TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  jpchapleau@videotron.ca for LIVING GREYHAWK campaign questions email rpgahq@wizards.com  
   
  TUS6-02 
   
   
   
   
   
   
  It Came from the Udgru 
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Tusmit Regional Adventure  
  By Francis Carrier 
  Circle Edit: Tim Sech 
   
  Winter has wrapped her white coat around the Baklunish realms. They say that a new year brings new beginnings. A 
  border massacre, a big mouth and a civil war, where will you point your finger in this blame game? Part one of the “Fell 
  Dreams of the Udgru” series. An adventure for character levels 1 to 10 (APLs 2 to 8) set in Khalid and the Udgru Forest. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  TUS6-02 It Came from the Udgru 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  PCs native to Tusmit 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. PCs 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. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), 
  the PC 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 PC has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook.  
  Adventure Background 
   
  The Black Knight, evil overlord of the Ekbirrian Udgru, 
  wishes to unite under his unholy iron fist all of the 
  Udgru. Against him only a single organized force exists, 
  protected by a swift and wide river: the Blashikmund and 
  united enough to form an organized opposition.  
  King Elohir’s Udgru elves have alliances with most non-
  evil creatures of the forest forming a formidable 
  opposition. Now that the elves have allied with a faction 
  of the humans, they form an even greater opponent. 
  The Black Knight has entrusted one his lieutenants, to 
  bring the elves under his rule. The Amir Kasar Fell, the 
  Pastor of Nightmares, sent one of his favorite and 
  mischievous minions, an Aranea called Zoggoth to pose 
  as a wood elf and conduct massacres and stir trouble 
  along the border of the forest.  
  Amir Fell’s goal is to cause the war to break out between 
  Tusmit and the elves. The strife and chaos might break 
  Elohir’s alliance with the forces of Jadhim-Orem. 
  Zoggoth recruited, on the suggestion of his master, Lord 
  Fell, the “Rejects” of the Udgru wood elves: half-elves 
  who have been, a few years ago, exiled by both the wood 
  elves and the Tusmans (During Udgru Rebellion series, 
  Year 2 and 3 adventures). So, they are quite interested in 
  getting some measure of revenge. 
  Unfortunately for Zoggoth, a group of adventurers will 
  soon get involved in his plans… 
  The Tusman Udgru 
  South of the Blashikmund, King Elohir rules most of the 
  Udgru from his capital at Zaneren. There he and the war 
  council meet and discuss strategies. The elves’ control of 
  the Udgru is not total, but they are by far the largest and 
  most organized faction in the forest.  
  In 595CY, Elohir made an alliance with returned Pasha 
  Jadhim-Orem. In return for the support of the elves, 
  Jadhim granted the Udgru its own sheikdom.  
  The Ekbirrian Udgru 
  The northern banks of the Blashikmund are ruled by the 
  evil forces of the Black Knight. Over the last decade this 
  dark figure united, submitted or conquered almost every 
  faction in the forest to his rule. Humanoids, opponents to 
  the Ekbirrian regime, bandits, worshippers of banned 
  religions and all kinds of criminals form the core of the 
  Black Knights’ forces.  
  
  TUS6-02 It Came from the Udgru 
   
  Page 4 
  A few isolated groups of grugatch and other do-gooders 
  resist the iron fist of the Black knight, but they are clearly 
  the minority.  
  Until now, the Black Knight has been content with his 
  side of the forest but after an attack on the elves in 
  595CY, he seems to have set his sights on the entire 
  forest.  
  The Black Knight and Muammar Quaran 
  In 595CY through a series of connections, the Black 
  Knight of the Udgru did form a temporary alliance with 
  Pasha Muammar Quaran. However, this alliance was 
  more of an “enemy of my enemy” type thing.  
  Neither side seeks long-term alliance at this time. 
  However it is convenient for both sides not to oppose the 
  other. At least for now… 
  Political situation in Tusmit 
  The rebellion is in full swing. Soldiers, adventurers, 
  mercenaries and nobles are flocking to Jadhim-Orem’s 
  white banner. The rich sheikdom of Dihn is turning into 
  a military camp. The Tusman nomads are uniting under a 
  single leader and raise the white banner. The nomads 
  intensify their attacks on outposts, villages and forts 
  flying the red banner.  
  Meanwhile, loyalist forces are massing in and around 
  Sefmur, and the sheikdom of Keruz. Though Muammar 
  Quaran still holds the upper hand and would most likely 
  win in a military confrontation, his main concern regards 
  the loyalty of his troops. To increase his army, he has 
  made deals with the Ekbirrian Lord Urik Ashir to allow 
  his Storm Riders to patrol the area around Blashikdur. A 
  few Storm Riders are currently camped in Blashikdur. In 
  the south, he allowed a number of mercenary Paynim 
  tribes to cross into Tusmit to counter the Nomadic threat.  
  Along the border of the Udgru, a curtain has fallen. The 
  elves don’t come out and the Tusmans don’t enter the 
  forest. Both sides heavily patrol the border, looking for 
  intruders or spies. Though skirmishes occur frequently, 
  deaths are rare. 
  Unsurprisingly, both factions allow the Mouqollad 
  Consortium’s caravan to pass freely wherever they wish 
  to go. Though war will come, a stalemate is in place and a 
  chess game is being played between the two pashas. 
  Bandaloo “Big Mouth” Sapsuckle 
  Wherever Bandaloo goes his voice follows. Known for 
  his non-stop singing and story-telling, Bandaloo travels 
  through most of Northern Tusmit, but mostly 
  throughout Khalid, singing songs and adding tales, 
  whether fact or fiction, to his ever growing store of 
  “Northern Lore”. He is quite good at what he does, but 
  his incessant rattling has been known to drive off less 
  tolerant folk, as well as divulging so-called secrets that he 
  has “overheard”. His nickname Big Mouth can be 
  attributed to both his great signing voice and his loose 
  tongue… 
  Timeframe in the adventure 
  There is no time limit to this adventure. A small group of 
  outcasts are WAITING for some small party of Tusmans 
  to come after them. Zoggoth has sent some of his other 
  minions to harass other targets in the area that are 
  beyond the scope of this adventure. 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar Quaran. 
  • 
  Authorities in Khalid 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  • 
  The Udgru Elves 
  Indifferent 
  Throughout the adventure, the following people should 
  be considered neutral. 
  • 
  Bandaloo "Big Mouth" Sapsuckle 
  • 
  The Black Knight and his forces and agents. 
  • 
  Captain Marius and his crew 
  Adventure Summary  
   
  Introduction: The PCs have been hired to escort a 
  caravan of merchants to a woodmen village near the 
  Udgru forest in Tusmit. 
  Encounter 1: As the PCs travel the Sheikdom of Khalid, 
  they may gather information about what is happening 
  around in those times. The PCs then finally arrive at the 
  village and find it in flames and rubble. 
  Encounter 2: The PCs search the village and find 
  Bandaloo, a halfling. He tells them what happened to the 
  village.  
  Encounter 3: The PCs must deal with the cold 
  conditions of a harsh winter. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 5 
  Encounter 4: The PCs follow the tracks to a ford. They 
  encounter and fight the half-elves guarding it. 
  Encounter 5: The PCs face the spider horrors of the 
  forest Zoggoth used to protect himself. 
  Encounter 6: The PCs enter the cave and meet Zoggoth 
  in wood elf form. 
  Encounter 7: Returning to Khalid, the PCs encounter a 
  real wood elf patrol in the forest. They must explain 
  themselves or get arrested for further interrogation. 
  Conclusion: The PCs return to Khalid’s capital to report 
  their findings. They eater accuse the wood elves or the 
  agents of the Black Knight. 
   
  Introduction 
   
  Winter as wrapped her white coat around the 
  Baklunish realms. You have been hired by a small 
  group of merchants of the Mouqollad Consortium led 
  by Captain Marius to escort his barijah up the 
  Blashikmund River. Traveling on the river border 
  between the Sheikdom of Khalid in Tusmit and 
  Ekbir, the caravan is to take a load of wood and 
  lumber from a small woodmen village, named El’pazo 
  ben’our, on the rim of the Udgru Forest. 
  The trip is not easy, as the cold climate of winter slow 
  down the trip by jamming the river with chunks of 
  ice and snow. Other adventurers have made the trip 
  with you. 
  Ask the PCs to introduce each other. Then proceed to 
  Encounter 1.  
   
