TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, 
  Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD7−08 
   
   
   
   
   
  Good Intentions 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™ Regional Adventure set in the Duchy of 
  Urnst  
   
  by F. Martin Knoff 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Robert Altomare and Bill Benham 
  Playtesters: Nelio Belmont, Kevin Cox, CPJ, Shay Rockman, Roy Thalman 
   
  Peace is a delicate and easily shattered thing. Peace between ancient enemies is even more delicate and should be 
  appreciated for ever existing, not for how long it lasts. The peace between the Duchy and Rary seems to have its heart in 
  the right place, but it has been said that it is doomed to fail. Rumors of dervishes raiding into the Abbor-Alz seem to 
  verify this, but the only people hurt by it will be the settlers and tribesmen there. Can you help them? A one-round 
  regional adventure set in the Duchy of Urnst for characters level 4-14 (APLs 6-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Mage [Skip Williams, Penny Williams, 
  Ari Marmell, Koja Raven Liquette] and Dungeon Masters Guide II [Jesse Decker, David Noonan, Chris Thomasson, James 
  Jacobs, Robin D. Laws].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each 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.  
  # 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 
  3. Sum the results of step 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URD708 Good Intentions 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can 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 receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Duchy of Urnst. All characters from the Duchy of 
  Urnst pay 12 gp per round and all other players pay 24 g[ 
  per round. 
   
  Rich and Luxury Upkeep costs 75 gp per round. 
  Characters that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Relations between the Suel and the Baklunish peoples 
  have been strained at best, and relations between the 
  Duchy of Urnst and Rary the Traitor in the Bright Desert 
  have largely reflected this with a history of skirmishes 
  and threats for as long as the two have existed. 
   
  This all changed over a year ago with a daring 
  diplomatic mission spearheaded by Ellis Lorinar. He 
  managed what nobody else had: an active peace between 
  a Suel and Baklunish empire. Combined with the 
  formation of the Western Flanaess Trading Company, it 
  seemed that thousand year old prejudices may have been 
  put aside. 
   
  Recent events have undermined this however. 
  Adventurers, some of whom came from the Duchy of 
  Urnst, thwarted Rary’s plan to restore the Scorpion 
  Crown and bring the Bright Desert back to its former 
  magnificence. 
   
  This did not sit well with Rary, and he has taken 
  steps to retaliate. Some of the more bloodthirsty 
  dervishes, independent tribesmen for the most part, have 
  been freed from their non-aggression orders against the 
  Abbor-Alz tribesmen and Suel settlers. A years worth of 
  pent up desire to steal and murder was finally unleashed, 
  and it has been. 
   
  In addition, the Duchy of Urnst secret Ambassador, 
  Lord Ellis Lorinar’s mother, has been captured and held 
  by these dervishes, hoping to use her to coerce Ellis into 
  giving them more riches than they ever dreamed of. 
   
  Ambition has its price though, and the dervishes, 
  ignorant 
  of 
  the 
  politics 
  and 
  backstabbing 
  so 
  commonplace among the Suel of the Duchy, had no way 
  of knowing that their plan had one fatal flaw, which will 
  be played out during the course of this adventure. 
   
  ADVENTURE SUMMARY 
  Introduction: PCs are in Leukish and hear many rumors 
  about violence and attacks upon Abbor-Alz tribesmen and 
  Suel settlers, as well as information about Ellis Lorinar 
  and ghosts rising up from the desert. 
  Encounter 1: The party heads to the Abbor-Alz, where 
  they witness first hand the brutality and destruction 
  visited upon settlers and tribesmen in the Abbor-Alz. 
  There is a primary trail to follow, leading to the southern 
  edge of the hills. 
  Encounter 2: A severely injured sand giant is found 
  unconscious. If healed, he will tell the party about the 
  dervishes that attacked him, as well as sharing some more 
  vague but intriguing details about what they said. 
  Encounter 3: Continuing to follow the trail, the party 
  comes to the burnt out remnants of a village, where 
  nobody was spared (Suel and Flan alike) and everything 
  was killed, looted or burned. Some clues as to the nature 
  of the attacks can be found, but they are vague and minor. 
  Encounter 4: The remains of three dead Sand Giants are 
  found and hidden dervishes attack the party. 
  Encounter 5: On their way to dervish lair, the party 
  meets up with Ellis, who is traveling south. He is elusive, 
  but will interact with the party to varying degrees based 
  on past interactions with him. He wishes the party good 
  luck continuing to hunt the dervishes and leaves them. 
  Encounter 6: The party continues to follow the tracks of 
  the dervishes, following their path of murder and 
  destruction.  This is the first time the party may become 
  aware of the horde of Sulm ghosts surrounding the 
  dervish headquarters. 
  Encounter 7: The Dervish headquarters has a number of 
  traps and living areas leading up to the main hall, where 
  the dervish leader resides, and is probably waiting for the 
  URD708 Good Intentions 
   
  Page 2 
  
  party. He is in no mood to talk and quickly engages the 
  party. If the party searches, they can find a secret door 
  leading to the secret area where the Ambassador to Rary, 
  Elllis' mother, resided as a prisoner of the dervishes. 
  Despite her Syrulean nature and life of deceit and 
  manipulation, she never saw that her downfall would 
  come from her own son. Ellis has finally, after years of 
  dreaming of it, killed her, and will make every effort to 
  convince the party, and those back in the Duchy, that it 
  was the dervishes under Rary. 
  Conclusion: The party may have stopped at least one 
  band of the dervishes, and by all accounts, probably one 
  of 
  the 
  stronger 
  ones. 
  Without 
  them  
  spearheading the efforts, and with the death of the 
  Matron (who the dervishes were going to use as a 
  bargaining 
  chip), 
  things 
  quiet 
  down 
  a 
  little.  
  After Ellis returns, he will personally pay to have 
  mercenaries guard the Abbor-Alz (his newfound 
  inheritance makes this largely political posturing), and 
  the PCs may help as well. Thing are back to normal 
  between the Duchy and Rary and a major malign 
  influence on Duchy politics has been removed, but 
  possibly replaced with a new one. 
   
  PREPARATION FOR PLAY 
  Factions can play a part in this adventure, but probably 
  not a major one as most interactions take place between 
  characters and people outside of the main Duchy of 
  Urnst political scene. 
   
  Find out who has personally dealt with Ellis Lorinar 
  or has his favor, as this will be relevant in Encounters 5 
  and 7. 
   
  Factions will be highly important during Encounter 
  8, however, so be sure and read that encounter carefully 
  before having Ellis interact with the characters. 
   
  Encounter 6 also has some interesting effects which 
  continue on while the characters are in the dervish 
  headquarters, 
  particularly 
  if 
  the 
  characters 
  have 
  blindsense, blindsight, see invisibility, or access the 
  Ethereal Plane (via blinking, ethereal jaunt, or similar 
  magics). Characters who die here may also have issues 
  and interactions with the ghost horde assembled here, 
  which may be good or bad. It is important to read this 
  encounter thoroughly. 
   
  Timing, though important, is not pressing. After 
  arriving at the Abbor-Alz, it only takes two days to travel 
  to the dervish headquarters. The party may rest for one 
  night, but if they take longer than three days total to 
  arrive at Encounter 7, the post will be abandoned and 
  empty. If the party wishes to take longer, remind them 
  that dervishes are nomadic by nature and whoever 
  committed these atrocities may very well will be long 
  gone if the party lets the trail get too cold. If the party 
  kills the dervishes in Encounter 6 and waits more than 
  half of a day to continue on to Encounter 7, it will also be 
  abandoned and empty. 
   
  INTRODUCTION 
  The characters start in Leukish. Why they are there is up 
  to them, but most should have a good reason. If they need 
  a reason, feel free to use one of the following: 
   
  • 
  Recent unrest in the Duchy of Urnst is likely to 
  bring many opportunities for mercenary work. 
  • 
  As the capitol, Leukish is the center of Duchy 
  politics. If anything is to happen, it will likely start 
  here. If it doesn’t start here, it won’t be long before 
  news of events arrives here. 
  • 
  Many merchants, in preparation for times of trouble, 
  are off-loading merchandise at cut rates. 
  • 
  Free beer. 
  • 
  Though there is civil unrest currently, Leukish is still 
  a highlight of any tour of the Duchy of Urnst, 
  mixing old and new aspects of the Suel as well the 
  finest in local cuisine, beverages and art. 
  • 
  The Western Flanaess Trading Company recently 
  had a public disclosure meeting and social which 
  ended yesterday. Though not a mandatory meeting, 
  both current and prospective members were 
  requested to attend this quarterly report. 
   
