of well seasoned troops. The
  Barrelhouse Family, which owns the mine (as
  well as the brewery in town), sends out word that
  they wish to recruit a band of adventurers to
  investigate the problem.
  The miners have become the victims of
  turmoil in the Under-Oerth. The recent jockeying
  among Drow factions in search of surface elves
  for sacrifice has led to more Drow incursions to
  higher reaches of the Under-Oerth. A tribe of
  Grimlocks led by a Medusa, who have long
  resided in the area, have been forced to seal off
  some of the lower reaches of their territory and
  tunnel upwards in search of living space.
  Concurrently, the Dwarven miners have been
  tunneling downwards in search of new veins of
  adamantine. Due to a stroke of bad luck, the
  tunnels intersected. The savage Grimlocks were
  able to overcome the miners, and have taken
  over the mines as a convenient form of new
  living area. Heck, it was already dug for them. A
  number of the miners have been captured and
  are being used to seal off the routes to the
  lower Under-Oerth to keep the Drow back.
  The Grimlock tribe itself is in its own degree
  of turmoil as well. The Medusa and her blind
  human follower currently lead it. However a
  Grimlock Druid once led it. He was wise enough
  to realize he was no match for the Medusa when
  she and her follower made a bid for leadership
  of the tribe, and acceded to their leadership.
  However, he is still displeased with the status
  quo, and is quite willing to have outsiders
  straighten out his problems. Also present is a
  Troll of legend who’s been working as a
  mercenary helping to fight off Drow incursions.
  With the current reverses of fortune the tribe has
  had against the Drow, he hasn’t been getting
  quite as much remuneration as 
  he 
  is
  accustomed to, and is looking to move on.
  Bargaining with some of the factions present
  can easily make life easier for the party.
  Regardless, the Medusa will have to be
  eliminated for the surviving Dwarves to go free.
  Adventure Summary
  Encounter 1
  The party has heard of a call for a band of
  adventurers to solve a problem for a prominent
  Dwarven merchant family. This led them to visit
  Hillguard in the Grey Hills. As they approach the
  town, something large flies overhead. It’s a local
  patrol mounted on dire bats. The patrol will give
  the party a look over, and land to ask questions
  should they get a peaceful greeting. A hostile
  greeting (like a fireball tossed at the bats) will
  result in trouble with County authorities.
  Directions to Hillguard, and some town details
  can be obtained from the patrol if things go
  peacefully.
  Encounter 2
  The party reaches Hillguard. It is a town of some
  3,500 souls. The vast majority (80%) of the
  population is Dwarves, hence the typical
  architectural style, which for most buildings
  consists of a front built into a hillside with most of
  the interior volume built into the ground.
  Being a Dwarven settlement, there are
  naturally a number of taverns and a large
  brewery. The Barrelhouse family owns both the
  brewery and one of the taverns. They also have
  some mining interests in the area. The
  adventurers will be directed to Aggro’s Axe,
  which is the tavern owned by the Barrelhouse
  
  URC5-05 Miner Mishap
  Page 4
  family. They will meet with Guttman Barrelhouse
  who will hire them to investigate the mine
  shutdown.
  Eavesdropping at the bar, or poking around
  in town, the party can uncover a number of
  rumors as to County goings on, but little
  information can be obtained about the mine.
  Encounter 3
  The party will set out for the mine. They get
  there without any trouble. Investigating the mine
  will be fairly spooky since it will appear that the
  miners simply disappeared. The Grimlock scouts
  simply snuck in and sapped all of them, then
  captured and dragged them off as slaves. There
  are a few bloodstains, but no bodies. In fact
  there will be evidence some miners were still
  eating when they were attacked, the remains of
  their meals somewhat decomposed.
  Encounter 4
  After investigating the mine, the party discovers
  a crude stonework passage leading from the
  bottom of the mine into some natural caverns.
  The party will emerge from a windy passage into
  what appears to be a chamber for farming. In
  this room, the Grimlock scouts have set up a
  watch/ambush. Most likely, word of the party’s
  intrusion will be passed on to the rest of the
  tribe.
  Encounter 5
  The passage leading further into the warren
  passes an open door to a chamber in which a
  troll sits on a chair reading. Grimlow Longtooth,
  a mercenary in the employ of the tribe resides
  here. He will not be immediately combative, but
  is willing to tussle if the party starts something.
  Some negotiation and bribery can gain the party
  some advantage here. A place to rest and an
  “all clear” sign to the tribe can be provided for a
  price. If the party does engage Grimlow, it is
  unlikely they will be able to rest and will have a
  tough fight on their hands.
  Encounter 6
  A disgruntled druid can be chanced upon in a
  chamber. He is currently working on some
  potions in a workshop. He is very much a non-
  combatant and will immediately surrender. He is
  willing to actively aid the party.
  Encounter 7
  The Medusa keeps the Dwarves in a cellblock
  that can only be reached by passing her
  domicile. This is a large cavern (roughly dome
  shaped, with a 40 ft. diameter). If she has
  warning, she will be well situated to produce a
  hearty reception. Her aide will be invisible. The
  Adventurers appear to have interrupted an
  interrogation session with a Dwarven prisoner,
  still present in the room.
  Conclusion
  Assuming the party vanquished the Medusa,
  they can get the Grimlock druid to free all the
  Dwarves and to agree not to cause trouble with
  the surface dwellers. The druid will arrange for
  some trade in exchange for surface goods,
  particularly dung, which is very useful for the
  Grimlocks’ cultivation. The party can escort the
  freed miners back to Hillguard where they can
  recover from their ordeal. In response, the town
  will throw a party in the finest Dwarven tradition,
  which means ale, more ale, and even more ale.
  The Barrelhouse family will arrange for the
  members of the party to be supplied with a keg
  of ale from any of the local vendors of their
  products in the County upon request (for
  personal use only).
  Preparation for Play
  Determine if any of the Adventurers have played
  the following events or have the following favors
  or titles:
  •  
  Dwarf. Dwarven Adventurers receive a +2
  Circumstance bonus to Charisma-based
  skills in any situation involving any Dwarf;
  and a –2 Circumstance penalty to Charisma-
  based skills in any situation involving a
  Grimlock.
  • 
  County of Urnst Military Member including
  Navy, Army, and Reserves (PC’s rank or
  uniform must be visible to others for this to
  apply). These Adventurers receive a +2
  Circumstance bonus to Charisma-based
  skills in any situation involving the Black
  Knights or Guttman Barrelhouse.
  •  Member of the Emerald Guard. These
  Adventurers receive a +2 Circumstance
  bonus to Charisma-based skills in any
  dealings with Guttman Barrelhouse.
  It is recommended that judges make note of
  these bonuses/penalties in some way so as to
  ensure they are applied in appropriate situations
  without player knowledge.
  Permitting non-standard use of influence
  during this scenario is up to the DM’s discretion.
  The influence spent in this way must be
  appropriate for the entity granting the influence
  and that entity’s region of influence. The cost for
  
  URC5-05 Miner Mishap
  Page 5
  a single non-standard use is a minimum of 3
  influence points, as per Favors and Influence in
  the County of Urnst Regional Living Greyhawk
  Campaign. The DM is required to email the Triad
  at coutriad@yahoogroups.com to report the
  non-standard use for evaluation to be included
  in subsequent revisions of that document.
  NPC Spellcasting
  In Hillguard, a Large Town, there are 9th level
  clerics, sorcerers and wizards available to cast
  spells as per the LGCS (pg 48-49). See the
  Treasure Summary for how to take advantage of
  any gold over cap the Adventurers may utilize
  The closest druid circle with druids able to
  cast 4th level spells is in the Dreerwode Forest.
  After completing the scenario, each dead PC
  and his gear may be taken by one living PC to
  the Dreerwode Druids for r einc ar nat ion
  (therefore, a maximum of three dead can be
  taken by three living to the druids). Each PC,
  living and dead, making this trip over land must
  deduct an additional TU from their Adventure
  Record (in addition to any costs listed in the
  LGCS for spellcasting). If faster modes of
  transportation are used, this additional TU
  deduction is not required, but the costs for
  spellcasting must still be paid.
  Introduction
  In your normal travels through the County,
  sampling the tavern fare, you overhear some
  discussion that the Barrelhouse family of
  Hillguard is in need of some adventurers.
  You, of course, have heard of the Barrelhouse
  family. They are the brewers of Barrelhouse
  Black and Barrelhouse Bitters, some of the
  most popular Dwarven ales to be found in the
  County. It is well known that the Barrelhouse
  family is a very prosperous one with its hand
  in 
  a 
  number 
  of 
  different ventures.
  Eavesdropping further, you learn their
  troubles center on a lucrative adamantine
  mine that has stopped production in the
  vicinity of Hillguard.
  As it is well known that the County has
  been having some trouble with the Drow, it
  could be possible that their nefarious
  interference has something to do with this.
  Cutting off the supply of a very important
  martial resource, such as adamantine, could
  weaken the County’s defenses.
  In any case, what party of adventurers
  would be upset to be on the good side of a
  major brewer? Off to Hillguard it is!
  Encounter One
  You have been traveling for some time in the
  Grey Hills nearing Hillguard. Your reckoning
  places the town as quite nearby, though in
  this rough country of rolling hills, it would
  appear that you won’t see your destination
  until you are on top of it.
  [If a player managed a DC 10 spot check.]
  You look up, and spy a large shape moving
  through the air. It appears to be a huge bat,
  flying in your direction. [If the adventurers
  manage a spot check DC 15, they will see the
  County of Urnst insignia upon the surcoat of the
  rider.]
  [If the adventurers did not manage a spot
  check DC 10.] As you travel down the road
  lost in a reverie, suddenly a high-pitched
  screech, followed by a spoken query comes
  from above and ahead of you. A lightly
  armored (well for a Dwarf anyway) rider atop
  an immense bat is barking down at you “Hail
  Travelers! What brings you to the environs of
  Hillguard?” [A DC 15 spot check will show that
  the rider’s surcoat sports the County Swan.]
  Hans Deepbore: Male Dwarf Ftr 4
  Dire Bat
  This is not to be a combat encounter. However
  you should lead up to it as if it were a combat
  encounter. Have the players positioned on the
  grid, and make them roll initiative. The patrolman
  will try to fly away if engaged. Engaging County
  armed forces is a pretty serious offense, so the
  adventurers better not be trigger-happy.
  If the party manages to not get themselves
  in trouble, Hans will merely take their name and
  something about their business and then give
  them directions for the final approach to
  Hillguard.
  If the party mentions that they intend to help
  with the situation at the mine, Hans will be
  pleased since some of his comrades went
  missing on the expedition to check on the mine.
  If the party asks, Hans will proudly proclaim
  he is a Black Knight, trained in Hillguard and
  newly assigned to aerial reconnaissance in the
  service of the County.
  Encounter Two
  Following the directions provided by the bat
  rider, you easily find Hillguard. It lies nestled
  against the southern edge of a scenic valley
  flanked by rather high peaks for this low
  
  URC5-05 Miner Mishap
  Page 6
  range of hills. A fairly robust stream
  meanders down the length of the valley
  disappearing into the Dreerwode Forest at the
  far end. A large castle built into the southern
  wall of the valley overlooks the town.
  Pennants fly from the battlements. [A DC 15
  Knowledge: Local Nyrond Meta4 or Nobility, or
  DC 10 Bardic Knowledge indicate that this is the
  crest of Baron Durik Hillguard.] A banner flies
  among the pennants with a crest. It consists
  of a hammer crossed with axe above a hill. 
  The residences are a mixed lot; many are
  mere fronts built into the side of the valley.
  Others are more conventional human-style
  dwellings. A number of stone bridges cross
  the stream in various locations over the
  length of the town. Townsfolk notice you in
  passing.
  Much of the population appears to be
  Dwarven, so in general, you don’t get much
  more than a gruff greeting from the stoic
  bunch. Inquiries as to how to find the
  Barrelhouse family will get you directed to
  one of the taverns, Aggro’s Axe.
  A fair amount of new construction can be
  seen along the main road through town to the
  tavern. It appears that Hillguard has been
  growing in recent months. The new buildings
  could very well be intended for some of the
  refugees from conflicts in neighboring
  countries. One might wonder if the County is
  really the best destination for someone
  seeking safety right now.
  The tavern is built into the valley wall. It’s
  spacious for a Dwarven building, but not
  overly large by human standards. It is smoky,
  dark, and the smell of hops seems to
  dominate the place. A scarred Dwarf of many
  seasons stands behind the bar pulling ales. A
  female Dwarf serves to the tables. The tavern
  is quite full as you enter.
  The barkeep, noting your rather atypical
  appearance motions you over to the bar.
  “You’d 
  be 
  the 
  adventurers that 
  the
  Barrelhouses are looking fer, are ye?”
  Assuming the adventurers give assent, they will
  be led to a stout door and into a meeting room.
  They will be offered seats and informed that
  Master Barrelhouse will attend to them shortly.
  As they find seats, two large pitchers of ale and
  several tankards are brought in. A tray of mince
  pies is brought in as well. After a short wait, an
  elderly, well-dressed Dwarf enters the room.
  “Greetings, I am Guttman Barrelhouse, elder
  of the Barrelhouse clan. I imagine you got
  word of a job I need attended to.
  “I have a problem with a mine you see.
  About a day or so travel north of here is an
  adamantine mine that  is owned by my family.
  It is a fairly lucrative operation, as you might
  imagine, and rather important to the County.
  We all know the effectiveness of that metal in
  weapons and armor.
  “About two weeks ago the supply train to
  the mine didn’t find any mi,ners. Normally
  they would meet the teamsters and put them
  up for the night. However when no miners
  showed up, the teamsters only did a very
  cursory investigation and left. The way
  troubles have been in the County, they
  decided to let the authorities handle it. A
  patrol of infantry was dispatched to look into
  the fate of the miners. Mind you, these were
  some fairly veteran troops. Not one came
  back.
  “The Baron is not willing to spend more
  troops on a dangerous mission poking around
  in a remote location. With forces being pulled
  from this area to help patrol the Nyrond
  border, the Baron feels we’re too under
  strength here for anything not absolutely
  essential.
  “That’s where you come in. I need a group
  to go see what happened to my miners. It
  obviously isn’t something trivial, or that patrol
  would have handled it. You folks seem pretty
  hardy, so I think you’ll be able to handle
  things. I am willing to recompense you well
  for your efforts, and of course you’ll be able
  to take what you find, as long as it’s not mine
  property. In addition to the bounty I offer, we
  will certainly be in your debt, and the
  Barrelhouse family is always good about their
  debts.
  “Are 
  you 
  willing 
  to 
  accept 
  my
  commission?”
  Working on the fairly reasonable assumption
  that the adventurers are willing to accept, he will
  entertain questions. Of course there’s not a
  whole lot he knows beyond what he’s already
  said.
  • 
  The mine has been in operation for several
  years, and the vein of adamantine seems to
  run rather deep. A lot of downward tunneling
  has been necessary
  • 
  There were twenty four miners employed at
  the mine.
  
  URC5-05 Miner Mishap
  Page 7
  •  
  There has been some Drow activity in the
  area, but the 
  miners never reported
  encountering any themselves.
  •  The patrol dispatched to deal with the
  situation was composed of ten Dwarves
  equipped as heavy infantry. They were
  veterans and should have been able to
  handle common threats.
  •  There 
  isn’t 
  any 
  deadline 
  on 
  the
  investigation. If the party doesn’t make it
  back, it is likely that another party of
  adventurers will be hired.
  He is willing to offer any mundane supplies such
  as pack mules, rope, provisions, and climbing
  equipment, though he expects it to be returned
  should the party survive.
  The bounty is 100 GP/APL (which of course
  will get melded into the big gold cap and not
  mean anything) per person. An adamantine
  mine is a very profitable business.
  As you return to the main room of the tavern,
  having finished obtaining all he information
  you wanted about your mission, a well-worn
  gnome traveler dressed in an earthen robe
  with stitchings of gold waves you over to his
  table.
  If the adventurers decide to join the gnome:
  As you approach, his face beams with the
  light of recognition, and greets each of you by
  name as if he were an old friend.
  If the party does not decide to join the gnome,
  he will get up and approach their table:
  Not to be ignored, the gnome eagerly rises
  and as he approaches your table, his face
  beams with the light of recognition, and
  greets each of you by name as if he were an
  old friend.
  In either case, the gnome continues:
  “Good adventurers, I thank you for a moment
  of your precious time. Allow me to introduce
  myself. My name is Clegin, Master Illusionist
  of Gnome Vale. The Laird Gwaylar, our
  headman, has sent me to search for worthies
  that may be willing to aid our cause. Having
  heard of your recent exploits, I must say, I am
  quite impressed by your actions. You must be
  some of the stalwarts spoke of in the
  foretellings of our Chief Cleric. Thus, I have
  this gift for you, if you will accept it.”
  Clegin pulls several polished yellow
  gemstone from one of his robe pockets. Each
  gem has a symbol of arcane power etched in
  its face. He tries to hand one to each of you.
  “Please, take this. It is now but an interesting
  bauble, but I have the power to enchant it into
  something that would be of greater use than
  exchange for mere coin. When the time is
  right, you might find yourselves on the path to
  my home, and then, as is foretold, you will aid
  my people who have been beset upon by
  evils thought vanquished. If you are
  successful in your task to be, I shall reward
  you by awakening the arcane power within
  the gem I offer. I and my people thank you for
  all you’ve done, and all you’ve yet to
  accomplish.”
  If a character does not accept the gemstone:
  A look of confusion furrows Clegin’s brow. “I
  am certain you are the one spoken of, yet you
  do not accept my gift? Are you sure you
  would not reconsider?”
  Give the player another chance to think it over.
  If they accept, read the acceptance text below.
  If they continue to decline, read the following:
  Clegin resigns himself to a slow smile. “Gift
  or no, our paths shall meet again. I am certain
  that something can be arranged at a later
  time. I must leave now; I have others to seek
  out. Good day to you, brave one.” He turns
  from you, and makes his way to the entrance
  of the tavern and quickly slips out,
  disappearing into the crowd of passersby.
  As the characters accept the gemstone:
  The same smile plays upon Clegin’s face as
  when he first greeted you. “I have others to
  seek out. Soon, our paths shall cross again,
  brave ones.” He turns from you, and makes
  his way to the entrance of the tavern and
  quickly slips out, disappearing into the crowd
  of passersby.
  Characters can make a DC 20 Knowledge:
  Geography skill check to know that Gnome Vale
  is a very isolated community of gnomes located
  deep within the Yatil Mountains.
  Clegin has more errands to run, and can’t sit
  and chat any longer with the character. If
  pressed for more information, he simply says
  that all will be revealed in due time.
  If a character accepts the gift, they receive
  the Gnome Vale yellow gemstone listed on the
  Adventure Record. If they refuse, cross this item
  off the Adventure Record. Its purpose will
  become known at a later time.
  If a character already has a gemstone, they
  may receive a second (or third) gemstone if it is
  
