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-I04-MM-B3 
   
   
   
   
   
   
  Clients & Patrons 
   
  A One Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Adventure 
  Version 1.3 
  Round 1 
  by Farrell Hopkins 
   
   
  Patrons take care of their clients in return for certain considerations. When a powerful representative of a 
  patron house disappears, the heroes may discover more than they bargained for. 
  A mini-mission for APLs 2-12. 
  
  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 scoring 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 DM), 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 DM) 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 DM 
  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 gray boxes. 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 DM fill out the RPGA Tracking 
  Sheet.  The DM 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. 
  An Empty Throne: Clients & Patrons 
  Round 1 
  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 free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional 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. 
  Adventure Background 
  Juma Urlirel has gone missing. All attempts by 
  various parties have been unable to find her. One 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 2 
  
  of her duties included arranging the tribute 
  received from House Arginar. New arrangements 
  for the tribute have been made, in the form of a 
  ‘living tithe’. Heroes will get the opportunity to 
  discover this, along with directions to the secluded 
  shrine that Juma calls home. An undead operative 
  of House Urlirel, who has strict instructions to 
  drive off or slay all interlopers, is currently 
  guarding the shrine, having recently slain a band 
  of interlopers hunting him (Pentus Primus). 
  Adventure Summary 
  The adventure begins in the village of Haldon’s 
  Hollow. The heroes discover that people are now 
  being included in the tribute demanded by House 
  Urlirel. The villagers plead with the heroes to see if 
  they can locate Juma Urlirel, the previous 
  overseer for House Urlirel. After traveling to the 
  secluded shrine of Wee Jas in a nearby spur of 
  the Cairn Hills, the heroes are attacked by a 
  guardian placed by House Urlirel. 
  Encounter One: Why the Long Faces? 
  The heroes are told of a change to be made in the 
  tribute paid to House Urlirel (now the ‘loan’ of 
  people as cattle (albeit well-cared for cattle)). This 
  change came about after the disappearance of 
  Juma Urlirel, and the assignment of another 
  member of House Urlirel to manage their 
  relationship with House Arginar, and the village of 
  Haldon’s Hollow. Juma Urlirel was last seen 
  heading toward her secluded shrine a few weeks 
  ago, and the villagers of Haldon’s Hollow plead 
  with the heroes to locate her and speak with her 
  on their behalf. 
  Encounter Two: Fools Rush In 
  A guardian at the secluded shrine of Wee Jas tries 
  to drive off or kill the heroes. He is a typical 
  member of House Urlirel, cold-blooded, ruthless 
  and evil. 
  Preparation for Play 
  Carefully review the map for Encounter Two. It’s 
  potentially the only combat encounter, and it 
  features static location traps. The number, type 
  and location of the traps will vary from one APL to 
  another. 
  Encounter One: Why the 
  Long Faces? 
  The PCs start out in the village of Haldon’s Hollow 
  (County Seren, very near the Vale of the Halflings 
  and just east of the White Horse River). If there is 
  time available, try to customize the hook for each 
  PC. Some possible hooks are: 
  • 
  One of the PCs knows, or is a member of, the 
  Pentus Primus. A team of Hunters has 
  recently disappeared in this area; they had 
  been investigating reports of an enemy hiding 
  in the nearby Cairn Hills. 
  • 
  A message received from a friend who lives in 
  this area complains of the new demands 
  recently placed on them by House Arginar – 
  are the benefits being received truly worth it? 
  • 
  There are a growing number of rumors that a 
  worker of miracles, perhaps a holy hermit of 
  some sort, lives in this area; perhaps they are 
  sought out in order to remove a powerful 
  curse or cure a sore affliction? 
  • 
  There are reports that not all of the evil 
  invaders of the Vale have been destroyed. A 
  few war bands still raid the area, causing no 
  end of harm and destruction. 
  • 
  Tales speak of flightless demons stalking the 
  land, trying to find a half-elven baby born 
  under the two moons, in the mane of the white 
  horse. Perhaps this is the area being referred 
  to? 
  • 
  The harvest of wheat was particularly fruitful 
  this year, and the chief export of the region, 
  Arginar’s Finest Ale will be a smash hit this 
  year – free ale on the first of the month for 
  everyone! Huzzah! 
  Allow the PCs to introduce and describe 
  themselves now. 
  The residents of the village seem very sad, as 
  they wave good-bye to a small caravan of 
  wagons receding in the distance. A middle-
  aged 
  noblewoman 
  of 
  House 
  Arginar 
  approaches your group. 
  “Good day to you. The entire village, perhaps 
  even County Seren itself needs you – will you 
  help us?” 
  The noblewoman, Lady Minda Arginar, is pleading 
  for help. She wants to discuss the matter with the 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 3 
  