  No matter the reason, Leukish has been awash with 
  rumor, innuendo, allegation and general discontent of 
  late. This is not surprising considering the troubling 
  times and importance of the Duchy’s capital city. The 
  following news has been prominent and can be learned 
  by anyone who hasn’t stuffed their ears with wax: 
   
  • 
  The pact with Rary has been broken and Rary has 
  lived up to his name! Rampant attacks on both the 
  Flan Tribesmen and Suel settlers of the Abbor-Alz 
  are not only reported but confirmed, and people are 
  dying by the hundreds under the blades of Rary’s 
  henchmen. With the lessened Ducal Guard and 
  troop placements due to internal strife, the poor 
  settlers have been left on their own. Somebody 
  needs to go there and help them!  
  • 
  Ellis Lorinar was recently seen departing Leukish 
  and heading south towards the Abbor-Alz. It’s 
  rumored that he even abandoned his command to do 
  so. 
  • 
  Rary has summoned up an invisible army of ghosts 
  to attack the Duchy from the Abbor-Alz. A wizard 
  recently returned to the College of Sages & Sorcery 
  with reports of a horde of ghosts near the Southern 
  border of the Abbor-Alz that could only be seen by 
  magic. When he used that magic, he went insane! 
   
  If the party asks what part of the Abbor-Alz the reports 
  came from they can isolate it to mostly being in an area 
  by the village of Fakr, which is in the central portion of 
  the Abbor-Alz. There is a main road which easily goes 
  there, and leads to Encounter 1. If the party teleports or 
  uses 
  similar 
  magics, 
  adjust 
  Encounter 
  1 
  text 
  URD708 Good Intentions 
   
  Page 3 
  
  appropriately, but assume they are on the main road 
  south and in the same area. 
   
  Development: 
  The 
  party 
  should 
  have 
  enough 
  information to lead them into the Abbor-Alz to stop the 
  dervishes. If they need more motivation, feel free to add 
  more stories of death and destruction on innocents, but if 
  that is insufficient, feel free to end the adventure here. 
   
  1: A FOUNDATION LAID 
   
  Your trip to the Abbor-Alz has been largely 
  uneventful but, throughout your journey, the tell-
  tale signs of unrest have been evident. Farmers eye 
  you warily and have short swords at their belt or 
  clubs within easy reach. Troops patrol regularly and 
  their usually proudly-displayed house insignias are 
  nowhere to be found. Where one shepherd was once 
  enough to attend sheep, now three or four are used. 
  There is no doubt that trouble is afoot in more 
  places than the borders of the Duchy. 
   
   You easily make your way towards the Abbor-
  Alz. As you stay on the road, people give you a wide 
  berth. The local inns fluctuate from flurries of 
  speech and activity to reserved quiet and suspicion. 
  Many people are moving away from the hills and 
  towards the internal edge of the Duchy. Many of 
  them are injured, and all of them are scared.  
   
  Though the dead are not overwhelming, they are 
  not rare among the settlers either. Their remains, 
  neatly wrapped in crimson cloth and bearing the 
  mark of the Ruby Goddess, are respectfully carried 
  until a proper place for them to rest can be arranged. 
   
  Much is not right here, but there is always some 
  understanding to be found if you look hard enough 
  and are patient. In this case, the fact that Flan 
  tribesmen and Suel settlers are working together, 
  forgetting petty rivalries and past wrongs to survive 
  seems to be that silver lining. How long it will last is 
  hard to tell. For now it is real enough and an alliance 
  that all the diplomacy in the Flanaess could not 
  muster before now. 
   
  If the party talks to the settlers or listens in at the inns, 
  they can get the following information: 
   
  • 
  The settlers were attacked by a variety of dervish 
  groups, obviously from the Bright Desert. 
  • 
  They attacked mercilessly, killing men, women and 
  children of both sexes and any age before getting 
  side-tracked by looting and burning. 
  • 
  Skirmishers have ambushed them throughout the 
  Abbor-Alz, though the attacks were fiercest farther 
  south. 
  • 
  The largest group seen at once was eight dervishes. 
  • 
  The settlers defended themselves and fought back, 
  though they (Flan and Suel alike) refused to reduce 
  themselves to the barbaric brutality of Rary’s dervish 
  servants. 
  • 
  They have no doubt that these dervishes are at the 
  least allied with Rary, if not directly taking orders 
  from him. 
  • 
  Dervishes of this sort have roamed the border of the 
  Abbor-Alz for as long as the settlers have been here. 
  Since the treaty between the Duchy and Rary, no 
  attacks have occurred. These new attacks were 
  completely unexpected and there are no troops to 
  defend any settlers or villagers remaining. 
  • 
  There very well may be survivors still, but nobody is 
  around to help. Any survivors would gravitate to the 
  main roads, hiding out until rescuers can be seen. It 
  is much too difficult to be found in the rocky hills 
  and the dervishes often know the lands and locations 
  of farms as well as the settlers and villagers. 
  • 
  It is easy to get lost in the Abbor-Alz, so the main 
  roads should be stuck to. 
  • 
  One person will relate that she/he overheard a 
  conversation about a leader who dwelt in an ancient 
  temple in an area called the Salt Licks (an 
  unimaginative name but still accurate) just south of 
  the village Fakr. When the nomads spoke of this 
  man they refused to say his name, but did whisper 
  about his army of ghosts that protected him from 
  spirit attacks. 
   
  Feel free to make up brief narratives with refugees from 
  the hills to illustrate these points, or if you are short on 
  time, you can just give them the information. 
   
  Development: If the party needs further motivation to 
  go into the Abbor-Alz, feel free to make up any tall tales 
  of abandoned treasures. Some villager will be savvy 
  enough to think of something to convince the 
  adventurers to venture in and there they will be attacked 
  by dervish raiders. Anyone so callous cannot do harm by 
  going in. If they or the dervishes die, the world will be a 
  better place in their minds. If the party continues on, go 
  to Encounter 2. 
   
  2: REFUGEE 
  Up ahead on the path you can see a gigantic figure 
  prostrate just off the road. He is still large despite 
  the dirty crust of stump that sits high up where each 
  of his legs used to be. He lies on the side of the path 
  naked and unconscious, his dark skin caked with 
  bloody dirt and sand. Multiple wounds riddle his 
  body. Small puffs of dust periodically rise from the 
  ground 
  beneath 
  his 
  mouth 
  indicating 
  that 
  miraculously he still breathes. 
   
  The sand giant is stable at -1 hit points, but he is also 
  exhausted. Both of his legs have been removed as has his 
  tongue. He has been stripped naked and has nothing on 
  him. There are large stab marks on his chest surrounding 
  his heart area which can be seen if he is turned over.  
  URD708 Good Intentions 
   
  Page 4 
  
   
  A DC 15 Knowledge (Local Nyrond and Environs) 
  check will reveal that the Duchy has a peace treaty with 
  the sand giants of the Bright Desert and that they have 
  been allied with the Duchy against Rary and his forces in 
  the past. 
   
  If healed and brought back to consciousness, the 
  sand giant can communicate little except yes or no 
  answers short of magical means due to his lack of tongue 
  and illiteracy. He knows the following information: 
  • 
  On a trip to trade with the village of Fakr (a few 
  miles south) his trading party was ambushed by 
  dervishes. 
  • 
  During the ambush, he was defeated and knocked 
  unconscious. When he awoke, all of his companions 
  were dead and butchered beyond recognition. He 
  crawled to Fakr to try and warn them, but they had 
  all ready been attacked. His goal was to continue 
  north to the Duchy in order to let people know what 
  happened. 
  • 
  He survived the brutality of the attack through a 
  variety of magics from the cleric and druid that were 
  with him (delay death and an extended vigor spell cast 
  on him after he was unconscious, but he doesn’t 
  know that). 
  • 
  His party was attacked by two groups of dervishes, 
  one group of four which were well organized and 
  seemed to be leading the second group of about a 
  dozen.  
  • 
  There were four sand giants in his party, himself, the 
  cleric, the druid, and a merchant. They had a wide 
  variety of goods in two wagons being led by mules. 
  The wagons were not there when he regained 
  consciousness. 
  • 
  He will find a hiding spot and wait for the party to 
  return and transport him back to his village if 
  possible, but it is imperative that they track down the 
  remaining dervishes and stop them from further 
  raiding. 
   
  Development: The trail of the sand giant is easy to 
  follow and leads down into the Abbor-Alz to the village of 
  Fakr in Encounter 3.  
   
  The party may have, for whatever reasons, killed the 
  sand giant. If they knew that sand giants are neutral and 
  are considered allies of the Duchy, it is most likely an evil 
  act.  
   
  3: HUNGER SATIATED  
  Up ahead on the trail you have been following there 
  is a small wisp of smoke in the air, originating on 
  the other side of a small rise.  
   
  The players may take whatever precautions they wish, or 
  scout ahead. Read the following to whoever sees the 
  village first: 
   
  The remnants of a small village are a few hundred 
  feet ahead of you. The smoke you see is from the last 
  bit that is still on fire, but the majority of the village 
  is now only embers. 
   