  URC5-05 Miner Mishap
  Page 8
  of a different color than the ones already
  possessed by the character. A character may
  not possess more than one of the same color
  gemstone.
  If the adventurers wish to stay at the bar, or
  spend more time in and about Hillguard, they
  are welcome to do so. The town is pretty
  friendly, though people are very much in the
  dark about what happened to the miners.
  Whether eavesdropping 
  or 
  gathering
  information, the adventurers learn:
  • 
  The Stone Battle flight of the Black Knights
  has 
  spotted 
  several 
  new 
  bandit
  encampments in the Fennelmore. However,
  when the Fennelmore Rangers were
  dispatched to route the bandits, the
  encampments had already been moved.
  Merchants from both the County and Duchy
  using the Floating Road complain of lost
  profits due to ambushes, though there have
  been few deaths thus far.
  • 
  Zealous itinerant preachers from the Church
  of Heironeous in the nearby town of Zimm
  have angered many in Hillguard. The prelate
  of the Church of Moradin cautions patience,
  though it’s said that privately he 
  is
  concerned violence between the 
  two
  churches may erupt if the Heironeons
  continue their fervent apostolate.
  •  
  There are reports of vendetta-like attacks
  between Druids and loggers in the Birrinbois
  and Aelinvudd. Loggers report underbrush
  and trees have been booby-trapped, killing
  several workers. Druids report ambush
  attacks by loggers against them as they ply
  their craft in the forests. The Barony of
  Count's Markham attempted to 
  broker
  negotiations between the two groups, but
  the talks stalled quickly with neither side
  admitting to any wrongdoing.
  •  A unit of Screaming Manticores traveled
  through Hillguard on their way South. No
  one was able to determine where the group
  was headed.
  •  
  A Nyrondese spy was caught and hanged
  by the Hillguard Dwarven High Council after
  tribunal. It’s said, however, this was just a
  regular criminal trying to buy his way out with
  information that eventually got him hanged.
  Encounter 3
  The party will have a pretty peaceful trip to the
  mine. Periodic over flights by the Black Knights
  explains this to a good extent. The mine is, as
  indicated by Guttman, a one-day journey around
  the northern peak on horseback (around 15
  miles as a crow flies, but the route is not as the
  crow flies. If the party takes the crow’s route,
  they can get there much more quickly). If the
  party leaves in the morning and travels over
  land, the will arrive late in the day.
  The mine is situated in a box canyon that is
  deep in shadow. The entrance to the mine is
  carved into the living rock, and as you would
  expect, the stonework is superb.
  This encounter should take a little time since it is
  all about mood. You should be trying to build
  suspense throughout this section. Ask for plenty
  of spot checks, and add in some of the details
  from the following lists. Allow them to explore the
  whole mine if they like. Because of their
  darkvision, the miners did not illuminate the
  mine.
  Spot Checks while searching the mind:
  Passageways:
  •  (DC 5) Discarded mining tools (ooh,
  adamantine!) and helms with candle settings
  (for discerning the color of ore, not for
  lighting the passages)
  •  
  (DC 15) Fragment of fungus (Knowledge:
  Dungeoneering or Nature check DC 20 to
  reveal it is a type of glowing fungus which is
  common in the Under-Oerth)
  Lounge:
  • 
  (DC 5) Overturned furniture
  • 
  (DC 10) Blood traces
  Kitchen:
  • 
   (DC 10) Blood traces
  •  
  (DC 15) Link of mithral chain mail (Craft:
  Armor-smithing DC 20 indicates this is not of
  Dwarven manufacture)
  Dorms:
  • 
  (DC 10) Blood traces
  •  
  (DC 10) Scrap of parchment, with a letter
  home (written in Dwarven). It mentions a
  natural cavern found on the bottom level
  which was to be explored
  Mess Hall:
  • 
  (DC 10) Blood traces
  •  
  (DC 10) Haft of a broken axe (Knowledge:
  Dungeoneering check DC 20 to reveal it is of
  Grimlock manufacture; make them ask)
  
  URC5-05 Miner Mishap
  Page 9
  The miners’ quarters are dug into the mine
  itself. There are dorms as well as a mess hall,
  lounge and kitchen.
  The mess hall is still for a meal, with some
  plates still loaded with food that is currently
  decomposing.
  The kitchen has a number of pots on the
  stove that contain food that has burnt to a char
  from being left on the fire that is now out. Some
  wilted vegetables remain on a preparation table
  in the middle of having been chopped.
  The dorms are empty. Some of the rooms
  have tankards with residue of dried ale in the
  bottom. Others have tankards on the floor as if
  they had been dropped.
  The mine tunnels themselves are a wonder
  of mine engineering. The stonework has been
  done so carefully that timbers were not needed
  to shore up the roof. A careful inspection of the
  mine working will show that the vein is
  thoroughly worked out on the top few levels.
  Some remains on the third level down, but it is
  apparent why a fourth level was being
  developed. The vein does appear to be fairly
  rich still as it progresses downward.
  The tunnels are square in profile, with an
  even six feet in each direction. At the end of the
  mine passage indicated on the map is a shaft
  with a counterweighted elevator. A ratcheting
  system allows the user to move the elevator up
  and down levels. The elevators are eight feet by
  eight feet in area. Each mine level is 20 feet
  below the proceeding one. There is a single
  elevator shaft servicing the mine, and it travels
  all floors.
  At various places in the mine shafts are iron
  carts for hauling ore. They are constructed of
  iron. Running down the center of each passage
  are shallow grooves which fit the span of the
  axels on the carts, and allow for smooth travel.
  Encounter 4
  Down on the fourth level there is a rather rough
  break in one of the walls. This seems very
  uncharacteristic of the normal excavation style of
  the mine. Generally the Dwarven stonework is
  very methodical and precise, but this appears to
  be a result of breaking into a naturally formed
  passage.
  This passage is fairly narrow, about six feet
  wide (yes, damn all the five foot multiple
  passage widths) and about eight feet tall. As the
  PCs move down this passage, you can provide
  some of the previous spot check results from the
  mines if they continue to do spot checks. It
  winds a bit and enters into a fairly large cave.
  This cavern has a glowing fungus on the
  walls (pale greenish in color), and has a large
  amount of large exotic fungus growing from what
  appears to be some form of manure beds on the
  floor. A six-foot wide passage winds through the
  fungus. The fungus is not impassable, but
  reduces movement by half if you stray from the
  path. It also provides concealment as you move
  away from the path. There are also many
  stalactites and stalagmites, in some cases there
  are pillars where they come together.
  Finding a break in the neatly carved walls of
  the Dwarven mine, you proceed into a tunnel
  that seems to be natural, but worked some to
  connect and enlarge sections. Eventually this
  tunnel opens up into a large chamber. The
  lighting in this room is surprisingly good
  since there appears to be a phosphorescent
  fungus on the chamber walls, though that is
  the least amazing thing. The chamber is filled
  with an incredible bounty of 
  fungus.
  Mushrooms, toadstools, and shelf fungus are
  in great profusion. These are not the fungus
  you are accustomed to either. They are
  obviously of some odd variety that flourishes
  in the underoerth, and  grow very large with
  some specimens reaching five feet in height.
  Interspersed among the fungus are a number
  of stalactites, stalagmites, and columns from
  floor to ceiling. It is possible to see over the
  flora and between the stone features to view
  almost all of the room.  A path leads through
  the middle of this growth to an exit at the far
  end of the room.
  In this room are four Grimlock scouts tasked with
  making sure there are no more incursions of
  surface dwellers. They will remain hidden and
  react as described under the tactics per APL in
  Appendix One. In addition to the scouts is a
  non-combatant runner who exits at full speed
  through the far entrance where he is stationed
  when he sees the party enter the room. He will
  be fairly well hidden before this. (Spot check DC
  23 to see him; he has blindsight 40 ft. and
  scent). However as he bolts, he will be plainly
  visible. The scouts will use allow the bolting to
  act as bait to pull the party into their ambush.
  They will not attack before the runner bolts,
  unless the party seems to be sneaking up on
  him.
  Grimlock Scouts (4) (See Appendix 1.)
  After dealing with the scouts, the party will be in
  a fairly unpopulated area of the Grimlock warren.
  
  URC5-05 Miner Mishap
  Page 10
  This is a fairly extensive area with a system of
  natural and worked tunnels. You can decide
  how much time you wish to spend having the
  adventurers explore this. There will be a number
  of empty natural caverns, as well as some that
  will have been developed as fungus growing
  rooms. These will follow the description of the
  first one. They will be empty.
  It is your discretion as to which encounter
  the party will happen upon first, either 5 or 6. If
  the party is quite the worse for wear, it is
  probably better to send them into Encounter 6
  first as it is a non-combat encounter. Either way,
  they should eventually proceed through both
  Encounters 5 and 6 before Encounter 78. The
  exploration of the tunnels should be abstracted
  to arrange for this outcome.
  Should any of the scouts be captured, they
  can be interrogated. 
  They 
  speak 
  only
  Undercommon and the Grimlock tongue. While
  Grimlocks are normally ascribed Common as one
  of their languages, owing to this tribe’s long
  seclusion in the underoerth, their selection is
  different. They know the following:
  •  They were the ones that captured the
  miners and ambushed and wiped out the
  infantry. The miners are all unharmed,
  though only one member of the patrol
  survived.
  • 
  Their leader is not a Grimlock, though their
  former one was. They refer to the leader as
  “The Master”.
  • 
  The former leader is still among them, now in
  service to the Master.
  • 
  The miners are used to shore up the deeper
  defenses, and are kept locked in cells near
  the master.
  •  The remaining patrol member is now in
  service to the Champion.
  • 
  The Champion is also not a Grimlock, but is
  a mighty warrior.
  Encounter 5
  This chamber sports a large sign at the door.
  The door is rather large in size and very
  stout. [In Undercommon, the sign says “Do Not
  Disturb.”]
  Of course the fact that Grimlocks can’t read
  generally managed to vex the occupant, though
  a few dead Grimlocks later the rest learned that
  only really good reasons were enough to risk
  Grimlow’s ire. However, the door is unlocked and
  the hinges are well oiled, so it can be opened
  easily enough.
  Beyond the door is a good-sized chamber that
  is luxuriously appointed. There are a couple
  of bookshelves lining the wall. A fireplace
  sits in the corner with an odd statue holding
  the fireplace implements [DC 15 Spot will show
  that it seems to be a Drow elf positioned to hold
  things, and it appears to be oddly lifelike, if only
  in stone, in reality it is a petrified Drow].
  Sitting 
  in 
  a 
  comfortable 
  looking
  overstuffed chair is a troll reading a book. He
  makes a gesture, and from outside your field
  of view, a frightened and harried-looking
  Dwarf scurries over with a large tankard,
  which the troll takes a draught from.
  The description of the troll will vary by APL. See
  Appendix 3 for the monster description. 
  If Grimlow is aware of the party’s entrance he will
  speak, in a surprisingly cultured voice for a troll
  using common, “Do be gone, I don’t wish to be
  disturbed. You certainly have better things to
  do than die, don’t you? I know I have better
  ways to spend my time than killing you.”
  Grimlow’s initial disposition is unfriendly. That’s
  just his nature. He is not, however, overtly
  hostile. Any attacks, threats, or hostile
  preparations by the party will immediately move
  him into hostile disposition.
  He can be bargained with. He is a
  mercenary to the core, and is extremely bored
  with his current tenure. He would like to move on
  to more interesting and lucrative employment,
  but does not wish to break his contract, with the
  Medusa or spend his own gold to buy it out. His
  contract explicitly calls for him to engage Drow
  interlopers, and he doesn’t wish to expend effort
  fighting anything which he doesn’t have to.
  A diplomacy check can improve his
  disposition towards the party, and monetary
  inducement will smooth this along. If enough
  gold is offered to buy out his contract (APL x
  1000 GP), and a successful diplomacy check is
  made to move him to friendly (DC 25), he will be
  willing to allow the party safe haven in one of his
  rooms. Once his contract is bought out, he will
  allow the Dwarf servant that he appropriated to
  go free.
  He can also offer some information on the
  leader of the tribe. He won’t offer too much since
  if the party doesn’t dispatch the Medusa, he’d
  just as soon not have a bad reference. If the
  party has successfully negotiated with him, he
  will reveal, if asked:
  
  URC5-05 Miner Mishap
  Page 11
  • 
  A Medusa leads the tribe of Grimlocks, and
  she has a human priest that aids her.
  •  
  The tribe is not all happy with the current
  state of affairs. The tribal Holy Man, while
  serving the Medusa, doesn’t seem pleased
  with the situation either.
  • 
  The Dwarven miners were all captured and
  have been put to use in tunnel work and on
  improving the defenses at the lower end of
  the warren that borders Drow territory. When
  they are not working, they are kept in cells
  near the Medusa’s chambers.
  • 
  Most of the Dwarven patrol was killed. Only
  his servant, Throfgir, survived. The Grimlocks
  ate the rest.
  If the adventurers don’t pursue a negotiated
  solution, Grimlow will follow the tactics described
  under each APL in Appendix One. He is
  confident enough that he doesn’t expect to die
  under most circumstances, and will essentially
  fight to the death. If he does feel that there is a
  reasonable chance of being killed, he will then
  surrender. What this means is, if the adventurers
  have a means of really threatening him (con
  damage for example, or at APL 6 and 8 since
  that version can be killed), he will consider
  backing down if he starts to lose. At that point
  he will offer what information he knows and to
  free the Dwarf servant in a bargain.
  Grimlow Longtooth Troll of Legend Monk
  Mercenary (See Appendix 1 as per APL.)
  Throfgir Greybeard: Dwarf Male, Ftr2 (non-
  combatant.)
  If the adventurers talk to Throfgir, he really
  doesn’t have a lot of information for them. His
  patrol arrived about a week ago, and found the
  mine oddly deserted. They explored the site, but
  were wiped out when they came in through the
  cultivation room. The Grimlock scouts just tore
  them apart. He managed to survive by being
  incapacitated, and the troll expressed interest in
  having a civilized servant after killing the
  Grimlock dolts who had been detailed to him in
  the past. Thus he was spared the stewpot and
  has been working for Grimlow for a week. He will
  describe Grimlow as a harsh master, but
  reasonably fair if the job is done exactly as
  requested.
  This encounter counts as resolved if the PCs
  manage to rescue the Dwarf servant. This can
  be approached in a number of ways as
  described above. Combat, diplomacy or stealth
  are all valid options. If the party can spirit
  Throfgir away without getting Grimlow involved,
  full experience should be awarded for the
  encounter.
  Encounter 6
  The PCs can either get to this encounter by
  exploration of the tunnels, or by being directed
  here by Grimlow in Encounter 5.
  You enter into a fair-sized chamber. It has a
  number of work benches set up with pottery
  containers atop them. A cauldron sits above a
  fire, and a stove is also present with some
  liquids bubbling in pans. A Grimlock is
  currently working at adding ingredients into a
  bubbling pot, and stirring occasionally. A
  collection of vials are kept in racks on
  shelves, and a bunch of dried varieties of
  fungus hang from the ceiling.
  Koth, Grimlock: Male Dru (APL –1 non-
  combatant.)
  This is the laboratory in which Koth works on his
  potion brewing. Koth, a Grimlock druid, was
  formerly the leader of this tribe before Medea
  showed up. She was able to wrest control of the
  tribe away by a combination of prowess in battle,
  the abilities of her follower Horace, and
  subterfuge. Koth remains very bitter about this,
  and is looking for any opportunity to see Medea
  displaced and he regain power to lead the tribe.
  As such, he is completely a non-combatant. If
  attacked he will either flee, or abjectly surrender.
  If approached in a peaceful manner, he can
  offer some aid against Medea, and will happily
  provide the party some haven hidden amongst
  his alchemical storeroom. He will be eager to
  make a deal with the party that if Medea is
  defeated, he will be able to regain control of the
  tribe and have the Dwarves freed. He will even
  agree to a non-aggression pact with the surface
  dwellers in exchange for periodic deliveries of
  manure and some feedstock.
  He can inform the party that Medea is a
  Medusa with some training that is atypical of her
  race. She appears to be more skilled, and is
  very adept at finding weak spots on her enemies
  with bowshots. He is able to describe where her
  chamber is, and the overall dimensions, but
  since he is blind, he has never seen the
  suspended grate since its only used in combat.
  [At high APLs he also does not know of the
  Golems, since being motionless stone they
  neither trigger his blindsight nor scent.] He also
  knows nothing of the stone of alarm as it is
  attuned to the tribe, and as such he hasn’t
  heard it triggered.
  