  PCs, in whatever location, perhaps in her nearby 
  manor house, or even the local tavern. 
  Following are some of the likely questions and 
  answers. Use them if desired. The situation is that 
  Lady Minda Arginar wants the adventurers to 
  travel to the isolated shrine where Juma lives, and 
  convince Juma to return. This will hopefully deal 
  with the problem of House Urlirel leaning on 
  House Arginar to supply them with humans-as-
  cattle volunteers. 
  The volunteers aren’t going to be killed, harmed or 
  tortured, but they will be used as a living food 
  supply for a short time, before being sent back 
  home. This arrangement repays the debts owed to 
  House Urlirel by House Arginar. No one will avoid 
  playing their part in this situation, as it will cause 
  lots of serious problems, and the debt owed 
  already is considerable. Under no circumstance 
  will Lady Minda or any of the villagers condone an 
  attack on House Urlirel or any ‘rescues’ of the 
  volunteers. The debt needs to be paid, and it is 
  expected that Lady Juma Urlirel can ‘fix’ the 
  situation. 
  What’s the problem/Why do you need our 
  help/What’s going on? 
  “It’s our arrangement with House Urlirel. In 
  return for their help, we provide them with 
  goods and services. Now they compel us to 
  send them human volunteers, to serve as 
  living cattle and entertainment. While they 
  aren’t killed or harmed, this must stop!” 
  How do we stop this evil practice? 
  “You must find Juma Urlirel and convince her 
  to return to us. She used to be the overseer 
  from House Urlirel in this area, but since she 
  disappeared a few weeks ago, the new contact 
  is requiring us to send people!” 
  Let us deal with this ‘new contact’ instead! 
  “No! We dare not anger or alienate House 
  Urlirel at this time… Please, just find and 
  return Juma to us.” 
  Who is Juma (Urlirel)? 
  “Juma Urlirel is a powerful priestess of Wee 
  Jas. She used to be the overseer for House 
  Urlirel in this County, County Seren.” 
  Where does Juma live? 
  “She lives in an isolated shrine to Wee Jas, 
  about a full day’s journey from here, in a spur 
  of the Cairn Hills due south of us. Here’s a map 
  to that shrine [produces said map].” 
  Why don’t you go, or send someone else? 
  “That area of the Cairn Hills is a very 
  dangerous place. People disappear there all 
  the time. I’m simply not powerful enough to 
  venture there. Time is wasting, will you go or 
  not?” 
  What’s in it for us? 
  “(sighs deeply) I see that the tales of bards 
  speak falsely when referring to so-called 
  heroes. You will be richly compensated once 
  you return with Juma. House Arginar doesn’t 
  pay mercenaries for failure, after all…” 
  Why do you care what happens, you [stinking] 
  Suel noble? 
  “These are my people and this village is my 
  responsibility. Now why don’t YOU show some 
  care and help out, or are you too good to help 
  your fellow man?” 
  We’ll do it! Do you have anything else we can 
  use? 
  “Excellent. You already have the map, right? 
  [Produces map showing the route to the shrine 
  now if she hasn’t already] I’m afraid we don’t 
  have anything spare to loan you. Sorry about 
  that, we’re not a rich village, or house.” 
  If the PCs refuse to help, or decide to attack the 
  caravan or ‘rescue’ the volunteers, the adventure 
  is over. 
  Speaking with any of the villagers reveals much 
  the same information as Lady Minda Arginar 
  knows. 
  PC Divinations 
  If PCs have access to divinatory magic, most all of 
  them should be answerable in a straightforward 
  manner. To help the DM adjudicate such 
  divinations, the following background is 
  for the DM ONLY. 
  Juma Urlirel is on another plane (unknown at this 
  time which one), is not helpless or currently 
  endangered and is still alive and well. She is not a 
  captive, and it is not known when (or if) she will be 
  returning to the prime material plane (let alone the 
  shrine near Haldon’s Hollow) 
  Lady Minda Arginar: Female human Suel Ari4, 
  AL NG. 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 4 
  