  The residents of the village are not hard to find. 
  They are naked and piled haphazardly in the center 
  of town in various states of butchery. There are 
  approximately thirty bodies piled up when you add 
  the men, women and children together, though 
  there may be more.  
   
  Blood soaks the ground of the village and a thick 
  mud cakes the dirt around the corpses. This must be 
  fairly recent as the birds are still only circling and 
  the coyotes have not yet arrived. 
   
  This is what remains of Fakr. The villagers have all been 
  stripped naked, and their hearts and tongues have been 
  removed.  
   
  The trail of the sand giant does indeed come from 
  here. He did not arrive or depart until after the village 
  was attacked. 
   
  There are a number of tracks here, including human, 
  horse and hyena. It appears that the hearts and tongues of 
  the villagers were fed to the hyenas shortly after the 
  attack. 
   
  Nothing of any value can be found here, as all items, 
  even the most mundane, have been stripped from them. 
  There are no survivors. Every man, woman and child was 
  killed.   
   
  A few details can be gleaned from careful 
  examination of the village. It is obvious that the villagers 
  fought hard but were severely outclassed. The villagers 
  are a mix of Suel settlers and Flan tribesmen, who 
  apparently lived together in this village. It was a village 
  predominantly of farmers, hunters, and with some minor 
  shallow mining. There is a well (which has been left 
  untainted). 
   
  If carefully searched (no Search DC, just state they’re 
  making an effort), two severely fire-damaged statues can 
  be found. A DC 10 Knowledge (Religion) check will 
  identify these as Lendor and Pelor. They were apparently 
  housed in the same building. A make whole spell will 
  restore them to their former condition. 
   
  No dervish tracks lead to the north, but there are 
  many that return to the south. There appears to be a 
  wagon among them. 
   
  Development:  The party will most likely follow the 
  tracks back towards the southern edge of the Abbor-Alz, 
  leading to Encounter 4. 
   
  4: FOUNDED RUMORS 
  Another pile of three bodies sits about half way up a 
  rise among a fallen tree and other debris on the trail 
  ahead of you. The bodies appear to be similar to the 
  sand giant you encountered earlier, and they too 
  appear to have been stripped and maimed. 
   
  URD708 Good Intentions 
   
  Page 5 
  
  The bodies lie naked and stripped of any goods. The 
  dervishes have stashed their loot and buried it a good ¼ 
  mile away using pass without trace to hide their trail. The 
  sand giants’ wagon has been taken to the Hall of Barak 
  and made into firewood.  
   
  When examined, not only have their tongues been 
  removed in a similar manner to the villagers before, but 
  these bodies have been maimed in a fashion similar to the 
  other sand giant that the party met previously, but even 
  more so. Carved in their skin are various forms of “traitor” 
  sliced in Baklunish into the thick, leathery skin. They 
  have been here for about a day. 
   
  A DC 20 Heal check will determine that it is very 
  difficult to cut out the heart of a sand giant, as their hearts 
  are particularly well guarded. Only two of the dead sand 
  giants have had theirs removed (and they were severely 
  mangled in the process), so it wasn’t just the survivor that 
  was spared this indignity. Again, it appears that the 
  removed organs were fed to some kind of creature, 
  though it will become apparent soon enough that it is a 
  hyena. 
   
  All of the dervishes hiding have total cover, total 
  concealment, or both. They are not moving at all, so 
  should be completely silent. If possible, they will attack 
  when the party is spread out, but will not wait for long 
  before attacking. See the tactics section for specifics on 
  how the dervishes attack. 
   
  Creatures: The numbers next to the hyenas on the map 
  match the number of an APL. So for APL 6 where there 
  are two hyenas, use hyena #1 and #2. At higher APLs, 
  where there are advanced hyenas, alternate between 
  regular and advanced hyenas, adjusting for space as 
  needed. Placement of the hyenas is only a suggestion of 
  how they could be distributed. The only critical element 
  is that they are on the other side of the rise so that they 
  cannot be seen. 
   
  To compensate for the wide variety of timing issues 
  involved in this encounter, there are no power-up suites 
  included. Please use your best judgment when buffing, 
  with the primary concern being maintaining the ambush. 
  Remember that spellcasting must be done with a loud, 
  clear voice, so mostly it will be potions used to buff. 
   
   
  APL 6 (EL 8) 
   
  �Toobl and Gurk, brothers and dervishes: male 
  human warrior 2, fighter 1, barbarian 2; hp 50; Appendix 
  2.  
   
  �Farna the sharp, archer nomad: male human 
  warrior 2, fighter 1, ranger 2; hp 34; Appendix 2.  
   
  �Pottl the tainted, druid and overall mean 
  person: male human warrior 2, druid 3; hp 38; Appendix 
  2.  
   
  �Fink, hyena animal companion: hyena; hp 26; 
  Appendix 2.  
   
  �Fink’s troupe of hyenas (2): hyena; hp 13; 
  Appendix 2. 
   
  APL 8 (EL 10) 
   
  �Toobl and Gurk, brothers and dervishes: male 
  human warrior 2, fighter 3, barbarian 2; hp 68; Appendix 
  3.  
   
  �Farna the sharp, archer nomad: male human 
  warrior 2, fighter 2, ranger 3; hp 47; Appendix 3.  
   
  �Pottl the tainted, druid and overall mean 
  person: male human warrior 2, druid 5; hp 52; Appendix 
  3.  
   
  �Fink, hyena animal companion: hyena; hp 26; 
  Appendix 3.  
   
  �Fink’s troupe of hyenas (4): hyena; hp 13; 
  Appendix 3. 
   
  APL 10 (EL 12) 
   
  �Toobl and Gurk, brothers and dervishes: male 
  human warrior 2, fighter 4, barbarian 3; hp 87; Appendix 
  4.  
   
  �Farna the sharp, archer nomad: male human 
  warrior 2, fighter 3, ranger 4; hp 60; Appendix 4.  
   
  �Pottl the tainted, druid and overall mean 
  person: male human warrior 2, druid 7; hp 66; Appendix 
  4.  
   
  �Fink, hyena animal companion: hyena; hp 39; 
  Appendix 4.  
   
  �Fink’s troupe of hyenas (4): hyena; hp 13; 
  Appendix 4. 
   
  �Fink’s troupe of hyenas (3): advanced hyena; hp 
  38; Appendix 4. 
   
  APL 12 (EL 14) 
   
  �Toobl and Gurk, brothers and dervishes: male 
  human warrior 2, fighter 2, barbarian 1; hp 107; Appendix 
  5.  
   
  �Farna the sharp, archer nomad: male human 
  warrior 2, fighter 4, ranger 5; hp 73; Appendix 5.  
   
  �Pottl the tainted, druid and overall mean 
  person: male human warrior 2, druid 7; hp 80; Appendix 
  1.  
   
  �Fink, hyena animal companion: hyena; hp 52; 
  Appendix 5.  
   
  �Fink’s troupe of hyenas (6): hyena; hp 13; 
  Appendix 5. 
   
  �Fink’s troupe of hyenas (5): advanced hyena; hp 
  38; Appendix 5. 
   
  Tactics: Toobl and Gurk are hiding (with total cover and 
  concealment) crouched behind the bushes and rocks 
  marked on the map. They remain there until they see the 
  hyenas come over the rise, then attack soft targets that 
  may be on their side of the fight. Farna uses her horse to 
  stay out of range at the top of the rise, trying to finish off 
  anyone heavily wounded or targeting obvious spellcasters 
  with a readied action if nobody looks heavily wounded. 
   
  Pottl commands Fink and her troupe to attack the 
  front line, supporting them with area affect spells and 
  healing as needed. Pottl stays as close as possible to his 
  animal companion, and will physically join the fight if it 
  URD708 Good Intentions 
   
  Page 6 
  
  seems more effective than spellcasting. The hyenas are 
  smart pack hunters, and will flank and gang up on easy 
  targets whenever possible.  
   
  Toobl and Gurk immediately move together to attack 
  one target, doing minimal power attacking until they 
  gauge how hard it is to hit their opponent.  
   
  They all fight to the death, even Farna, who will 
  attempt to stay at range and continue the attack until all 
  the PCs are dead (even if the fight is going against her). In 
  fact, the dervishes get more and more bloodthirsty as 
  their comrades fall, and more likely to take it out on 
  unconscious (and possibly even dead) enemies to ensure 
  that they have suffered as well. 
   
  The hyenas stay and fight for as long as Fink is up, 
  but will break and flee if half or more of their number are 
  dead after Fink drops. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 6: Loot 169 gp; Coin 35 gp; Magic 683 gp 
  Composite shortbow +1 mighty +2 (217 gp), potion of remove 
  blindness/deafness x4 (63 gp each), mithral shirt x2 (92 gp 
  each); Total 888 gp. 
   
