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.  
   
  URD5-I02 MM-A1 
   
   
   
   
   
   
  Protecting Lord Ellis 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 0.2 
  Round 1 
  by Cornelius Belmont 
   
   
   
  Lord Ellis is attending the Coriner’s Gala with plans of engagement; however he approaches you as 
  friends to ask you to watch his back.  A Mini-Adventure for APLs 8-16. 
  
  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 GREYHAWK 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. 
  Protecting Lord Ellis 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average 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 above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  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 1st-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 1st-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 mini-
  mission adventure, set in the Duchy of Urnst.  
  Characters native to the Duchy 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 
  Protecting Lord Ellis 
   
  Page 2 
  
  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 character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
   
  Lord Ellis, nephew of the Duke, has gained 
  quite a reputation in the Duchy of Urnst.  In the 
  past, he has personally participated in removing 
  some of the foulest of people from his country in 
  the hopes of a better tomorrow.  His most famous 
  of acts would be when he succeeded in chasing 
  away many infamous slavers from the Duchy on 
  more that one occasion.  However, now with the  
  approaching Coriner’s Gala and Lady Lorinar’s 
  scheming in the hopes of getting him married, 
  Ellis’ enemies have found a perfect opportunity to 
  strike out for revenge.  
   
  A group of pirate slavers (From URD4-05 
  Shaken not Stirred) with the help of the city of 
  Eastfair have contracted a special assassin to 
  take out Ellis at this time, when he should be 
  distracted.  They have made contact with and 
  Erinyes known as Clarissa Terribiss to the mortals 
  of the Prime.  She has made quite a name for 
  herself among the people of darker activities, and 
  her next contract is to assassinate Lord Ellis as 
  soon as possible.  She quickly teleported to the 
  Duchy of Urnst and in disguise, began to scout out 
  the grounds of were the gala were to be 
  happening with some assistance of a guard who 
  she had charmed.   
   
  During the Live Action Role-playing part of the 
  interactive, she was wandering around attempting 
  to find Lord Ellis and do everything in her power to 
  get him alone for a moment by hitting on him and 
  so forth.  If she does get him alone, she uses her 
  Charm Monster ability to charm him, but intends 
  not to kill him just yet.  She takes a ring that he 
  was wearing and plans to use it later to gain 
  access to his room.  If she does not get him alone, 
  she will use the counterfeit ring she prepared 
  beforehand to attempt to gain access to his rooms. 
   She will wait until the night has come, then she 
  will make her move to find Ellis alone in his bed 
  chamber, and kill him after he has fallen asleep.   
  Adventure Summary 
  Introduction: The PCs are hired by Ellis 
  personally to protect him during the gala.  He lets 
  the PCs know that he fears that with the current 
  openness of the gala, an assassin may be 
  present, and so he wants the PCs to make sure 
  that he is safe.  
  Encounter 1: The PCs should post a watch 
  around Ellis’ chamber to keep a watch on him.  
  During the night Clarissa (Who was seen at the 
  gala), then approaches his chambers.  She has 
  charmed the other guards into letting her pass, 
  and now encounters the PCs.  She tells them that 
  Ellis dropped his ring during the party and that she 
  wishes to return it to him.  The PCs should either 
  stop her, or insist that they accompany her. 
  Encounter 2: Clarissa with or without the PCs, 
  enters into the chambers of Ellis.  Because he is 
  charmed, she will have him want her to stay with 
  him for a while on “private matters”.  The PCs at 
  this point make sense motive checks to realize 
  that he is charmed, and know that something is 
  up.  Ellis will Insist that him and Clarissa be left 
  alone.  If PCs discover or simply stop her, she will 
  attempt to teleport into the chamber later without 
  the PCs knowing.  If she cannot get past the PCs 
  wards, then she will trigger Encounter 3 before 
  teleporting into the room.   
  Encounter 3: Clarissa makes her assassination 
  move by first summoning some demons to distract 
  the PCs.  She then tries to kill Ellis, and the PCs 
  must come to the rescue.   
  Conclusion: Ellis may or may not be dead.  If he 
  is, his mother will get a true resurrection spell cast 
  upon Ellis, and the PCs will not get paid for their 
  services.  If Ellis is alive, he will thank them for 
  their work and pay them in full.   
  Protecting Lord Ellis 
   
  Page 3 
  
  Preparation for Play 
  • 
  Have the PCs make a list of the NPCs that 
  they interacted with during the Live Action 
  Role-playing session, and make a note of who 
  interacted with Clarissa if anybody did.  This 
  will effect Clarissa’s actions in Encounter 1. 
  Introduction 
  Allow the PCs to first introduce themselves to one 
  another, and then read the following.   
   
  Towards the end of the party, you are 
  approached by a very well dressed man.  You 
  have all come to know him as none other than 
  the illustrious Lord Ellis, Nephew of Duke Karl. 
   He approaches you with not quite the social 
  grace you have come to expect from a man in 
  his position of power, but he sits down at your 
  table.   
   