  Random villager NPC names of Haldon’s 
  Hollow: 
  (male) Elotan, Hecard, Rolkenin. 
  (female) Ginette, Lunda, Rolkeset. 
  Fools Rush In 
  The journey to the isolated shrine of Wee Jas 
  is uneventful. Tombstones choke the area 
  close to the shrine itself, and a pile of dead 
  bodies lie near the entrance. 
  IMPORTANT: This encounter will take place at 
  dusk/early night unless parties teleport or use 
  some other form of fast magical travel to arrive. At 
  APL 10+, Lord Ogendart will already be blinking 
  before the adventurers arrive. 
  The piles of bodies are from two groups. One 
  group is of the rumored Pentus Primus. The other 
  group is of various undead (ghasts, ghouls, 
  zombies and skeletons). The tongues have been 
  cut out of the fallen Hunters, who have been 
  finished off with a death effect (cannot be raised 
  from the dead, must be resurrected or true 
  resurrected). Some of their gear [all of the magical 
  stuff] has been buried in a shallow grave (after 
  battle investigation will easily find this). 
  Lord Ogendart Urlirel hides (Spot DC = 16 + hide 
  skill of Lord Ogendart) behind a tombstone, 
  possibly aware of non-stealthy PCs. His orders 
  are to kill intruders. Lord Ogendart, a raised ghoul, 
  is disguised to appear as a living suel nobleman 
  (Spot check DC 33 to penetrate the disguise) via a 
  disguise kit and the disguise self spell. DMs 
  should use their discretion on targeting, though 
  Lord Ogendart Urlirel will try to pick off weak 
  looking members first. Lord Ogendart will try to 
  disengage if the fight begins to go against him, or 
  try to take a hostage and bargain for his safety. 
  Please recall that at APL 10+, his blinking effect 
  will allow him to deal sneak attack damage without 
  a ‘flanking buddy’. 
  After combat ensues, Lord Ogendart will hurl 
  insults and curses (some potent) at his foes. See 
  the appendices for a list of sample taunts. ☺  
  IMPORTANT: 
  Various 
  traps 
  are 
  spread 
  throughout the area; Lord Ogendart knows exactly 
  where they are and what they do. In particular, he 
  will use the inflict wounds traps to heal himself by 
  moving over them and voluntarily failing his saving 
  throw. The various tombstones and raised coffins 
  impede movement – double cost to enter those 
  squares. 
  The shrine itself is empty, and there is no sign of 
  habitation for the last few weeks. Lord Ogendart 
  Urlirel and his minions have avoided entering it. 
  The various tombstones and raised coffins are 
  enough to block charges, provide cover against 
  ranged attacks and impede movement – double 
  cost to enter those squares. 
  The map in the appendix indicates traps by noting 
  a number and a few letters. The number indicates 
  which APL the trap is present at, and the letters 
  are the abbreviation of the trap (e.g., “2-ILW” 
  stands for APL2, Inflict Light Wounds; 8-FS stands 
  for APL8, Flame Strike). 
  APL 2 
  Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger; automatic reset (1 round); spell 
  effect (inflict light wounds, 1st level cleric, 1d8+1, 
  DC 11 WILL save half damage); Search DC 26; 
  Disable Device DC 26); cost 500gp, 40 xp. 
  Lord Ogendart Urlirel: hp 28 (see Combat 
  Appendix). 
  APL 4 
  [2x] Inflict Light Wounds Traps: CR 2; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict light wounds, 1st level cleric, 
  1d8+1, DC 11 WILL save half damage); Search 
  DC 26; Disable Device DC 26); cost 500gp, 40 xp. 
  Lord Ogendart Urlirel: hp 52 (see Combat 
  Appendix). 
  APL 6 
  [2x] Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 40’ deep 
  (4d6, fall); Search DC 20; Disable Device DC 20; 
  Market value 2,000 gp. 
  [2x] Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict light wounds, 1st level cleric, 
  1d8+1, DC 11 WILL save half damage); Search 
  DC 26; Disable Device DC 26); cost 500gp, 40 xp. 
  Lord Ogendart Urlirel: hp 64 (see Combat 
  Appendix). 
  APL 8 
  [2x] Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 40’ deep 
  (4d6, fall); Search DC 20; Disable Device DC 20; 
  Market value 2,000 gp. 
   [2x] Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset (1 round); 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 5 
  
  spell effect (inflict light wounds, 1st level cleric, 
  1d8+1, DC 11 WILL save half damage); Search 
  DC 26; Disable Device DC 26); cost 500gp, 40 xp. 
  Flame Strike Trap: CR 6; magic device; proximity 
  trigger (detect good); automatic reset (1 round); 
  spell effect (flame strike, 9st level cleric, 9d6 fire, 
  DC 17 Reflex save half damage); Search DC 30; 
  Disable Device DC 30); cost 22,750gp,  1820xp. 
  Lord Ogendart Urlirel: hp 82 (see Combat 
  Appendix). 
  APL 10 
  [2x] Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 40’ deep 
  (4d6, fall); Search DC 20; Disable Device DC 20; 
  Market value 2,000 gp. 
   [2x] Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict light wounds, 1st level cleric, 
  1d8+1, DC 11 WILL save half damage); Search 
  DC 26; Disable Device DC 26); cost 500gp, 40 xp. 
  Flame Strike Trap: CR 6; magic device; proximity 
  trigger (detect good); automatic reset (1 round); 
  spell effect (flame strike, 9st level cleric, 9d6 fire, 
  DC 17 Reflex save half damage); Search DC 30; 
  Disable Device DC 30); cost 22,750gp,  1820xp. 
  [2x] Inflict Serious Wounds Trap: CR 6; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict serious wounds, 10st level cleric, 
  3d8+10, DC 16 Will save half damage); Search 
  DC 28; Disable Device DC 28); cost 15,000gp,  
  1200xp. 
  Lord Ogendart Urlirel: hp 100 (see Combat 
  Appendix). 
  APL 12 
  [2x] Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 40’ deep 
  (4d6, fall); Search DC 20; Disable Device DC 20; 
  Market value 2,000 gp. 
   [2x] Inflict Light Wounds Trap: CR 2; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict light wounds, 1st level cleric, 
  1d8+1, DC 11 WILL save half damage); Search 
  DC 26; Disable Device DC 26); cost 500gp, 40 xp. 
  Flame Strike Trap: CR 6; magic device; proximity 
  trigger (detect good); automatic reset (1 round); 
  spell effect (flame strike, 9st level cleric, 9d6 fire, 
  DC 17 Reflex save half damage); Search DC 30; 
  Disable Device DC 30); cost 22,750gp,  1820xp. 
  [2x] Inflict Serious Wounds Trap: CR 6; magic 
  device; touch trigger; automatic reset (1 round); 
  spell effect (inflict serious wounds, 10st level cleric, 
  3d8+10, DC 16 Will save half damage); Search 
  DC 28; Disable Device DC 28); cost 15,000gp,  
  1200xp. 
  [2x] Power Word (Stun) Trap: CR 8; magic 
  device; touch trigger; no reset; spell effect (power 
  word (stun), 13th level wizard); Search DC 32; 
  Disable Device DC 32); cost 4550gp, 364xp. 
  Lord Ogendart Urlirel: hp 116 (see Combat 
  Appendix). 
  Conclusion 
   
  The adventurers find no clues to the 
  whereabouts of Juma Urlirel. While House Urlirel 
  will be disturbed by the destruction of Lord 
  Ogendart, there will be no direct repercussions at 
  this time, as the House has many other 
  distractions at the moment. 
   