  APL 8: Loot 6 gp; Coin 35 gp; Magic 1,525 gp, Chain 
  shirt +2 (354 gp), composite shortbow +1 Mighty +2 (217 gp), 
  potion of remove blindness/deafness x4 (63 gp each), falchion 
  +1 x2 (198 gp each), mithral Shirt x2 (92 gp each); Total 
  1,567 gp. 
   
  APL 10: Loot 6 gp; Coin 0 gp; Magic 2,951 gp Bracers 
  of archery – lesser (417 gp), chain shirt +2 (354 gp), gauntlets 
  of ogre power x3 (333 gp each), composite shortbow +1 mighty 
  +3 (225 gp), potion of remove blindness/deafness x4 (63 gp 
  each), falchion +1 x2 (198 gp each), mithral shirt x2 (92 gp 
  each); Total 2,957 gp. 
   
  APL 12: Loot 6 gp; Coin 35 gp; Magic 3,047 gp Bracers 
  of archery – lesser (417 gp), chain shirt +2 (354 gp), gauntlets 
  of ogre power x3 (333 gp each), composite shortbow +1 mighty 
  +3 (225 gp), potion of remove blindness/deafness x4 (63 gp 
  each), falchion +1 x2 (198 gp each), mithral shirt x2 (92 gp 
  each); Total 3,088 gp. 
   
  Development: There is an obvious trail to follow to get 
  to the Dervish lair as they were not hiding their tracks. If 
  the party needs motivation to continue on, remind them 
  that previous rumors listed the number of dervishes 
  above the four here, so reminding them of this may be a 
  good motive for them to continue along the trail. If the 
  party has not rested before, they may do so now with no 
  negative effect as previously described in the Preparation 
  for Play section. 
   
  5: NO MEETINGS ARE 
  CHANCE 
  About fifty feet ahead, you see a single figure dressed 
  in traveler’s clothe,s apparently giving himself and 
  his mount a break on the side of the road. The 
  mount is a gleaming white horse, a perfect example 
  of its species and wearing what appears to be mithral 
  chain barding. The rider is hard to make out, with 
  the hood of his cloak pulled over his head. He has a 
  long sword at his side which is not drawn and he 
  stands tall on the side of the road, awaiting you. 
   
  It is quite likely that characters will have had interactions 
  with Lord Ellis in the past, and have either his favor or 
  disfavor from a variety of sources, including faction 
  affiliations. Lord Ellis has a number of things on his mind 
  more pressing at the moment though, so many of these 
  may be glossed over. 
   
  Ellis Lorinar is on his way to commit what is perhaps 
  one of the most prohibited crimes to the Suel people – 
  matricide. He is going to kill his mother in order to stop 
  her from starting a full-blown war with Rary, her ultimate 
  plan in the whole peace treaty plot initiated a few years 
  ago. Ellis, though not particularly frightened of a war 
  with Rary, sees this as an opportunity to free himself 
  from the scheming yoke of his mother and fulfill his own 
  ambitions instead of hers for a change. 
   
  He nods politely at the characters, addressing those 
  he knows by name. He is willing to chat for a bit while 
  his horse fodders, but he is not in a particularly talkative 
  mood. Anything that is blatantly untrue will be followed 
  by (false). 
  • 
  He dismisses any discussion about Factions or 
  current actions by factions for political posturing, 
  insisting that he is not interested in such matters at 
  the time. 
  • 
  If asked about Duke Karll, he insists that the duke is 
  alive and likely will be returning shortly. 
  • 
  If asked about why he’s in the Abbor-Alz, he merely 
  says that he is on a highly secretive and critical 
  mission with the Duchy Ambassador to the Bright 
  Lands. 
  • 
  If asked who the Ambassador to the Bright Lands is, 
  he dryly says that it is his mother, the Matron of 
  House Lorinar. 
  • 
  If asked what his mother’s name is, he pauses for a 
  moment, looking at the PCs with what could (with a 
  DC 20 Sense Motive check) be construed as regret, 
  inform them that even he does not know his 
  mother’s first name. 
  • 
  If asked about Seltaren, he insists that all of the 
  troubles there in recent times will be resolved soon. 
  • 
  If asked about what he thinks will bring the Duchy 
  back to peace, he again pauses for a moment, then 
  look calmly at the PCs and say the following: 
   
   
  “If there is anything my military career has 
  taught me it is that small groups can accomplish 
  goals an army never could. There is no smaller 
  group than a single person. We all have a 
  personal responsibility to make sure that we use 
  that power and accomplish things that will 
  move us back to peace and stability, rather than 
  this chaos that rules us now.” 
   
  URD708 Good Intentions 
   
  Page 7 
  
  • 
  If the party wants to talk about the dervish attacks, 
  Ellis seems resigned that despite his attempts at 
  peace with Rary, that he fears the traitor is living up 
  to his name and that part of his mission is to try and 
  avoid all out war on an external front as much as 
  possible (false for the most part, but he will stick 
  with it). 
  • 
  If the party explains why they are here, Ellis 
  applauds the PCs for following and stopping the 
  dervishes, requesting that they be very thorough in 
  their tracking down of these murderers and show 
  them the same brand of mercy that the dervishes 
  showed to the Suel settlers recently killed. He 
  assures the PCs that if they avenge these deaths, he 
  will be grateful and make sure that people know of 
  their bravery and dedication to proper vengeance. 
  • 
  Ellis, in any conversation, seems fairly focused on 
  ends and not really interested in law. Tradition is still 
  ingrained in him, but will be secondary to getting 
  things done. 
  • 
  Any other conversation topics will be dismissed as 
  being of no interest to him. 
   
  Ellis will only chat for a few minutes, then insist the 
  urgency of his mission requires him to leave. 
   
  Creatures: This is Ellis Lorinar. There should be no need 
  for combat stats for him. No attempts to use diplomacy or 
  intimidate will be successful, and might even be counter-
  productive if he recognizes them (with a proper Sense 
  Motive check). 
   
  All APLs 
   
  �Lord Ellis Lorinar: Bluff +8, Diplomacy +4, Sense 
  Motive +15. 
   
  Tactics: Ellis escapes immediately, using his cape of the 
  mountebank (and taking his mount with him) if any signs 
  of a fight come up. He has more urgent matters to attend 
  to. 
   
  Development: After talking to Ellis, the party should 
  continue on the trail, tracking the Dervishes to their lair. 
  If the party travels traditionally (ie not magically – which 
  is likely as they have only the trail of the dervishes to lead 
  them to where they are going), this takes several hours 
  longer than following Ellis, who knows where he is 
  going. If the party manages to divine where the dervish 
  lair is and travels there magically, do not adjust 
  Encounter 7. Assume that Ellis has his own way of 
  getting there magically and did so shortly before the 
  party arrived. Adjust any box text accordingly. 
   
  If the party quarrels with Ellis, then adjust the 
  interaction in Encounter 7 appropriately as well. Ellis is 
  obviously be less willing to chat in that scenario.  
   
  6: AN ANGRY MOB 
  The temple is surrounded by a ghost mob of massive 
  proportions. The ghosts are all from the Sulm empire, 
  raised by Rary in anger over his plan being halted to 
  restore the Bright Desert. They have naturally migrated 
  to this temple as it is an ancient holy place for them, long 
  before this temple was built. The effects of the ghost mob 
  are in the preface to Encounter 7. 
   
  If any member of the party has see invisibility, 
  blindsight or blindsense, they become aware of the 
  ghosts surrounding the temple in Encounter 7. For 
  people with see invisibility, read the following: 
   
  Ahead of you around the temple mills thousands of 
  ghostly figures, all of them from a race and time long 
  past. They are of assorted ages and genders, none of 
  them clothed. The one thing they have in common is 
  the gleam of hatred and anger in their eyes. Their 
  attire is antiquated, but they all have a simple 
  pendant around their necks bearing a scorpion 
  emblem. Many of them are staring in your general 
  direction, though not directly at you. 
   
  For those with blindsight or blindsense, read the 
  following when they approach within 100’ of the temple: 
   
  You have an overwhelming feeling of presence, as if 
  countless hands are crawling over your skin and 
  someone is watching you from every direction. No 
  matter where you go or look, they are there, cloying 
  and infesting your presence. It is, at the least, very 
  distracting. 
   
  NOTE: As the ghost mob cannot manifest, none of 
  its special abilities interact with the Prime Material 
  Plane. Only creatures that have a physical presence 
  on the Ethereal Plane (i.e. blinking, ethereal jaunt, or 
  other such magical effects) may be directly impacted 
  by the ghost mob. 
   
  Development: The party may continue on to Encounter 
  7: The Hall of Barok, or they may decide to go home.  
   