  Encounter One: Border 
  Massacre 
   
  Word on the street/Current events 
  Ask the PCs to make Gather Information or Knowledge 
  (local/vtf) check and reveal the following information.  
  PCs from Tusmit automatically receive the information 
  under DC 10 and PCs from Khalid received the 
  information under DC 15, without making a check: 
  DC 5: The Blashikmund River is the frontier between 
  Ekbir and Tusmit. North of both realms is the Udgru 
  forest. 
  DC 8: Tusmit is on the verge of a civil war between 
  Jadhim-Orem, the former Pasha, with his rebellious 
  troops and sheikdoms and Muammar Quaran, the actual 
  Pasha, with his loyalist troops and sheikdoms. The 
  Sheikdom of Khalid is loyalist, but is rather passive in its 
  involvement. 
  DC 10: The Sheikdom of Khalid had an open war about 
  two years ago with the wood elves of the Tusman part of 
  the Udgru. The wood elves now follow their king Elohir 
  and are allies to the rebel cause of Jadhim-Orem. 
  DC 12: The war with the elves ended with the death of 
  King Khellersorian, two years ago.  
  DC 14: Captain Marius deals all over the Baklunish 
  world, as long as his barijah can bring him there. He is 
  known as an honest and bossy merchant. 
  DC 15: The Mouqollad Consortium of Tusmit is neutral 
  in the conflict between the Rebels and the Loyalists. 
  DC 18: The sheik of Khalid refuses to act against Dihn in 
  a military fashion because of the army amassing in Dihn.  
  DC 20: The Ekbirrian part of the Udgru is controlled by 
  the evil Black Knight and his troops of monsters. Until 
  last year they remained on the north side of the 
  Blashikmund. 
  DC 21: I heard that Muammar Quaran has struck a deal 
  with the Black Knight to eradicate the elves.  
  DC 22: Since Elohir was crowned, a cold war has resulted 
  between the elves and the Tusman forces. The borders of 
  the forest are patrolled heavily by both sides 
  DC 23: Rebels say Muammar Quaran is allied with the 
  Black Knight. This makes little sense, as Muammar 
  Quaran would never ally himself with such vile creatures.  
  DC 25: The elves have a huge army of creatures following 
  them: fairies, giants and plant creatures. 
  DC 27: The elves have allowed a non-wood elf to their 
  war council. No doubt one who served as a spy here in 
  Tusmit. 
  DC 30: The elves have been conducting raids across the 
  border of the woods into logger’s camps and villages. 
  The massacre 
  The caravan finally arrives at the small village of 
  El’pazo ben’our. However, the view his quite grim and 
  horrible… as it comes closer in view, the village 
  appears to have been burned and its inhabitants 
  
  TUS6-02 It Came from the Udgru 
   
  Page 6 
  massacred. The corpses of men, women and children 
  can be found all around the red snow that blankets 
  the village.  
  As the caravan halts before reaching the ruins, you 
  hear Captain Marius and his men lamenting about 
  those atrocities and speculate about who could do 
  such a thing.  
  One of the sailors says: “It must be the work of those 
  bloodthirsty elves of the Udgru!” Another says: “Yeah! 
  I have a cousin in Ekbir who told me about the stories 
  of wood elves eating children.” Captain Marius turns 
  to your group and says: “Who do you think is 
  responsible for this? The Sheik of Khalid must be told 
  the truth about what happened here!” 
  The PCs may have met Captain Marius in either TUSI3-
  04 Sailing the Tuflik River or in the introduction to 
  TUS5-06 The Tusman Job. He is gruff but otherwise 
  friendly.  
  The crew and Captain Marius are indifferent in the 
  political conflict in Tusmit but don’t know better than to 
  accuse the wood elves on this. They prefer not to blame 
  any “Tusman” (rebel or loyalist) for the massacre. 
  However they don’t see the elves as “real Tusmans”. 
  The poor townsfolk were killed by elven-style arrows and 
  swords (some of the weapons are still visible). Examining 
  the bodies with a Heal check [DC 15] informs the PCs 
  that the attack occurred less than 24 hours ago. Any PC 
  from the Udgru Forest, Dihn or Khalid or other PCs 
  making a Craft (Bowmaking or fletcher) check [DC 15] 
  on the arrows says that the arrows are of elven 
  manufacture and not imitations. 
  If the PCs search the village (Search or Track checks DC 
  15+APL), they find tracks heading north alongside the 
  Blashikmund toward the Udgru forest. Also, searching in 
  the village make them find one survivor (the Halfling 
  Bandaloo). Run Encounter 2 immediately. 
  When the PCs decide to follow the tracks, Captain 
  Marius promises to wait for them in the village to 
  properly burn the bodies and salvage whatever they can. 
  Bandaloo says he will help the merchants for a day before 
  running back to Darnav and inform the authorities.  
  Purchases 
  Captain Marius can sell the PCs any item from the 
  Player’s Handbook except weapons and armor. At your 
  discretion, he may sell one or two low-level scrolls or 
  potions he kept in his stash.   
  Troubleshooting: Heading for the authorities 
  If the PCs decide to go directly to warn the authorities of 
  Khalid, have Captain Marius tell the PCs that he will 
  send one of his men and that the PCs should try to 
  capture the culprits. Bandaloo also promises to warn 
  them as soon as he will get to Darnav.  
  If the PCs insist on warning the authorities themselves 
  immediately, the adventure is over for them. 
  Encounter Two: The Big Mouth 
   
  A frightened Halfling comes out of his hiding place 
  under the ruins. The little guy looks out of place in 
  this offensive scenery. He wears a simple tunic with a 
  dagger at his side.  
  As he gets up, he screams: “May the Restorer of 
  Righteousness be praised! I’m saved! My name is 
  Bandaloo Sapsuckle.” 
  A Knowledge (local/vtf or nobility) check [DC 18] (PCs 
  from Khalid, Dihn, Malimar Nahim, the Udgru and Suvii 
  get a +3 circumstance bonus to this check), learn that 
  Bandaloo is a traveling bard in northern Tusmit (look at 
  Adventure Background for more details). He is well-
  known in these parts of Tusmit. 
  If questioned, he tells the PCs what he saw: a group of 
  half-elves, wearing white armbands, led by a wood elf 
  mage attacked the village (meaning that they are rebels, 
  Knowledge (local/vtf) DC 10 to know this, any Tusman 
  PC automatically know that information). They went 
  north afterward, towards the Udgru forest.  
  He found a good hiding place and stayed there. He got 
  out when the PCs arrived. He explains he is no warrior 
  that he is a storyteller and a connoisseur of Baklunish 
  cuisine. He points out that what happened here could be 
  the start of the civil war in Tusmit, but that it is a rather 
  shocking move in part of the Rebels, and should be 
  investigated. Bandaloo believes the half-elves to have a 
  base within a days’ walk of the village.  
  IMPORTANT: Especially at lower APLs, use Bandaloo to 
  give the PCs a feeling that the half-elves weren’t in any 
  hurry and that though they must be caught, time is not a 
  critical factor.  
  Bandaloo offers the PCs 50 fountains (gp) each if they go 
  on to investigate and bring justice to those elves. He is 
  feeling really bad about not saving the villager and 
  staying hidden during the massacre. He promises the 
  money when they get to Darnav, capital of Khalid if it 
  
  TUS6-02 It Came from the Udgru 
   
  Page 7 
  takes them more than a day to resolve the affair (it 
  should).  
  Return to Encounter One once the PCs have met with 
  Bandaloo. 
  Troubleshooting: Bloodthirsty PCs 
  If the PCs attack Bandaloo he surrenders immediately or 
  flees if not allowed to surrender, he goes so far as to Bluff 
  trying to appear dead or unconscious. If unable to flee he 
  calls the merchants for help. The merchants report any 
  uncalled attack to the authorities once they arrive. 
  �Bandaloo: male Halfling Brd5/Rog2; Bluff +16. 
   