  The End 
  Events Summary 
  Did the PCs interfere with the villagers entering 
  Urlirel service? 
  Was Lord Ogendart Urlirel destroyed? 
  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 Two 
   
  APL2: 150 xp 
   
  APL4: 210 xp 
   
  APL6: 270 xp 
   
  APL8: 330 xp 
   
  APL10: 390 xp 
   
  APL12: 450 xp 
  Discretionary roleplaying award 
   
  APL2: 37 xp 
   
  APL4: 52 xp 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 6 
  
   
  APL6: 67 xp 
   
  APL8: 82 xp 
   
  APL10: 97 xp 
   
  APL12: 112 xp 
  Total possible experience: 
   
  APL2 187 xp 
   
  APL4 262 xp 
   
  APL6 337 xp 
   
  APL8 412 xp 
   
  APL10: 487 xp 
   
  APL12: 562 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 2: L: 46 gp; C: 117 gp; M: wand of 
  disguise self (62 gp each). 
   
  APL 4: L: 71 gp; C: 192 gp; M: wand of 
  disguise self (62 gp each). 
   
  APL 6: L: 24 gp; C: 13 gp; M: cloak of 
  protection +2 (333 gp each), javelin of lightning 
  (x2) (125 gp each), +1 longsword (193 gp each), 
  +1 chain shirt (104 gp each), wand of disguise self 
  (10 charges) (12 gp each). 
   
  APL 8: L: 24 gp; C: 13 gp; M: air elemental 
  gem (188 gp each), cloak of protection +2 (333 gp 
  each), gloves of dexterity +2 (333 gp each), javelin 
  of lightning (x2) (125 gp each), +1 flaming 
  longsword (693 gp each), +1 chain shirt (104 gp 
  each), wand of disguise self (10 charges) (12 gp 
  each). 
   
  APL 10: L: 24 gp; C: 13 gp; M: air elemental 
  gem (188 gp each), cloak of protection +2 (333 gp 
  each), gloves of dexterity +2 (333 gp each), javelin 
  of lightning (x2) (125 gp each), +1 flaming 
  longsword (693 gp each), +1 chain shirt (104 gp 
  each), ring of blinking (2,250 gp each), wand of 
  disguise self (10 charges) (12 gp each). 
   
  APL 12: L: 24 gp; C: 13 gp; M: air elemental 
  gem (188 gp each), cloak of protection +2 (333 gp 
  each), gloves of dexterity +2 (333 gp each), javelin 
  of lightning (x2) (125 gp each), +1 flaming 
  longsword (693 gp each), +1 chain shirt (104 gp 
  each), ring of blinking (2,250 gp each), ring of 
  shooting stars (4,187 gp each), wand of disguise 
  self (62 gp each). 
  Total Possible Treasure: 
   
  APL 2: L: 46 gp; C: 117 gp; M: 62 gp  - Total: 
  225 gp 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 7 
  
   
  APL 4: L: 71 gp; C: 192 gp; M: 62 gp  - Total: 
  325 gp 
   
  APL 6: L: 24 gp; C: 12 gp; M: 892 gp  - Total: 
  450 gp 
   
  APL 8: L: 24 gp; C: 12 gp; M: 1,630 gp  - 
  Total: 650 gp 
   
  APL 10: L: 24 gp; C: 12 gp; M: 3,880 gp  - 
  Total: 1150 gp 
   
  APL 12: L: 24 gp; C: 12 gp; M: 8,047 gp  - 
  Total: 1650 gp 
  Special 
  This character backed the faction of (check 
  one):  ___Ellis 
  ___Jolen
   
  ___Other________ 
  Faction Membership Consequences::  You gain 
  a +2 bonus on social interactions with groups 
  friendly to your own faction and a -4 penalty on 
  social interactions with groups that backed the 
  opposing faction. 
  Check if appropriate once canon results have 
  been obtained (early 2006): 
  ___Backed the Winning Faction::  The new 
  Regent is grateful for your aid in convincing 
  enough unaligned members of the Honorable 
  Chamber to join his faction. This favor provides 
  free rich lifestyle during Duchy of Urnst regional 
  adventures during CY596 and counts as a Ducal 
  favor once during each Duchy of Urnst regional 
  adventure during CY596. 
  Items for the Adventure 
  Record 
  NOTE TO JUDGES: the access assumes 
  participation in the LARP portion allows 
  adventurers access to all items for their APL at 
  all tables.  The rationale is that items “sold” by 
  other 
  tables 
  (including 
  NPCs) 
  could 
  be 
  purchased by other PCs.  Characters should 
  not have access crossed off based on failure 
  to find items during their specific adventure. 
  Item Access 
  APL 2: 
   
  wand of disguise self, (Adventure, DMG, 750 
  gp) 
   
  wand of magic missiles, (caster lvl 3), 
  (Adventure, DMG, 2,250 gp) 
  APL 4 (all of APL 2 plus the following): 
   