  “My friends, how have you been enjoying 
  the party?”  Ellis asks in a genuinely friendly 
  tone.   
  Allow the PCs to react to this how they will, if they 
  attempt to act overly formal to him, he will tell them 
  simply to drop the formalities.  A DC 10 Sense 
  Motive check will reveal that Ellis has had a bit too 
  much to drink – he must be a friendly drunk.  After 
  the PCs have answered, continue by reading the 
  following. 
   
  Lord Ellis visibility relaxes, yet he still 
  keeps good posture in his chair.  “I am afraid I 
  have a bit of a favor to ask of you my friends.  I 
  fear that I am in danger here tonight.  Amongst 
  the crowd I fear that there is an assassin sent 
  here to cause some harm to me.  This is of 
  course a usual concern of mine, but due to the 
  events of the Gala tonight, I am at a time in 
  which many people I have never met before 
  can come and see me.  And unfortunately my 
  hosts have insisted that I stay here tonight due 
  to my current state.”  Ellis grimaces slightly, 
  then laughs. 
   
  “In the event of an assassin, I feel the need 
  to find people I trust to come and help me, and 
  so I am turning to you.  I assure you that the 
  pay for protecting me for the night is more 
  than sufficient for a single night of work. So 
  what do you say?” 
   
  After the PCs have agreed, Lord Ellis will 
  answer any questions that the PCs may have.  He 
  knows the following information. 
  • 
  He has many enemies, and he is sure that 
  they will take this opportunity to attack him. He 
  has waited until this moment for both his 
  safety and the safety of his new “body 
  guards”, for if he had found them earlier, they 
  may have been dead by the time of the party. 
  • 
  He will need protection throughout the night 
  and needs the party to watch him while he is 
  sleeping.  In the morning when he returns to 
  the safety of his home, he will no longer need 
  the PCs. 
  • 
  He thinks that the assassin may be sent by 
  either by some hobgoblins to the east, or 
  possible by the slavers he has foiled on 
  countless occasions. 
  • 
  He is also afraid for his mother, but he has 
  hired some other trusted adventures to help 
  protect her, without her knowledge of course.  
  His mother thinks that she can take care of 
  herself, and so the other group is secretly 
  protecting her. 
  • 
  He currently suspects nobody in the gala, but 
  is aware that there are many faces that he has 
  never seen before in his life.   
  If the PCs ask about his actions with Clarissa 
  during the Live Action Role-playing part of the 
  interactive, it depends on whether he is charmed 
  as to what he answers. 
   
  If he has been charmed, he will tell them that 
  she is a friend of his and that he trusts her.  This is 
  partially a lie in that he is charmed and thinks that 
  she is indeed his friend.  The PCs in this case my 
  make a sense motive check DC 25 to realize that 
  when he talks about Clarissa, that he is under the 
  effects of some type of mental compulsion.  Lord 
  Ellis will refuse to discuss anymore about Clarissa 
  at this point while he is charmed. 
   
  If the PCs remove the charm from him, then 
  he will be more than willing to go along with any 
  plan they make to catch the assassin.  He will also 
  share with them that she took his ring for some 
  unknown reason.  
   
  If he has not been charmed, he will tell them 
  that she was a charming young woman, but that 
  she seems to have some other motive in mind.   
   
  When the PCs are ready feel they are properly 
  informed and have some sort of plan proceed to 
  encounter one. 
  Protecting Lord Ellis 
   
  Page 4 
  
  Encounter One: Eye Candy 
   
  The rest of the party goes uneventfully as 
  you take caution in watching after Lord Ellis.    
  The PCs at this point should put their plan into 
  action.  Lord Ellis is planning to go to sleep and 
  the PCs are to watch over his room while he is 
  resting. If the PCs have broken the charm and 
  made some plan with Lord Ellis, then go ahead 
  and 
  modify 
  the 
  encounter 
  as 
  needed 
  to 
  accommodate the changes.   
   
  Lord Ellis is a bit uneasy about the events that 
  have happened at the gala, and is having a hard 
  time falling asleep.  When Clarissa attempts to 
  assassinate him, she will have to kill him in 
  combat and not just coup de grace him in his 
  sleep. 
   
  Regardless of how things are set up, Clarissa 
  will make her way to Ellis’ Chamber, attempting to 
  catch him alone and kill him under the guise of 
  “returning his ring.”  This happens an hour and a 
  half after the party.  When you are ready, read the 
  following. 
   
  Coming down the hallway, you see an 
  absolutely stunning woman.  She is Suel with 
  long flowing blond hair, deep blue eyes, and 
  very fair skin.  She wears a red dress that is 
  made of silk which is somewhat revealing of 
  her very slender figure.  He posture is perfect 
  as she walks forward on her high heels 
  holding a Siamese cat in her arms.  As she 
  walks towards you she looks a little surprised. 
   
  “Lord Ellis said he would be alone for the 
  evening and wanted some company.”  She 
  says revealing a row of pearly teeth.  “He also 
  dropped his ring when we were dancing and I 
  felt the need to personally return it to him.  
  Would you let me though?” 
  Clarissa is a very attractive woman, and knows 
  how to play with men’s emotions.  Remember that 
  she is actually an Erinyes in disguise, and so 
  effects such as True Seeing will see through her 
  Alter Self spell.  The cat is her familiar, and of no 
  real threat to anybody. 
   