  URC5-05 Miner Mishap
  Page 12
  He will be able to provide some potions to
  the party. He spends a lot of his time brewing
  potions of barkskin. He will be willing to sell
  potions of barkskin of up to +5 enhancement as
  indicated on the AR for the given APL. 
  Encounter 7
  Medea has set up her chamber as a last line of
  defense in many ways. She’s not a particularly
  charitable sort, of course, so while she will do
  some work to defend the tribe she will make a
  run for her chamber at first sign of a successful
  Drow incursion to take advantage of the strong
  defensive position. She also spends most of her
  time in her own chambers with food being
  brought in by Grimlock servants. The PCs will
  encounter her in her chambers in roughly all
  circumstances.
  The first difficulty the party will encounter is a
  simple obstacle of a locked iron door (break DC
  28, Open lock DC 25). Of course if things were
  that simple, this wouldn’t be LG. Stuck on the
  inside of the door is a stone of alarm. The stone
  is set such that anyone not affiliated with the
  tribe will set it off. Since it is on the far side of
  the door, it cannot be found via a search check.
  Detect Magic will also not reveal the presence as
  it is a 2-inch thick iron door. [Ed: Muahahahaha.
  Oh… excuse me.]
  This set-up gives the occupants a bit of time
  to prepare for an incursion. The passage past
  the door is long (150 ft) and has a number of 90
  degree bends, so running the whole distance is
  not possible.
  As you enter this chamber, you note it is very
  large with a high ceiling. It is roughly circular
  with more of the glowing fungus covering the
  walls and providing a good degree of
  illumination. There are a number of common
  furnishings in the room, a large bed, a
  dresser, a couch, and some bookshelves. A
  couple of statues, apparently past victims are
  in the room. To the side, tied to a chair is a
  blindfolded dwarf who looks quite the worse
  for wear. These are of various sizes, ranging
  from Drow sized up to ogre size. Suspended
  from the ceiling is a large metal grate hanging
  from chains. Atop it is Medea.
  The chamber itself is a 30 ft diameter rough
  hemisphere (fairly oblong with a high ceiling).
  Suspended from the ceiling in the middle of the
  room is a ten by ten grating, which can be
  reached via a rope ladder. This platform is 25
  feet above the ground. When the PCs arrive
  Medea and Horace will be atop the grating with
  the rope ladder pulled up. The fungus covering
  the walls making it difficult to climb (DC 30), and
  slippers of spider climb will have to move at half
  movement since the user will have to scrape
  away mold to find rock to affix to. The Dwarven
  hostage is along the wall halfway between the
  two entrances.
  Medea does not negotiate, does not rant,
  and will not go into Evil Villain Mode explaining
  her plans. She will simply attack. Anyone
  capable of seeing her will be within range of her
  gaze attack, with the exception of the first five
  feet of the passage into the room, and out
  towards the dwarves’ cells. Also, if one lies down
  on the periphery of the room, they will be
  outside of gaze range. Otherwise, it is in range.
  [Yes, I did the math].
  Tactics: By APL are described in Appendix 1.
  Medea and her support Staff: (See Appendix
  1.)
  DM Note: Here follows the relevant rules for
  gaze attacks from the DMG.
  Gaze attacks not produced by a spell are
  supernatural.
  Each character within range of a gaze attack
  must attempt a saving throw (which can be a
  Fortitude or Will save) each round at the
  beginning of his turn.
  An opponent can avert his eyes from the
  creature’s face, looking at the creature’s body,
  watching its shadow, or tracking the creature in
  a reflective surface. Each round, the opponent
  has a 50% chance of not having to make a
  saving throw. The creature with the gaze attack
  gains concealment relative to the opponent. An
  opponent can shut his eyes, turn his back on
  the creature, or wear a blindfold. In these cases,
  the opponent does not need to make a saving
  throw. The creature with the gaze attack gains
  total concealment relative to the opponent.
  A creature with a gaze attack can actively
  attempt to use its gaze as an attack action. The
  creature simply chooses a target within range,
  and that opponent must attempt a saving throw.
  If the target has chosen to defend against the
  gaze as discussed above, the opponent gets a
  chance to avoid the saving throw (either 50%
  chance for averting eyes or 100% chance for
  shutting eyes). It is possible for an opponent to
  save against a creature’s gaze twice during the
  same round, once before its own action and
  once during the creature’s action.
  
  URC5-05 Miner Mishap
  Page 13
  Looking at the creature’s image (such as in
  a mirror or as part of an illusion) does not subject
  the viewer to a gaze attack.
  A creature is immune to its own gaze attack.
  If visibility is limited (by dim lighting, a fog, or
  the like) so that it results in concealment, there is
  a percentage chance equal to the normal miss
  chance for that degree of concealment that a
  character won’t need to make a saving throw in
  a given round. This chance is not cumulative
  with the chance for averting your eyes, but is
  rolled separately.
  Invisible creatures cannot use gaze attacks.
  Gaze attacks can affect ethereal opponents.
  Characters using darkvision in complete
  darkness are affected by a gaze attack normally.
  Unless specified otherwise, a creature with a
  gaze attack can control its gaze attack and “turn
  it off ” when so desired. Allies of a creature with
  a gaze attack might be affected. All the
  creature’s allies are considered to be averting
  their eyes from the creature with the gaze
  attack, and have a 50% chance to not need to
  make a saving throw against the gaze attack
  each round.
  Conclusion
  This, of course, depends on if the party defeats
  Medea or not. If they do not, they are either
  dead or decorative statues. In the latter case,
  look at the bright side, there are no pigeons
  underground. If asked, Guttman Barrelhouse will
  arrange for appropriate spellcasting to reverse
  most ill effects from the battle at the cost listed in
  the LGCS. Of course, there is gold over cap in
  this module, so most costs will be covered. (See
  the instructions for handling such gold over cap
  purchases in the Treasure Summary.)
  However if they do manage to overcome
  Medea and her cohort, they will be able to free
  the Dwarven miners and get them out. If they
  negotiated with Koth, he will be willing to provide
  them a source of potions in the future for the aid
  they rendered him. If the party did not
  negotiate with Koth, cross of all access to
  potions of barkskin on the Adventure Record.
  In any case, once Medea is defeated, Koth
  will assume control of the tribe, and avoid
  causing trouble for the surface dwellers. He’s
  smart enough to realize that fighting an enemy
  on one front at a time is only prudent, and the
  Drow are unlikely to stop their depredations.
  The party will have an easy trip back to
  Hillguard. Upon arriving with the rescued miners,
  a celebration will be thrown. As is to be
  expected in all Dwarven dominated affairs, this
  means ale, more ale, and a bit more ale
  between gulps of ale. There might even be a bit
  of food served to make people thirstier for ale.
  If, during the festivities any PCs ask for wine,
  owing to the festive situation, they will be
  ignored and handed ale, as opposed to being
  run out of town on a rail as is traditional.
  The day after the celebrations of the rescue
  are complete, the town will be pretty subdued
  (hung over?). Guttman Barrelhouse will invite the
  adventurers in to reward them for their service.
  “I’m very grateful for the service you’ve done
  my house this day. The agreed upon
  commission is before you in sacks, and in
  addition to this, I’d like to make the smiths
  from our merchant house available to craft an
  item at your request. We work in Adamantine,
  and will be happy to provide one item crafted
  of that material when your wish.
  “Also, as an added bonus, I’d like to
  provide a special gift. I am strongly of the
  opinion that heroes should not go thirsty.
  Whenever you are in a town in the County
  which serves our ales, show them this writ
  [he hands each a piece of parchment] and it
  will suffice to have you provided with a keg of
  your choice of our fine ales. The Baron of
  Hillguard is also pleased with you, but he let
  me grant your reward and commendation
  since it was I who hired you. May you
  continue to do such great service for our
  County.”
  The End
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished.
  Then assign the experience award. Award the
  total value (objectives plus roleplaying) to each
  character.
  Encounter 4
  Defeat or capture Scouts.
  APL6 240 xp
  APL8 300 xp
  APL10 360 xp
  
  URC5-05 Miner Mishap
  Page 14
  APL12 420 xp
  APL14 480 xp
  APL16 540 xp
  Encounter 5
  Rescue Dwarven servant by combat, diplomacy
  or stealth.
  APL6 210 xp
  APL8 270 xp
  APL10 330 xp
  APL12 390 xp
  APL14 450 xp
  APL16 510 xp
  Encounter 7
  Defeat or capture Medea and staff.
  APL6 270 xp
  APL8 330 xp
  APL10 390 xp
  APL12 450 xp
  APL14 510 xp
  APL16 570 xp
  Discretionary roleplaying award
  APL6 180 xp
  APL8 225 xp
  APL10 270 xp
  APL12 325 xp
  APL14 360 xp
  APL16 405 xp
  Total possible experience:
  APL6 900 xp
  APL8 1125 xp
  APL10 1350 xp
  APL12 1575 xp
  APL14 1800 xp
  APL16 2025 xp
  Treasure Summary
  During an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of
  their foes. Every encounter that features treasure
  has a “treasure” section within the encounter
  description, giving information about the loot,
  coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces
  each character gains if the foes are plundered of
  all their earthly possessions. Looting the bodies
  takes at least 10 minutes per every 5 enemies,
  and if the characters cannot take the time to loot
  the bodies, they do not gain this gold. If you feel
  it is reasonable that characters can go back to
  loot the bodies, and those bodies are there (i.e.,
  not carted off by dungeon scavengers, removed
  from the scene by the local watch, and so on),
  characters may return to retrieve loot. If the
  characters do not loot the body, the gold piece
  value for the loot is subtracted from the
  encounter totals given below.
  The coin total is the number of gold pieces
  each character gains if they take the coin
  available. A normal adventuring party can usually
  gather this wealth in a round or so. If for some
  reason, they pass up this treasure, the coin total
  is subtracted from the encounter totals given
  below.
  Next, the magic items are listed. Magic item
  treasure is the hardest to adjudicate, because
  they are varied and because characters may
  want to use them during the adventure. Many
  times characters must cast identify, analyze
  dweomer or similar spell to determine what the
  item does and how to activate it. Other times they
  may attempt to use the item blindly. If the magic
  item is consumable (a potion, scroll, magic bolts,
  etc.) and the item is used before the end of the
  adventure, its total is subtracted from the
  adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it
  up and that is the number of gold pieces a
  characters total and coin value increase at the
  end of the adventure. Write the total in the GP
  Gained field of the adventure certificate. Because
  this is a Regional scenario, characters may spend
  additional Time Units to practice professions or
  create items immediately after the adventure so
  this total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin,
  Gems, Jewelry, and other valuables; M = Magic
  Items.
  DM Note: (From an article posted at Wizard’s
  Living Greyhawk website by Circle member,
  Steve Conforti)
  There are many things you can use the
  gold above the cap for:
  
  URC5-05 Miner Mishap
  Page 15
  NPC Spellcasting Services – You can use
  the excess gold to pay an NPC, if
  available, to cast spells on your behalf.
  This is the most common use of this
  excess gold. Example: paying a local cleric
  to cast raise dead on your comrade at the
  end of the adventure.
  NPC Services – You can use excess gold
  to pay an NPC for a room at the inn, to
  provide a bribe to a crooked guard or
  politician, to hire a tracker, or to pay a fine,
  for example. Example: paying the toll for
  your PC to cross a bridge during the
  adventure.
  Temporary Purchase of Items – You can
  buy items, mundane and magical, that are
  available during the adventure for use
  during that adventure. Anything you
  purchase with excess gold in this way
  cannot be kept after the adventure ends;
  it converts back to gold if it hasn’t been
  consumed. You can also use items you
  find during the adventure in this manner.
  Example: purchasing or finding a potion of
  invisibility during the adventure and using
  it in the same adventure.
  Encounter 4
  APL 6: L: 3260 gp; C: 0- gp; M: 0gp
  APL 8: L: 3260 gp; C: 0 gp; M: 5000 gp
  APL 10: L: 3260 gp; C: 0 gp; M: 5000 gp
  APL 12: L: 3105 gp; C: 0 gp; M: 14155 gp
  APL 14: L: 3105 gp; C: 0 gp; M: 38155 gp
  APL 16: L: 3260 gp; C: 0 gp; M: 74060 gp
  Encounter 5
  APL 6: L: 250 gp; C: 50 gp; M: 1500 gp
  APL 8: L: 0 gp; C: 0 gp; M: 3500 gp
  APL 10: L: 2500 gp; C: 0 gp; M: 2500 gp
  APL 12: L: 5000 gp; C: 0 gp; M: 4000 gp
  APL 14: L: 2000 gp; C: 0 gp; M: 10000 gp
  APL 16: L: 2000 gp; C: 0 gp; M: 17000 gp
  Encounter 7
  APL 6: L: 1000 gp; C: 0 gp; M: 3350 gp
  APL 8: L: 250 gp; C: 0 gp; M: 5500 gp
  APL 10: L: 250 gp; C: 0 gp; M: 11875 gp
  APL 12: L: 250 gp; C: 0 gp; M: 12875 gp
  APL 14: L: 250 gp; C: 0 gp; M: 27915 gp
  APL 16: L: 500 gp; C: 0 gp; M: 44000 gp
  Conclusion
  APL 6: L: 0 gp; C: 3600 gp; M: 0 gp
  APL 8: L: 0 gp; C: 4800 gp; M: 0 gp
  APL 10: L: 0 gp; C: 6000 gp; M: 0 gp
  APL 12: L: 0 gp; C: 7200 gp; M: 0 gp
  APL 14: L: 0 gp; C: 8400 gp; M: 0 gp
  APL 16: L: 0 gp; C: 9600 gp; M: 0 gp
  Total Possible Treasure
  APL 6: L: 4510gp; C: 3600 gp; M: 4850 gp
  – Total 12960 gp
  APL 8: L: 3510 gp; C: 4800 gp; M: 14000
  gp – Total 22310gp
  APL 10: L: 6010 gp; C: 6000 gp; M: 19375
  gp – Total 31385gp
  APL 12: L: 8355 gp; C: 7200 gp; M: 31030
  gp – Total 46585gp
  APL 14: L: 5355 gp; C: 8400 gp; M: 76070
  gp – Total 89825gp
  APL 16: L: 5605 gp; C: 9600 gp; M: 135060
  gp – Total 150265gp
  Special
  Favor of the Hillguard Barrelhouse Clan:
  Guttman Barrelhouse has made the smiths of
  his house available to craft one item from
  adamantine at your request. Cross this favor off
  this Adventure Record when used.
  Lifetime supply of Barrelhouse Ale: Guttman
  Barrelhouse has given you a writ presentable to
  any County of Urnst establishment that serves
  Barrelhouse ales that entitles this PC to one keg
  of ale per adventure. This gift is for role-playing
  purposes only and the ale and keg may not be
  traded or sold. When the writ is presented,
  empty kegs will be gratefully accepted and
  returned to the Barrelhouse brewery.
  Influence with Baron Durik Hillguard and
  Guttman Barrelhouse: This temporary influence
  may be used as defined by the County of Urnst
  Favors and Influence document.
  Gnome Vale Yellow Gemstone: A gnome
  calling himself Clegin presented you with a well-
  cut, human’s palm-sized gemstone colored
  yellow. Upon the face is etched a symbol of
  arcane magic signifying the school of abjuration;
  there is also a lingering aura of this magic upon
  
  URC5-05 Miner Mishap
  Page 16
  the gemstone. If sold, it will fetch 50 gold pieces.
  You do not have to pay for this item. You may
  only possess one Gnome Vale yellow gemstone.
  Items for the Adventure
  Record
  Item Access
  APL 6:
  •
   Wand 
  of 
  Resurgence (Frequency;
  Adventure; CD; 750 gp)
  • 
  Potion of barkskin +2 (Frequency; Regional
  DMG; 300 gp)
  •  
  Mithral Chain Shirt (Frequency; Adventure;
  DMG; 1250 gp)
  •  Stone of Alarm (Frequency; Adventure;
  DMG; 2700 gp)
  • 
  Camouflage Kit (Frequency; Adventure; CV;
  40 gp)
  APL 8 (all of APL 6 plus the following):
  •  
  Cloak of Elvenkind (Frequency; Adventure;
  DMG; 2500 gp
  • 
  Potion of barkskin +3 (Frequency; Regional;
  DMG; 600 gp)
  •  Bracers of Archery (lesser) (Frequency;
  Adventure; DMG; 5000 gp)
  APL 10 (all of APLs 6-8 plus the following):
  • 
  Potion of barkskin +4 (Frequency; Regional;
  DMG; 900 gp)
  •  
  Potion of Magic Vestment +2 (Frequency;
  Adventure; DMG; 1200 gp)
  •  Cloak 
  of 
  Protection + 2  (Frequency;
  Adventure; DMG; 4000 gp)
  APL 12 (all of APLs 6-10 plus the following):
  •  Potion of Resist Energy 20 (Frequency;
  Adventure; DMG; 700 gp)
  APL 14 (all of APLs 6-12 plus the following):
  •  Gloves of Dexterity +4 
  (Frequency;
  Adventure; DMG; 16000 gp)
  • 
  Potion of barkskin +5 (Frequency; Regional;
  DMG; 1200 gp)
  •  
  Potion of Magic Vestment +3 (Frequency;
  Adventure; DMG; 1200 gp)
  •  Potion of Resist Energy 30 (Frequency;
  Adventure; DMG; 1100 gp)
  APL 16 (all of APLs 6-14 plus the following):
  •  Ring of Chameleon Power (Frequency;
  Adventure; DMG; 12700 gp)
  •  Ring of Electricity Resistance, Major
  (Frequency; Adventure; DMG; 28000 gp)
  •  +1 
  Short 
  Bow 
  of 
  Deadly Precision
  (Frequency; Adventure; CV; 18330 gp)
  