  Encounter Three: Frost Bites  
   
  If the PCs succeed at a Track [DC 15+APL]; they can 
  easily follow the tracks. If they are not able to Track, then 
  they can follow the tracks with a Search DC 15. However 
  failing the Track check or making a Search check means 
  the PCs move VERY slowly along the track (add 4 hours 
  to the traveling time). Proceed to Encounter 6. 
  The PCs have to travel for 8 hours up the river before 
  reaching the cave of Encounter 4. The climate is cold in 
  this time of year but the rain and the snow hold off. The 
  PCs have to make a Fortitude save every hour, DC 10 + 1 
  per previous check, or take 1dAPL of non-lethal damage 
  of non-lethal cold damage. Wearing cold weather gear or 
  an endure element spell prevents the PCs from making 
  the save. A Survival check [DC 13+APL] gives a +2 to the 
  save. One additional person can receive the bonus for 
  each point by which the Survival check beat the DC. 
  Do remember the PCs are NOT under any time 
  constraints. They can stop and rest anytime. Use simple 
  and indirect methods of reminding the PCs: tracks 
  freezing in the mud, clear path in the snow, etc. 
  Encounter Four: The Outcasts 
   
  The tracks you’ve been following converge into a 
  clearing by the river. While the current still seems 
  very strong, the area is obviously fordable, and the 
  trail continues on the other side, heading off into the 
  darkness of the woods. 
  On both sides of the river, a 20-foot area has been cleared 
  where people have stopped and rested.  
  The river is 50 feet across and just over 3-foot deep. The 
  water counts as difficult terrain that impedes movement. 
  Every square moved counts double for the purpose of 
  movement. 
  Un-mounted small-sized PCs must succeed every turn at 
  either a Balance OR a Swim check [DC 13+APL] or be 
  moved downriver 1dAPLx5ft. The DC for Medium-sized 
  PCs is [3+APL]. Dwarves get to add their stability bonus 
  to this check. Large creatures do not need to make a 
  check. A PC that is unhorsed is immediately moved 
  down river. 
  Because of the freezing cold of the water, anyone in the 
  water must make a Fortitude save DC10+1 per previous 
  check; failing causes 1 point of non-lethal cold damage.  
  APL 2 (EL 4) 
  �Udgru Outcast (6): male half-elf War1; hp 10 each; see 
  Appendix 1. 
  APL 4 (EL 6) 
  �Udgru Outcast (5): male half-elf Ftr2/War1; hp 26 
  each; see Appendix 1. 
  APL 6 (EL 8) 
  �Udgru Outcast (6): male half-elf Ftr2/Rgr1/War1; hp 
  33 each; see Appendix 1. 
  APL 8 (EL 10) 
  �Udgru Outcast (6): male half-elf Ftr4/Rgr1/War1; hp 
  49 each; see Appendix 1. 
  Tactics: The outcasts wait for the PCs on the other side of 
  the river where it is fordable. The outcasts are hiding in 
  the bushes across the river. They remain still, launching 
  their attack when half the party is crossing the river. 
  They concentrate on PCs with movements of fast 
  movements first and obvious arcane spellcasters. They are 
  not above firing at horses on PCs who seem unsure of 
  their riding skills, thus forcing them in the river.  
  They fight to kill and fight to the death; asking nor 
  offering any quarters. During the fight, they shout: 
  “Traitor!” (to elves) and “Revenge is ours!” (to all others). 
  This is a very difficult encounter, with the environmental 
  conditions and the outcasts. Any PC going fully 
  underwater receives 50% concealment from the arrows. 
  The outcasts stay put unless one of the PCs engage them 
  in melee. Reward creativity on the part of the PCs with 
  success or advantageous bonus.  
  Treasure: 
  APL2 L: 53gp; C: 0gp; M: 0gp; 
  
  TUS6-02 It Came from the Udgru 
   
  Page 8 
  APL4 L: 432gp; C: 0gp; M: 0gp; 
  APL6 L: 158gp; C: 0gp; M: +1 chain shirt x6 (625gp per 
  character); +1 composite longbow (+2str) x6 (1300gp per 
  character); cloak of elvenkind x6 (1250gp per character); 
  APL8 L: 158gp; C: 0gp; M: +1 chain shirt x6 (625gp per 
  character); +1 composite longbow (+2str) x6 (1300gp per 
  character); cloak of elvenkind x6 (1250gp per character); 
  Development: Any of the outcasts taken prisoner relates 
  a similar story. They were exiled and shunned by the 
  wood elves and the Tusmans and now seek to torment 
  and destroy those who rejected them. They went in the 
  Ekbirrian Udgru after their exile and joined the Black 
  Knight’s forces.  
  They are happy to say they are devoted to the Queen of 
  the Demonweb Pits (Knowledge (religion) [DC 15], 
  automatic for followers of the elven pantheon: it’s Lolth, 
  the goddess of the Drow) and they are but part of the 
  avant-garde of an army of darkness that will enslave 
  Tusmit in chains of darkness. They keep screaming 
  “Elliya Lolthu” every once in a while. 
  They are fanatically devoted in there revenge on the 
  people of Tusmit and the Udgru elves.  
  Through magic or intimidation [DC 10+APL], the half-
  elves may reveal the location of their leader. Through the 
  interrogation, they remain defiant and confident. 
   
  Encounter Five: The Slippery 
  Spider 
   
  Finding Zoggoth’s lair can be accomplished in a number 
  of fashions. First, the PCs can make either a Track or 
  Search or Survival check [DC 10+APL]. The trail is easier 
  here because the half-elves have been less careful here.   
  However, Zoggoth has a deal with an ettercap and some 
  local spiders. The ettercap has trained the spiders to 
  attack only on his (their) command. The ettercap knows 
  the half-elves under Zoggoth’s command. It attacks 
  anyone it does not recognize visually. So a party disguised 
  as the half-elves will pass untouched. 
  APL 2 (EL 4) 
  �Ettercap: hp 27; see Monster Manual p.106 
  �Spider Swarm: hp 9; see Monster Manual p.240 
  APL 4 (EL 6) 
  �Ettercap: hp 27; see Monster Manual p.106 
  �Large Monstrous Spider (2): hp 22 each; see Monster 
  Manual p.289 
  �Spider Swarm: hp 9; see Monster Manual p.240 
  APL 6 (EL 8) 
  �Ettercap (2): hp 27 each; see Monster Manual p.106 
  �Spider Swarm: hp 9; see Monster Manual p.240 
  �Huge Monstrous Spider: hp 52; see Monster Manual 
  p.289 
  �Large Monstrous Spider (2): hp 22 each; see Monster 
  Manual p.289 
  APL 8 (EL 10) 
  �Ettercap: hp 27 each; see Monster Manual p.106 
  �Gargantuan Monstrous Spider: hp 104; see Monster 
  Manual p.289 
  �Huge Monstrous Spider: hp 52; see Monster Manual 
  p.289 
  �Phase spider: hp 42; see Monster Manual p.207 
  �Spider Swarm (3): hp 9 each; see Monster Manual 
  p.240 
  Tactics: the ettercaps try to immobilize PCs with their 
  web abilities while the swarm moves in to cause damage. 
  At higher APLs, the ettercap do so to have the PCs caught 
  by the larger spiders.  
  Development: The PCs can freely follow the path to 
  Zoggoth’ cave. Proceed to Encounter 6. 
   
  Encounter 6: Along Came a 
  Spider 
   
  A short distance from the ambush by the spiders, the PCs 
  can find a cave entrance. Zoggoth is aware of the PCs’ 
  arrival and has prepared a few surprises for them using 
  his illusion powers. 
  Zoggoth casts mage armor, resistance, virtue and uses his 
  scroll of invisibility prior to the PCs’ arrival. He then 
  proceeds to cast a grease spell in front of the entrance, 
  finally he casts a silent image spell in the mirror.  
  The cave beyond is lit by a single torch in front of 
  you. Its ceiling rises some 15 feet. The flickering light 
  