  She will attempt to enter the room where Lord 
  Ellis is, but is fine with talking with the PCs for a 
  while.  She will be very polite and make it clear 
  that she wishes to see Lord Ellis alone privately.  If 
  the PCs simple refuse to let her go, then she will 
  leave and Greater Teleport into the room in a half 
  hour.   
   
  If the PCs allow her to knock on the door or 
  bring Ellis into this and he is charmed, then he 
  will invite her into his room and assure the PCs 
  that she is of no threats.  The PCs may make a 
  DC 25 Sense Motive check to realize that he 
  under the effects of some type of compulsion 
  when he interacts with her, which should be 
  enough to alert them to her true purpose. 
   
  If the PCs allow her to knock on the door or 
  bring Ellis into this and he is not charmed, then 
  he will invite them all into his room for a drink and 
  some conversation.  Make 3 Diplomacy checks by 
  Clarissa and 3 Sense Motive checks for Ellis and 
  the PCs.  If Clarissa beats or ties Ellis in at least 
  two of these checks, he will be intrigued enough to 
  allow her to stay in his room and hear her 
  proposition without the PCs. 
   
  In the event that PCs previously broke the 
  enchantment or has learned of her true nature, 
  then 
  modify 
  the 
  encounter 
  as needed to 
  accommodate this.  It is possible for the PCs to 
  fight with her now, if they do use her stats in the 
  Appendix. 
  Either way, when she is alone with Ellis either 
  through teleportation or just entering his room, 
  move on to encounter 2. 
  Encounter Two: The Pretty 
  Lady Strikes 
  Depending on how the previous encounter went 
  Clarissa will do one or two things.  She will 
  summon 4 Bearded Devils (Already pre-rolled) to 
  attack the PCs outside the room when she is 
  alone in the room.  Or she will summon the Devils 
  to attack then teleport in.  Either way, she will be in 
  the room with Ellis and will attempt to kill him.  Ellis 
  is having a bit of trouble sleeping, and so he will 
  be awake when the assassination attempt occurs. 
   If a PC is in the room with Ellis, she will focus on 
  them and not Ellis.   
  APL 8 (EL 11) 
  Clarissa: Female Outsider Erinyes Wiz3; hp 
  108; see Appendix One.  
  APL 10 (EL 13) 
  Clarissa: Female Outsider Erinyes Wiz3, Mnk 
  2; hp 127; see Appendix One.  
  APL 12 (EL 15) 
  Clarissa: Female Outsider Erinyes Wiz5, Mnk2; 
  hp 157; see Appendix One.  
  Protecting Lord Ellis 
   
  Page 5 
  
  APL 14 (EL 17) 
  Clarissa: Female Outsider Erinyes Wiz3, Mnk2, 
  EnF2; hp 179; see Appendix One.  
  APL 16 (EL 19) 
  Clarissa: Female Outsider Erinyes Wiz3, Mnk2, 
  EnF4; hp 200; see Appendix One.  
  ALL APLs  
  Bearded Devil (4): Medium Outsider; hp 54; 
  See Appendix two.  
  Tactics: Depending on whether or not the PCs let 
  her into Ellis’s room, she will summon her Bearded 
  Devils as either once she is in the room, or 
  summon them then teleport into the chamber. 
  Either way, the idea is that the Devils will serve as 
  a way to delay the PCs while she performs her 
  dirty work.  If there is a PC in the chamber with 
  Ellis, then she will focus on removing them as a 
  threat first.  If she succeeds in killing Ellis, she will 
  teleport away. 
  Once the situation is resolved read the appropriate 
  conclusion for the PCs, Conclusion A is if they 
  saved lord Ellis, B Is if he died.  
  Conclusion A 
   
  The rest of the evening unfolds with no 
  problems, and Ellis is finally able to get some 
  sleep even with all the anxiety of the party.   
   
  The following day, Lord Ellis and his 
  mother approach you, both with smiles on 
  their faces.  Ellis is the first to speak. 
   
  “I must once again thank you for your 
  services last night, and am glad that you have 
  once again come through for me.”  He smiles 
  and holds out his hand to each of you 
  expecting a warm handshake.   
  Let the PCs react, and then continue. 
  Lord Ellis’s mother then speaks up. 
   
  “I am glad that my son was able to pick 
  such skilled people to protect him during the 
  night, If I had lost my son I surely would have 
  died from shock.” The two look at each other 
  for a moment, “Mother, we should be on our 
  way, there are still many things the need to be 
  resolved.”  
   