  URC5-05 Miner Mishap
  Page 17
  Appendix One – APL 6
  Encounter Four                    
              
  Tactics: The Scouts will be positioned along the
  path through the cultivated area. They will be
  well hidden, and await the advance of the PCs.
  They will wait to attack until less armored types
  get to their position. They will be situated in pairs
  with each team consisting of a rogue and spell
  thief, flanking the path. The group closer to the
  mine entrance will wait for the group that’s
  further in to attack, thus allowing all attacks to
  go off. If they get hard pressed, they will use a
  bluff action to try to re-hide. The spell thieves will
  engage apparent casters, either those wearing
  no armor, or with prominent holy symbols. Unless
  the party is very stealthy, the scouts should
  have been able to quaff all of their potions.
  (2) Grimlock Rog3
  Monstrous Humanoid
  HD: 2d8+3d6+10; 29HP
  Init: +4
  Speed: 30 ft.
  AC 25 (+ 4 dex, +4 natural, +5 chain shirt, +2
  barkskin); touch 14; flat-footed 21
  Str 18, Dex 18, Con 15, Int 12, Wis 8, Cha 4
  BAB +3, grapple +7
  Attack: +8 Battle Axe (1d8 +6); or +7 short bow
  (1d6)
  Full Attack: +8 Battle Axe (1d8 +6); or +7 short
  bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +2d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, evasion
  Saves: Fort +3, Ref +10, Will +3
  Skills: Hide +25(8), Listen + 9(8), Climb +10(7),
  Move Silently + 13(8), Tumble +11(8)
  Feats: Alertness, Track, Stealthy
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: mithral chain shirt, masterwork battle
  axe, potion of natural armor +2, potion of magic
  vestment +1, camouflage kit, short bow, 50
  arrows
  (2) Grimlock SpellThief3
  Monstrous Humanoid
  HD: 2d8+3d6+10; 29HP
  Init: +4
  Speed: 30 ft.
  AC 25 (+4 dex, +4 natural, +5 chain shirt, +2
  barkskin); touch 14; flat-footed 21
  Str 18, Dex 18, Con 15, Int 12, Wis 8, Cha 4
  BAB +3, grapple +7
  Attack: +8 Battle Axe (1d8 +6); or +7 short bow
  (1d6)
  Full Attack: +8 Battle Axe (1d8 +6); or +7 short
  bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +1d6, Steal Spell
  (1st), steal spell effect, steal energy resistance
  10
  Special Qualities: Spellgrace +1
  Saves: Fort +3, Ref +8, Will +5
  Skills: Hide +25(8), Listen +9(8), Climb +10(7),
  Move Silently + 13(8), Tumble +11(8)
  Feats: Alertness, Track, Stealthy
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: mithral chain shirt, masterwork battle
  axe, potion of natural armor +2, potion of magic
  vestment +1, camouflage kit, short bow, 50
  arrows, pouch containing spell components
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  that he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. His
  contract provides for fighting Drow incursions,
  not any Tom, Dick, or Harry adventurers that
  wander in. However if provoked, he will be more
  than happy to open his normal Can O’
  Whupass. He will do his best to tumble into the
  middle of the party and grapple the least
  armored target. As one last act of mercy, he will
  
  URC5-05 Miner Mishap
  Page 18
  offer to release the target for ransom. If the PCs
  disregard this, well heck, it’s their funeral. Should
  the PCs use any greatly damaging AOE spells
  (fireball for example), he will be very upset about
  the damage to his furnishings, and mercy goes
  out the window.
  Grimlow: Forest Troll of Legend/Mnk1
  Medium Giant
  HD: 5d8+1d8+60 (87 hp)
  Init: +11
  Speed: 30 ft.
  AC 31 (+10 natural armor, +7 dex, +3 wisdom,
  +1 deflection); touch 22; flat-footed 22
  BAB/Grapple +3/+11
  Attack: Claw +12 melee (1d4+9)
  Full Attack: 2 claws +12 melee (1d4+9) and bite
  +9 (1d4+4)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Poison (DC 22 1d6 Con/1d6
  Con), Frightful Presence (DC 11)
  Special Qualities: Darkvision 90 ft, Low Light
  vision, fast healing 10, scent, Spell Turning
  Saves: Fort +18, Ref +12, Will +10
  Str 28, Dex 25, Con 30, Int 17, Wis 16, Cha 8
  Skills: Listen +11, Spot +11, Tumble +14,
  Survival +11, Hide +15, Climb + 17
  Feats: Improved Initiative, Track, Multiattack,
  Iron Will, Improved Unarmed Attack, Improved
  Grapple
  Alignment: LE
  Languages: Giant, Undercommon, Elven,
  Common
  Equipment: Cloak of resistance +1, ring of
  protection +1
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast invisibility upon himself,
  then drunk a potion of resist energy (fire 10). He
  will have cast eagle’s splendor, magic circle of
  protection from good, and bless on Medea (+1
  to hit, AC +2, gaze DC +1, saves +2). People
  who enter the room have two choices, avert their
  eyes or make a save against the gaze attack.
  Medea will either sneak attack those who are
  averting their eyes, or attempt forced gaze
  attacks on those looking to force another save.
  If a target makes three saves, she won’t spend
  more effort on that target and will move onto
  another. Horace will remain invisible and try to
  keep Medea and himself alive using spells. His
  first heal spell thrown will be Vigor on Medea.
  Medea: Medusa/Rog1
  HD: 6d8+1d6+14 (44 HP)
  Init: +4
  Speed: 30 ft.
  AC 24 (+3 natural armor, +5 chain shirt +1, +4
  dex, +2 barkskin); touch 14; flat-footed 20
  Base Attack/grapple: +6/+6
  Attack: Shortbow +11 ranged (1d6) or dagger
  +8 melee (1d4+1); or +8 melee snakes
  (1d4+1+poison)
  Full Attack: Shortbow +11/+6 ranged (1d6) or
  dagger +8/+3 melee (1d4+1); or snakes +8/+3
  melee (1d4+1+poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Petrifying gaze (DC 20), poison
  (DC 15, 1d6 str, 2d6 str), sneak attack 2d6
  Special Qualities: darkvision 60 ft.
  Saves: Fort +4, Ref +11, Will +5
  Str 12, Dex 18, Con 15, Int 12, Wis 10, Cha 21
  Skills: Listen +10(10), Spot +10(10), Move
  Silently +9(7)
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze)
  Alignment: LE
  Languages: Common
  Equipment: Cloak of Charisma +2, +1 chain
  shirt, short bow, potion of barkskin +2, potion of
  magic vestment +1
  Horace: Human Clr5 (Meyanok: Trickery/Evil)
  HD: 5d8+1d6+14 (44 HP)
  Init: +4
  Speed: 30 ft.
  AC 21 (+1 dex, +8 armor, +2 shield)
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  
  URC5-05 Miner Mishap
  Page 19
  Space/Reach: 5ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 16, Cha 13
  Skills: Heal +11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, empower spell
  Spells: 1st — (Protection From Good, Cure Light
  Wounds x2, Bless); 2nd — (Invisibility, Eagle’s
  Splendor, Cure Moderate Wounds x2); 3rd —
  (Vigor, Magic Circle Against Good, Cure Serious
  Wounds)
  Alignment: LE
  Languages: Common
  Equipment: full plate, heavy steel shield, heavy
  mace, wand of resurgence; potion of energy
  resistance (fire 10), stone of alarm
  
  URC5-05 Miner Mishap
  Page 20
  Appendix One – APL 8
  Encounter Four                                            
  Tactics: The Scouts will be positioned along the
  path through the cultivated area. They will be
  well hidden, and await the advance of the PCs.
  They will wait to attack until less armored types
  get to their position. They will be situated in pairs
  with each team consisting of a rogue and spell
  thief, flanking the path. The group closer to the
  mine entrance will wait for the group that’s
  further in to attack, thus allowing all attacks to
  go off. If they get hard pressed, they will use a
  bluff action to try to re-hide. The spell thieves will
  engage apparent casters, either those wearing
  no armor, or with prominent holy symbols. Unless
  the party is very stealthy, the scouts should
  have been able to quaff all of their potions.
  (2) Grimlock Rog5
  Monstrous Humanoid
  HD: 2d8+5d6+21; 47 HP
  Init: +4
  Speed: 30 ft.
  AC 26 (+ 4 dex, +4 natural, +5 mithral chain shirt
  +1, +3 barkskin); touch 14; flat-footed 22
  Str 18, Dex 18, Con 16, Int 12, Wis 8, Cha 4
  BAB +4, grapple +8
  Attack: +9 Masterwork Battle Axe (1d8 +6); or +8
  short bow (1d6)
  Full Attack: +9 Masterwork Battle Axe (1d8 +6);
  or +8 short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +3d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, evasion, uncanny dodge
  Saves: Fort +4, Ref +11, Will +3
  Skills: Hide +35(10), Listen +11(10), Climb
  +13(10), Move Silently +13(10), Tumble +13(10),
  Sense Motive +6(7),
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide)
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +1 mithral chain shirt, masterwork
  battle axe, potion of barkskin +3, potion of
  magic vestment +1. cloak 
  of 
  elvenkind,
  camouflage kit, short bow, 50 arrows
  (2) Grimlock SpellThief5
  Monstrous Humanoid
  HD: 2d8+5d6+21; 47 HP
  Init: +4
  Speed: 30 ft.
  AC 26 (+4 dex, +4 natural, +5 mithral chain shirt
  +1, +3 barkskin); touch 14; flat-footed 22
  Str 18, Dex 18, Con 16, Int 12, Wis 8, Cha 4
  BAB +4 Grapple +8
  Attack: +9 Masterwork Battle Axe (1d8 +6); or +8
  short bow (1d6)
  Full Attack: +9 Masterwork Battle Axe (1d8 +6);
  or +8 short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +2d6, Steal Spell
  (2nd), steal spell effect, steal energy resistance
  10, steal spell like ability
  Special Qualities: Spellgrace +1
  Saves: Fort +4, Ref +8, Will +6
  Skills: Hide +35(10), Listen +11(10), Climb
  +13(10), Move Silently + 13(10), Tumble
  +13(10), Sense Motive +6(7)
  Feats: Alertness, Track ,Stealthy, Skill Focus
  (hide)
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +1 mithral chain shirt, masterwork
  battle axe, potion of barkskin +3, potion of
  magic vestment +1, cloak 
  of 
  elvenkind,
  camouflage kit, short bow, 50 arrows , pouch
  containing spell components
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  which he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. His
  contract provides for fighting Drow incursions,
  not any Tom, Dick, or Harry adventurers which
  wonder in. However if provoked, he will be more
  than happy to open his normal Can O’
  Whupass. He will do his best to tumble into the
  
  URC5-05 Miner Mishap
  Page 21
  middle of the party and grapple the least
  armored target. As one last act of mercy, he will
  offer to release the target for ransom. If the PCs
  disregard this, well heck, it’s their funeral. Should
  the PCs use any greatly damaging AOE spells
  (fireball for example), he will be very upset about
  the damage to his furnishings, and mercy goes
  out the window.
  Grimlow: Forest Troll of Legend/Mnk3
  Medium Giant
  HD: 5d8+3d8+80 (116 hp)
  Init: +12
  Speed: 30 ft.
  AC 34 (+10 natural armor, +8 dex, +3 wisdom,
  +1 deflection, +2 armor); touch 22; flat-footed 23
  BAB/Grapple +5/+13
  Attack: Claw +12 melee (1d4+9)
  Full Attack: 2 claws +12 melee (1d4+9) and bite
  +9 (1d4+4)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Poison (DC 22 1d6 Con/1d6
  Con), Frightful Presence (DC 11)
  Special Qualities: Darkvision 90 ft, Low Light
  vision, fast healing 10, scent, Spell Turning,
  evasion
  Saves: Fort +19, Ref +14, Will +11
  Str 28, Dex 26, Con 30, Int 17, Wis 16, Cha 8
  Skills: Listen +13, Spot +13, Tumble +16,
  Survival +14, Hide +17, Climb + 19
  Feats: Improved Initiative, Track, Multiattack,
  Iron Will, Improved Grapple, Improved Unarmed
  Combat, Combat Reflexes
  Alignment: LE
  Languages: Giant, Undercommon, Elven,
  Common
  Equipment: Cloak of resistance +1, ring of
  protection +1, bracers of armor +2
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast invisibility upon himself,
  then drunk a potion of resist energy (fire 10). He
  will have cast empowered eagle’s splendor,
  magic circle of protection from good, and bless
  on Medea (+1 to hit, AC +2, gaze DC +1, saves
  +2). People who enter the room have two
  choices, avert their eyes or make a save against
  the gaze attack. Medea will either sneak attack
  those who are averting their eyes, or attempt
  forced gaze attacks on those looking to force
  another save. If a target makes three saves, she
  won’t spend more effort on that target and will
  move onto another. Horace will remain invisible
  and try to keep Medea and himself alive using
  spells. His first heal spell thrown will be Vigor on
  Medea.
  Medea: Medusa/Rog3
  HD: 6d8+3d6+18 (55 HP)
  Init: +4
  Speed: 30 ft.
  AC 25 (+3 natural armor, +5 chain shirt +1, +4
  dex, +3 barkskin); touch 14; flat-footed 21
  Base Attack/grapple: +8/+8
  Attack: Masterwork Shortbow +15 ranged (1d6)
  or dagger +10 melee (1d4+1), or snakes +10
  melee (1d4+1+poison)
  Full Attack: Masterwork Shortbow +15/+10
  ranged (1d6) or dagger +10/+5 melee (1d4+1),
  or snakes +10/+5 melee (1d4+1+poison)
  Space/Reach: 5ft./5 ft.
  Special Attacks: Petrifying gaze (DC 21), poison
  (DC 15, 1d6 str, 2d6 str), sneak attack 2d6
  Special Qualities: darkvision 60 ft., evasion
  Saves: Fort +6, Ref +13, Will +7
  Str 12, Dex 18, Con 15, Int 12, Wis 10, Cha 22
  Skills: Listen +10(12), Spot +10(12), Move
  Silently +9(7)
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze), rapid shot
  Alignment: LE
  Languages: Common
  Equipment: Cloak of Charisma +2, +1 chain
  shirt, masterwork short bow, potion of barkskin
  +3, potion of magic vestment +1, bracers of
  archery (lesser)
  Horace: Human Clr7 (Meyanok: Trickery/Evil)
  HD: 5d8+1d6+14 (44 HP)
  Init: +4
  Speed: 30 ft.
  
  URC5-05 Miner Mishap
  Page 22
  AC 23 (+1 dex, +9 armor, +3 shield); touch 11;
  flat-footed 22
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 16, Cha 13
  Skills: Heal +11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, empower spell,
  blind fight
  Spells: 1st — (Protection From Good, Cure Light
  Wounds x2, Bless); 2nd — (Invisibility, Eagle’s
  Splendor, Cure Moderate Wounds x3); 3rd —
  (Vigor, Magic Circle Against Good, Cure Serious
  Wounds x2); 4th — (Empowered Eagles
  Splendor, confusion)
  Alignment: LE
  Languages: Common
  Equipment: +1 full plate, +1 heavy steel shield,
  heavy mace, wand of resurgence, potion of
  energy resistance (fire 10), stone of alarm
  
  URC5-05 Miner Mishap
  Page 23
  Appendix One – APL 10
  Encounter Four                                            
  Tactics: The Scouts will be positioned along the
  path through the cultivated area. They will be
  well hidden, and await the advance of the PCs.
  They will wait to attack until less armored types
  get to their position. They will be situated in pairs
  with each team consisting of a rogue and spell
  thief, flanking the path. The group closer to the
  mine entrance will wait for the group that’s
  further in to attack, thus allowing all attacks to
  go off. If they get hard pressed, they will use a
  bluff action to try to re-hide. If hard pressed in
  melee the scouts will move to cover and hide,
  then snipe the party with their short bows.
  Sniping can be done from a hidden location with
  a –20 on the hide check after the attack to
  remain hidden. The spell thieves will engage
  apparent casters, either those wearing no armor,
  or with prominent holy symbols. Unless the party
  is very stealthy, the scouts should have been
  able to quaff all of their potions.
  (2) Grimlock Rog7
  Monstrous Humanoid
  HD: 2d8+7d6+27; 60 HP
  Init: +9
  Speed: 30 ft.
  AC 29 (+5 dex, +4 natural, +6 mithral chain shirt
  +2, +4 barkskin); touch 15; flat-footed 24
  Str 18, Dex 21, Con 16, Int 12, Wis 8, Cha 4
  BAB +6, grapple +10
  Attack: +11 Masterwork Battle Axe (1d8 +6); or
  +12 masterwork short bow (1d6)
  Full Attack: +11/+6 Masterwork Battle Axe (1d8
  +6); or +12/+7 masterwork short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +4d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, evasion, uncanny dodge
  Saves: Fort +5, Ref +13, Will +4
  Skills: Hide +39(12), Listen +13(12), Climb
  +16(12), Move Silently +16(12), Tumble +16(12),
  Escape Artist +16(12), Jump +9(5)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +2 mithral chain shirt, masterwork
  battle axe, potion of protection from good,
  potion of barkskin +4, potion of magic vestment
  +2, gloves of dexterity +2, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50 arrows
  (2) Grimlock SpellThief7
  Monstrous Humanoid
  HD: 2d8+7d6+27; 60 HP
  Init: +9
  Speed: 30 ft.
  AC 29 (+5 dex, +4 natural, +6 mithral chain shirt
  +2, +4 barkskin); touch 15; flat-footed 24
  Str 18, Dex 21, Con 16, Int 12, Wis 8, Cha 4
  BAB +6, grapple +10
  Attack: +11 Masterwork Battle Axe (1d8 +6); or
  +12 masterwork short bow (1d6)
  Full Attack: +11/+6 Masterwork Battle Axe (1d8
  +6); or +12/+7 masterwork short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +2d6, Steal Spell
  (3rd), steal spell effect, steal energy resistance
  10, steal spell like ability, Absorb Spell
  Special Qualities: Spellgrace +1
  Saves: Fort +5, Ref +10, Will +7
  Skills: Hide +39(12), Listen +13(12), Climb
  +16(12), Move Silently +16(12), Tumble +16(12),
  Escape Artist +16(12), Jump +9(5)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +2 mithral chain shirt, masterwork
  battle axe, potion of protection from good,
  potion of barkskin +4, potion of magic vestment
  +2, gloves of dexterity +2, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50
  arrows, pouch containing spell components
  