  +1 undead bane heavy flail (Adventure, DMG, 
  8,315 gp) 
   
  javelin of lightning (max of two) (Adventure, 
  DMG, 1,500 gp) 
  APL 6 (all of APLs 2--4 plus the following): 
   
  +1 ghost touch bastard sword (Adventure, 
  DMG, 8,335 gp) 
   
  rhino hide armor (Adventure, DMG, 5,165 gp) 
  APL 8 (all of APLs 2--6 plus the following): 
   
  dust of disappearance - (Adventure; DMG; 
  3,500 gp) 
   
  +1 blinding heavy steel shield (Adventure, 
  DMG, 4,170 gp) 
   
  +2 flaming longsword (Adventure, DMG, 
  18,315 gp) 
   
  ring of invisibility (Adventure; DMG; 20,000 
  gp) 
  APL 10 (all of APLs 2--8 plus the following): 
   
  lesser rod of silence - (Adventure; DMG; 3,000 
  gp) 
   
  ring of blinking (Adventure; DMG; 27,000 gp) 
   
  adamantine weapon (any one weapon or 50 
  pieces of ammunition from the PHB) (Adventure, 
  DMG, varies) 
  APL 12 (all of APLs 2--10 plus the following): 
   
  rod of silence - (Adventure; DMG; 11,000 gp) 
   
  ring of shooting stars (Adventure; DMG; 
  50,000 gp) 
  APLs 14 and 16 (all of APLs 2--12 plus the following): 
   
  rod of extend - (Adventure; DMG; 11,000 gp) 
   
  bracers of armor +5 (Adventure; DMG; 25,000 
  gp) 
   
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 8 
  
  Combat Appendix – APL 2
  Fools Rush In       
   
   
   
  Lord Ogendart Urlirel: male ghoul (suel) Hex2; 
  CR 4; medium undead; HD 2d12 (ghoul) plus 
  2d10 (Hexblade) plus 4 (imp. Toughness); hp 
  28; Init +4; Spd 30 ft.; AC 22 (chain shirt & large 
  wooden shield, +4 dex, +4 nat. armor), touch 14, 
  flat-footed 18; BAB/Grp: +3/+6; Atk: longsword 
  +6 melee (1d8+3) or bite +6 melee (1d6+3 plus 
  paralysis) or claw +1 melee (1d3+1 plus 
  paralysis, claw); Full Atk: longsword +6 melee 
  (1d8+3) and bite +1 melee (1d6+3 plus 
  paralysis) or bite +6 melee (1d6+3 plus 
  paralysis) and 2 claws +1 melee (1d3+1 plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ 
  Arcane Resistance +3, Darkvision 60’, undead 
  traits, 
  +10 
  turn 
  resistance, 
  destruction 
  retribution; AL NE; SV Fort +0(+3), Ref +4(+7), 
  Will +8(+11); Str 16, Dex 18, Con --, Int  12, Wis 
  14, Cha 17.  
   
  Skills and Feats: balance +8, bluff +5, climb 
  +7, diplomacy +5, hide +8, intimidate +5, listen 
  +7, jump +7, move silent +8, spot +7; Improved 
  Toughness, Improved Turn Resistance. 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 3d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  18, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 14 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 14 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based. 
   
  Possessions: 
  wand 
  of 
  disguise 
  self, 
  longsword, nobles’ clothing, signet ring (House 
  Urlirel), masterwork chain shirt, masterwork 
  large wooden shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications will be 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised). 
   
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 9 
  
  Combat Appendix – APL 4 
  Fools Rush In 
   
   
   
   
  Lord Ogendart Urlirel: male ghoul (suel) 
  Hex3/Rog1; CR 6; medium undead; HD 2d12 
  (ghoul) plus 3d10 (Hexblade) plus 1d6 (Rogue) 
  plus 6 (imp. Toughness) plus 12 (corpsecrafter); 
  hp 52; Init +4; Spd 30 ft.; AC 22 (chain shirt & 
  large wooden shield, +4 dex, +4 nat. armor), 
  touch 14, flat-footed 18; BAB/Grp: +4/+9; Atk: 
  longsword +10 melee (1d8+5) or bite +9 melee 
  (1d6+5 plus paralysis) or claw +4 melee (1d3+2 
  plus paralysis, claw); Full Atk: longsword +10 
  melee (1d8+5) and bite +4 melee (1d6+5 plus 
  paralysis) or bite +9 melee (1d6+5 plus 
  paralysis) and 2 claws +5 melee (1d3+2 plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ 
  Arcane Resistance +3, Darkvision 60’, mettle, 
  sneak attack +1d6, trapfinding, undead traits, 
  +10 turn resistance, destruction retribution; AL 
  NE; SV Fort +1(+4), Ref +7(+10), Will +8(+11); 
  Str 20, Dex 18, Con --, Int  12, Wis 14, Cha 17.  
   