  Ellis’ mother simple smiles and they walk 
  off with several members of the Ducal Guard 
  following close behind.   
  The End 
  Conclusion B 
   
  Now with your mission at its end, Lord 
  Ellis’s body is taken into protective care.  For a 
  while after the assassination, you are talked to 
  by a captain of the Ducal Guard, getting details 
  about how the horrible event occurred.  After 
  talking to you for an hour, the captain leaves, 
  leaving you to whatever business you may 
  have.   
  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. 
  [Generally, to award XP for a combat encounter 
  the judge should award 30xp per EL defeated in 
  the encounter.  So at APL2 the party defeats a 
  monster at EL4 and gets 120xp, while at APL 4 
  the monster is EL6 awarding the party 180xp.  The 
  XP that can be awarded in an adventure is subject 
  to certain maximum amounts.  Authors should 
  refer to the LIVING GREYHAWK Writer’s Guidelines 
  for the most recent version of these rules including 
  separate rules regarding the maximum amount of 
  XP that can be awarded for story awards and for 
  discretionary roleplaying.] 
  Encounter Two 
  Defeat Clarissa 
   
  APL8   330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Encounter Two 
  Keeping Lord Ellis Alive 
   
  APL8   120 xp 
   
  APL10 180 xp 
   
  APL12 240 xp 
   
  APL14 300 xp 
  Protecting Lord Ellis 
   
  Page 6 
  
   
  APL16 360 xp 
  Discretionary roleplaying award 
   
  APL8   60 xp 
   
  APL10 120 xp 
   
  APL12 180 xp 
   
  APL14 240 xp 
   
  APL16 300 xp 
   
  Total possible experience: 
   
  APL8   563 xp 
   
  APL10 675 xp 
   
  APL12 788 xp 
   
  APL14 900 xp 
   
  APL16 1,013 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. 
  Encounter Two:   
   
  APL 8: L: 0 gp; C: 50 gp; M: 1415 gp – Ring of 
  Protection +1 (166), Belt of Strength +2 (333), 
  Ring of Mind Shielding (666), Lesser Rod of 
  Extension (250) 
   
  APL 10: L: 0 gp; C: 50 gp; M: 2248 gp – Ring 
  of Protection +2 (666), Belt of Strength +2 (333), 
  Gloves of Dexterity +2 (333), Ring of Mind 
  Shielding (666), Lesser Rod of Extension (250). 
   
  APL 12: L: 0 gp; C: 50 gp; M: 2581 gp – Ring 
  of Protection +2 (666), Belt of Strength +2 (333), 
  Gloves of Dexterity +2 (333), Periapt of Wisdom 
  +2 (333), Ring of Mind Shielding (666), Lesser 
  Rod of Extension (250). 
   
  APL 14: L: 0 gp; C: 50 gp; M: 3581 gp – Ring 
  of Protection +2 (666), Belt of Strength +4 (1333), 
  Gloves of Dexterity +2 (333), Periapt of Wisdom 
  +2 (333), Ring of Mind Shielding (666), Lesser 
  Rod of Extension (250). 
   
  APL 16: L: 0 gp; C: 50 gp; M: 5415 gp – Ring 
  of Protection +3 (1500), Belt of Strength +4 
  (1333), Gloves of Dexterity +2 (333), Periapt of 
  Wisdom +4 (1333), Ring of Mind Shielding (666), 
  Lesser Rod of Extension (250). 
   
  Total Possible Treasure 
  APL 8: L: 0 gp; C: 50 gp; M: 1415 gp  - Total: 1465 
  gp 
  APL 10: L: 0 gp; C: 50 gp; M: 2248 gp  - Total: 
  2298 gp 
  Protecting Lord Ellis 
   
  Page 7 
  
  APL 12: L: 0 gp; C: 50 gp; M: 2581 gp  - Total: 
  2631 gp 
  APL 14: L: 0 gp; C: 50 gp; M: 3581 gp  - Total: 
  3631 gp 
  APL 16: L: 0 gp; C: 50 gp; M: 4515 gp  - Total: 
  4565 gp 
   
  Protecting Lord Ellis 
   
  Page 8 
  
  Appendix One – NPC Stats
  Encounter Two – APL 8  
   
   
  Clarissa: CR 11; Medium Outsider (Baatezu, 
  Evil, Lawful) Wiz 3; HD 9d8+3d4+60; hp 108 ; 
  Init +9; Spd 30 ft.; AC 28, touch 16, flat-footed 
  23; Base Atk/Grp: +10/+17; Atk +17 melee 
  (1d3+7, Unarmed Strike); Full Atk +17/+12 
  melee (1d3+7, Unarmed Strike); SA Entangle, 
  Spell-like 
  abilities, 
  summon 
  baatezu; 
  SQ 
  Damage Reduction 5/good, darkvision 60 ft. 
  immunity to fire and poison, resistance to acid 
  10 and cold 10, see in darkness, spell 
  resistance 20, Summon Familiar, telepathy 100 
  ft., true seeing; AL LE; SV Fort +11, Ref +11, 
  Will +13; Str 24, Dex 21, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats: Bluff +17, Concentration 
  +17, Diplomacy +9, Escape Artist +18, Hide 
  +18, Knowledge Arcana +14, Listen +16, Move 
  Silently +18, Sleight of Hand + 18, Sense Motive 
  +16, Spellcraft +8, Spot +16; Dodge, Mobility, 
  Scribe Scroll, Improved Initiative, Improved 
  Unarmed Strike, Combat Expertise, Power 
  Attack, Practiced Spellcaster. 
   