  URC5-05 Miner Mishap
  Page 24
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  which he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. If
  they wish to move on without him raising the
  alarm, that will cost. His contract provides for
  fighting Drow incursions, not any Tom, Dick, or
  Harry adventurers which wonder in. However if
  provoked, he will be more than happy to open
  his normal Can O’ Whupass. He will do his best
  to tumble into the middle of the party and
  grapple the least armored target. As one last act
  of mercy, he will offer to release the target for
  ransom. If the PCs disregard this, well heck, it’s
  their funeral. Should the PCs use any greatly
  damaging AOE spells (fireball for example), he
  will be very upset about the damage to his
  furnishings, and mercy goes out the window.
  Grimlow: Crystalline Troll of Legend/Mnk2
  Large Giant
  HD: 10d8+2d8+132 (186 hp)
  Init: +11
  Speed: 30 ft.
  AC 31 (-1 size, +12 natural armor, +6 dex, +2
  wis, +2 armor); touch 18; flat-footed 24
  BAB/Grapple +8/+28
  Attack: Claw +19 melee (1d6+12)
  Full Attack: 2 claws +19 melee (1d6+12) and
  bite +17 (1d6+6)
  Space/reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+18
  Special Qualities: Darkvision 60 ft, Immunity to
  acid, Low Light vision, regeneration 5 (sonic),
  scent, immune to polymorph, immunity to poison,
  Spell Turning, evasion.
  Saves: Fort +25, Ref +16, Will +14
  Str 34, Dex 24, Con 32, Int 15, Wis 14, Cha10
  Skills: Listen +17, Spot +17, Climb + 25, Jump
  +25, Tumble +19
  Feats: Alertness, Iron Will, power Attack, track,
  improved initiative, multi-attack, improved
  grapple, combat reflexes, improved unarmed
  strike, Hold the line
  Alignment: LE
  Languages: Giant, Undercommon, Common
  Equipment: Cloak of resistance +1, bracers of
  armor +2
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast invisibility upon himself,
  then drunk a potion of resist energy (fire 20). He
  will have cast empowered eagle’s splendor,
  magic circle of protection from good, and bless
  on Medea (+1 to hit, AC +2, gaze DC +2, +2 on
  saves). People who enter the room have two
  choices, avert their eyes or make a save against
  the gaze attack. Medea will either sneak attack
  those who are averting their eyes, or attempt
  forced gaze attacks on those looking to force
  another save. If a target makes three saves, she
  won’t spend more effort on that target and will
  move onto another. Horace will remain invisible
  and try to keep Medea and himself alive using
  spells. His first heal spell thrown will be Vigor on
  Medea.
  Medea: Medusa/Rog5
  HD: 6d8+5d6+33 (77 HP)
  Init: +5
  Speed: 30 ft.
  AC 28 (+3 natural armor, +6 mithral chain shirt
  +2, +5 dex, +4 barkskin); touch 14; flat-footed
  23
  Base Attack/grapple: +9/+10
  Attack: Masterwork Shortbow +17 ranged (1d6)
  or dagger +11 melee (1d4+1), or snakes +11
  melee (1d4+1+poison)
  Full Attack: Masterwork Shortbow +17/+12
  ranged (1d6) or dagger +11/+6 melee (1d4+1),
  or snakes +11/+6 melee (1d4+1+poison)
  Space/Reach: 5ft./5 ft.
  Special Attacks: Petrifying gaze (DC 21), poison
  (DC 15, 1d6 str, 2d6 str), sneak attack 3d6
  Special Qualities: darkvision 60 ft., evasion
  Saves: Fort +5, Ref +14, Will +6
  Str 12, Dex 20, Con 15, Int 12, Wis 10, Cha 22
  Skills: Listen +15(15), Spot +15(15), Move
  Silently +19(15)
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze), rapid shot
  Alignment: LE
  Languages: Common
  
  URC5-05 Miner Mishap
  Page 25
  Equipment: Cloak of Charisma +2, +2 mithral
  chain shirt, masterwork short bow, potion of
  barkskin +4, potion of magic vestment +2,
  bracers of archery (lesser), gloves of dexterity +2
  Horace: Human Clr9 (Meyanok: Trickery/Evil)
  HD: 9d8 +18 (57 HP)
  Init: +1
  Speed: 30 ft.
  AC 24 (+1 dex, +9 armor, +3 shield); touch 11;
  flat-footed 23
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 17, Cha 13
  Skills: Heal +11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, Combat
  Casting, blind fight
  Spells: 1st  —  (Protection From Good, Cure
  Light Wounds x2, Bless); 2nd — (Invisibility,
  Eagle’s Splendor, Cure Moderate Wounds x3,
  Resist energy); 3rd —  (Vigor, Magic Circle
  Against Good, Cure Serious Wounds x2); 4th —
  (Empowered Eagles Splendor, confusion, Cure
  Critical Wounds); 5th —  (Dispel Good, Break
  Enchantment)
  Alignment: LE
  Languages: Common
  Equipment: +2 full plate, +1 heavy steel shield,
  heavy mace, wand of resurgence, potion of
  energy resistance (fire 20), stone of alarm
  
  URC5-05 Miner Mishap
  Page 26
  Appendix One – APL 12
  Encounter Four                                            
  Tactics: The Scouts will be positioned along the
  path through the cultivated area. They will be
  well hidden, and await the advance of the PCs.
  They will wait to attack until less armored types
  get to their position. They will be situated in pairs
  with each team consisting of a rogue and spell
  thief, flanking the path. The group closer to the
  mine entrance will wait for the group that’s
  further in to attack, thus allowing all attacks to
  go off. If they get hard pressed, they will use a
  bluff action to try to re-hide. If hard pressed in
  melee the scouts will move to cover and hide,
  then snipe the party with their short bows.
  Sniping can be done from a hidden location with
  a –20 on the hide check after the attack to
  remain hidden. The spell thieves will engage
  apparent casters, either those wearing no armor,
  or with prominent holy symbols. Unless the party
  is very stealthy, the scouts should have been
  able to quaff all of their potions.
  (2) Grimlock Rog9
  Monstrous Humanoid
  HD: 2d8+9d6+33; 73 HP
  Init: +9
  Speed: 30 ft.
  AC 29 (+5 dex, +4 natural, +6 mithral chain shirt
  +2, +4 barkskin); touch 15; flat-footed 24
  Str 18, Dex 21, Con 16, Int 12, Wis 8, Cha 4
  BAB +7, grapple +12
  Attack: +12 +1 Battle Axe (two-handed) (1d8
  +7); or +13 masterwork short bow (1d6)
  Full Attack: +12/+7 +1 Battle Axe (two-handed)
  (1d8 +7); or +13/+8 masterwork short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +5d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, evasion, uncanny dodge
  Saves: Fort +6, Ref +14, Will +5
  Skills: Hide +39(12), Listen + 15(14), Climb
  +18(14), Move Silently +18(14), Tumble +18
  (14), Escape Artist +18(14), bluff +8(11)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +2 mithral chain shirt, +1 battle axe,
  potion of protection from good, potion of
  barkskin +4, potion of magic vestment +2,
  gloves of dexterity +2, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50 arrows
  (2) Grimlock SpellThief9
  Monstrous Humanoid
  HD: 2d8+9d6+33; 73 HP
  Init: +9
  Speed: 30 ft.
  AC 29 (+5 dex, +4 natural, +6 mithral chain shirt
  +2, +4 barkskin); touch 15; flat-footed 24
  Str 18, Dex 21, Con 16, Int 12, Wis 8, Cha 4
  BAB +7, grapple +12
  Attack: +12 +1 Battle Axe (1d8 +7); or +13
  masterwork short bow (1d6)
  Full Attack: +12/+7 +1 Battle Axe (1d8 +7); or
  +13/+8 masterwork short bow (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +3d6, Steal Spell
  (4th), steal spell effect, steal energy resistance
  10, steal spell like ability, Absorb Spell
  Special Qualities: Spellgrace +1
  Saves: Fort +6, Ref +11, Will +8
  Skills: Hide +39(12), Listen +15(14), Climb
  +18(14), Move Silently +18(14), Tumble +18(14),
  Escape Artist +18(14), Bluff +8(11)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +2 mithral chain shirt, +1 battle axe,
  potion of protection from good, potion of
  barkskin +4, potion of magic vestment +2,
  gloves of dexterity +2, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50
  arrows, pouch containing spell components
  
  URC5-05 Miner Mishap
  Page 27
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  which he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. If
  they wish to move on without him raising the
  alarm, that will cost. His contract provides for
  fighting Drow incursions, not any Tom, Dick, or
  Harry adventurers which wonder in. However if
  provoked, he will be more than happy to open
  his normal Can O’ Whupass. He will do his best
  to tumble into the middle of the party and
  grapple the least armored target. As one last act
  of mercy, he will offer to release the target for
  ransom. If the PCs disregard this, well heck, it’s
  their funeral. Should the PCs use any greatly
  damaging AOE spells (fireball for example), he
  will be very upset about the damage to his
  furnishings, and mercy goes out the window.
  Grimlow: Crystalline Troll of Legend/Mnk4
  Large Giant
  HD: 10d8+4d8 +154 (217 hp)
  Init: +11
  Speed: 40 ft.
  AC 31 (-1 size, +12 natural armor, +6 dex, +2
  wis, +2 armor); touch 17; flat-footed 23
  BAB/Grapple +10/+30
  Attack: Claw +21 melee (1d6+12)
  Full Attack: 2 claws +21 melee (1d6+12) and
  bite +19 (1d6+6)
  Space/reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+18
  Special Qualities: Darkvision 60 ft, Immunity to
  acid, Low Light vision, regeneration 5 (sonic),
  scent, immune to polymorph, immunity to poison,
  Spell Turning, evasion.
  Saves: Fort +27, Ref +18, Will +16
  Str 34, Dex 24, Con 32, Int 15, Wis 14, Cha10
  Skills: Listen +17, Spot +20, Climb + 25, Jump
  +24, Tumble +24, Survival +7
  Feats: Alertness, Iron Will, power Attack, track,
  improved initiative, multi-attack, improved
  grapple, combat reflexes, improved unarmed
  strike, Hold the line
  Alignment: LE
  Languages: Giant, Undercommon, Common
  Equipment: Cloak of resistance +2, bracers of
  armor +2
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast invisibility upon himself,
  then drunk a potion of resist energy (fire 20). He
  will have cast empowered eagle’s splendor,
  magic circle of protection from good, and bless
  on Medea (+1 to hit, AC +2, gaze DC +2, saves
  +2). People who enter the room have two
  choices, avert their eyes or make a save against
  the gaze attack. Medea will either sneak attack
  those who are averting their eyes, or attempt
  forced gaze attacks on those looking to force
  another save. If a target makes three saves, she
  won’t spend more effort on that target and will
  move onto another. Horace will remain invisible
  and try to keep Medea and himself alive using
  spells. His first heal spell thrown will be Greater
  Vigor on Medea. The clay golem is disguised as
  a petrified ogre. A spot check DC 20 will reveal
  this. It will be waiting for the second round to
  attack.
  Medea: Medusa/Rog7
  HD: 6d8+7d6+39 (90 HP)
  Init: +4
  Speed: 30 ft.
  AC 28 (+3 natural armor, +6 mithral chain shirt
  +2, +5 dex, +4 barkskin); touch 15; flat-footed
  23
  Base Attack/grapple: +11/+12
  Attack: Masterwork Shortbow +20 ranged (1d6)
  or dagger +13 melee (1d4+1), or snakes
  (1d4+1+poison) +13 melee
  Full Attack: Masterwork Shortbow +20/+15/+10
  ranged (1d6) or dagger +13/+8/+3 melee
  (1d4+1), 
  or 
  +13/+8/+3 
  melee 
  snakes
  (1d4+1+poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Petrifying gaze (DC 23), poison
  (DC 15, 1d6 str, 2d6 str), sneak attack 4d6
  Special Qualities: darkvision 60 ft., evasion
  Saves: Fort +6, Ref +14, Will +7
  Str 12, Dex 20, Con 16, Int 12, Wis 10, Cha 22
  Skills: Listen +16(16), Spot +16(16), Move
  Silently +21(16)
  
  URC5-05 Miner Mishap
  Page 28
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze), rapid shot, weapon focus
  (shortbow)
  Alignment: LE
  Languages: Common
  Equipment: Cloak of Charisma +2, +2 mithral
  chain shirt, masterwork short bow, potion of
  barkskin +4, potion of magic vestment +2,
  bracers of archery (lesser), gloves of dexterity +2
  Horace: 
  Human 
  Clr10 
  (Meyanok:
  Trickery/Evil)
  HD: 9d8 +18 (57 HP)
  Init: +1
  Speed: 30 ft.
  AC 25 (+1 dex, +10 armor, +4 shield); touch 11;
  flat-footed 24
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 17, Cha 13
  Skills: Heal +11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, Combat
  Casting, Blind Fight
  Spells: 1st — (Protection From Good, Cure Light
  Wounds x2, Bless); 2nd — (Invisibility, Eagle’s
  Splendor, Cure Moderate Wounds x3, Resist
  energy); 3rd — (Vigor, Magic Circle Against
  Good, Cure Serious Wounds x2); 4th —
  (Empowered Eagles Splendor, confusion, Cure
  Critical Wounds, recitation);
   5th — (Dispel Good,
  Break Enchantment, greater vigor)
  Alignment: LE
  Languages: Common
  Equipment: +2 full plate, +2 heavy steel shield,
  heavy mace, wand of resurgence, potion of
  energy resistance (fire 20), stone of alarm
  Clay Golem: 90 HP (see M M  pg 134)
  
  URC5-05 Miner Mishap
  Page 29
  Appendix One – APL 14
  Encounter Four                                            
  T a c t i c s :  The scouts will have situated
  themselves in concealed positions within 30’ of
  the path. They will use snipe attacks to engage
  party members, firing and then hiding with a –20
  on their hide checks after the snipe. First targets
  will be those least armored. The spell thieves will
  engage apparent casters, either those wearing
  no armor, or with prominent holy symbols. Unless
  the party is very stealthy, the scouts should
  have been able to quaff all of their potions.
  (2) Grimlock Rog11 (CR 12)
  Monstrous Humanoid
  HD: 2d8+11d6+33; 86 HP
  Init: +11
  Speed: 30 ft.
  AC 33 (+7 dex, +4 natural, +7 mithral chain shirt
  +3, +5 barkskin); touch 17; flat-footed 26
  Str 18, Dex 24, Con 16, Int 12, Wis 8, Cha 4
  BAB +9, grapple +13
  Attack: +14 +1 Battle Axe (two-handed) (1d8
  +7); or +17 masterwork short bow (1d6)
  Full Attack: +14/+9 +1 Battle Axe (two-handed)
  (1d8 +7); or +17/+12 masterwork short bow
  (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +6d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, 
  evasion, 
  uncanny 
  dodge,
  opportunist
  Saves: Fort +6, Ref +17, Will +5
  Skills: Hide +43(14), Listen +15(14), Climb
  +18(14), Move Silently +18(14), Tumble +18(14),
  Escape Artist +18(14), Jump +15(11)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Point Blank Shot, Improved Initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +3 mithral chain shirt, +1 battle axe,
  potion of protection from good, potion of
  barkskin +5, potion of magic vestment +3,
  gloves of dexterity +4, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50 arrows
  (2) Grimlock SpellThief11 (CR 12)
  Monstrous Humanoid
  HD: 2d8+11d6+33; 86 HP
  Init: +11
  Speed: 30 ft.
  AC 33 (+7 dex, +4 natural, +7 mithral chain shirt
  +3, +5 barkskin); touch 17; flat-footed 26
  Str 18, Dex 24, Con 16, Int 12, Wis 8, Cha 4
  BAB +9, grapple +13
  Attack: +14 +1 Battle Axe (two-handed) (1d8
  +7); or +17 masterwork short bow (1d6)
  Full Attack: +14/+9 +1 Battle Axe (two-handed)
  (1d8 +7); or +17/+12 masterwork short bow
  (1d6)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +3d6, Steal Spell
  (5th), steal spell effect, steal energy resistance
  10, steal spell like ability, Absorb Spell
  Special Qualities: Spellgrace +1
  Save Fort +6, Ref +10, Will +9
  Hide +43(14) , Listen + 15(14), Climb +18(14),
  move silently + 18(14), Tumble +18 (14), Escape
  Artist +18 (14), Bluff +8 (11)
  Feats: Alertness, Track ,Stealthy, skill focus
  (hide), point blank shot, improved initiative
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +3 mithral chain shirt, +1 battle axe,
  potion of protection from good, potion of
  barkskin +5, potion of magic vestment +3,
  gloves of dexterity +4, cloak of elvenkind,
  camouflage kit, masterwork short bow, 50
  arrows, pouch containing spell components
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  which he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. If
  they wish to move on without him raising the
  alarm, that will cost. His contract provides for
  fighting Drow incursions, not any Tom, Dick, or
  