  Skills and Feats: balance +8, bluff +6, climb 
  +7, diplomacy +6, hide +11, intimidate +6, listen 
  +8, jump +7, move silent +11, spot +9; Ability 
  Focus 
  (paralysis), 
  Improved 
  Toughness, 
  Improved Turn Resistance. 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Corpsecrafter 
  (Ex): 
  +4 
  enhancement 
  bonus to STR; +2 HP per HD. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 4d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  18, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 14 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Mettle (Ex): At 3rd lvl and higher, a hexblade 
  can resist magical and unusual attacks with 
  great willpower or fortitude. If he makes a 
  successful Will or Fort save against an attack 
  that normally would have a lesser effect on a 
  successful save (such as any spell with an entry 
  of Will half or Fortitude partial), he instead 
  completely negates the effect. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 17 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based (includes +2 bonus from Ability 
  Focus feat). 
   
  Possessions: 
  wand 
  of 
  disguise 
  self, 
  masterwork longsword, nobles’ clothing, signet 
  ring (House Urlirel), masterwork chain shirt, 
  masterwork large wooden shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications will be 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised). 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 10 
  
  Combat Appendix – APL 6 
  Fools Rush In 
   
   
   
   
  Lord Ogendart Urlirel: male ghoul (suel) 
  Hex3/Rog3; CR 8; medium undead; HD 2d12 
  (ghoul) plus 3d10 (Hexblade) plus 3d6 (Rogue) 
  plus 8 (imp. Toughness) plus 16 (corpsecrafter); 
  hp 64; Init +8; Spd 40 ft.; AC 23 (chain shirt & 
  large wooden shield, +4 dex, +4 nat. armor), 
  touch 14, flat-footed 19; BAB/Grp: +6/+11; Atk: 
  longsword +12 melee (1d8+6) or bite +11 melee 
  (1d6+5 plus paralysis) or claw +6 melee (1d3+2 
  plus paralysis, claw); Full Atk: longsword +12/+7 
  melee (1d8+6) and bite +6 melee (1d6+5 plus 
  paralysis) or bite +11 melee (1d6+5 plus 
  paralysis) and 2 claws +6 melee (1d3+2 plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ 
  Arcane Resistance +4, Darkvision 60’, evasion, 
  mettle, sneak attack +2d6, trapfinding, trap 
  sense +1, undead traits, +10 turn resistance, 
  destruction retribution; AL NE; SV Fort +4(+8), 
  Ref +10(+14), Will +11(+15); Str 20, Dex 18, 
  Con --, Int  12, Wis 14, Cha 18.  
   
  Skills and Feats: balance +11, bluff +9, 
  climb +7, diplomacy +9, hide +14, intimidate +9, 
  listen +8, jump +7, move silent +14, spot +9; 
  Ability Focus (paralysis), Improved Toughness, 
  Improved Turn Resistance. 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Corpsecrafter 
  (Ex): 
  +4 
  enhancement 
  bonus to STR; +2 HP per HD. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 5d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  19, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 15 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Mettle (Ex): At 3rd lvl and higher, a hexblade 
  can resist magical and unusual attacks with 
  great willpower or fortitude. If he makes a 
  successful Will or Fort save against an attack 
  that normally would have a lesser effect on a 
  successful save (such as any spell with an entry 
  of Will half or Fortitude partial), he instead 
  completely negates the effect. 
   
  Nimble Bones (Ex): +4 init; +10’ move. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 19 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based (includes +2 bonus from Ability 
  Focus feat). 
   
  Possessions: cloak of protection +2, javelin 
  of lightning (x2), +1 longsword, +1 chain shirt, 
  wand of disguise self, nobles’ clothing, signet 
  ring (House Urlirel), masterwork large wooden 
  shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications are 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised).. 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 11 
  
  Combat Appendix – APL 8 
  Fools Rush In 
   
   
   
   
  Lord Ogendart Urlirel: male ghoul (suel) 
  Hex3/Rog3/Ftr2; CR 10; medium undead; HD 
  2d12 (ghoul) plus 3d10 (Hexblade) plus 3d6 
  (Rogue) plus 2d10 (Fighter) plus 10 (imp. 
  Toughness) plus 20 (corpsecrafter); hp 82; Init 
  +9; Spd 40 ft.; AC 23 (chain shirt & large 
  wooden shield, +4 dex, +4 nat. armor), touch 14, 
  flat-footed 19; BAB/Grp: +8/+17; Atk: longsword 
  +15 melee (1d8+6+1d6 fire) or bite +13 melee 
  (1d6+5+1d6 cold plus paralysis) or claw +8 
  melee (1d3+2+1d6 cold plus paralysis, claw); 
  Full Atk: longsword +15/+10 melee (1d8+6+1d6 
  fire) and bite +8 melee (1d6+5+1d6 cold plus 
  paralysis) or bite +13 melee (1d6+5+1d6 cold 
  plus 
  paralysis) 
  and 
  2 
  claws 
  +8 
  melee 
  (1d3+2+1d6 cold plus paralysis); SA Ghoul 
  Fever, Paralysis; SQ Arcane Resistance +4, 
  Darkvision 60’, evasion, mettle, sneak attack 
  +2d6, trapfinding, trap sense +1, undead traits, 
  +10 turn resistance, destruction retribution; AL 
  NE; SV Fort +9(+13), Ref +11(+15), Will 
  +11(+15); Str 20, Dex 20, Con --, Int  12, Wis 14, 
  Cha 18.  
   