  TUS6-02 It Came from the Udgru 
   
  Page 9 
  throws shadows in every corner of the room. On the 
  north wall is a large standing mirror. 
  Continue ONLY for the first PC to enter the room 
  In the mirror is an impressive-looking wood elf. 
  Behind him you can see a spider-themed temple. 
  Looking in your direction for an instant, the image in 
  the mirror vanishes. 
  Anyone who met Elohir (either in TUS2-04 Forest of 
  Retribution or TUS5-07 The Ekbirrian job or by being 
  from the Udgru forest) immediately recognizes the king 
  of the elves. Other PCs must succeed at a Knowledge 
  (local/vtf) check [DC 20] to recognize him. 
  A Knowledge (religion) check [DC 15] automatic for 
  priests of the elven pantheon recognize the symbols as a 
  temple of Lolth, the Queen of the Demonweb Pits. 
  The mirror has no magical property; it was stolen from 
  El’pazo ben’our and is being stored here. 
  APL 2 (EL 4) 
  �Zoggoth: Male Aranea; hp 22; see Appendix One. 
  APL 4 (EL 6) 
  �Zoggoth: Male Aranea Sor2; hp32; see Appendix One. 
  APL 6 (EL 8) 
  �Zoggoth: Male Aranea Sor4; hp 42; see Appendix One. 
  APL 8 (EL 10) 
  �Zoggoth: Male Aranea Sor6; hp 52; see Appendix One. 
  Tactics: If invisible, Zoggoth uses its non-harming spells 
  to maximum efficiency. If forced to become visible again, 
  he tries to take out PCs as fast as he can. If possible he 
  tries to turn one party member against the others.  
  Any PC who falls unconscious or asleep in this room 
  must immediately make a Will save [DC 10+APL] or 
  receive the “Nightmares of the Fell” on their AR. 
  Treasure: 
  APL 2 L: 1gp; C: 0gp; M: 0gp; 
  APL 4 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  APL 6 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  lesser rod of silent spell (250gp); 
  APL 8 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  lesser rod of silent spell (250gp); 
  Development: If the PCs defeat Zoggoth, they find a 
  letter on it from Amir Fell, give them Player Handout 
  #1.  
  Should every PC be down, Zoggoth, coup-de-graces only 
  those of elven blood and takes them away. The others, he 
  leaves there. The PCs wake up with Player Handout #2: 
  Rez’uri’s letter on their person. On their forehead is a 
  single piece of onyx. They receive the Nightmares of the 
  Fell curse on their AR.  
  Zoggoth makes sure AT LEAST one of the PCs makes it 
  out alive. Unfortunately any elven PC falling here is not 
  recoverable, but non-elves are. 
  A victorious Zoggoth heads back to the Ekbirrian side of 
  the Udgru, and quickly disappears. 
  Important: If a PC expressed himself in some way that 
  he has recognized Elohir (and believes the lllusion) OR 
  the Temple of Lolth, Zoggoth does NOT kill that PC, 
  (even if that PC is an elf). He is counting on that to help 
  him incriminate Elohir’s wood elves, and a gullible 
  adventurer helps spread rumors to the Tusman 
  authorities. 
  Disclaimer: It is important at this point to mention that 
  neither Elohir nor Rez’uri is a worshipper of the Queen 
  of the Demonweb pits. Every link made here is made by 
  Zoggoth to incriminate them and cause chaos. 
  Once the PCs decide to head back OR if they decide to 
  try and meet with the elves, proceed to Encounter 6. 
  Troubleshooting: taking Zoggoth alive 
  Zoggoth refuses to talk and will make up a lie about 
  working for Rez’uri, the recently ousted member of the 
  elven war council. If magically compelled, refer to the 
  Adventure Background for additional information. 
  Tusman law does not consider aranea people so killing 
  them is not a criminal offense.  
  
  TUS6-02 It Came from the Udgru 
   
  Page 10 
  Encounter Six: Explanations, 
  the Udgru way! 
   
  Read the following aloud: 
  As you are traveling down the Udgru forest, three 
  arrows hit the ground just before you. You see a wood 
  elf coming out from behind a tree with a bow and 
  arrow pointed at your group. He says with authority: 
  “Throw down your weapons and spell component 
  pouches!” 
  Ask the players to make a Listen and Spot check. A Listen 
  DC 17 reveals the presence of other creatures around 
  them. A Spot DC 17 reveals the presence of several other 
  wood elves and a few wolves surrounding the PCs. 
  All APLs (EL 7) 
  �Grig: hp 2; see Monster Manual p.235 (non-combatant) 
  �Elven warrior (4): War1; hp 4 each; see Monster 
  Manual p.101 
  �Pixie: hp 3; see Monster Manual p.236 (it doesn’t have 
  its dancing ability) 
  �Wolves (3): hp 13 each; see Monster Manual p.283 
  Tactics: If the PCs do not surrender and throw down 
  their weapons, the wood elves fire a single volley of 
  arrows at one of them and ask again for their surrender.  
  Use of Diplomacy does not work at that point, as the 
  wood elf constantly replies. “You are trespassing, 
  surrender and we will listen to you.”  
  If the PCs attack the elves at some point, the elves fight 
  using whatever damage they can do not stopping until 
  they are all unconscious (unless the PCs surrender before 
  that). This encounter is not designed as a combat 
  encounter, and the PCs should realize they have been 
  caught out of place. The elven warriors are members of 
  the Udgru militia. 
  The grig stays hidden a short distance away invisible, and 
  stands ready to run off to report to other elven groups 
  what transpires. Unless it is caught, the grig does not 
  fight. 
  If the PCs win the fight, they are free to move forward. If 
  they head out of the forest, they are not harassed any 
  further, but they get no experience from this battle. If 
  they opt to head deeper into the forest, proceed to the 
  “Troubleshooting” section later. 
  If the PCs surrender, proceed to “Surrender” 
  Surrender 
  Once every PC has agreed to surrender, the elves tie 
  every PC with a rope, they then blindfold these PCs. PCs 
  who fall into one of the following categories are neither 
  tied nor blindfolded.  
  • 
  PCs from the Udgru Forest 
  • 
  Priests of the Elven Pantheon 
  • 
  Tusman rebels wearing the white armband (those are 
  not tied up, but the elves do not give back their 
  weapons immediately).  
  • 
  PCs wearing the Que’Lasse’Ten’Qessir (from TUS3-
  04 Flames of War). 
  • 
  PCs with the Favor of the Elves (from TUS2-04 
  Forest of retribution) are tied but not blindfolded. 
  The elves bring the PCs to a nearby encampment.  
  The trip is short with the elves guiding you. They 
  move swiftly on hidden paths in the forest. Finally 
  the distant sound of a flute is heard.  
  “You can remove your blindfolds, we have arrived”, 
  says one of the elves. 
  You now stand in the shadow of a great willow tree. 
  All around creatures of all kind move around. Fairies, 
  elves of all kind and many animals walk around the 
  camp.  
  A scar-covered wood elf with a cleft lip approaches 
  you. Around him stand a group of mean-looking 
  elven warriors and carrying large swords. He 
  exchanges a few quick words in elvish with your 
  guards. The elven lord turns to you and speaks in a 
  broken common. 
  “I am Taush Skero, Leader of the Wyvern clan, 
  Champion of the Creator and rider of the great eagle 
  Eyerro. Who are you and why are you here?” 
  Taush is marginally interested in what the PCs have to 
  say. He knows about the massacre and about the half-
  elves. He gets very interested if the PCs have found 
  either of the letters (Player Handouts #1 and #2). 
  However, he remains unconvinced, expecting a trap until 
  the PCs succeed at a Diplomacy check [DC 20+APL] (he 
  is more wary at higher APLs). Note that if ALL of the PCs 
  are not blindfolded, the check automatically succeeds. 
  Apply the following modifiers to the check.  
  +2 per PC coming from the Udgru 
  +2 per PC who is a Tusman Rebel. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 11 
  +2 if the PCs have one of the half-elves with them (alive 
  only). 
  +5 if the PCs surrendered when asked to the first time. 
  +5 if the PCs have Zoggoth with them (dead or alive 
  -2 per PC who is a Tusman Loyalist. 
  If the PCs succeed in their check, they are all untied, 
  given back their weapons, and free to go. If they failed 
  the check, they are kept as “guests” until Taush verifies 
  what they say. Those PCs receive “Guests of the Wyvern 
  Clan” on their ARs. 
  Walking around camp 
  The PCs have a chance to speak with the locals before 
  leaving. If they are held as guests of the Wyvern clan, 
  they have even longer. 
  Allow them a Gather Information check. Elves get +4 to 
  the check, half-elves +2.  
  DC 5 Few elves have any desire to attack Tusmans, as 
  long as the Tusmans stay out of the forest. 
  DC 10 Most elves are surprised by Elohir’s policies. Most 
  believe he would lead them to war upon ascending to the 
  throne, but so far all his policies have been defensive in 
  nature. 
  DC 15 Most elves are surprised that Elohir allied himself 
  with Jadhim-Orem and joined the rebellion. The elves 
  think that one pasha or the other will be more of the 
  same. 
  DC 20 The elves seem very worried about the Black 
  Knight’s army. They fear they may soon be involved in a 
  two-front war. 
  DC 25 Elohir has given military commands to most of 
  the council members who have opposed him when he 
  decided to ally with the rebels. 
  DC 30 Most wood elves find the addition of a non-wood 
  elf to the war council to be a slight on their honor. 
  Proceed to the Conclusion. 
  Troubleshooting: fighting and heading deeper in the 
  forest 
  This section assumed the PCs fought through the first 
  patrol of the elves. The grig reported back to the elven 
  army that a group of bloodthirsty adventurers are cutting 
  a path of destruction through the woods.  
  This time, the elves have brought heavy muscle to repel 
  the invaders. This fight begins without any advanced 
  warnings.  
  All APLs (EL14+) 
  �Grig: hp 2; see Monster Manual p.235 (non-combatant) 
  �Elven warriors (4): War1; hp 4 each; see Monster 
  Manual p.101 
  �Pixie (3): hp 3; see Monster Manual p.236 (it doesn’t 
  have its dancing ability) 
  �Forest Giants (2): hp 136 each; see Appendix One. 
  �Treant (3): hp 66 each; see Monster Manual p.244 
  Tactics: The forest giants and the elves fire their bows 
  while the treants move in to occupy the PCs. The main 
  goal of the elves is to have the PCs retreat and leave. They 
  harass anyone who leaves to encourage flight, but do not 
  kill. 
  PCs killed here and left here by their companions receive 
  “My head on a pike” AR Reward. 
  Troubleshooting: fighting Taush 
  Taush retreats and lets his warriors intervene. He does 
  not involve himself in the fight.  
  All APLs (EL14+) 
  �Grig: hp 2; see Monster Manual p.235 (non-combatant) 
  �Elven warriors (12): War1; hp 4 each; see Monster 
  Manual p.101 
  �Pixie (3): hp 3; see Monster Manual p.236 (it doesn’t 
  have its dancing ability) 
  �Forest Giants (2): hp 136 each; see Appendix One. 
  �Treant (3): hp 66 each; see Monster Manual p.244 
  Tactics: The elves fire their bows while the giants and 
  treants move in to occupy the PCs. The main goal of the 
  elves is to kill the PCs. Retreat here is NOT an option. 
  The only thing that might save a PC here is the use of 
  teleportation-style magic. PCs killed here and left here by 
  their companions receive “My head on a pike” AR 
  Reward. 
  Conclusion 
   