  URC5-05 Miner Mishap
  Page 30
  Harry adventurers which wonder in. However if
  provoked, he will be more than happy to open
  his normal Can O’ Whupass. He will do his best
  to tumble into the middle of the party and
  grapple the least armored target. As one last act
  of mercy, he will offer to release the target for
  ransom. If the PCs disregard this, well heck, it’s
  their funeral. Should the PCs use any greatly
  damaging AOE spells (fireball for example), he
  will be very upset about the damage to his
  furnishings, and mercy goes out the window.
  Should the party try an acid attack on him, he
  will merely laugh at them and comment, “Hey
  watch that you’ll ruin my Rug! That cost me a lot
  you curs!”.
  Grimlow: War Troll of Legend/Mnk1 (CR 15)
  Hit Dice: 12d8+1d8+ 182 (240 hp)
  Init: +11
  Speed: 50 ft.
  AC 45 (-1 size, +19 natural armor, +8 dex, +5
  wis, +2 armor, +2 deflection); touch 25; flat-
  footed 32
  Base Attack/grapple: +13/+32
  Attack: Claw +30 (1d8+16)
  Full Attack: 2 claws +30 melee (1d8+16) and
  bite+28 melee (1d6+8); or masterwork composite
  longbow +20/+15/+10 (2d6+10/x3)
  Space/Reach: 10ft./10 ft.
  Special Attacks: Dazing Blow, Frightful presence
  DC 17
  Special 
  Qualities: 
  Damage 
  reduction
  5/adamantine, dark vision 90 ft., low-light vision,
  regeneration 9, scent, spell resistance 20,
  immune to acid, spell turning
  Saves: Fort +25, Ref +22, Will + 21
  Str 42, Dex 27, Con 38, Int 15, Wis 20, Cha 12
  Skills: Listen +22, Spot +22, Jump +32,
  Knowledge (history) + 4, Tumble +21
  Feats: Alertness, Improved Initiative, Iron Will,
  Multi-attack, Weapon Focus (claws); power
  attack, acrobatic, improved unarmed strike,
  improved grapple, hold the line
  Alignment: LE
  Languages: Giant, Undercommon, Common
  Equipment: Cloak of resistance +2, bracers of
  armor +2, +2 ring of protection +2 gloves of
  dexterity
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast Mislead upon himself, then
  drank a potion of resist energy (fire 30). He will
  have cast empowered eagle’s splendor, magic
  circle of protection from good, spell resistance
  (SR 26) and bless on Medea (+1 to hit, AC +2,
  gaze DC +2, saves +2). He will also cast blade
  barrier that will be 
  erected around the
  suspended grate before the party enters the
  room. People who enter the room have two
  choices, avert their eyes or make a save against
  the gaze attack. Medea will either sneak attack
  those who are averting their eyes, or attempt
  forced gaze attacks on those looking to force
  another save. If a target makes three saves, she
  won’t spend more effort on that target and will
  move onto another. Horace will remain invisible
  and try to keep Medea and himself alive using
  spells. On round one as the party enters, he will
  cast recitation (+3 on his and Medea’s attacks
  and saves, -2 on enemy attacks and saves, no
  saving throw). His first heal spell thrown will be
  Greater Vigor on Medea. The stone golems
  have been fashioned in the shape of Ogres and
  are posed so that it looks like they had been
  petrified. They will begin to attack on round 2.
  Medea: Medusa/Rog9
  HD: 6d8+9d6+45 (103 HP)
  Init: +5
  Speed: 30 ft.
  AC 31 (+3 natural armor, +7 mithral chain shirt
  +3, +6 dex, +5 barkskin); touch 16; flat-footed
  24
  Base Attack/grapple: +12/+13
  Attack: +1 Shortbow of Deadly Precision +22
  (+25 after recitation) ranged (1d6+1) or dagger
  +14 (+17 after recitation) melee (1d4+1), or
  snakes +14 (+17 after recitation) melee
  (1d4+1+poison)
  Full Attack: +1 Shortbow of Deadly Precision
  +22/+17/+12 (+25/+20/+15 after recitation)
  ranged 
  (1d6+1) 
  or 
  dagger 
  +14/+9/+4
  (+17/+12/+7 after recitation) melee (1d4+1), or
  snakes  +14/+9/+5 (+17/+12/+7 after recitation)
  melee (1d4+1+poison)
  Space/Reach: 5ft./5 ft.
  
  URC5-05 Miner Mishap
  Page 31
  Special Attacks: Petrifying gaze (DC 21 or 23
  with empowered eagle’s splendor), poison (DC
  15, 1d6 str, 2d6 str), sneak attack 5d6
  Special Qualities: darkvision 60 ft., evasion
  Saves: Fort +5, Ref +15, Will +6
  Str 12, Dex 22, Con 16, Int 12, Wis 10, Cha 22
  Skills: Listen +18(18), Spot +18(18), Move
  Silently +22(18)
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze), rapid shot, weapon focus
  (shortbow)
  Alignment: LE
  Languages: Common
  Equipment: Cloak of Charisma +2, +3 mithral
  chain shirt, +1 shortbow of deadly precision,
  potion of barkskin +5, potion of magic vestment
  +3, bracers of archery (lesser), gloves of
  dexterity +4
  Horace: 
  Human 
  Clr12 
  (Meyanok:
  Trickery/Evil)
  HD:  12d8+24 (78 HP)
  Init: +1
  Speed: 30 ft.
  AC 25 (+1 dex, +10 armor, +4 shield); touch 11;
  flat-footed 24
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 18, Cha 13
  Skills: Heal + 11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, Combat
  Casting, Blind Fight
  Spells: 1st — (Protection From Good*, Cure
  Light Wounds x2, Bless, shield of faith); 2nd —
  (Invisibility*, Eagle’s Splendor, Cure Moderate
  Wounds x3, Resist energy); 3rd — (Vigor x2,
  Magic Circle Against Good*, Cure Serious
  Wounds 
  x2); 4th — (Empowered 
  Eagles
  Splendor, confusion*, Cure Critical Wounds x2,
  recitation); 5th — (Dispel Good*, Break
  Enchantment, greater vigor, Spell resistance);
  6th — (Mislead*, heal, blade barrier)
  Alignment: LE
  Languages: Common
  Equipment: +2 full plate +2 heavy steel shield,
  heavy mace, wand of resurgence, potion of
  energy resistance (fire 30), stone of alarm
   (2) Stone Golems, Large; 107 HP (see M M
  page 137)
  
  URC5-05 Miner Mishap
  Page 32
  Appendix One – APL 16
  Encounter Four                                            
  T a c t i c s :  The scouts will have situated
  themselves in concealed positions within 30’ of
  the path. They will use snipe attacks to engage
  party members. Firing and then hiding with a
  –20 on their hide checks after he snipe. First
  targets will be those least armored. The spell
  thieves will engage apparent casters, either
  those wearing no armor, or with prominent holy
  symbols. Unless the party is very stealthy, the
  scouts should have been able to quaff all of
  their potions.
  (2) Grimlock Rog13 (CR 14)
  Monstrous Humanoid
  HD: 2d8+13d6+33; 99 HP
  Init: +11
  Speed: 30 ft.
  AC 33 (+7 dex, +4 natural, +7 mithral chain shirt
  +3, +5 barkskin); touch 17; flat-footed 26
  Str 18, Dex 24, Con 16, Int 12, Wis 8, Cha 4
  BAB +10, grapple +14
  Attack: +15 +2 Battle Axe (two-handed) (1d8
  +8); or +19 +2 short bow (1d6 +2)
  Full Attack: +15/+10 +2 Battle Axe (two-handed)
  (1d8 +8); or +19/+14 +2 short bow (1d6 +2)
  Space/reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +7d6
  Special 
  Qualities: Blindsight 40 ft, scent,
  immunities, 
  evasion, 
  uncanny 
  dodge,
  opportunist, skill mastery (hide)
  Saves: Fort +7, Ref +18, Will +6
  Skills: Hide +50(16), Listen +17(16), Climb
  +20(16), Move Silently +21(16), Tumble +23(16),
  Escape Artist +23(16), Bluff +13(16), Profession:
  bookbinder +0(1)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative, Point Blank Shot,
  Precise Shot
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +3 mithral chain shirt, +2 battle axe,
  potion of protection from good, potion of
  barkskin +5, potion of magic vestment +3,
  gloves of dexterity +4, ring of chameleon power,
  camouflage kit, +2 short bow, 50 arrows
  (2) Grimlock SpellThief13 (CR 14)
  Monstrous Humanoid
  HD: 2d8+13d6+39; 99 HP
  Init: +9
  Speed: 30 ft.
  AC 31 (+5 dex, +4 natural, +7 mithral chain shirt
  +3, +5 barkskin); touch 17; flat-footed 26
  Str 18, Dex 24, Con 16, Int 12, Wis 8, Cha 4
  BAB +10, grapple +14
  Attack: +15 +2 Battle Axe (two-handed) (1d8
  +8); +19 +2 short bow (1d6 +2)
  Full Attack: +15/+10 +2 Battle Axe (two-handed)
  (1d8 +8); +19/+14 +2 short bow (1d6 +2)
  Special Attacks: Sneak attack +4d6, Steal Spell
  (5th), steal spell effect, steal energy resistance
  10, steal spell like ability, Absorb Spell
  Special Qualities: Spellgrace +2
  Saves: Fort +7, Ref +14, Will +10
  Skills: Hide +50(16), Listen +17(16), Climb
  +20(16), Move Silently +21(16), Tumble +23(16),
  Escape Artist +23(16), Bluff +13(16), Profession:
  bookbinder +0(1)
  Feats: Alertness, Track, Stealthy, Skill Focus
  (hide), Improved Initiative, Point Blank Shot,
  Precise Shot
  Alignment: N
  Languages: Undercommon, Grimlock
  Equipment: +3 mithral chain shirt, +2 battle axe,
  potion of protection from good, potion of
  barkskin +5, potion of magic vestment +3,
  gloves of dexterity +4, ring of chameleon power,
  camouflage kit, +2 short bow, 50 arrows, pouch
  containing spell components
  Encounter Five                                             
  Tactics: Grimlow has little desire to fight a battle
  which he won’t be paid for. Thus he will warn the
  party not to give him any grief and move on. If
  they wish to move on without him raising the
  alarm, that will cost. His contract provides for
  
  URC5-05 Miner Mishap
  Page 33
  fighting Drow incursions, not any Tom, Dick, or
  Harry adventurers which wonder in. However if
  provoked, he will be more than happy to open
  his normal Can O’ Whupass. He will do his best
  to tumble into the middle of the party and
  grapple the least armored target. As one last act
  of mercy, he will offer to release the target for
  ransom. If the PCs disregard this, well heck, it’s
  their funeral. Should the PCs use any greatly
  damaging AOE spells (fireball for example), he
  will be very upset about the damage to his
  furnishings, and mercy goes out the window.
  Should the party try an acid attack on him, he
  will merely laugh at them and comment, “Hey
  watch that you’ll ruin my Rug! That cost me a lot
  you curs!”.
  War Troll of Legend/Mnk3 (CR 17)
  HD: 12d8+3d8+210 (277 hp)
  Init: +13
  Speed: 50 ft.
  AC 47 (-1 size, +19 natural armor, +8 dex, +6
  wis, +3 armor, +2 deflection); touch 25; flat-
  footed 33
  Base Attack/grapple: +15/+34
  Attack: Claw + 32 (1d8+16)
  Full Attack: 2 claws +32 melee (1d8+16) and
  bite +30 melee (1d6+8); or 
  masterwork
  composite longbow +22/+16/+12 (2d6+10/x3)
  Space/Reach: 10ft./10 ft.
  Special Attacks: Dazing Blow DC 30, Frightful
  presence DC 17
  Special 
  Qualities: 
  Damage 
  reduction
  5/adamantine, darkvision 90 ft., low-light vision,
  regeneration 9, scent, spell resistance 20,
  immune to acid, spell turning, evasion, still mind
  Saves: Fort +27, Ref +25, Will +24
  Str 42, Dex 28, Con 38, Int 15, Wis 22, Cha 12
  Skills: Listen +22, Spot +22, Jump +32,
  Knowledge (history) + 4, Tumble +21
  Feats: Alertness, Improved Initiative, Iron Will,
  Multi-attack, Weapon focus (claws); power
  attack, acrobatic, improved unarmed strike,
  improved grapple, combat reflexes, hold the line
  Alignment: LE
  Languages: Giant, Undercommon, Common
  Equipment: Cloak of resistance +3, bracers of
  armor +3, +2 ring of protection, +2 gloves of
  dexterity, periapt of wisdom +2
  Encounter Seven                                        
  Tactics: Barring extraordinary circumstances,
  the Medusa and companion will be prepared for
  this. Both will be atop the suspended grating in
  the center of the room awaiting their visitors.
  Horace will have cast Mislead upon himself, then
  drunk a potion of resist energy (fire 30). He will
  have cast empowered eagle’s splendor, magic
  circle of protection from good, mass spell
  resistance (SR 26) and righteous wrath of the
  faithful on Medea (+3 to hit, +3 damage, AC +2,
  gaze DC +2, +2 on saves, one extra attack
  during full attack). He will also cast blade barrier
  that will be erected around the suspended grate
  before the party enters the room. It should be
  obscured by the Screen spell. People who enter
  the room have two choices, avert their eyes or
  make a save against the gaze attack. Medea will
  either sneak attack those who are averting their
  eyes, or attempt forced gaze attacks on those
  looking to force another save. If a target makes
  three saves, she won’t spend more effort on that
  target and will move onto another. Horace will
  remain invisible and try to keep Medea and
  himself alive using spells. On round one as the
  party enters, he will cast recitation (+3 on his
  and Medea’s attacks and saves, -2 on enemy
  attacks and saves, no saving throw). His first
  heal spell thrown will be Greater Vigor on
  Medea. The stone golems have been fashioned
  in the shape of Ogres and are posed so that it
  looks like they had be petrified. They will begin
  to attack on round 2.
  Medea: Medusa/Rog11
  HD:  6d8+11d6+51 (116 HP)
  Init:  +4
  Speed: 30 ft.
  AC 30 (+3 natural armor, +7 chain shirt +3, +6
  dex, +4 barkskin); touch 14; flat-footed 20
  Base Attack/grapple: +14/+15
  Attack: +1 Shortbow of Deadly Precision +26
  (+29 after recitation) ranged (1d6+4) or dagger
  +17 (+19 after recitation) melee (1d4+3), or
  snakes +17 (+19 after recitation) melee
  (1d4+3+poison)
  Full Attack: +1 Shortbow of Deadly Precision
  +26/+26/+21/+16 
  (+29/+29/+24/+19 
  after
  recitation) 
  ranged 
  (1d6+4) 
  or 
  dagger
  +17/+17/+12/+7 
  (+20/+20/+15/+10 
  after
  recitation) 
  melee 
  (1d4+3), 
  or 
  snakes
  +17/+17/+12/+7 
  (+20/+20/+15/+10 
  after
  recitation)  melee (1d4+3+poison)
  Space/Reach: 5 ft./5 ft.
  