  Skills and Feats: balance +11, bluff +9, 
  climb +9, diplomacy +9, hide +14, intimidate 
  +13, listen +8, jump +7, move silent +14, spot 
  +9; Ability Focus (paralysis), Great Fortitude, 
  Improved 
  Grapple, 
  Improved 
  Paralysis, 
  Improved 
  Toughness, 
  Improved 
  Turn 
  Resistance, Weapon Focus (longsword). 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Corpsecrafter 
  (Ex): 
  +4 
  enhancement 
  bonus to STR; +2 HP per HD. 
   
  Deadly Chill (Ex): all natural attacks add 
  +1d6 cold damage. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 6d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  19, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 15 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Mettle (Ex): At 3rd lvl and higher, a hexblade 
  can resist magical and unusual attacks with 
  great willpower or fortitude. If he makes a 
  successful Will or Fort save against an attack 
  that normally would have a lesser effect on a 
  successful save (such as any spell with an entry 
  of Will half or Fortitude partial), he instead 
  completely negates the effect. 
   
  Nimble Bones (Ex): +4 init; +10’ move. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 24 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based (includes +2 bonus from Ability 
  Focus feat and +4 bonus from Improved 
  Paralysis feat). 
   
  Possessions: air elemental gem, cloak of 
  protection +2, javelin of lightning (x2), +1 flaming 
  longsword, +1 chain shirt, gloves of dexterity +2, 
  wand of disguise self, nobles’ clothing, signet 
  ring (House Urlirel), masterwork large wooden 
  shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications are 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised). 
   
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 12 
  
  Combat Appendix – APL 10 
  Fools Rush In____________________ 
  Lord Ogendart Urlirel: male ghoul (suel) 
  Hex3/Rog3/Ftr4; CR 12; medium undead; HD 
  2d12 (ghoul) plus 3d10 (Hexblade) plus 3d6 
  (Rogue) plus 4d10 (Fighter) plus 12 (imp. 
  Toughness) plus 24 (corpsecrafter); hp 100; Init 
  +9; Spd 40 ft.; AC 23 (chain shirt & large 
  wooden shield, +4 dex, +4 nat. armor), touch 14, 
  flat-footed 
  19; 
  BAB/Grp: 
  +10/+19; 
  Atk: 
  longsword +17 melee (1d8+8+1d6 fire) or bite 
  +15 melee (1d6+5+1d6 cold plus paralysis) or 
  claw +10 melee (1d3+2+1d6 cold plus paralysis, 
  claw); Full Atk: longsword +17/+12 melee 
  (1d8+8+1d6 
  fire) 
  and 
  bite 
  +10 
  melee 
  (1d6+5+1d6 cold plus paralysis) or bite +15 
  melee (1d6+5+1d6 cold plus paralysis) and 2 
  claws 
  +10 
  melee 
  (1d3+2+1d6 
  cold 
  plus 
  paralysis); SA Ghoul Fever, Paralysis; SQ 
  Arcane Resistance +4, Darkvision 60’, evasion, 
  mettle, sneak attack +2d6, trapfinding, trap 
  sense +1, undead traits, +10 turn resistance, 
  destruction 
  retribution; 
  AL 
  NE; 
  SV 
  Fort 
  +10(+14), Ref +14(+18), Will +12(+16); Str 20, 
  Dex 20, Con --, Int  13, Wis 14, Cha 18.  
   
  Skills and Feats: balance +11, bluff +9, 
  climb +9, diplomacy +9, hide +14, intimidate 
  +16, listen +8, jump +10, move silent +14, spot 
  +9; Ability Focus (paralysis), Great Fortitude, 
  Improved 
  Grapple, 
  Improved 
  Paralysis, 
  Improved 
  Toughness, 
  Improved 
  Turn 
  Resistance, Lightning Reflexes, Weapon Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Corpsecrafter 
  (Ex): 
  +4 
  enhancement 
  bonus to STR; +2 HP per HD. 
   
  Deadly Chill (Ex): all natural attacks add 
  +1d6 cold damage. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 7d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  19, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 15 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Mettle (Ex): At 3rd lvl and higher, a hexblade 
  can resist magical and unusual attacks with 
  great willpower or fortitude. If he makes a 
  successful Will or Fort save against an attack 
  that normally would have a lesser effect on a 
  successful save (such as any spell with an entry 
  of Will half or Fortitude partial), he instead 
  completely negates the effect. 
   
  Nimble Bones (Ex): +4 init; +10’ move. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 25 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based (includes +2 bonus from Ability 
  Focus feat and +4 bonus from Improved 
  Paralysis feat). 
   