  7: THE HALL OF BAROK 
  Before you stands a large, sturdy building. It is 
  twenty feet high and appears to be carved out of a 
  huge block of sandstone. There are no windows and 
  only one door at what must be the front of the 
  building. On the left side there is a huge stack of 
  firewood. 
   
  If the firewood is examined closely, the remnants of a 
  wagon which has been broken up can be found on the 
  top. 
   
  URD708 Good Intentions 
   
  Page 8 
  
  GENERAL EFFECTS THROUGHOUT THE TEMPLE 
  AREA 
  All of the ceilings are 20’ tall. 
   
  There are a number of effects throughout the temple. 
   
  All of the walls are protected by a form of dimensional 
  lock which prevents teleportation through them. This also 
  makes casting any summon spells impossible. Other 
  Conjuration spells are not affected, nor are any 
  teleportation spells that do not pass through the walls of 
  the temple effected. 
   
  All of the walls that are decorated with precious 
  metals are protected by a magical trap. It is triggered by 
  anyone who is not the high priest of the temple 
  attempting to remove the precious metals from the walls. 
  It has the following effect: 
   
   
  �Fireball Trap: CR 5; spell; spell trigger; automatic 
  reset; spell effect (fireball, 8th level wizard, 8d6 fire, DC 14 
  Reflex save half damage; Search DC 28; Disable Device 
  DC 28. 
   
  Each five foot section contains 25 gp of inlaid gold, 
  platinum, and silver, and a total of 30 five foot sections 
  exist. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  �All APLs: Coin 4 gp per five foot section, 120 gp 
  max; Total 120 gp. 
   
  As described in Encounter 6, there is a mob of ancient 
  Sulm ghosts which covers the entire temple area and has 
  the following effects: 
   
  • 
  Any creature with see invisibility or similar magics 
  that allow them to see ethereal creatures have their 
  line of sight (but not line of effect) blocked beyond 
  five feet due to the horde of ghosts blocking their 
  view. Creatures more than five feet away are 
  considered to have total concealment towards them. 
  • 
  Any creature that extends into the ethereal plane and 
  is not Baklunish is immediately attacked. First, the 
  ghost mob will get an attack of opportunity (it has 
  combat reflexes) for having its square entered. 
  Second, it will immediately begin attacking. As it is a 
  mob, there is no attack roll needed. It only needs to 
  occupy the space of the person entering the ethereal 
  plane which it automatically does throughout the 
  temple.  
  • 
  The ghost mob does not have the ability to manifest 
  as most ghosts do, so its impact is only on characters, 
  who extend into the ethereal plane in some way. 
  • 
  Creatures with blindsight or blindsense are shaken 
  while they are in the temple area. There is no save 
  and this is not a magical or mind-affecting effect.  
  • 
  Any creature who dies within the area of the ghost 
  mob must make a Will save (DC 20) or be 
  incorporated into the mob as a ghost. The character 
  then requires at least a resurrection to be restored to 
  life (though a wish or miracle will suffice). The 
  conditions for resting their spirit should be set by 
  the PC, but must be done before the end of this 
  adventure to free their soul and stop being a ghost. 
  • 
  Statistics for the ghost mob are given in Appendix 1, 
  including its attacks. 
   
  AREA A − ENTRANCEWAY 
  In stark contrast to the dull stone of the exterior, 
  this entrance chamber is lavishly decorated. Murals 
  of busy markets with merchants haggling, rich 
  goods in abundance, and gold flowing mark the 
  walls. Over each mural, a set of scales and measures 
  seem to hover over the bustling scenes. All of the 
  murals are painted and engraved in precious metals. 
  Though they seem to be old, they are well 
  maintained and un-molested by the hands of 
  thieves.  
   
  A DC 15 Knowledge (Religion) check will discern that 
  this is probably a temple of Mouqol the Merchant, a 
  Baklunish god of trade and merchants. 
   
  As described in the preface to this area, each five foot 
  square of the murals is trapped. See that section for 
  details. 
   
  AREA B – ENTRANCE HALL 
  The hallway continues down and ends in a door. A 
  rich blue carpet lines the floor, padding every step. 
  Murals continue to decorate the walls, but now they 
  focus on scenes of worship on the right and 
  punishment of liars and criminals on the left. Harsh 
  judgments seem to await the dishonest and 
  larcenous while riches and pleasures await the 
  truthful. 
   
  As described in the preface to this area, each five foot 
  square of the murals is trapped. See that section for 
  details. 
   
  There is nothing else of interest in the hall, except 
  for the exits.  
   
  There is a door at the end of the hall into Area E. It is not 
  marked on the map, but please include draw it in manually. It 
  is merely an omission and should be there. 
   
  AREAS C & D – DERVISH QUARTERS 
  These rooms are sparse, but obviously lived in. Each has 
  two mats for sleeping, a pillow, and a table to eat at. Both 
  rooms are clean, but are also void of any treasure or clues. 
   
  If searched thoroughly, tell-tale clues that the group 
  of dervishes the party fought were staying here can be 
  found. Feel free to make up these details as you see fit. 
   
  AREA E – TEMPLE WAITING ROOM 
  There is a trap on the door set to go off if a non-Baklunish 
  person opens the door into Area J. unseen servants, open, 
  knock or similar magics will not set it off. If the trap goes 
  off, the people in Area J will be alerted to the presence of 
  URD708 Good Intentions 
   
  Page 9 
  
  someone. This does not mean they will know who is 
  there. They will just know that someone is in the temple 
  that is non-Baklunish. 
   
  This waiting room is sparse. There is a rich blue 
  carpet that leads into it. The walls and ceilings are 
  inlaid with gold and platinum in a swirling pattern, 
  but no ornate murals are painted here. The room is 
  thoroughly clean and no dirt or dust besmirch the 
  floor. 
   
  As described in the preface to this area, each five foot 
  square of the walls are trapped. See that section for 
  details. 
   
  In addition, the door to the temple proper is trapped. 
  Any non-Baklunish person opening it will trigger it. The 
  sound of this trap going off WILL alert the priest of the 
  presence of outsiders. 
   
  Ellis is aware of the trap, having visited his mother a 
  number of times, and always knocks, waiting for the 
  priest to open the door for him. 
   
  APL 6 
   
  �Chain Lightning Trap: CR 7; magic device; 
  proximity trigger (opening door by non-Baklunish 
  creature size greater than tiny); automatic reset; spell 
  effect (chain lightning, 11th level wizard, 11d6 electricity to 
  target nearest door plus 5d6 electricity to each of up to 
  eleven secondary targets, DC 19 Reflex save half damage; 
  Search DC 31; Disable Device DC 31. 
   
  APL 8 
   
  �Evard’s Black Tentacles Trap: CR 7; magic 
  device; proximity trigger (opening door by non-
  Baklunish creature size greater than tiny); automatic 
  reset; spell effect (Evard’s black tentacles, 7th level wizard, 20 
  ft. spread centered 20 ft. from door, +15 Grapple check for 
  1d6+4 damage); Search DC 31; Disable Device DC 31. 
   
  �Acid Fog Trap: CR 7; magic device; proximity 
  trigger (opening door by non-Baklunish creature size 
  greater than tiny); automatic reset; spell effect (acid fog, 
  11th level wizard, 2d6 acid / round for 11 rounds, centered 
  in middle of room with edge to door trigger); Search DC 
  31; Disable Device DC 31. 
   
  APL 10 
   
  �Maximized Evard’s Black Tentacles Trap: CR9; 
  magic device; proximity trigger (opening door by non-
  Baklunish creature size greater than tiny); automatic 
  reset; spell effect (Evard’s black tentacles, 11th level wizard, 
  20 ft. spread centered 20 ft. from door, +19 Grapple check 
  for 10 damage); Search DC 33; Disable Device DC 33. 
   
  �Empowered Acid Fog Trap: CR 9; magic device; 
  proximity trigger (opening door by non-Baklunish 
  creature size greater than tiny); automatic reset; spell 
  effect (acid fog, 11th level wizard, 2d6 acid (+½ again) / 
  round for 11 rounds, centered in middle of room with 
  edge to door trigger); Search DC 31; Disable Device DC 
  31. 
   
  APL 12 
   
  �Chain Lightning Trap (2): CR 7; magic device; 
  proximity trigger (opening door by non-Baklunish 
  creature size greater than tiny); automatic reset; spell 
  effect (chain lightning, 11th level wizard, 11d6 electricity to 
  target nearest door plus 5d6 electricity to each of up to 
  eleven secondary targets, DC 19 Reflex save half damage; 
  Search DC 31; Disable Device DC 31. 
   
  �Maximized Evard’s Black Tentacles Trap: CR9; 
  magic device; proximity trigger (opening door by non-
  Baklunish creature size greater than tiny); automatic 
  reset; spell effect (Evard’s black tentacles, 11th level wizard, 
  20 ft. spread centered 20 ft. from door, +19 Grapple check 
  for 10 damage); Search DC 33; Disable Device DC 33. 
   