  Back at the El’pazo ben’our, you find Captain Marius 
  along with a group of militiamen from nearby towns. 
  A kind-looking mullah is administering the final rites 
  in front of a large pyre where the bodies of all the 
  villagers have been gathered.  
  Captain Marius approaches you. “The Halfling left for 
  Darnav already. He asked you to meet him there. He 
  
  TUS6-02 It Came from the Udgru 
   
  Page 12 
  is at the Sheik’s palace. Consider our contract over… 
  We will not be taking any of the lumber from this 
  place. It will be a good few days before we can get 
  anything of value to bring back to Vilayad.” 
  Captain Marius asks the PCs what they found, but he 
  does not impose if they do not wish to share. 
  The PCs head to Darnav, the capital of Khalid, and tell 
  the authorities of what they have found out in their 
  investigation. Read out the following: 
  The walled capital of Darnav contrasts sharply with 
  its environment. Located in a flat plain and 
  surrounded by miles of grassland. The city’s dark 
  stone seems like a mountain from a distance. 
  Red banners of Tusmit and the colors of the 
  Sheikdom are visible flying from every tower of the 
  city. The city guards allow you entry after the usual 
  taxes and questions. It seems the city has not heard of 
  the rebellion growing in the neighboring sheikdoms.  
  You drop your packs at a local inn and it is but a few 
  moments before Bandaloo appears. “Ah! Finally 
  you’ve arrived. I have obtained an audience with the 
  Sheik. Dress up all nice.” 
  For the purpose of possessing illegal items, appearing 
  before the sheik counts as being arrested. 
  The palace of Darnav is far from the exquisite 
  opulence of the Exalted Palace in Sefmur or the 
  austere dwarven fortress of Dwur’Ayhand or the open 
  areas of Suvii. Rather, it looks like a commander’s 
  barracks at a common fort.  
  The courtiers lack the refinement of the court in 
  Sefmur or the colorful clothing of Vilayad. Rather 
  they look like a group of soldiers gathering around 
  their commander. 
  Sheik Zeldan “The Axe” sits at the end of a long table. 
  He wears a finely-crafted tunic in white and green. At 
  his side hangs a glowing battle axe. The sheik looks 
  like a veteran of many battles; the left side of his face 
  bears a serious fire burn. The Sheik stands as you 
  approach him 
  “Welcome to Darnav, adventurers… We have been 
  informed that you have discovered who is responsible 
  for the massacre at El’pazo ben’our. Tell us who has 
  done this.” 
  Take only the FIRST answer that is given by the first 
  player who talks, whoever he/she is. If the PCs don’t give 
  a clear response, the Sheik repeats with more authority: 
  Who!? That is the only thing the Sheik is interested.  
  Note that the Sheik uses “us” to speak about himself.  
  If the PCs reply something about the Black Knight or his 
  forces, proceed to “Black Knight”. If they reply 
  something about Elohir or other rebel factions, proceed 
  to “Rebels”. If they reply something about loyalist forces, 
  proceed to “Loyalist”.  
  Black Knight 
  The Sheik and his court fall silent for a moment. 
  Zeldan stands up, quickly imitated by the rest of the 
  court.  
  “We are somewhat relieved that the forces of Elohir 
  are not to blame for this… However, this does create 
  more problems for us…” 
  Turning to you: “We thank you for your swift action. 
  Khalid is indebted to you.” 
  With that, the Sheik dismisses you as his generals 
  quickly bring maps on the table. Khalid will take 
  action against those who dare attack Tusmit.  
  Proceed to “AR Rewards” 
  Rebels 
  The Sheik and his court fall silent for a moment. 
  Zeldan stands up, quickly imitated by the rest of the 
  court.  
  “Elohir has gone too far. This is the final straw, we 
  cannot tolerate his kind to occupy and block the 
  valuable resource of our sheikdom. Assemble the 
  guard and the militia. If we have to burn the entire 
  forest to find his cursed hide, then by the Restorer of 
  Righteousness, we will!” 
  Turning to you: “We thank you for your swift action. 
  Khalid is indebted to you.” 
  With that, the Sheik dismisses you as his generals 
  quickly bring maps on the table. Khalid will take 
  action against those you have accused.  
  Proceed to “AR Rewards” 
  Loyalist 
  The Sheik and his court fall silent for a moment. 
  Zeldan stands up, quickly imitated by the rest of the 
  court.  
  “Are you sure of what you are telling us? This is 
  unbelievable. I will have to send word to Sefmur and 
  Dwur’Ayhand inquiring about this. Whoever caused 
  this will not go unpunished.” 
  Turning to you: “We thank you for your swift action. 
  Khalid is indebted to you.” 
  
  TUS6-02 It Came from the Udgru 
   
  Page 13 
  With that, the Sheik dismisses you as his generals 
  quickly bring maps on the table. Khalid will take 
  action against those you have accused.  
  Proceed to “AR Rewards” 
  AR Rewards 
  Every PC who completes the adventure receives “In the 
  stories of Bandaloo” on their AR. 
  PCs who have gone unconscious or asleep in Zoggoth’s 
  lair and later failed their Will save receive the 
  “Nightmares from the Fell” on their AR. Also give them 
  Player Handout #3 at this time. 
  PCs that are “Unaligned” and accused either the rebels or 
  the loyalists get neither Tusman loyalist nor Tusmit rebel. 
  PCs who accused the rebels gain the “Tusman loyalists”. 
  UNLESS they were “Loyal to Jadhim-Orem” in which 
  case they get “Traitor” instead. 
  PCs who accused the loyalists gain the “Tusman rebel”. 
  UNLESS they were “Loyal to Muammar Quaran” in 
  which case they get “Traitor” instead. 
  PCs that get “Tusman Loyalist” also get the “Thanks of the 
  loyalists”. 
  PCs that get “Tusman Rebel” also get the “Thanks of the 
  rebels”. 
  PCs who fought the elves and died or got left behind by 
  their fellow adventurers receive “My head on a pike”. PCs 
  can only be brought back to life through a resurrection 
  spell (or true resurrection). 
  If the party failed to convince Taush of what they were 
  saying, they receive “Guest of the Wyvern clan”.  
  PCs 
  who 
  come 
  from 
  the 
  Udgru 
  (requires 
  documentation), get “Elohir’s stash”. 
  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 Four 
  Defeating the outcasts 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp 
  APL 8  
   
   
   
  300xp 
  Encounter Five 
  Defeating the spider guardians 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp 
  APL 8  
   
   
   
  300xp 
  Encounter Six 
  Defeating Zoggoth the aranea 
  APL 2  
   
   
   
  120xp 
  APL 4  
   
   
   
  180xp 
  APL 6  
   
   
   
  240xp 
  APL 8  
   
   
   
  300xp 
  Story Award 
  Discovering that the Black Knight agents are behind it: 
  APL 2  
   
   
   
  90xp 
  APL 4  
   
   
   
  135xp 
  APL 6  
   
   
   
  180xp 
  APL 8  
   
   
   
  225xp 
  Total possible experience:  
   