  Possessions: air elemental gem, cloak of 
  protection +2, javelin of lightning (x2), +1 flaming 
  longsword, +1 chain shirt, gloves of dexterity +2, 
  ring of blinking, wand of disguise self, nobles’ 
  clothing, signet ring (House Urlirel), masterwork 
  large wooden shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications are 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised). 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 13 
  
  Combat Appendix – APL 12 
  Fools Rush In____________________ 
  Lord Ogendart Urlirel: male ghoul (suel) 
  Hex3/Rog3/Ftr4; CR 14; medium undead; HD 
  2d12 (ghoul) plus 3d10 (Hexblade) plus 3d6 
  (Rogue) plus 4d10 (Fighter) plus 2d8 (Ranger) 
  plus 
  14 
  (imp. 
  Toughness) 
  plus 
  28 
  (corpsecrafter); hp 116; Init +9; Spd 40 ft.; AC 
  23 (chain shirt & large wooden shield, +4 dex, 
  +4 nat. armor), touch 14, flat-footed 19; 
  BAB/Grp: +12/+21; Atk: longsword +19 melee 
  (1d8+8+1d6 fire) or bite +17 melee (1d6+5+1d6 
  cold plus paralysis) or claw +12 melee 
  (1d3+2+1d6 cold plus paralysis, claw); Full Atk: 
  longsword +19/+14/+9 melee (1d8+8+1d6 fire) 
  and bite +12 melee (1d6+5+1d6 cold plus 
  paralysis) or bite +17 melee (1d6+5+1d6 cold 
  plus paralysis) and 2 claws +12 melee 
  (1d3+2+1d6 cold plus paralysis); SA Favored 
  Enemy (Human), Ghoul Fever, Paralysis; SQ 
  Arcane Resistance +4, Darkvision 60’, evasion, 
  mettle, sneak attack +2d6, trapfinding, trap 
  sense +1, undead traits, wild empathy +6, +10 
  turn resistance, destruction retribution; AL NE; 
  SV Fort +13(+17), Ref +17(+21), Will +12(+16); 
  Str 20, Dex 20, Con --, Int  13, Wis 14, Cha 18.  
   
  Skills and Feats: balance +11, bluff +9, 
  climb +9, diplomacy +13, hide +17, intimidate 
  +16, listen +8, jump +10, move silent +14, spot 
  +12; Ability Focus (paralysis), Great Fortitude, 
  Improved 
  Grapple, 
  Improved 
  Paralysis, 
  Improved 
  Toughness, 
  Improved 
  Turn 
  Resistance, Lightning Reflexes, Track, Two-
  Weapon Fighting, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Arcane Resistance (Su): At 2nd level, a 
  hexblade gains a bonus equal to his CHA bonus 
  (minimum +1) on saving throws against spells 
  and spell-like effects. 
   
  Bolster 
  Resistance 
  (Ex): 
  +4 
  Turn 
  resistance. 
   
  Corpsecrafter 
  (Ex): 
  +4 
  enhancement 
  bonus to STR; +2 HP per HD. 
   
  Deadly Chill (Ex): all natural attacks add 
  +1d6 cold damage. 
   
  Destruction Retribution (Su): When Lord 
  Ogendart is destroyed, he will explode for 7d6 of 
  negative energy in a 10’ spread (save Ref DC 
  15 for half damage). This damage comes from 
  negative energy. 
   
  Ghoul Fever (Su): disease – bite, Fort DC 
  19, incubation period 1 day, damage 1d3 CON 
  and 1d3 DEX. The save DC is CHA based. 
   
  Hardened Flesh (Ex): +2 natural armor 
  bonus. 
   
  Hexblade’s Curse (Su): Once per day, as a 
  free action, a hexblade can unleash a curse 
  upon a foe. The target must be visible to the 
  hexblade and within 60’. The target of a 
  hexblade’s curse takes a -2 penalty on attacks, 
  saves, ability checks, skill checks and weapon 
  damage rolls for 1 hour thereafter. A successful 
  Will save DC 15 negates the effect. This ability 
  is CHA based. 
   
  Improved Turn Resistance (Ex): +4 turn 
  resistance. 
   
  Mettle (Ex): At 3rd lvl and higher, a hexblade 
  can resist magical and unusual attacks with 
  great willpower or fortitude. If he makes a 
  successful Will or Fort save against an attack 
  that normally would have a lesser effect on a 
  successful save (such as any spell with an entry 
  of Will half or Fortitude partial), he instead 
  completely negates the effect. 
   
  Nimble Bones (Ex): +4 init; +10’ move. 
   
  Paralysis (Ex): Those hit by a ghoul’s bite 
  or claw attack must succeed on a Fort DC 26 
  save or be paralyzed for 1d4+1 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  CHA based (includes +2 bonus from Ability 
  Focus feat and +4 bonus from Improved 
  Paralysis feat). 
   
  Possessions: air elemental gem, cloak of 
  protection +2, javelin of lightning (x2), +1 flaming 
  longsword, +1 chain shirt, gloves of dexterity +2, 
  ring of blinking, ring of shooting stars, wand of 
  disguise self, nobles’ clothing, signet ring 
  (House Urlirel), masterwork large wooden 
  shield, disguise kit. 
   
  Background Notes: Lord Ogendart Urlirel 
  was raised from the dead via a secret process. 
  This process embodied the Corpsecrafter feat 
  and some of its attendant feats (Libris Mortis 
  sourcebook). This was reflected in a CR 
  increase and any such modifications are 
  reflected in the stat block. 
   
  Physical Description:  A male suel of middle-
  late years with blonde hair and blue eyes 
  (disguised – as a male ghoul of suel stock 
  undisguised). 
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 14 
  
  DM Aid – The Shrine 
   
  An Empty Throne: Clients & Patrons 
  Round 1 
  Page 15 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I04 - An Empty Throne (APL 2-16)/URD5-I04-MM-B3 - Clients & Patrons.pdf