  �Empowered Acid Fog Trap: CR 9; magic device; 
  proximity trigger (opening door by non-Baklunish 
  creature size greater than tiny); automatic reset; spell 
  effect (acid fog, 11th level wizard, 2d6 acid (+½ again) / 
  round for 11 rounds, centered in middle of room with 
  edge to door trigger); Search DC 31; Disable Device DC 
  31. 
   
  AREA F & G − CLOSETS 
  These simple closets hold crates of rations (enough for a 
  dozen people to eat for about three months) and barrels of 
  water (enough to last a dozen people a week, possibly two 
  if they’re frugal). The water is made from a create water 
  spell as the water in the temple is considered holy and 
  not suitable for everyday drinking. 
   
  AREA H – PRIESTS QUARTERS 
  This sparsely decorated room has a large pile of 
  simple blankets and pillows to sleep in, a shelf of 
  books and a desk. The walls are stone and very well 
  maintained. The room is obviously lived in, but it is 
  equally obvious that it well taken care of. 
   
  There are some personal effects in the desk and a single 
  set of clean eating utensils and plates on the table. 
  Though the room is obviously lived in, there are no 
  diaries, clues, manifestos, insane pleadings or similar plot 
  devices to be found. 
   
  AREA I – ACOLYTE’S QUARTERS 
  This room appears to be quarters for someone to live 
  in, but it appears to be vacant. There is a bed, desk 
  and shelf, but they are bare. 
   
  There is nothing of interest in this room as it is currently 
  vacant. 
   
  AREA J – TEMPLE PROPER 
  The mist that covers the front area of the room only 
  affects those who are not Baklunish and it acts in all 
  regards as a fog cloud spell. Baklunish characters can see 
  the entire room. Please adjust the box text accordingly. 
  URD708 Good Intentions 
   
  Page 10 
  
   
  If the entire party of characters is for some reason 
  Baklunish, you will have to do a lot of improvising in this 
  encounter. Use the guidelines for interacting with 
  Minnal after he speaks as a template for how to interact 
  with him and what will cause him to attack, but also 
  remember that he is inflexible in achieving his goals and 
  will gladly destroy anyone who stands in his way. No 
  diplomacy, intimidate or bluff check will change this and 
  he will never be anything but unfriendly to the PCs 
  unless they are servants of Rary. If they are servants of 
  Rary, he will demand that they immediately leave and 
  wish them luck in their adventures, but no more. 
   
  Non-Baklunish characters see the following: 
   
  The room before you is obscured by a thick, rolling 
  mist about ten feet in front of you. The floor and 
  walls around you are made of shiny white marble 
  and appear to be well maintained.  
   
  Depending on APL, the sorcerer may or may not be 
  invisible, so adjust the second paragraph accordingly. 
  Baklunish characters see the following: 
   
  The room before you is quite large. The walls and 
  floors are made of gleaming white marble, polished 
  to shine like the sun itself. Numerous lavish prayer 
  mats adorn the floor, facing a large, gold rimmed 
  pool of the clearest water. Behind the pool are two 
  large pedestals with flaming urns that burn a 
  pristine white and two large statues of a lavishly 
  dressed, stern Baklunish man. One holds a set of 
  gold scales in his hand and the other a pile of 
  platinum coins.  
   
  In the back of the room, there are three 
  creatures. 
   
  The first is a small, crackly-skinned flying 
  creature of vaguely humanoid nature. He has a sour 
  look on his face, and glares in your general direction 
  with much disdain. 
   
  The second is what must have once been a 
  unicorn, but the blue scales and crackling electricity 
  emanating from it are almost as distracting as the 
  hateful glare that emanates from under its chain 
  barding. 
   
  The third is a Baklunish man, dressed in a 
  gleaming cloak, who stares down the hall at you, 
  hatred in his eyes. 
   
  After describing the room, give the PCs a move action 
  before reading them the following: 
   
  A voice booms from the other side of the room, 
  heavily accented and filled with venom: 
   
  “You have exactly ten seconds to explain your 
  presence in a satisfactory way. Be grateful that you 
  have caught me in a benevolent mood, for normally I 
  would just slaughter you for dirtying this divine 
  place with your presence.” 
   
  The PCs may wish to talk to Minnal, but he is short on 
  patience. If the PCs draw weapons, cast spells (of any 
  kind), move more than five feet away from the fog cloud, 
  or do or say anything that would be considered aggressive 
  or insulting, he will immediately attack. Minnal is more 
  than happy to slaughter anyone, asking questions later 
  and not regretting any mistakes he may make, even 
  concerning followers of Rary. 
   
  If asked, he will give the following information: 
   
  • 
  If asked about why he’s here, he simply replies that 
  there is great glory in getting rich off of those who 
  are not strong enough to keep their wealth. 
  • 
  If asked about his connection to Rary, he says that he 
  considers him a patron and respects him as a leader, 
  especially since he has given him free reign to raid 
  into the Abbor-Alz again. 
  • 
  If asked about killing women, children, and 
  innocents, he shrugs nonchalantly and says it was 
  their fate to feed his riches. 
  • 
  If asked about religion he gives a similar reaction to 
  that about his connection to Rary. 
  • 
  If threatened by PCs implying they are stronger than 
  him and could take his treasure (implying he might 
  be hypocritical about his moral ethics), he will gladly 
  invite them to try, as he has no intention of letting 
  them escape with such a bounty of treasure to add to 
  his pile. 
  • 
  If informed of the death of the four dervishes, or the 
  survival of the sand giant, he merely says that Istus 
  chose wisely, as she always does. 
   
  He does not banter for long and cheerily announces that 
  it is now time for the PCs to turn over their wealth to him 
  or die resisting. He WILL allow the PCs to surrender all 
  their wealth if they wish to, and flee naked into the 
  surrounding hills. If they are young, female, and non-
  Suel, he will allow them to stay as his concubine until he 
  bores of them.  
   
  He will consider allowing Baklunish characters to 
  join him if they prove themselves. Usually this involves 
  turning on their party members and giving Minnal the 
  treasure they had, or if they are all ready defeated, a week 
  long period of servitude after having all their equipment 
  stripped from them. 
   
  There is a secret door in the back of the chamber (DC 
  20 Search). There are many tracks leading up to and away 
  from it (DC 10 Track) and it is not that difficult to locate. 
  It leads to Area K. 
   
  Creatures:  
   
  APL 6 (EL 8) 
   
  �Minnal, Acting High Priest of Mouqol and the 
  Hall of Barok, dervish and vicious bad guy: male 
  human sorceror 9; hp 37; Appendix 2.  
   
   �Blue Half-Dragon Advanced Unicorn: CR 6, hp 
  116; Appendix 2.  
  URD708 Good Intentions 
   
  Page 11 
  
   
  �Ibix, salt mephit extraordinaire: salty outsider; 
  hp 19; Appendix 2.  
   
  APL 8 (EL 10) 
   
  �Minnal, Acting High Priest of Mouqol and the 
  Hall of Barok, dervish and vicious bad guy: male 
  human sorceror 11; hp 45; Appendix 3.  
   
   �Blue Half-Dragon Advanced Unicorn (2): CR 
  6, hp 116; Appendix 3.  
   
  �Ibix, salt mephit extraordinaire - Advanced: 
  salty outsider; hp 63; Appendix 3.  
   
  APL 10 (EL 12) 
   
  �Minnal, Acting High Priest of Mouqol and the 
  Hall of Barok, dervish and vicious bad guy: male 
  human sorceror 13; hp 53; Appendix 4.  
   
  � Blue Half-Dragon Advanced Unicorn: CR 6, hp 
  116; Appendix 4.  
   
  Clay Golem: CR 10, hp 90; Appendix 4. 
   
  �Ibix, salt mephit extraordinaire - Advanced: 
  salty outsider; hp 63; Appendix 4.  
   
  APL 12 (EL 14) 
   
  �Minnal, Acting High Priest of Mouqol and the 
  Hall of Barok, dervish and vicious bad guy: male 
  human sorceror 15; hp 61; Appendix 5.  
   
   �Blue Half-Dragon Advanced Unicorn (2): CR 
  6, hp 116; Appendix 5.  
   
  �Clay Golem - Advanced: CR 12, hp 144; 
  Appendix 5. 
   
  �Ibix, salt mephit extraordinaire - Advanced: 
  salty outsider; hp 63; Appendix 5.  
   
  Tactics: Minnal always starts with a greater invisibility 
  spell. He will then follow up with attempts to either limit 
  the PCs access to his servants or making them less 
  effective in combat. He will not think twice about 
  polishing off a heavily injured character if the 
  opportunity arises, even to the extent of putting one or 
  two magic missiles into downed foes. He uses his 
  metamagic feats liberally and when necessary, but not to 
  the detriment of effectiveness. 
   