  Spell-Like Abilities: At will—greater teleport 
  (Self plus 50 pounds of objects only), charm 
  monster (DC 19), minor image (DC 17). Caster 
  level 12th, these saves are Charisma-based.    
   
  Summon Baatezu (Sp): Once per day, and 
  erinyes can attempt to summon 2d10 lemures or 
  1d4 bearded devils with a 50% chance of 
  success.  This ability is the equivalent of a 3rd 
  level spell.   
   
  True Seeing (Su): Erinyes continuously use 
  true seeing as the spell (caster level 14th).  
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level): 0—Detect Magic, Read Magic, 
  Resistance, Mending (2); 1st—Chill Touch (2), 
  Mage Armor; 2nd—Alter Self (3). 
   
  Possessions: Ring of Protection +1, Belt of 
  Strength +2, Ring of Mind Shielding, Lesser Rod 
  of Extension (Hidden with Sleight of Hand DC 28 
  Spot). 
   
   
   
   
   
  Encounter Two – APL 10  
   
   
  Clarissa: CR 13; Medium Outsider (Baatezu, 
  Evil, Lawful) Wiz 3, Mnk 2; HD 11d8+3d4+70; 
  hp 127 ; Init +9; Spd 30 ft.; AC 34, touch 22, flat-
  footed 28; Base Atk/Grp: +11/+18; Atk +18 
  melee (1d6+7, Unarmed Strike); Full Atk 
  +18/+13/+8 melee (1d6+7, Unarmed Strike) or 
  +16/+16/+11/+6 melee (1d6+7 Flurry of Blows); 
  SA 
  Entangle, 
  Spell-like 
  abilities, 
  summon 
  baatezu, flurry of blows, stunning fist 2/day (DC 
  21); SQ Damage Reduction 5/good, darkvision 
  60 ft. immunity to fire and poison, resistance to 
  acid 10 and cold 10, see in darkness, spell 
  resistance 20, Summon Familiar, telepathy 100 
  ft., true seeing, Evasion; AL LE; SV Fort +14, 
  Ref +14, Will +16; Str 24, Dex 23, Con 21, Int 
  14, Wis 18, Cha 20. 
   
  Skills and Feats: Bluff +17, Concentration 
  +17, Diplomacy +9, Escape Artist +20, Hide 
  +20, Knowledge Arcana +14, Listen +18, Move 
  Silently +20, Sleight of Hand + 20, Sense Motive 
  +16, Spellcraft +8, Spot +18; Dodge, Mobility, 
  Scribe 
  Scroll, 
  Improved 
  Initiative, 
  Combat 
  Expertise, Power Attack, Improved Critical 
  (Unarmed Strike), Practiced Spellcaster. 
   
  Spell-Like Abilities: At will—greater teleport 
  (Self plus 50 pounds of objects only), charm 
  monster (DC 19), minor image (DC 17). Caster 
  level 12th, these saves are Charisma-based.    
   
  Summon Baatezu (Sp): Once per day, and 
  erinyes can attempt to summon 2d10 lemures or 
  1d4 bearded devils with a 50% chance of 
  success.  This ability is the equivalent of a 3rd 
  level spell.   
   
  True Seeing (Su): Erinyes continuously use 
  true seeing as the spell (caster level 14th).  
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level): 0—Detect Magic, Read Magic, 
  Resistance, Mending (2); 1st—Chill Touch (2), 
  Mage Armor; 2nd—Alter Self (3). 
   
  Possessions: Ring of Protection +2, Belt of 
  Strength +2, Gloves of Dexterity +2, Ring of 
  Mind Shielding, Lesser Rod of Extension 
  (Hidden with Sleight of Hand DC 28 Spot). 
  Protecting Lord Ellis 
   
  Page 9 
  
   
  Encounter Two – APL 12  
   
   
  Clarissa: CR 15; Medium Outsider (Baatezu, 
  Evil, Lawful) Wiz 5, Mnk 2; HD 11d8+5d4+96; 
  hp 157; Init +9; Spd 30 ft.; AC 35, touch 23, flat-
  footed 29; Base Atk/Grp: +13/+20; Atk +22 
  melee (1d6+7/19-20, Unarmed Strike); Full Atk 
  +22/+17/+12 melee (1d6+9/19-20, Unarmed 
  Strike) or +20/+20/+15/+10 melee (1d6+9/19-20 
  Flurry of Blows); SA Entangle, Spell-like abilities, 
  summon baatezu, flurry of blows, stunning fist 
  3/day (DC 23); SQ Damage Reduction 5/good, 
  darkvision 60 ft. immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in 
  darkness, 
  spell 
  resistance 
  20, 
  Summon 
  Familiar, telepathy 100 ft., true seeing, Evasion; 
  AL LE; SV Fort +16, Ref +16, Will +18; Str 24, 
  Dex 23, Con 22, Int 14, Wis 20, Cha 20. 
   