  APL 2   
   
   
  450xp 
  APL 4   
   
   
  675xp 
  APL 6   
   
   
  900xp 
  APL 8   
   
   
  1,125xp  
  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 
  
  TUS6-02 It Came from the Udgru 
   
  Page 14 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four: 
  APL 2 L: 53gp; C: 0gp; M: 0gp; 
  APL 4 L: 432gp; C: 0gp; M: 0gp; 
  APL 6 L: 158gp; C: 0gp; M: +1 chain shirt x6 (625gp per 
  character); +1 composite longbow (+2str) x6 (1300gp per 
  character); cloak of elvenkind x6 (1250gp per character); 
  APL 8 L: 158gp; C: 0gp; M: +1 chain shirt x6 (625gp per 
  character); +1 composite longbow (+2str) x6 (1300gp per 
  character); cloak of elvenkind x6 (1250gp per character); 
  Encounter Six:   
  APL 2 L: 1gp; C: 0gp; M: 0gp; 
  APL 4 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  APL 6 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  lesser rod of silent spell (250gp); 
  APL 8 L: 1gp; C: 0gp; M: cloak of charisma +2 (333gp); +1 
  bracers of armor (83gp); scroll of invisibility (CL5) (21gp); 
  lesser rod of silent spell (250gp); 
  Conclusion:   
  Bandaloo’s offer 
  All APLs: L: 0 gp; C: 50 gp; M: 0 gp 
  Total Possible Treasure 
  APL 2 
   
   
  450 gp  
  APL 4 
   
   
  650 gp  
  APL 6 
   
   
  900 gp  
  APL 8  
   
   
  1,300 gp  
   
  
  TUS6-02 It Came from the Udgru 
   
  Page 15 
  Appendix One: NPCs and Creatures 
  ALL APLs 
  Forest Giants (2): CR 11; Huge Giant;  HD 13d8+78; 
  hp 136; Init +5; Spd 40 ft; AC 20, touch 9, flat-footed 19; 
  Base Atk +9; Grp +28; Atk +18 melee (3d6+16, huge 
  greatclub) or +8 ranged (3d6+4, huge composite 
  longbow); Full Atk +18/+13 melee (3d6+16, huge 
  greatclub) or +8/+3 ranged (3d6+4, huge composite 
  longbow) or +9 ranged (2d8+11, rock); SA poisoned 
  arrows, rock throwing; SQ darkvision 60 ft., rock 
  catching; AL N; SV Fort +14, Ref +5, Will +7; Str 33, 
  Dex 12, Con 22, Int 14, Wis 16, Cha 21; 
   
  Skills and Feats: Hide +5, Listen +5, Sense Motive 
  +6, Spot +7; Improved Initiative, Point Blank Shot, 
  Precise Shot 
   
  Possessions: huge composite longbow, huge 
  greatclub 
   
  Poison (Ex): Forest giants coat their arrows with 
  poison (Fortitude DC 22); initial and secondary is the 
  same (unconsciousness for 4d4 rounds). 
   
  Skills: A forest giant has a +4 racial bonus on hide 
  checks. * In wooded areas, this bonus rises to +8. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 16 
  APL 2
  Encounter 4 
   
   
   
   
   
  Udgru Outcasts (6): Male Half-Elf War1; CR 1/2; 
  Medium Humanoid;  HD 1d8+2; hp 10; Init +4; Spd 30 
  ft; AC 17, touch 14, flat-footed 13; Base Atk +1; Grp +3; 
  Atk/Full Atk +5 ranged (1d8, Longbow) or +3 melee 
  (1d8+2, Longsword); SQ Half-elven traits; AL CE; SV 
  Fort +4, Ref +4, Will -1; Str 14, Dex 18, Con 14, Int 8, 
  Wis 8, Cha 8; 
   
  Skills and Feats: Climb +3, Intimidate +1. Point 
  Blank Shot. 
   
  Possessions: studded leather armor, longsword, 
  longbow, a lot of arrows 
  Encounter Six  
   
   
   
  Zoggoth: Male Aranea; CR 4; Medium Magical Beast 
  (Shapechanger);  HD 3d10+6; hp 22; Init +6; Spd 50 ft, 
  climb 25 ft; AC 13, touch 12, flat-footed 11; Base Atk 
  +3; Grp +3; Atk/Full Atk +5 melee (1d6 plus poison, 
  bite) or +5 ranged (web) or +6 ranged (1d4, dagger); SA 
  Poison, spells, web; SQ Change shape, darkvision 60 ft., 
  low-light vision; AL NE; SV Fort +5, Ref +6, Will +4; Str 
  11, Dex 15, Con 14, Int 14, Wis 13, Cha 14; 
   
  Skills and Feats: Climb +14, Concentration +8, 
  Escape Artist +5, Jump +13, Listen +6, Spot +6. 
  Improved Initiative, Iron Will, Weapon Finesse 
   
  Spells Known (6/6; caster level 3rd; save DC = 13 + 
  spell level): 0-[daze, detect magic, ghost sound, light, 
  resistance]; 1st-[mage armor, silent image, sleep]. 
   
  Possessions: dagger, +1 bracers of armor 
   
  Zoggoth speaks Common, Drow, Elven and 
  Sylvan. 
   
  
  TUS6-02 It Came from the Udgru 
   
  Page 17 
  APL 4
  Encounter 4 
   
   
   
   
   
  Udgru Outcasts (5): Male Half-Elf Ftr2/War1; CR 2; 
  Medium Humanoid; HD 1d8+2d10+6; hp 26; Init +8; 
  Spd 30 ft; AC 18, touch 14, flat-footed 14; Base Atk +3; 
  Grp +5; Atk +8 ranged (1d8+2, Masterwork composite 
  longbow (+2 Str)) or +5 melee (1d8+2, Longsword); Full 
  Atk +8 ranged (1d8+2, Masterwork composite longbow 
  (+2 Str)) or +6/+6 ranged (1d8+2, Masterwork 
  composite longbow (+2 Str)) or +5 melee (1d8+2, 
  Longsword); SQ Half-elven traits; AL CE; SV Fort +7, 
  Ref +4, Will -1; Str 14, Dex 18, Con 14, Int 8, Wis 8, Cha 
  8; 
   
  Skills and Feats: Climb +3, Intimidate +3. 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot. 
   
  Possessions: masterwork chain shirt, masterwork 
  composite longbow (+2str), longsword, a lot of arrows 
  Encounter Six  
   
   
   
  Zoggoth: Male Aranea Sor2; CR 6; Medium Magical 
  Beast (Shapechanger);  HD 3d10+2d4+10; hp 32; Init 
  +7; Spd 50 ft, climb 25 ft; AC 15, touch 13, flat-footed 
  13; Base Atk +4; Grp +4; Atk/Full Atk +7 melee (1d6 
  plus poison, Bite) or +7 ranged (web) or +7 ranged (1d4, 
  dagger); SA Poison, spells, web; SQ Change shape, 
  darkvision 60 ft., low-light vision; AL NE; SV Fort +5, 
  Ref +6, Will +7; Str 11, Dex 16, Con 14, Int 14, Wis 13, 
  Cha 16; 
   
  Skills and Feats: Climb +14, Concentration +10, 
  Escape Artist +5, Jump +13, Knowledge (local/vtf) +4, 
  Knowledge (religion) +4, Listen +6, Spot +6; Improved 
  Initiative, Iron Will, Weapon Finesse 
   
  Spells Known (6/7/5; caster level 5; save DC 13 + 
  spell level): 0-[daze, detect magic, ghost sound, light, 
  read magic, virtue]; 1st-[color spray, grease, hypnotism, 
  silent image]; 2-[Tasha's hideous laughter, web].
   
  Possessions: cloak of charisma +2, Dagger, bracers 
  of armor +1, scroll of invisibility (CL5)  
   
  Zoggoth speaks Common, Drow, Elven and Sylvan. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 18 
  APL 6
  Encounter 4 
   
   
   
   
   
  Udgru Outcasts (6): Male Half-Elf Ftr2/Rgr1/War1; 
  CR 3; Medium Humanoid; HD 2d8+2d10+8; hp 33; 
  Init +8; Spd 30 ft; AC 19, touch 14, flat-footed 15; Base 
  Atk +4; Grp +6; Atk +9 ranged (1d8+3,  +1 Composite 
  Longbow (+2 Str)) or +7 melee (1d8+3, Masterwork 
  longsword); Full Atk +7/+7 ranged (1d8+3,  +1 
  Composite Longbow (+2 Str)) or +9 ranged (1d8+3,  +1 
  Composite Longbow (+2 Str)) or +7 melee (1d8+3, 
  Masterwork longsword); SA Favored enemy (half are 
  elf, half are human); SQ Half-elven traits, wild 
  empathy; AL CE; SV Fort +9, Ref +6, Will -1; Str 14, 
  Dex 19, Con 14, Int 8, Wis 8, Cha 8; 
   
  Skills and Feats: Climb +3, Hide +13, Intimidate 
  +3. Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track. 
   