  The half-dragon unicorns usually start out with their 
  breath weapons, then wade into melee. They heal 
  themselves once, if at half or less hit points. They are 
  committed to Minnal and fear failure in defending him, 
  so they fight to the death in all circumstances. 
   
  Ibix usually stays away from direct combat (using his 
  spell like abilities and area effect abilities first), though at 
  higher APLs is likely to engage casters in melee. 
   
  The clay golem is pretty straight forward, moving to 
  the first opponent and beating them until they can’t be 
  beaten any longer, unless Minnal directs him otherwise. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 6: Loot 33 gp; Coin 48 gp; Magic 150 gp; Potion 
  of Mage Armor (4 gp), Vest of Resistance +1 (83 gp), Potion of 
  Remove Blindness/Deafness (63 gp); Total 231 gp. 
   
  APL 8: Loot 33 gp; Coin 48 gp; Magic 200 gp; Potion 
  of Barkskin +3 (50 gp), Potion of Mage Armor (4 gp), Vest of 
  Resistance +1 (83 gp), Potion of Remove Blindness/Deafness 
  (63 gp); Total 281 gp. 
   
  APL 10: Loot 283 gp; Coin 0 gp; Magic 200 gp; Potion 
  of Barkskin +3 (50 gp), Potion of Mage Armor (4 gp), Vest of 
  Resistance +1 (83 gp), Potion of Remove Blindness/Deafness 
  (63 gp); Total 531 gp. 
   
  APL 12: Loot 283 gp; Coin 45 gp; Magic 2,098 gp; 
  Cloak of Charisma +4 (1,333 gp), Potion of Barkskin +3 (50 
  gp), Potion of Mage Armor (4 gp), Vest of Resistance +1 (83 
  gp), Potion of Remove Blindness/Deafness (63 gp); Total 1,862 
  gp. 
   
  AREA K – AMBASSADOR’S WAITING ROOM 
  This lavishly-decorated room appears to be some 
  kind of parlor or waiting room. The chairs that are 
  neatly organized around it are mahogany and over-
  stuffed under their blue velvet exteriors. The carpet 
  on the floor is a rich burgundy and has an intricate 
  scroll pattern tastefully adorning it. There is a statue 
  of a well dressed, droll Suel man at the other end of 
  the room. He appears to stare out at you, 
  disinterested. 
   
  A DC 10 Knowledge (Religion) check will determine that 
  the statue is similar to the one seen before and is also of 
  Lendor, though the quality of this carving is vastly 
  superior to the charred vestige found at the temple. 
   
  A thorough search of the room reveals nothing 
  of interest, even under the carpet. 
    
  AREA L – AMBASSADOR’S BATH 
  This room is fully decorated in immaculate white 
  marble. The dominant feature is a bath carved in the 
  floor in the middle of the room. 
   
  There is a small rack with towels off to the right. 
  The smell of minerals fills the room and the air here 
  is clean and refreshing. 
   
  This is the bath. If detect magic or similar magics are used, 
  there is a strong Conjuration (Healing) aura to the water 
  in the bath. If someone soaks in the pool for a minute, 
  they gain fast healing 1 for up to 5 rounds. If they soak for 
  20 minutes, they are affected as if a maximized lesser 
  restoration were cast on them. No single person can 
  receive either benefit more than once per day. There is 
  nothing else of interest here. 
   
  AREA M – AMBASSADOR’S QUARTERS 
  This room is richly, if not sparsely, decorated. There 
  is a small but comfortable bed in the corner with a 
  mahogany frame surrounded by matching pieces 
  from a set: A small overstuffed chair, a small set of 
  two bookshelves, a desk and a sitting table. All are 
  masterfully carved and of a style that hasn’t been 
  fashionable for at least three centuries. 
  URD708 Good Intentions 
   
  Page 12 
  
   
  There are two much more interesting sights to 
  behold. The first is the body of a very old, Suel 
  woman on the bed. She is tastefully dressed but also 
  obviously dead. Dark bruises stain her neck like an 
  ugly necklace, given as a gift from someone who has 
  excruciatingly bad taste. 
   
  The second is Ellis Lorinar, sitting on the chair 
  by the bed. He seems unsurprised at your presence, 
  and appears to be strangely at peace before turning 
  his head to acknowledge you. 
   
  Ellis Lorinar has killed his mother shortly before the 
  party arrived. He is not upset by this at all, but strangely 
  relieved. If he met them earlier in the module, he nods at 
  the party as if he expects their presence. He realizes that 
  it could look bad, so his primary purpose in interacting 
  with them is to sell them on the story he has concocted 
  and to be allowed to take the body with him. 
   
  Ellis is not a natural liar, though he has some skill in 
  it if needed. He would much rather be vague and 
  ambiguous, leading people to draw the conclusions he 
  wants rather than convincing them what the truth is. He 
  will stay silent rather than being caught in a blatant lie if 
  necessary. He will never admit to killing her. 
   
  All APLs 
   
  �Lord Ellis Lorinar: Bluff +8, Diplomacy +4, Sense 
  Motive +15. 
   
   
  The party will probably have a number of questions. 
  Following are answers to those questions. 
   
  Who is that on the bed? 
  The Ambassador of the Duchy of Urnst to the Bright 
  Lands, also the Lady Matron of House Lorinar who 
  happens to be my mother. 
   
   
  How did she die? 
  Isn’t it obvious? She was strangled, probably in her 
  sleep. Though she was old, she was not without her 
  own means, so she had to have been taken by 
  surprise. 
   
   
  When did she die? 
  About twenty minutes ago. 
   
  When did you arrive? 
  Around the same time, about twenty minutes ago. 
   
  Why didn’t you avenger her immediately? 
  There seemed to be no point, and I knew you were 
  on your way, following the trail of the dervishes. 
   
  Why didn’t you help us? 
  I was deep in thought and was not aware that you 
  had arrived until you entered the secret chamber. 
   
   
  Who killed her? 
  The very person who was supposed to protect her. 
   
   
  Who was that? 
  Minnal, the sorceror, was sworn to protect her under 
  the authority of Rary. 
   
   
  Did Minnal kill her? 
  He failed in his duties and was directly responsible 
  for her death. 
   
   
  Did you kill her? 
  As a son, I failed her, and now she’s dead because of 
  it. 
   
   
  What will happen now? 
  I will inter her body to the family crypt, where she 
  will receive the rites from the Ruby Goddess, and 
  will rest with our ancestors until the end of time. 
   
  Is there anything we can do to help? 
  No, I can take care of the situation. 
   
  What will happen with Rary now? 
  Rary has allowed Duchy blood to be spilled. He has 
  his reasons, but that does not make it any more 
  tolerable. Soon, we as a nation will be able to remind 
  Rary that we are not without our means. 
   
  What are Rary’s reasons? 
  He is angry that his scheme to restore the Bright 
  Desert failed, and the fact that some of the 
  adventurers responsible for his failure came from 
  the Duchy of Urnst led him to relax his control on 
  the bloodthirsty dervishes at his beck and call, 
  resulting in not only the death of settlers and local 
  tribesmen, but also our ambassador. 
   
  Didn’t you negotiate the peace with Rary? 
  Calling it a peace is inaccurate. I negotiated the 
  temporary restraint of hostility so that both of our 
  nations could sort out our internal strife. It was 
  never imagined to be lasting. 
   
  What makes you think that the Duchy will stabilize soon? 
  Events will transpire, soon, putting back what has 
  been taken for us. 
   
  How do you feel about that? 
  I feel good about it. I have done no wrong and will 
  support what is best for the Duchy, as I always have. 
   
  After the banter, Ellis makes the following request: 
   
  My mother was a powerful figure in the Duchy, so I 
  would appreciate you keeping any details of her 
  passing to yourself. I will handle both her allies and 
  her enemies as best I see fit. This is more delicate a 
  matter than you can imagine, and given the state of 
  politics right now, I would appreciate it if you would 
  trust me to handle this matter. 
   
  I can be very generous, as some of you may 
  know.  Both my favor and enmity can go a long way, 
  URD708 Good Intentions 
   
  Page 13 
  
  especially now that I have the resources held from 
  me until my mothers passing. 
   
  I digress though. I would appreciate your 
  support and discretion in this matter. I am 
  appreciative of your actions here against the 
  dervishes as well. I will be sure to let people know of 
  your good deeds, but I must insist you let me deal 
  with my personal family matters on my own. 
   
  Ellis is ready to leave at this point. He will travel with the 
  party if they insist, though he will be withdrawn the 
  whole time. He heads to Leukish immediately, where he 
  parts ways with the party. 
   