  Skills and Feats: Bluff +17, Concentration 
  +18, Diplomacy +9, Escape Artist +20, Hide 
  +20, Knowledge Arcana +14, Listen +18, Move 
  Silently +20, Sleight of Hand + 20, Sense Motive 
  +16, Spellcraft +16, Spot +18; Dodge, Mobility, 
  Scribe 
  Scroll, 
  Improved 
  Initiative, 
  Combat 
  Expertise, Power Attack, Improved Critical 
  (Unarmed 
  Strike), 
  Practiced 
  Spellcaster, 
  Combat Casting. 
   
  Spell-Like Abilities: At will—greater teleport 
  (Self plus 50 pounds of objects only), charm 
  monster (DC 19), minor image (DC 17). Caster 
  level 12th, these saves are Charisma-based.    
   
  Summon Baatezu (Sp): Once per day, and 
  erinyes can attempt to summon 2d10 lemures or 
  1d4 bearded devils with a 50% chance of 
  success.  This ability is the equivalent of a 3rd 
  level spell.   
   
  True Seeing (Su): Erinyes continuously use 
  true seeing as the spell (caster level 14th).  
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level): 0—Detect Magic, Read Magic, 
  Resistance, Mending (2); 1st—Chill Touch (2), 
  Shield, Mage Armor; 2nd— Scorching Ray, Alter 
  Self (3); 3rd—Haste, Magic Weapon Greater  
   
  Possessions: Ring of Protection +2, Belt of 
  Strength +2, Gloves of Dexterity +2, Periapt of 
  Wisdom +2, Ring of Mind Shielding, Lesser Rod 
  of Extension (Hidden with Sleight of Hand DC 28 
  Spot). 
   
   
  Encounter Two – APL 14  
   
   
  Clarissa: CR 17; Medium Outsider (Baatezu, 
  Evil, Lawful) Wiz 5, Mnk 2, EnF 2; HD 
  13d8+5d4+108; hp 179; Init +9; Spd 40 ft.; AC 
  35, touch 23, flat-footed 29; Base Atk/Grp: 
  +14/+22; 
  Atk 
  +24 
  melee 
  (1d8+10/19-20, 
  Unarmed Strike); Full Atk +24/+19/+14 melee 
  (1d8+10/19-20, 
  Unarmed 
  Strike) 
  or 
  +22/+22/+17/+12 melee (1d8+10/19-20, Flurry 
  of Blows); SA Entangle, Spell-like abilities, 
  summon baatezu, flurry of blows, stunning fist 
  5/day (DC 24), fist of energy; SQ Damage 
  Reduction 5/good, darkvision 60 ft. immunity to 
  fire and poison, resistance to acid 10 and cold 
  10, see in darkness, spell resistance 20, 
  Summon Familiar, telepathy 100 ft., true seeing, 
  Evasion, Ki Strike (Magic); AL LE; SV Fort +16, 
  Ref +19, Will +21; Str 26, Dex 23, Con 22, Int 
  14, Wis 20, Cha 20. 
   
  Skills and Feats: Bluff +17, Concentration 
  +18, Diplomacy +9, Escape Artist +20, Hide 
  +20, Knowledge Arcana +14, Listen +18, Move 
  Silently +20, Sleight of Hand + 20, Sense Motive 
  +16, Spellcraft +16, Spot +18, Tumble +18; 
  Dodge, 
  Mobility, 
  Scribe 
  Scroll, 
  Improved 
  Initiative, Combat Expertise, Power Attack, 
  Improved Critical (Unarmed Strike), Practiced 
  Spellcaster, Combat Casting, Snatch Arrows. 
   
  Spell-Like Abilities: At will—greater teleport 
  (Self plus 50 pounds of objects only), charm 
  monster (DC 19), minor image (DC 17). Caster 
  level 12th, these saves are Charisma-based.    
   
  Summon Baatezu (Sp): Once per day, and 
  erinyes can attempt to summon 2d10 lemures or 
  1d4 bearded devils with a 50% chance of 
  success.  This ability is the equivalent of a 3rd 
  level spell.   
   
  True Seeing (Su): Erinyes continuously use 
  true seeing as the spell (caster level 14th).  
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level): 0—Detect Magic, Read Magic, 
  Resistance, Mending (2); 1st—Chill Touch (2), 
  Shield, Mage Armor; 2nd— Scorching Ray (2), 
  Alter Self (3); 3rd—Haste, Dispel Magic, Magic 
  Weapon Greater  
   
  Possessions: Ring of Protection +2, Belt of 
  Strength +4, Gloves of Dexterity +2, Periapt of 
  Wisdom +2, Ring of Mind Shielding, Lesser Rod 
  of Extension (Hidden with Sleight of Hand DC 28 
  Spot). 
  Protecting Lord Ellis 
   