  Possessions: chain shirt +1, +1 composite longbow 
  (+2str), masterwork longsword, a lot of arrows, cloak of 
  elvenkind 
  Encounter Six  
   
   
   
  Zoggoth: Male Aranea Sor4; CR 8; Medium Magical 
  Beast (Shapechanger);  HD 3d10+4d4+14; hp 42; Init 
  +7; Spd 50 ft, Climb 25 ft; AC 14, touch 13, flat-footed 
  12; Base Atk +5; Grp +5; Atk/Full Atk +8 melee (1d6 
  plus poison, Bite) or +8 ranged or dagger +8 (1d4, web); 
  SA Poison, spells, web; SQ Change shape, darkvision 
  60 ft., low-light vision; AL NE; SV Fort +6, Ref +7, Will 
  +8; Str 11, Dex 16, Con 14, Int 14, Wis 13, Cha 16; 
   
  Skills and Feats: Climb +14, Concentration +12, 
  Escape Artist +5, Jump +13, Knowledge (local/vtf) +4, 
  Knowledge (religion) +4, Listen +6, Spot +6. Improved 
  Initiative, Iron Will, Spell focus (enchantment), 
  Weapon Finesse 
   
   
  Spells Known (6/7/7/5; caster level 7; save 
  DC = 13 + spell level): 0-[daze, detect magic, ghost 
  sound, light, read magic, resistance, virtue]; 1st-[color 
  spray, grease, hypnotism, silent image, sleep]; 2-
  [Tasha's hideous laughter, touch of idiocy, web]; 3-
  [deep slumber, suggestion]. 
   
  Possessions: cloak of charisma +2, Dagger, bracers 
  of armor +1, scroll of invisibility (CL5), lesser 
  metamagic rod of silent spell 
   
  Zoggoth speak Common, Drow, Elven and Sylvan. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 19 
  APL 8
  Encounter 4 
   
   
   
   
   
  Udgru Outcasts (6): Male Half-Elf Ftr4/Rgr1/War1; 
  CR 5; Medium Humanoid;  HD 2d8+4d10+12; hp 49; 
  Init +8; Spd 30 ft; AC 19, touch 14, flat-footed 15; Base 
  Atk +6; Grp +8; Atk +12 ranged (1d8+3,  +1 composite 
  longbow (+2 Str)) or +9/+4 ranged (1d8+3, masterwork 
  longsword); Full Atk +10/+10/+5 ranged (1d8+3,  +1 
  composite longbow (+2 Str)) or +12/+7 ranged (1d8+3,  
  +1 composite longbow (+2 Str)) or +9/+4 melee (1d8+3, 
  masterwork longsword); SA Favored enemy (half are 
  elf, half are human) SQ Half-elven traits, wild empathy; 
  AL CE; SV Fort +10, Ref +7, Will +0; Str 14, Dex 19, 
  Con 14, Int 8, Wis 8, Cha 8; 
   
  Skills and Feats: Climb +3, Hide +13, Intimidate 
  +5. Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Manyshot, Weapon Focus (Longbow, 
  Composite). 
   
  Possessions: chain shirt +1, +1 composite longbow 
  (+2str), masterwork longsword, a lot of arrows, cloak of 
  elvenkind 
  Encounter Six  
   
   
   
  Zoggoth: Male Aranea Sor6; CR 10; Medium Magical 
  Beast (Shapechanger);  HD 3d10+6d4+16; hp 52; Init 
  +7; Spd 50 ft, climb 25 ft; AC 14, touch 13, flat-footed 
  12; Base Atk +5; Grp +5;  Atk/Full Atk +8 melee (1d6 
  plus poison, Bite) or +8 ranged or dagger +8 (1d4, web); 
  SA Poison, spells, web; SQ Change shape, darkvision 
  60 ft., low-light vision; AL NE; SV Fort +6, Ref +7, Will 
  +8; Str 11, Dex 16, Con 14, Int 14, Wis 14, Cha 16; 
   
  Skills and Feats: Climb +14, Concentration +14, 
  Escape Artist +5, Jump +13, Knowledge (local/vtf) +4, 
  Knowledge (religion) +4, Listen +6, Spot +6. Improved 
  Initiative, Iron Will, Spell focus (enchantment), Spell 
  focus greater (enchantment), Weapon Finesse 
   
   
  Spells Known (6/7/7/7/4; caster level 9; save 
  DC = 13 + spell level, DC 15+ spell level for 
  enchantment): 0-[daze, detect magic, flare, ghost 
  sound, light, read magic, resistance, virtue]; 1
  st -[color 
  spray, grease, hypnotism, silent image, sleep]; 2
  nd -
  [resist energy, Tasha's hideous laughter, touch of 
  idiocy, web]; 3
  rd - [blink, deep slumber, suggestion]; 4
  th -
  [confusion, rainbow pattern]. 
   
  Possessions: cloak of charisma +2, Dagger, bracers 
  of armor +1, scroll of invisibility (CL5), lesser 
  metamagic rod of silent spell 
   
  Zoggoth speak Common, Drow, Elven and Sylvan. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 20 
  Appendix Three: The law in Northern Tusmit 
  Generalities
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  Lashings 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  Horses 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  time unit of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five percent of 
  property. 
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 21 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  
  TUS6-02 It Came from the Udgru 
   
  Page 22 
  Appendix Four: Map of Zoggoth’s Lair
  
  TUS6-02 It Came from the Udgru 
   
  Page 23 
  Appendix Five: Textes Français 
  Introduction 
  L’Hiver a entouré de son blanc manteau les pays 
  Bakluniens. Vous avez été engagé par le Capitaine 
  Marius du Consortiutm Mouqoullad pour escorter 
  sa barijah en amond de la Blashikmund. Voyageant 
  sur la rivière formant la frontière entre le Sheikat 
  de Khalid dans Tusmit et Ekbir, la barijah doit 
  prendre une cargaison de bois d’oeuvre à un petit 
  village de bûcPCns, portant le nom d’El’pazo 
  ben’our, à la lisière de l’Udgru. 
  Le voyage n’est point facile, car le froid climat de 
  l’hiver ralenti l’escapade en blocquant la rivière par 
  des amas de glace et de neige. Alors, vous prenez 
  donc le temps de faire plus ample connaissance 
  avec vos compagnons de voyage. 
  Encounter 1 
  La caravane arrive finalement au village de bûcPCns 
  de El’pazo ben’our. Cependant, la vue y est triste et 
  horrible … alors que vous arrivez à la hauteur du 
  village, vous le trouvez incendié et ses habitants 
  massacrés. Les corps d’hommes, de femmes et 
  d’enfants jonchent le sol couvert de neige rougie. 
  Alors que la caravane s’arrête avant d’arriver au 
  village, vous entendez le Capitaine Marius et son 
  équipage se lamenter sur ces attrocités et spéculer 
  sur qui aurait pu faire une telle chose.  
  L’un des marins dit: « Cela doit être l’oeuvre de ces 
  elfes des bois asseoiffés de sang ! ». Un autre 
  rajoute: « Ouais ! J’ai un cousin à Ekbir qui m’a 
  raconté ces histoires d’elfes des bois mangeant les 
  enfants ! » Le Capitaine Marius se tourne vers votre 
  groupe en vous demandant: « Qui croyez-vous 
  responsable de cela ? Le sheik de Khalid doit être 
  informé de la vérité sur ce qui a transpire ici ! » 
  Encounter 2 
  Vous apercevez un petite-gens apeuré sortir de sa 
  cachette sous un amas de ruines. Le petite-gens 
  semble ne pas avoir sa place dans ce paysage 
  offençant. Il porte une simple tunique avec une 
  dague à son côté. 
  En se redressant, il crie: « Que Celui-qui-amène-la-
  Rectitude soit loué! Je suis sauvé! Mon nom est 
  Bandaloo Sapsuckle. » 
  Encounter 4 
  La piste que vous avez suivie jusque-là pénètre dans 
  une clairière près de la rivière. Même si le courrant 
  y est fort, l’endroit sert évidemment de passage à 
  gué car la piste semble continuer de l’autre côté de 
  la rivière, disparaissant dans les ténèbres de la forêt. 
  Encounter 5 
  La caverne au-delà est illuminée par une seule 
  torche devant vous. Son plafond s’élève à une 
  quinzaine de pieds de hauteur. La lumière 
  vacillante jette des ombres dans chaque coin de la 
  pièce. Sur le mur nord se trouve un large miroir sur 
  pied. 
  *** 
  Dans le miroir est un elfe sylvain d’une grande 
  présence. Derrière lui vous pouvez voir une sorte 
  de temple avec un thème fortement lié aux 
  araignées. Regardant dans votre direction pour un 
  moment, l’image dans le miroir disparaît.  
  Encounter 6 
  Comme vous traversez la Forêt Udgru, trois flèches 
  viennent se planter dans le sol à vos pieds. Vous 
  voyez un elfe des bois surgir de derrière un arbre. 
  De son arc, il pointe une flèche vers votre groupe. Il 
  vous ordonne avec autorité: « Jetez vos armes et 
  composants de sorts! » 
  *** 
  Le voyage est court avec vos guides elfiques. Ils se 
  déplacent rapidement sur des sentiers cachés de la 
  forêt. Finalement, le son distant d’une flûte se fait 
  entendre.  
  « Vous pouvez enlever vos bandeaux, nous sommes 
  arrivés, dit un des elfes. » 
  Vous êtes maintenant à l’ombre d’un immense 
  saule. Autour de vous toutes sortes de créatures se 
  promènent. Des fées, des elfes de toutes races et des 
  animaux se promènent dans le camp. 
  Un elfe sylvain couvert de cicatrices et avec un bec-
  de-lièvre vous approche. Autour de lui sont massés 
  un groupe de guerriers elfes à la mine patibulaire 
  portant des épées à deux mains. Il échange 
  quelques mots en elfe avec vos gardes. Le chef elfe 
  