  URC5-05 Miner Mishap
  Page 34
  Special Attacks: Petrifying gaze (DC 21 or 23
  with empowered eagle’s splendor), poison (DC
  15, 1d6 str, 2d6 str), sneak attack 5d6
  Special Qualities: darkvision 60 ft., evasion,
  opportunist
  Saves: Fort +6, Ref +14, Will +7
  Str 12, Dex 22, Con 16, Int 12, Wis 10, Cha 22
  Skills: Listen +20(20), Spot +20(20), Move
  Silently +24(20)
  Feats: Point blank shot, precise shot, ability
  focus (petrifying gaze), rapid shot, weapon focus
  (shortbow),
  Alignment: LE
  Languages: Common
  Equipment: Cloak of Charisma +2, +3 mithral
  chain shirt, +1 shortbow of deadly precision,
  potion of barkskin +4, potion of magic vestment
  +3, bracers of archery (greater), +4 gloves of
  dexterity
  Horace: 
  Human 
  Clr14 
  (Meyanok:
  Trickery/Evil)
  HD: 14d8 +28 (91 HP)
  Init: +1
  Speed: 30 ft.
  AC 25 (+1 dex, +10 armor, +4 shield); touch 11;
  flat-footed 24
  Base Attack/grapple: +3/+4
  Attack: mace +4 melee (1d8+1)
  Full Attack: mace +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: spells, rebuke undead
  Special Qualities: blind
  Saves: Fort +6, Ref +2, Will +7
  Str 10, Dex 12, Con 14, Int 8, Wis 18, Cha 13
  Skills: Heal + 11(8), knowledge: religion +7(8)
  Feats: Silent Spell, Brew Potion, Combat
  Casting, blind fight
  Spells: 1st — (Protection From Good, Cure Light
  Wounds x2, Bless, shield of faith); 2nd —
  (Invisibility, Eagle’s Splendor, Cure Moderate
  Wounds x3, Resist energy); 3rd — (Vigor x2,
  Magic Circle Against Good, Cure Serious
  Wounds 
  x2); 4th — (Empowered 
  Eagles
  Splendor, confusion, Cure Critical Wounds x2,
  r e c i t a t i o n ) ;  5th — (Dispel 
  Good, 
  Break
  Enchantment, greater vigor, Spell resistance);
  6th — (Mislead, heal, dispel magic greater,
  blade barrier); 7th — (screen, righteous wrath of
  the faithful, mass spell resistance)
  Alignment: LE
  Languages: Common
  Equipment: +2 full plate, +2 heavy steel shield,
  heavy mace, wand of cure moderate wounds,
  wand of resurgence, potion of energy resistance
  (fire 30), stone of alarm, ring of energy
  resistance (electricity 20)
  (4) Stone Golems, Large; 107 HP (see MM pg
  137
  
  URC5-05 Miner Mishap
  Page 35
  Appendix Two: Judge Maps
  Mine – Level 1
  
  URC5-05 Miner Mishap
  Page 36
  Appendix Two: Judge Maps
  Mine – Level 2
  
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  Appendix Two: Judge Maps
  Mine – Level 3
  
  URC5-05 Miner Mishap
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  Appendix Two: Judge Maps
  Mine – Level 4 –
  Grimlock Warren
  
  URC5-05 Miner Mishap
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  Appendix 3 Non Core Rules:
  Monsters and Templates                         
  Troll, Forest
  (Source: Monster Manual III, pg. 179)
  Medium Giant
  Hit Dice: 5d8+25 (47 hp) Initiative: +7
  Speed: 30 ft. (6 squares), climb 20 ft.
  Armor Class: 18 (+3 Dex, +5 natural armor),
  touch 13, flatfooted 15
  Base Attack/Grapple: +3/+6
  Attack: Claw +6 melee (1d4+3 plus poison)
  Full Attack: 2 claws +6 melee (1d4+3 plus
  poison) and bite +1 melee (1d4+1) or javelin +6
  ranged (1d6+3 plus poison)
  Space/Reach: 5 ft-15 ft. Special Attacks: Poison
  Special Qualities: Darkvision 90 ft., fast healing
  S, lowlight vision, scent
  Saves: Fort +9, Ref +4, Will +1 Abilities: Str 17,
  Dex 16, Con 21, Int 11, Wis 11, Cha 6
  skills: climb +11, Hide +6 (+8 in jungle or forest
  settings), Listen +5, Spot +5, Survival +S
  Feats: Improved Initiative, Track
  Environment: Temperate forests
  Organization: Solitary, gang (2-8), or warband
  (9-24)
  Challenge Rating: 4
  Treasure:
  Standard Alignment: Usually
  chaotic evil Advancement: By character class
  Level Adjustment: +5
  This creature has the ape-like posture and
  rubbery green skin of a troll, but it
  merely the size of a large man. its gaze and
  posture bespeak on intelligence greater
  than its troll-like visage would suggest.
  COMBAT Crafty and organized hunters, forest
  trolls prefer to strike from ambush. When
  possible, they throw their javelins from the safety
  of the trees and then drop down on their
  weakened prey. They use sophisticated tactics
  to capitalize on their fast healing ability, splitting
  a warband into waves of hunters. Should the
  first wave encounter dangerous foes, those
  hunters retreat to allow their wounds to heal
  while the second and subsequent waves press
  the attack. By using this tactic, a warband rarely
  loses a hunter in combat.
  Poison (Ex): Injury, Fortitude DC 17, initial and
  secondary damage  
  1d6 Con. Forest trolls
  create their own special poison made from their
  saliva to coat their javelins and claws. The save
  DC is Constitution-based.
  Skills: A forest troll has a +8 racial bonus on
  Climb checks and can always choose to take
  10 on a Climb check, even if rushed or
  threatened.
  The skin of a forest troll changes color
  somewhat, allowing it to blend in with its
  surroundings and providing a +2 racial bonus on
  Hide checks. in forest settings, this bonus
  improves to +4.
  Troll, Crystalline
  (Source: Monster Manual III, pg. 178)
  Large Giant
  Hit Dice- 10d8+60 (105 hp)
  Initiative: +2
  Speed- 30 ft (6 squares)
  Armor Class: is (-I size, +2 Dex, +7 natural),
  touch 11, flat-footed 16
  Base Attack/Grapple: +7/+17
  Attack: Claw +12 melee (id6+6)
  Full Attack: 2 claws +12 melee (id6+6) and bite
  +7 melee (id6+3)
  Space/Reach: 10 ft /10 ft Special Attacks- Rend
  2d6+9
  Special Qualities: Darkvision 60 ft, immunity to
  acid, low-light vision, regeneration S, scent,
  vulnerability to sonic
  Saves: Fort +13, Ref +5, Will +4
  Abilities: Sir 23, Dex 14, Con 23, Int 6, Wis 9,
  Cha 8 Skills: Listen +7, Spot +8
  Feats: Alertness, Iron Will, Power Attack, Track
  Environment: Temperate mountains
  Organization- Solitary or gang (2-5) Challenge
  Rating: 7
  
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  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class Level
  Adjustment- +s
  This big, bipedal creature is about twice as toll
  as a human It has long, ungainly arms and legs
  Its hide glimmers jointly, reflecting and refracting
  light.
  More charismatic than an ordinary troll, a
  crystalline troll is still only slightly less feral A
  crystalline trolls skin is made of a glasslike
  material, making the creature look like a troll
  covered d in rock crystal
  Crystalline trolls stand more upright than ordinary
  trolls An adult is 11 feet tall and weighs 600
  pounds
  Crystalline trolls speak Giant.
  COMBAT
  Like an ordinary troll, a crystalline troll has no
  fear of death and joins combat with vigor and
  pleasure it attacks the nearest opponent Even
  when being hurt with sonic attacks, the troll will
  continue its assault
  Rend (Ex): if a crystalline troll hits with both claw
  attacks, it latches onto the opponent's body and
  tears the flesh This attack automatically deals an
  additional 2d6+9 points of damage
  Regeneration (Ex): Sonic attacks deal normal
  dam, a crystalline troll if a crystalline troll loses a
  limb or part, the lost portion regrows in 3d6
  minutes The cre can reattach the severed
  member instantly by holding the stump
  Troll, War
  (Source: Monster Manual III, pg. 181)
  Large Monstrous Humanoid
  Hit Dice: 12d8+84 (13s hp)
   Initiative: +7
  Speed: 30 ft. in breastplate (6 squares); base
  speed 40 ft. Armor Class: 31 (-1 size, +14
  natural armor, +5 breastplate, +3 Dex), touch
  12, flat-footed 28
  Base Attack/Grapple: +12/+22
  Attack: Masterwork greatsword +23 melee
  (2d8+t5/19-20) 
  or 
  masterwork 
  composite
  longbow (+t0 Sir bonus) +IS ranged (2d6+10/x3)
  Full Attack: Masterwork greatsword +23/+18/+13
  melee (2d8+1S/19-20) and bite +19 melee
  (id6+S); or 2 claws +21 melee (id8+10) and bite
  +19 melee (id6+S)-, or masterwork composite
  longbow (+10 Sir bonus) +15/+10/+5 ranged
  (2d6+10/x3)
  Space/Reach: to ft./Io ft. Special Attacks:
  Dazing blow
  Special 
  Qualities: 
  Damage 
  reduction
  S/adamantine, darkvision go ft., low-light vision,
  regeneration 9, scent, spell resistance 20
  Saves: Fort +13, Ref +11, Will +12
  Abilities: Sir 31, Dex 16, Con 29, Int 8, Wis 15,
  Cha 10 Skills: Listen +11, Spot +12
  Feats: Alertness, Improved Initiative, Iron Will,
  muitiattack, Weapon Focus (greatsword)
  Environment: Any
  Organization: Solitary, pair, or gang (3-91)
  Challenge Rating: 12
  Tteasure: Standard (including masterwork
  greatsword and masterwork composite longbow
  +10 Str bomis])
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +6
  This hulking creature stands upright. Although it
  has the feral features of trolls, its rubbery green
  skin has a dark, metallic tinge.  It wears
  substantial armor. The creature holds a great
  sword  with ease and is clearly a skilled warrior.
  These intelligent and dangerous creatures were
  bred specifically for war. Never without their
  weapons and armor, war trolls know nothing of
  peace, only the chaos of constant battle. They
  typically travel from battle to battle in mercenary
  bands. Like forest trolls (see page 179), they are
  capable of sophisticated tactics that most other
  trolls cannot match.
  Although they are now a separate variety of troll,
  war trolls were once ordinary trolls of unusual
  strength and intelligence.
  Gathered together by a powerful cabal of
  arcane spell casters, these trolls were magically
  engineered and augmented. They were then
  bred to produce soldiers of incredible power.
  War trolls have a great love of magic weapons
  and armor, and they actively seek such
  equipment if it is properly sized for their frames.
  A typical war trolls is 9 feet tall and weighs about
  700 pounds.
  War trolls speak Giant.
  
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  COMBAT
  Unlike their troll kindred, war trolls are precise
  and methodical in combat. They trust their
  regenerative abilities to see them through a fight
  against even powerful warriors, so they focus
  their attention on spell casters early in any
  skirmish.
  Dazing Blow (Ex): The force of a war troll's blow
  can be overwhelming. If a war troll hits with a
  weapon or claw attack, the opponent must make
  a DC 25 Fortitude save or be dazed for I round.
  The save DC is Constitution-based.
  Regeneration (Ex): Unlike with their lesser
  cousins, acid (not fire) deals normal damage to a
  war troll. if a war troll loses a limb or a body part,
  the lost portion regrows in 2d4 minutes. The
  creature can reattach the severed member
  instantly by holding it to the stump.
  Monster of Legend
  (Source: Monster Manual II, pg. 213)
  A monster of legend is a creature chosen by a
  god to perform an appointed task. The creature
  is imbued with divine abilities and great strength
  to better accomplish its goal. A monster of
  legend is a unique creature and considered to
  be an archetype for creatures of the same kind.
  These divinely enhanced creatures are often set
  to guard artifacts or planar portals.
  Monsters of legend are highly dangerous
  creatures. They are stronger, tougher, and
  fiercer than their normally encountered kin. Most
  have potent attack forms and special qualities
  that mark them as having been touched by
  divine forces. Monsters of legend are rarely
  encountered by chance. They leave their lairs
  only when on divine missions or when exacting
  revenge on those who threaten their divine
  missions.
  CREATING A MONSTER OF LEGEND
  "Monster of legend" is a template that can be
  added to any animal, beast, magical beast, or
  monstrous humanoid (hereafter referred to as
  the base creature). The creature's type changes
  to outsider, though the monster of legend's
  home plane is the Material Plane. It has all the
  base creature's attributes except as noted here.
  Hit Dice: All the base creature's Hit Dice increase
  to d8s (if smaller than d8s, otherwise same as
  base creature).
  Speed: Same as base creature.
  AC: Base creature's natural armor bonus
  improves by +5.
  Attacks: Same as base creature.
  Damage: Same as base creature or as    
  indicated on the table below, whichever is
  greater.
  Special Attacks: A monster of legend retains the
  base creature's extraordinary, supernatural, and
  spell-like abilities. In addition, it gains one of the
  following special attacks.
  Breath Weapon (Su): Every 1d4 rounds, the
  monster of legend can use a breath weapon (I
  S-foot cone, 3d6 damage). Choose one of the
  following energy types- acid, fire, lightning, or
  cold. A target can make a Reflex save (DC 10 +
  1/2 monster of legend's Hit Dice + monster of
  legend's Constitution modifier) for half damage.
  Frightful Presence (Ex): When a monster of
  legend makes a loud sound (a roar, growl, or
  other sound appropriate to its form), it inspires
  terror in all creatures within 20 feet that have
  fewer Hit Dice or levels than it has. Each
  potentially affected opponent must succeed at a
  Will save (DC 10 + 1/2 monster of legend's Hit
  Dice + monster of legend's Charisma modifier) or
  become shaken-a condition that lasts until the
  opponent is out of range. A successful save
  leaves that opponent immune to that monsterof
  legend's frightful presence for 24 hours.
  Poison (Ex): A monster of legend delivers its
  poison with each successful bite attack. A target
  that succeeds at a Fortitude save (DC 10 + 1/2
  the monster of legend's Hit Dice + the monster
  of legend's Constitution modifier) does not take
  poison damage from that particular attack. The
  initial and secondary damage is the same: 1d6
  points of Strength damage.
  Raging Blood (Su): Choose whether the monster
  of legend has acid, fire, or electricity in its blood.
  Each time damage is dealt to the creature with a
  piercing or slashing attack, its blood sprays
  outward in a  5 foot cone, dealing 1d4 points of
  damage of the selected energy type to all within
  range (no saving throw). A monster of legend is
  not harmed by its own blood.
  Spells: The monster of legend casts divine spells
  from the cleric list and from the Protection,
  Strength, and War domains as a 5th-level cleric
  (save DC 10 + spell level + the monster of
  legend's Wisdom modifier). it does not gain extra
  domain spell slots for these domains as a cleric
  would.
  Special Qualities: A monster of legend retains
  the base creature's extraordinary, supernatural,
  
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  and spell-like abilities. In addition, it gains two of
  the following special qualities.
  Reflective Hide (Su): The creature has a silver
  sheen to it’s skin and is permanently protected
  by a spell turning effect.
  Immunities: The creature is immune to two of the
  following effects, acid, electricity, fear, poison,
  polymorphing, or mind affecting effects.
  Fast Healing (Ex): A monster of legend regains
  hit points at the rate of 5 per round.
  Spells                                                             
  Recitation
  Conjuration 
  (Creation) 
  Level: 
  Cleric 
  4,
  Purification 3 Components: V, S, DF Casting
  Time: 1 standard action Range: 60 ft.
  Area: All allies and foes within a 60-ft.-radius
  burst centered on you
  Duration: I round/level Saving Throw: None Spell
  Resistance: Yes
  By reciting a sacred passage or declaration, you
  invoke your deity's blessing upon yourself and
  your allies while causing confusion and
  weakness among your enemies. The spell
  affects all allies and foes within the spell's area
  at the moment you cast it. Allies gain a +2 luck
  bonus on attack rolls and saving throws, or a +3
  luck bonus if they worship the same patron deity
  as you. Enemies suffer a -2 luck penalty on
  attack rolls and saving throws. After casting the
  spell, you are free to take further actions during
  the spell's duration as you see fit.
  Divine Focus: In addition to your holy symbol,
  this spell requires a sacred text as a divine
  focus. (Source: Complete Divine, pg. 176)
  Resurgence
  Abjuration Level: Blackguard 1, cleric 1, paladin
  I Components: V, S, DF
  Casting Time: I 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 were 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: Complete Divine, pg. 177)
  Righteous Wrath Of The Faithful
  Enchantment (Compulsion) [Mind -Affecting]
  Level: Cleric 7
  Components: V, S, DF
  Casting Time: I standard action Range: 30 ft.
  Targets: All allies within 30 ft.-radius burst
  centered on you
  Duration: I round/level Saving Throw: None Spell
  Resistance: Yes
  When you cast this spell, you fire your allies and
  companions with a divine madness or fury that
  greatly enhances their combat ability. Allies who
  are fighting on your side are affected as if they
  had received an aid spell, gaining a +1 morale
  bonus on attack rolls and saving throws against
  fear effects, plus 1d8 temporary hit points for the
  duration of the spell.
  Allies who worship the same deity as you are
  infused with the righteous wrath. They gain one
  additional melee attack each round, at their
  highest attack bonus, and a +2 morale bonus
  on attack and damage rolls and saving throws.
  They gain an additional ids temporary hit points
  (for a total of 2d8) and a +3 morale bonus on
  saving throws against mind affecting spells or
  effects.
  When the spell duration expires, any allies who
  were affected by the full righteous wrath are
  fatigued (-2 to Strength, -2 to Dexterity, can't
  charge or run) for 10 minutes. (Source:
  Complete Divine, pg. 178)
  Spell Resistance, Mass
  
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  Abjuration
  Level: Cleric 7 Components: V, S, DE
  Casting Time: I standard action Range: Close
  (2S ft. + 5 ft./2 levels)
  Targets: Up to one creature/level, no two of
  which can be more than 30 ft. apart
  Duration: I round/level; see text
  Saving Throw: Will negates (harmless) Spell
  Resistance: Yes (harmless)
  Each targeted creature gains spell resistance
  equal to 12 + caster level. Divide the duration
  evenly among all the creatures you target.
  In order to affect a creature who has spell
  resistance with a spell, a spell caster must roll
  the creature's spell resistance or higher on 1d20
  + caster level. A creature with spell resistance
  may, as a standard action, voluntarily lower it in
  order to accept a spell. (Source: Complete
  Divine, pg. 181)
  Vigor
  Conjuration (Healing)
  level: Cleric 3, druid 3
  Duration: 10 rounds + I round/level (max 25
  rounds)
  This spell is the same as lesser vigor, except
  that it grants fast healing at the rate of 2 hit
  points per round. (Source: Complete Divine, pg.
  186)
  Vigor, Greater
  Conjuration (Healing) level: Cleric 5, druid 5
  Duration: 10 rounds + I round/level (max 35
  rounds)
  This spell is the same as lesser vigor, except
  that it grants fast healing at the rate of 4 hit
  points per round. (Source: Complete Divine, pg.
  186)
  Vigor, Lesser
  Conjuration (Healing) Level: Cleric i, druid 1
  Components: V, S
  Casting Time: 1 standard action Range: Touch
  Target: Living creature touched
  Duration: 10 rounds + I round/level (max is
  rounds) Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch of your hand, you boost the
  subject's life energy, granting him or her the fast
  healing ability for the duration of the spell. The
  subject heals 1 hit point per round of such
  damage until the spell ends and is automatically
  stabilized if he or she begins dying from hit point
  loss during that time. Lesser vigor does not
  restore hit points lost from starvation, thirst, or
  suffocation, nor does it allow a creature to
  regrow or attach lost body parts.
  The effects of multiple vigor spells do not stack
  only the highest-level effect applies. Applying a
  second vigor spell of equal level extends the first
  spell's duration by the full duration of the second
  spell. (Source: Complete Divine, pg. 186)
  Vigor, Mass Lesser
  Conjuration (Healing)
  Level: Cleric 3, druid 3 Components: V, S
  Casting Time: I standard action Range: 20 ft.
  Target: One creature/two levels, no two of which
  can be more than 30 ft. apart Duration: 10
  rounds + I round/level (max 25 rounds)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  (Source: Complete Divine, pg. 186)
  New Classes                                                
  Spell Thief
  (Source: Complete Adventurer, pg. 13)
  GAME RULE INFORMATION
  Spellthieves have the following game statistics.
  Abilities: Charisma determines which spells a
  spellthief can cast and how hard those spells
  are to resist. Dexterity helps him avoid blows in
  combat despite his light armor. Spellthieves who
  prefer melee combat benefit from high Strength
  or Constitution scores.
  Alignment: Any, although many spellthieves
  tend toward neutrality.
  Hit Die: d6.
  Starting Gold: 4d4X10 gp.
  Class Skills
  