  Page 10 
  
  Encounter Two – APL 16  
   
   
  Clarissa: CR 19; Medium Outsider (Baatezu, 
  Evil, Lawful) Wiz 5, Mnk 2, EnF 4; HD 
  15d8+5d4+120; hp 200; Init +9; Spd 40 ft.; AC 
  39, touch 27, flat-footed 32; Base Atk/Grp: 
  +16/+24; 
  Atk 
  +27 
  melee 
  (1d8+11/19-20, 
  Unarmed Strike); Full Atk +27/+23/+18/+13 
  melee (1d8+11/19-20, Unarmed Strike) or 
  +25/+25/+20/+15/+10 
  melee 
  (1d8+11/19-20, 
  Flurry of Blows); SA Entangle, Spell-like abilities, 
  summon baatezu, flurry of blows, stunning fist 
  5/day (DC 24), fist of energy, arcane fist; SQ 
  Damage Reduction 5/good, darkvision 60 ft. 
  immunity to fire and poison, resistance to acid 
  10 and cold 10, see in darkness, spell 
  resistance 20, Summon Familiar, telepathy 100 
  ft., true seeing, Evasion, Ki Strike (Magic); AL 
  LE; SV Fort +17, Ref +21, Will +23; Str 26, Dex 
  24, Con 22, Int 14, Wis 22, Cha 20. 
   
  Skills and Feats: Balance +19, Bluff +17, 
  Concentration +18, Diplomacy +9, Escape Artist 
  +21, Hide +21, Knowledge Arcana +14, Listen 
  +19, Move Silently +21, Sleight of Hand + 21, 
  Sense Motive +17, Spellcraft +16, Spot +19, 
  Tumble +19; Dodge, Mobility, Scribe Scroll, 
  Improved Initiative, Combat Expertise, Power 
  Attack, Improved Critical (Unarmed Strike), 
  Practiced Spellcaster, Combat Casting, Snatch 
  Arrows. 
   
  Spell-Like Abilities: At will—greater teleport 
  (Self plus 50 pounds of objects only), charm 
  monster (DC 19), minor image (DC 17). Caster 
  level 12th, these saves are Charisma-based.    
   
  Summon Baatezu (Sp): Once per day, and 
  erinyes can attempt to summon 2d10 lemures or 
  1d4 bearded devils with a 50% chance of 
  success.  This ability is the equivalent of a 3rd 
  level spell.   
   
  True Seeing (Su): Erinyes continuously use 
  true seeing as the spell (caster level 14th).  
   
  Spells Prepared (5/4/3; base DC = 12 + 
  spell level): 0—Detect Magic, Read Magic, 
  Resistance, Mending (2); 1st—Chill Touch (2), 
  Shield (2), Shocking Grasp (3), Mage Armor; 
  2nd— Invisibility, Scorching Ray (2), Alter Self 
  (3); 3rd—Haste, Dispel Magic(2), Magic Weapon 
  Greater; 4th—Stone Skin, Rary’s Mnemonic 
  Enhancer 
   
  Possessions: Ring of Protection +3, Belt of 
  Strength +4, Gloves of Dexterity +2, Periapt of 
  Wisdom +4, Ring of Mind Shielding, Lesser Rod 
  of Extension (Hidden with Sleight of Hand DC 28 
  Spot). 
  Protecting Lord Ellis 
   
  Page 11 
  
  Appendix 2 NPC Stats 
  Encounter Two All APLs  
   
   
  Lord Ellis Lorinar: CR 14; Medium humanoid; 
  Fighter 10/Marshal 4; HD 10d10 plus 4d8 +56; 
  hp 140; SV Fort +18, Ref +8, Will +12;  Str 22, 
  Dex 12, Con 18, Int 18, Wis 14, Cha 20. 
   
  Motivate Charisma:  Grats a +5 bonus on all 
  Charisma checks and Charisma-based skill 
  checks. 
   
  Resilient Troops: Grants a +1 bonus on all 
  saves. 
  Bearded Devil: CR 5; Medium Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); HD 6d8+18, 
  hp 54; Init +6; Spd 40 ft.; AC 19, touch 12, flat-
  footed 17; Base Atk/Grp: +6/+8; Atk +9 melee 
  (1d10+3, Glaive plus infernal wound) or +8 
  (1d6+2 Claw); Full Atk +9/+4 melee (1d10+3, 
  Glaive plus infernal wound) or 2 claws +8 melee 
  (1d6+2); SA Infernal wound, beard, battle 
  frenzy, spell-like abilities, summon baatezu,; SQ 
  Damage Reduction 5/good or silver, darkvision 
  50 ft. immunity to fire and poison, resistance to 
  acid 10 and cold 10, see in darkness, spell 
  resistance 17, telepathy 100 ft.; AL LE; SV Fort 
  +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 
  6, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense 
  Motive +9, Spot +9; Improved Initiative, Power 
  Attack, Weapon Focus (glaive) 
   
  Spell-like abilities: At will – greater teleport 
  (self plus 50 pounds of objects only).  Caster 
  level 12th. 
   