  TUS6-02 It Came from the Udgru 
   
  Page 24 
  se tourne alors vers vous et dit dans un commun 
  plutôt moyen. 
  « Je suis Taush Skero, chef du clan de la Wyvern, 
  Champion du Créateur et celui qui chevauche le 
  grand aigle Eyerro. Qui êtes-vous et pourquoi êtes-
  vous ici ? » 
  Conclusion 
  De retour à El’pazo ben’our, vous trouvez le 
  Capitaine Marius avec un groupe de miliciens venu 
  des villages autour. Un mullah à la mine plutôt 
  sympathique mène les rites funéraires devant un 
  grand bûcher sur lequel les corps des villageois ont 
  été empilés. 
  Le Capitaine Marius vous approche. « Bandaloo a 
  déjà quitté pour Darnav. Il désire vous y rencontrer. 
  Il est au palais du Sheik. Vous pouvez considérer 
  notre précédent arrangement comme terminé.  
  Nous n’aurons pas de bois d’oeuvre ici. Ca va 
  prendre plusieurs jours avant d’amasser quelque 
  chose de valeur à ramener à Vilayad. » 
  *** 
  La ville murée de Darnav contraste fortement avec 
  ses alentours. Située sur une plaine et entourée par 
  des miles de terrain gazonneux. De loin, les pierres 
  noires lui donne l’apparence d’une montagne. 
  Les bannières rouges de Tusmit et les couleurs du 
  Sheikat flottent sur toutes les tours de la ville. Les 
  gardes à l’entrée vous permettent d’entrer après les 
  taxes et les questions habituelles. Il semble que 
  cette ville n’aie pas entendu parlé de la révolte 
  grandissante dans les Sheikat voisins. 
  Vous déposez votre affaires dans une auberge local, 
  quelques instants avant que Bandaloo apparaisse. 
  « Finalment vous voila ! J’ai obtenu une audience 
  auprès du Sheik. Portez vos plus beaux habits. » 
  *** 
  Le palais de Darnav est loin de la délicieuse 
  opulence du Palais Exalté à Sefmur ou de l’austérité 
  de la forteresse naine de Dwur’Ayhand ou des aires 
  ouvertes du palais de Suvii. Le palais ressemble aux 
  quartiers d’un commandant de fort. 
  Les courtisans n’ont pas le raffinement de la court 
  de Sefmur ni les couleurs de celle de Vilayad. Ils 
  semblent être un groupe de soldat réunis autour de 
  leur commandant. 
  Le Sheik Zeldan “The Axe” prend place au bout 
  d’une longue table. Il porte une superbe tunique 
  blanche et verte. A ses côtés pend une hache de 
  guerre qui brille. Le Sheik semble être un vétéran 
  de nombreuses batailles ; le côté gauche de son 
  visage porte les cicatrices d’une sérieuse brûlure. Le 
  Sheik se lève lorsque vous l’approchez. 
  « Soyez les bienvenus à Darnav, aventuriers… Nous 
  avons été informé que vous avez découvert qui était 
  responsable du massacre d’El’pazo ben’our. Dites-
  nous qui a commis ce crime. » 
  Black Knight 
  Le Sheik et sa court devient silencieuse pour un 
  moment. Zeldan se dresse, imité par les courtisans. 
  « Nous sommes quelque peu soulagé que les forces 
  d’Elohir ne soient pas responsable de cet acte. 
  Cependant cela nous crée plus de problèmes… » 
  Se tournant vers vous, il ajoute. « Nous vous 
  remercions pour votre action rapide, Khalid est 
  dans votre dette. » 
  Sur ce, le Sheik vous renvoie alors que ses généraux 
  amènent rapidement des cartes. Khalid va prendre 
  action contre ceux qui ont osé attaquer Tusmit. 
  Rebels 
  Le Sheik et sa court devient silencieuse pour un 
  moment. Zeldan se dresse, imité par les courtisans. 
  « Elohir est allé trop loin. C’est la goutte qui fait 
  débordé le vase, nous ne pouvons plus toléré que sa 
  race occupent et bloque la ressource la plus valable 
  de notre domaine. Réunissez la garde et la milice. Si 
  nous avons à brûler tout la forêt pour trouver sa 
  triste carcasse, par Celui-qui-amène-la-rectitude, 
  nous le ferons ! »  
  Se tournant vers vous, il ajoute. « Nous vous 
  remercions pour votre action rapide, Khalid est 
  dans votre dette. » 
  Sur ce, le Sheik vous renvoie alors que ses généraux 
  amènent rapidement des cartes. Khalid va prendre 
  action contre ceux que vous avez accusé. 
  Loyalist 
  Le Sheik et sa court devient silencieuse pour un 
  moment. Zeldan se dresse, imité par les courtisans. 
  « Etes-vous sur de ce que vous avancez ? C’est 
  incroyable. Je vais devoir envoyer des messagers à 
  Sefmur et Dwur’Ayhand pour m’informer. Les 
  responsables ne resteront pas impunis. »  
  
  TUS6-02 It Came from the Udgru 
   
  Page 25 
  Se tournant vers vous, il ajoute. « Nous vous 
  remercions pour votre action rapide, Khalid est 
  dans votre dette. » 
  Sur ce, le Sheik vous renvoie alors que ses généraux 
  amènent rapidement des cartes. Khalid va prendre 
  action contre ceux que vous avez accusé. 
  Fin
  
  TUS6-02 It Came from the Udgru 
   
  Page 26 
  Player Handout #1: Zoggoth’s letter 
  The following letter is written in drow: 
  My crafty Zoggoth, 
   
  The tactical information you’ve gathered on the elven troops will be 
  quite useful in the coming war. But it is not the right time to strike 
  for now. First you MUST isolate their forces from their Tusman 
  allies. 
   
  In the forest river cave near the border, you will find the exiled half-
  elves. Use their anger and hatred of the wood elves and Tusmans for 
  our plan. Don’t forget to eradicate any leads in our implication (the 
  half-breeds are expendable). When you have succeeded at your 
  mission, come back to me. 
   
  Amir Fell 
  The Pastor of Nightmares 
  
  TUS6-02 It Came from the Udgru 
   
  Page 27 
  Player Handout #2: Rez’uri’s letter 
  The following letter is written in common: 
  Tusman scum and slaves of the Baklunish invader, 
   
  Too long you have sullied our forest! You live only because I have 
  allowed you to live. I have taken my brothers and sisters away from 
  your enslaving grasp. I laugh at your feeble attempts at trying to 
  destroy us. You are pathetic and no match for our power.  
  The forest shall grow strong again and your blood will heal the trees. 
  Death to the Baklunish invaders and their slaves. 
  The murder of Khellersorian WILL be avenged. 
  Victory shall be ours. 
   
  Rez’uri Jafaya 
  Great Bear Clan 
  
  TUS6-02 It Came from the Udgru 
   
  Page 28 
  Player Handout Three: The Nightmares 
   
  A few weeks after the confrontation in the cave, you begin to have terrible nightmares about a dark man in black robes.  
  “[He says your name]… Your nights are now mine. We will see each other very often. Let’s see how long you can go 
  without sleeping. He he he he Sweet dreams, we have so much to learn from each other.” 
  His dry and humorless laughter you can still hear in the morning. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/596/Normal Scenarios/TUS6-02 - It Came From the Udgru (APL 2-8)/TUS6-02 - It Came From the Udgru.pdf