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  A spellthief s class skills (and the key ability for
  each skill) are Appraise (Int), Bluff (Cha),
  Concentration (Con), Craft (Int), Decipher Script
  (Int), Disable Device (Int), Escape Artist (Dex),
  Gather information (Cha), Hide (Dex), Jump (Str),
  Knowledge (arcana) (Int), Knowledge (local)
  (Int), Listen (Wis), Move Silently (Dex), open
  Lock (Dex),
  Search (Int), Speak Language (n/a), Spellcraft
  (Int), Spot (Wis), Swim (Str), Tumble (Dex), and
  Use Magic Device (Cha).
  Skill Points at ist.Level: (6 + int modifier) X 4.
  Skill Points at Each Additional Level: 6 + int
  modifier.
  Class Features
  All of the following are class features of the
  spellthief. Weapon and Armor Pro-
  ficiency: Spellthieves are proficient with all simple
  weapons and with light armor but not with
  shields. Because the somatic components
  required for spellthief spells are simple, a
  spellthief can cast spellthief spells while wearing
  light armor without incurring the normal arcane
  spellfailure chance. However, a 
  spellthief
  wearing medium or heavy armor or using a
  shield incurs a chance of arcane spell failure
  (see page 123 of the Player's Handbook) if the
  spell in question has a somatic component (most
  do). A multiclass spellthief still incurs the normal
  arcane spell failure chance for arcane spells
  received from other classes, including those
  stolen from arcane casters (see the steal spell
  ability, below).
  Sneak Attack (Ex): A spellthief deals an extra
  1d6 points of damage when flanking an
  opponent or at any time when the target would
  be denied its Dexterity bonus. This extra
  damage applies to ranged attacks only if the
  target is within 30 feet. It increases to 2d6 points
  at 5th level, 3d6 points at 9th level, 4c16 points
  at 13th level, and Sd6 points at 17th level. See
  the rogue class feature, page So of the Player's
  Handbook. if a spellthief gets a sneak attack
  bonus from another source (such as rogue
  levels), the bonuses on damage stack.
  Steal Spell (Su): A spellthief can siphon spell
  energy away from his target and use it himself. A
  spellthief who hits an opponent with a
  successful sneak attack can choose to forgo
  dealing 1d6 points of sneak attack damage and
  instead steal a spell, or the potential to cast a
  specific known spell, from his target. If the target
  is willing, a spellthief can steal a spell with a
  touch as a standard action.
  The target of a steal spell attack loses one O-
  level or ist-level spell from memory if she
  prepares spells ahead of time, or one O-level or
  ist-level spell slot if she is a spontaneous caster.
  A spontaneous caster also loses the ability to
  cast the stolen spell for I minute. If the target
  has no spells prepared (or has no remaining
  spell slots, if she is a spontaneous caster), this
  ability has no effect. A spellthief can choose
  which spell to steal-, otherwise, the DM
  determines the stolen spell randomly. if a
  spellthief tries to steal a spell that isn't available,
  the stolen spell (or spell slot) is determined
  randomly from among those the target has
  available.
  For example, a 1ist-level spellthief who uses this
  ability against a 1st-level sorcerer could choose
  to steal magic miss de. Assuming the sorcerer
  knew that spell, a successful steal spell attack
  would eliminate one 1st-level spell slot and
  temporarily prevent her from casting magic
  missile. if the same spellthief stole magic missile
  from a wizard who had it prepared, the wizard
  would lose one prepared magic missile spell (but
  wouldn't lose any other magic missile spells she
  might also have prepared).
  After stealing a spell, a spellthief can cast the
  spell himself on a subsequent turn. Treat the
  spell as if it were cast by the original owner of
  the spell for the purpose of determining caster
  level, save DC, and so forth. A spellthief can
  cast this spell even if he doesn't have the
  minimum ability score normally required to cast a
  spell of that level. The spellthief must supply the
  same components (including verbal, somatic,
  material, XP, and any focus) required for the
  stolen spell. Alternatively, a spellthief of 4th level
  or higher can use the stolen spell power to cast
  any spellthief spell that he knows of the same
  level or lower (effectively, this gives the spellthief
  one free casting of a known spell). A spellthief
  must cast a stolen spell (or use its energy to cast
  one of his own spells) within I hour of stealing
  it; otherwise, the extra spell energy fades
  harmlessly away.
  As a spellthief gains levels, he can choose to
  steal higher-level spells. At 4th level, he can
  steal spells of up to 2nd level, and for every two
  levels gained after 4th, the maximum spell level
  stolen increases by one (up to a maximum of
  9th-level spells at 18th level).
  At any one time, a spellthief can possess a
  maximum number of stolen spell levels equal to
  his class level (treat O-level spells as 1/2 level for
  this purpose). For instance, a
  
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  4th-level spellthief can have two stolen 2nd-level
  spells, or one 2nd-level spell and two ist-level
  spells, or any other combination of O-level, Ist-
  level, and 2nd-level spells totaling four levels. If
  he steals a spell that would cause him to exceed
  this limit, he must choose to lose stolen spells
  sufficient to reduce his total number of stolen
  spell levels to no more than his maximum.
  A spellthief can't apply metamagic feats or other
  effects to the stolen spell unless the specific
  spell stolen was prepared with such an effect.
  For example, a spellthief of 6th level or higher
  could steal a wizard's empowered magic missile,
  but only if he specifically chose to steal
  empowered magic missile. if he chose to steal
  an unmodified magic missile, he couldn't steal
  an empowered magic missile, a silent magic
  missile, or any other metamagic form of the spell.
  A spellthief couldn't steal an empowered magic
  missile from a sorcerer, since the sorcerer
  applies metamagic effects upon casting and
  thus has no prepared empowered magic missile
  spell.
  This ability works only against spells. It has no
  effect on psionic powers or spell-like abilities (but
  see the steal spell-like ability class feature,
  below).
  Trapfinding (Ex): A spellthief can use the Search
  skill to locate traps with a DC higher than 20,
  and he can use Disable Device to bypass a trap
  or disarm magic traps. See the rogue class
  feature, page 50 of the Player's Handbook.
  Detect Magic (Sp): A spellthief of 2nd level or
  higher can use detect magic a number of times
  per day equal to his Charisma bonus, if any
  (minimum 1). His caster level is equal to his
  spellthief class level.
  Spellgrace (Su): A spellthief of 2nd level or
  higher gains a +1 competence bonus on his
  saves against spells This bonus improves to +2
  at I Ith level and to +3 at 20th level.
  Steal Spell Effect (Su): Beginning at 2nd level, a
  spellthief can siphon an active spell effect from
  another creature. A spellthief who hits an
  opponent with a sneak attack can choose to
  forgo dealing 1d6 points of sneak attack
  damage and instead gain the effect of a single
  spell affecting the target. If the target is willing, a
  spellthief can steal a spell effect with a touch as
  a standard action.
  The spellthief can choose which spell effect to
  steal-, otherwise, the DM determines the stolen
  spell effect randomly. If a spellthief tries to steal
  a spell effect that isn't present, the stolen spell
  effect is determined randomly from among those
  currently in effect on the target. A spellthief can't
  steal a spell effect if its caster level exceeds his
  class level + his Charisma modifier.
  Upon stealing a spell effect, a spellthief gains
  the stolen effect (and the original creature loses
  that effect) for I minute per class level (or until
  the spell's duration expires, whichever comes
  first). If the spell effect's duration hasn’t expired
  by this time, the spell effect returns to the
  creature that originally benefited from it.
  A spellthief can steal the effect of a spell only if
  the spell could be cast on him by the original
  caster. For example, a spellthief couldn't gain
  the effect of an animal growth spell (unless the
  spellthief is of the animal type) or the effect of a
  shield spell (since that spell's range is personal).
  If a spellthief tries to steal the effect of a spell
  not allowed to him, the effect is still suppressed
  on the original target of the spell for I minute per
  spellthief class level.
  This ability does not work on spell effects that
  are immune to dispel magic (such as bestow
  curse).
  Steal Energy Resistance (Su): Beginning at 3rd
  level, a spellthief can siphon off some or all of a
  target's resistance to an energy type (acid, cold,
  electricity, fire, or sonic). A spellthief who hits an
  opponent with a
  successful sneak attack can choose to forgo
  dealing I& points of sneak attack damage and
  instead temporarily gain resistance 10 to an
  energy type to which his target is resistant (or
  immune). If the target is willing, a spellthief can
  steal energy resistance with a touch as a
  standard action.
  Simultaneously, the target creature's resistance
  to that energy type is reduced by 10 (to a
  minimum of 0). A creature with immunity to an
  energy type retains that immunity.
  if his target has more than one type of
  resistance to energy, a spellthief can choose
  which kind to steal, otherwise, the 
  DM
  determines the stolen resistance randomly from
  among those possessed by the target if a
  spellthief chooses to steal a type of resistance
  that the target doesn't possess, the stolen type
  of resistance is determined randomly from those
  possessed by the target.
  The resistance a spellthief gains from using this
  ability lasts for 1 minute. if the resistance is
  derived from a temporary effect (such as a spell),
  the stolen resistance disappears when the effect
  expires.
  
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  A spellthief can use this ability multiple times, but
  its effects do not stack unless they apply to
  different types of energy. For 
  example,
  throughout a long combat, o spellthief might use
  this ability to gain resistance to fire and
  resistance to cold, but he could not use it twice
  on a creature that is resistant to fire to gain twice
  as much resistance to fire (nor to reduce the
  creature's resistance to fire by twice as much).
   At 11th level, a spellthief can steal resistance
  20 to an energy type by using this ability, and at
  19th level he can steal resistance 30 to an
  energy type.
  Spells: Beginning at 4th level, a spellthief gains
  the ability to cast a small number of arcane
  spells, which are drawn from a subset of the
  sorcerer/wizard spell list (see below). He can cast
  any spell he knows without preparing it ahead of
  time, just as a sorcerer can (see page S4 of the
  Player's Handbook).
  To learn or cast a spell, a spellthief must have a
  Charisma score equal to at least 10 + the spell
  level (Cha 11 for ist-level spells, Cha 12 for 2nd-
  level spells, and so on). The DC for a saving
  throw against a spellthief s spell is
  10 + spell level + spellthief s Cha modifier.
  Like other spellcasters, a spellthief can cast only
  a certain number of spells of each spell level per
  day. His base daily spell allotment is given on
  Table 1-3: The Spellthief. In addition, he
  receives bonus spells per day if he has a high
  Charisma score (see Table 1-1, page 8 of the
  Player's Handbook). When Table 1-3 indicates
  that a spellthief gets 0 spells per day of a given
  spell level (for instance, ist-level spells for a 4th-
  level spellthief), he gains only the bonus spells
  he would be entitled to based on his Charisma
  score for that spell level.
  A spellthief's selection of spells is extremely
  limited. A spellthief begins play knowing no
  spells but gains one or more new spells at
  certain levels, as indicated on Table 1-4:
  Spellthief Spells Known. (Unlike spells per day,
  his Charisma does not affect the number of
  spells he knows-, the numbers on Table 1-4 are
  fixed.) A spellthief can learn any sorcerer/wizard
  spell from the following schools: abjuration,
  divination, 
  enchantment, 
  illusion, 
  and
  transmutation. No other sorcerer/wizard spells
  are on the spellthief's class spell list.
  Upon reaching 12th level, and at every third
  spellthief level after that (15th and 18th), a
  spellthief can choose to learn a new spell in
  place of one he already knows. in effect, the
  spellthief "loses" the old spell in exchange for
  the new one. The new spell's level must be the
  same as that of the spell being exchanged, and
  it must be at least two levels lower than the
  highest-level spellthief spell that the spellthief
  can cast. For instance, upon reaching
  12th level, a spellthief could trade in a single
  1st-level spell for a different 1st-level spell. A
  spellthief can swap only a single spell at any
  given level, and he must choose whether or not
  to swap the spell at the same time that he gains
  new spells known for the level.
  At 4th level and higher, a spellthief s caster level
  for spells is one-half his spellthief level.
  Steal Spell-Like Ability (Su): At 5th level and
  higher, a  spellthief can use a sneak attack to
  temporarily steal a  creature's spell-like ability. A
  spellthief who hits an opponent with a sneak
  attack can choose to forgo dealing id6 points of
  sneak attack damage and instead gain one use
  of one of the target's spell-like abilities. if the
  target is willing, a spellthief can steal a spell-like
  ability with a touch as a standard action.
  This spell-like ability can originate from the
  target's class, race, template, or any other
  source, and can be of any level up to a
  maximum of one-third the spellthief's class level.
  A spellthief can select a specific spell-like ability
  to steal; otherwise, the DM chooses the ability at
  random. if the ability has a limited number of
  uses per day, the target must have at least one
  such use left, or the spellthief can't steal the
  ability. if the target can't use its ability at the
  present time (such as a summoned demon's
  summon ability), the spellthief can't steal it.
  A spellthief can use a stolen spell-like ability
  once. For all purposes (caster level, save DC,
  and so on), treat the spell-like ability as if it were
  being used by the original possessor of the
  ability. A spellthief must use the stolen spell-like
  ability within I minute of acquiring it, or it is lost
  harmlessly. Until the spellthief uses the ability (or
  until the minute elapses), the target cannot use
  the stolen ability.
  Absorb Spell (Su): Beginning at 7th level, if a
  spellthief makes a successful save against a
  spell that targets him, he can attempt to absorb
  the spell energy for later use. This ability affects
  only spells that have the spellthief as a target,
  not effect or area spells. A spellthief can't
  absorb a spell of a higher spell level than he
  could steal with his steal spell ability (see
  above).
  To absorb a spell that targets him, a spellthief
  must succeed on a level check (1d20 + spellthief
  class level) against a DC of 10 + the spell's
  
  URC5-05 Miner Mishap
  Page 47
  caster level. Failure indicates that the spell has
  its normal effect. Success means that the
  spellthief suffers no effect from the spell and can
  cast the spell later (or use its energy to cast one
  of his own spells known) as if he had stolen the
  spell with his steal spell ability. His normal limit of
  total spell levels stolen still applies.
  At 20th level or higher, a spellthief can choose
  to use the stolen spell energy as an immediate
  action (see page
  137), either to recast the original spell or to cast
  one of his own spells known using the stolen
  spell energy.
  Arcane Sight (Sp): Beginning at 9th level, a
  spellthief can use arcane sight as a swift action
  (see page 137) a number of times per day equal
  to his Charisma modifier (minimum 1). His caster
  level is equal to his spellthief class level.
  Discover Spells (Ex): A spellthief of 13th level or
  higher who steals a spell from a spellcaster with
  his steal spell ability automatically learns the
  names of all other spells prepared or known by
  the spellcaster that are of the same spell level
  as the stolen spell. This knowledge allows the
  spellthief to better choose which spells to steal
  on subsequent attacks.
  For example, a 13th-level spellthief who steals
  disintegrate from an enemy sorcerer would also
  discover the names of all other 6th-level spells
  known by that sorcerer.
  Steal Spell Resistance (Su): Beginning at 15th
  level, a spellthief can use a sneak attack to
  temporarily steal some or all of a creature's spell
  resistance. A spellthief who hits an opponent
  with a sneak attack can choose to forgo 3d6
  points of sneak attack damage and instead
  reduce the target's spell resistance by 5. The
  spellthief also gains spell resistance equal to 5 +
  his class level (up to a maximum value equal to
  the original spell resistance of the target). if the
  target is willing, a spellthief can steal spell
  resistance with a touch as a standard action.
  The stolen spell resistance benefits the spellthief
  for a number of rounds equal to the spellthief’s
  Charisma modifier (minimum 1 round) and then
  returns to the target creature. if the spell
  resistance is derived from a temporary effect
  (such as a spell), the stolen spell resistance
  disappears when the effect elapses. A spellthief
  can't use this ability on the same creature again
  until the creature's stolen spell resistance
  returns.
  New Equipment
  Camouflage Kit: This bag contains face paints,
  colored cloth, and other accessories appropriate
  creating a camouflaged appearance. The kit is
  the perfect tool for hiding and provides a +2
  circumstance bonus on hide checks. Gaining
  this bonus requires 1 minute of work A
  camouflage kit is exhausted after ten uses. Cost
  40 GP. (Source: Complete Adventurer, pg. 122)
  Deadly Precision: A deadly precision weapon
  deals an extra 2d6 points of damage when its
  wielder makes a successful sneak attack. This
  ability does not bestow the ability to make sneak
  attacks upon a user who does not already have
  it.
  Moderate transmutation; CL 12th; Craft Magic
  Arms and Armor, keen edge; Price +2 bonus.
  (Source: Complete Adventurer, pg. 127)
  
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