  Infernal Wound (Su): The damage a 
  bearded devil deals with its glaive causes a 
  persistent wound.  An injured creature loses 2 
  additional hit points each round.  The wound 
  does not heal naturally and resist healing spells. 
   The continuing hit point loss can be stopped by 
  a DC 16 heal check, and cure spell or a heal 
  spell on a creature damaged by a bearded 
  devil’s glaive must succeed on a DC 16 caster 
  level check, or the spell has no effect on the 
  injured character.  A successful Heal check 
  automatically stops the continuing hit point loss 
  as well as restoring hit points.  The infernal 
  wound is a supernatural ability of the bearded 
  devil, not of the weapon.  The check DC is 
  Constitution-based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically 
  hits with its beard.  The affected creature takes 
  1d8+2 points of damage and must succeed on a 
  DC 16 fortitude save or be infected with a vile 
  disease known as devil chills (incubation period 
  1d4 days, damage 1d4 str).  Damage is dealt 
  each day until the afflicted creature succeeds on 
  three consecutive Fortitude saves, the disease 
  is cured magically, or the creature dies.  The 
  save DC is Constitution-based. 
   
  Battle Frenzy (Ex): Twice pre day, a 
  bearded devil can work itself into a battle frenzy 
  similar to the barbarian’s rage (+4 Strength, +4 
  Constitution, +2 morale bonus on Will saves, -2 
  AC penalty).  The frenzy last for 6 rounds, and 
  the 
  bearded 
  devil 
  suffers 
  no 
  ill 
  effects 
  afterwards. 
   
   
  Protecting Lord Ellis 
   
  Page 12 
  
  Appendix 3: New Rules & Classes 
  As Presented in Complete Arcane 
  The Dervish 
   
  Base 
  Fort 
  Ref 
  Will 
   
   
  Level Attack Save 
  Save 
  Save 
  Special  
   
   
   
   
   
   
  1 
  +0 
  +0 
  +2 
  +2 
  Ki Strike (Magic), Monk Abilities 
   
   
   
  2 
  +1 
  +0 
  +3 
  +3 
  Fist of Energy  
   
   
   
   
   
  3 
  +2 
  +1 
  +3 
  +3 
  Arcane Fist 
   
   
   
   
   
   
  4 
  +3 
  +1 
  +4 
  +4 
   
   
   
   
   
   
   
   
  5 
  +3 
  +1 
  +4 
  +4 
  Arcane Rejuvenation  
   
   
   
   
  6 
  +4 
  +2 
  +5 
  +5 
  Fist of Energy (Burst)  
   
   
   
   
  7 
  +5 
  +2 
  +5 
  +5 
  Hold Ray 
   
   
   
   
   
   
  8 
  +6 
  +2 
  +6 
  +6 
   
   
   
   
   
   
   
   
  9 
  +6 
  +3 
  +6 
  +6 
  Diamond Soul  
   
   
   
   
   
  10 
  +9 
  +3 
  +7 
  +7 
   
   
   
   
   
   
   
   
   
  Ki Strike (Su): An enlightened fist unarmed attacks are empowered with ki.  Her unarmed attacks are 
  treated as magic weapons for the purpose of dealing damage to creatures with damage reductions. 
  Monk Abilities: An enlightened fist adds her class level to her monk level to determine her class-based 
  AC bonus, her unarmed damage, her unarmored speed bonus, and the number of daily attempts to her 
  Stunning Fist feat.  If she has no monk levels, she gains the AV bonus, unarmed damage, and 
  unarmored speed bonus of a monk whose level equals her enlighten fist level, but she can’t add her 
  Wisdom bonus to her AC. 
  Fist of Energy (Su): Once per round as a free action, an enlightened fist of 2nd level or higher can spend 
  one of her daily stunning attempts to imbue her unarmed strikes with either electricity or fire.  Then 
  enlightened fist chooses the energy type each time she activates.  For 1 round, each of her unarmed 
  strikes that hit deals and extra 1d6 points of damager (electricity or fire, depending on the choice). 
  Arcane Fist (Su): Beginning at 3rd level, an enlightened fist can spend one of her daily stunning attempts 
  to cast and deliver a touch spell as part of an unarmed full attack action.  She can choose to deliver the 
  touch spell with any single unarmed strike attack she makes during the action.   
   
  Feats as presented in Complete Arcane 
  Practiced Spellcaster 
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting class increases by +4.  This can’t increase you 
  caster level beyond your HD.  However, even if you can’t benefit from the full bonus immediately, if you 
  later gain noncaster-level HD you may be able to apply the rest of the bonus. 
   
  For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric 
  caster level from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, e would gain the 
  remainder of the bonus and his cleric caster level would become 9th 9since he now has 9 HD). 
  Protecting Lord Ellis 
   
  Page 13 
  
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which 
  would help you penetrate SP and increase the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times.  Each time you choose it, you must apply it to a 
  different spellcasting class.  Fore instance, a 4th-level cleric/5th level wizard who had selected this feat 
  would cast cleric spells at 8th-level caster and wizard spells as a 9th-level caster. 
  Protecting Lord Ellis 
   
  Page 14 
  
  Judge Aid – Ellis’s Quarters 
   
  Protecting Lord Ellis 
   
  Page 15 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-A1 - Protecting Lord Ellis.pdf