  He prefers to travel alone, insisting that his loss is his 
  own and he has no wish to share it with anyone. 
   
  Development: Once the party has eliminated the 
  dervishes and interacted with Ellis, they may head back 
  to the Duchy. No other tracks lead away from the dervish 
  lair and the threat seems to be abated for now. The 
  players may return to the Duchy and the Conclusion. 
   
  If the party insists on turning him in to the 
  authorities or make similarly draconian demands, he will 
  agree to their demands, but they will not gain his favor. 
   
  Once Ellis returns to the Duchy in any fashion, he 
  may continue on his business at his whim. No authorities 
  will get in the way of his concluding his family business. 
  If the party insisted on turning him in or makes either 
  insinuations or even obvious accusations about Ellis 
  killing his mother, they will be sternly removed from the 
  offices they are in and be chastised for their behavior. 
   
  CONCLUSION 
  The party may have stopped at least one band of the 
  dervishes, and by all accounts, probably one of the 
  stronger ones. Without them spearheading the efforts, 
  and with the death of the Matron (who the dervishes 
  were going to use as a bargaining chip), things quiet 
  down a little. 
   
  After Ellis returns, he personally pays to have 
  mercenaries guard the Abbor-Alz (his newfound 
  inheritance makes this largely political posturing), and 
  the PCs may help as well.  
   
  Things are back to normal between the Duchy and 
  Rary and a major malign influence on Duchy politics has 
  been removed, but possibly replaced with a new one. 
   
  The people of the Abbor-Alz are grateful to the PCs, 
  and some secret enmities and gratitudes have surfaced as 
  well due to the PCs actions. 
   
  If the PCs eliminated only one of the dervish bands, 
  they gain the Notoriety with the Settlers and Tribesmen 
  of the Abbor-Alz. 
   
  If the PCs eliminated both dervish bands, they gain 
  the Greater Notoriety with the Settlers and Tribesmen of 
  the Abbor-Alz. 
   
  If the PCs negotiated with Ellis successfully, they 
  gain his favor, as well as the other enmities and influence 
  noted on the AR. 
   
  URD708 Good Intentions 
   
  Page 14 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  4: Founded Rumors 
  Defeating the Dervishes 
  APL 6  
  240 XP 
  APL 9  
  330 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  7E: Temple Waiting Room 
  Surviving the Traps 
  APL 6  
  210 XP 
  APL 9  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  7J: Temple Proper 
  Defeating the Dervishes 
  APL 6  
  270 XP 
  APL 9  
  360 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Discretionary roleplaying award 
  APL 2  
  180 XP 
  APL 4  
  225 XP 
  APL 6  
  270 XP 
  APL 8  
  315 XP 
   
  Total Possible Experience 
  APL 2  
    900 XP 
  APL 4  
  1,125 XP 
  APL 6  
  1,350 XP 
  APL 8  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  4: Founded Rumors 
  APL 6: Loot 169 gp; Coin 35 gp; Magic 683 gp Composite 
  shortbow +1 mighty +2 (217 gp), potion of remove 
  blindness/deafness x4 (63 gp each), mithral shirt x2 (92 gp 
  each); Total 888 gp. 
   
  APL 8: Loot 6 gp; Coin 35 gp; Magic 1,525 gp, Chain 
  shirt +2 (354 gp), composite shortbow +1 mighty +2 (217 gp), 
  potion of remove blindness/deafness x4 (63 gp each), falchion 
  +1 x2 (198 gp each), mithral shirt x2 (92 gp each); Total 
  1,567 gp. 
   
  APL 10: Loot 6 gp; Coin 0 gp; Magic 2,951 gp Bracers 
  of archery – lesser (417 gp), chain shirt +2 (354 gp), gauntlets 
  of ogre power x3 (333 gp each), composite shortbow +1 mighty 
  +3 (225 gp), potion of remove blindness/deafness x4 (63 gp 
  each), falchion +1 x2 (198 gp each), mithral shirt x2 (92 gp 
  each); Total 2,957 gp. 
   
  APL 12: Loot 6 gp; Coin 35 gp; Magic 3,047 gp Bracers 
  of archery – lesser (417 gp), chain shirt +2 (354 gp), gauntlets 
  of ogre power x3 (333 gp each), composite shortbow +1 mighty 
  +3 (225 gp), potion of remove blindness/deafness x4 (63 gp 
  each), falchion +1 x2 (198 gp each), mithral shirt x2 (92 gp 
  each); Total 3,088 gp. 
   
  7J: Temple Proper 
  APL 6: Loot 33 gp; Coin 48 gp; Magic 150 gp; Potion of 
  Mage Armor (4 gp), Vest of Resistance +1 (83 gp), Potion of 
  Remove Blindness/Deafness (63 gp); Total 231 gp. 
   
  APL 8: Loot 33 gp; Coin 48 gp; Magic 200 gp; Potion 
  of Barkskin +3 (50 gp), Potion of Mage Armor (4 gp), Vest of 
  Resistance +1 (83 gp), Potion of Remove Blindness/Deafness 
  (63 gp); Total 281 gp. 
  URD708 Good Intentions 
   
  Page 15 
  
   
  APL 10: Loot 283 gp; Coin 0 gp; Magic 200 gp; Potion 
  of Barkskin +3 (50 gp), Potion of Mage Armor (4 gp), Vest of 
  Resistance +1 (83 gp), Potion of Remove Blindness/Deafness 
  (63 gp); Total 483 gp. 
   
  APL 12: Loot 283 gp; Coin 45 gp; Magic 2,098 gp; 
  Cloak of Charisma +4 (1,333 gp), Potion of Barkskin +3 (50 
  gp), Potion of Mage Armor (4 gp), Vest of Resistance +1 (83 
  gp), Potion of Remove Blindness/Deafness (63 gp); Total 1,862 
  gp. 
   
  Treasure Cap 
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
  APL 6: 1,119 gp 
   
  APL 8: 1,848 gp 
   
  APL 10: 3,440 gp 
   
  APL 12: 4,950 gp 
   
  ADVENTURE RECORD ITEMS 
  Favor of Ellis Lorinar: Lord Ellis Lorinar 
  appreciates your decorum and understanding in 
  dealing with his personal matters. You may trade 
  his influence in for one of the following: 
  • 
  A one time 20% discount on any item with a 
  price over 20,000 gp that you have access to. 
  • 
  One influence point with any group, meta-org 
  or individual in the Duchy of Urnst. 
  • 
  A pardon for any crime short of murder or 
  treason within the Duchy of Urnst. 
  • 
  Access to casting of a True Resurrection on 
  any individual the PC wishes. They must still 
  pay ½ of the material component cost of the 
  spell. 
  If the enmity of Ellis Lorinar is ever gained in the 
  future, this favor is null and void. If it has been 
  used all ready, then the character will gain the 
  Major Enmity of Ellis Lorinar. The character is 
  afflicted as if they were on a Geas/Quest (CL 20) 
  and are not progressing with their quest and gain 
  all the negative effects associated with it. The only 
  way to complete the geas/quest is by gaining 
  positive influence with Ellis Lorinar or as stated in 
  the spell description. Unless they are on a mission 
  specifically for Ellis Lorinar, they are considered to 
  be not fulfilling their Geas/Quest. 
   
  Notoriety with the Abbor-Alz Settlers and 
  Tribesmen: Word spreads quickly through the 
  Abbor-Alz hills of your deeds and vengeance dealt 
  to the ruthless dervishes who ravaged the village 
  of Fakr. You gain a +2 bonus to any Charisma 
  checks made with a resident of the Abbor-Alz, and 
  if your cohort is from this area (either new or 
  before), your Leadership Score increases by 1 for 
  them. 
   
  Greater Notoriety with the Abbor-Alz Settlers 
  and Tribesmen: This is identical to the normal 
  notoriety, but in addition they bake the PC a cake, 
  of whatever flavor they want (even if it’s gross), 
  and it has frosting and is decorated with their 
  names and everything. It is delicious cake so you 
  must eat it. You also gain access to all items on 
  the AR marked with an *, but they’re not cake, let 
  alone delicious cake, so you cannot eat them and 
  are therefore vastly inferior. 
   
  Enmity: Your actions in the Abbor-Alz have 
  angered a number of people. This will immediately 
  cancel out one influence point (or add minor 
  enmity) with the following people: Seomen Verle, 
  the Strong Hearts, and Jolen Lorinar. 
   
  Influence: Your actions in the Abbor-Alz have 
  also made a number of people people happy. You 
  gain one influence with the following people: Duke 
  Karll Lorinar, Juma Urlirel, Ducal Loyalists, and the 
  Church of WeeJas. 
   
  The Blessing of Pelor and Lendor: For restoring 
  the defaced statue of either Lendor, Pelor, or both, 
  this character will be under the influence of a bless 
  spell (for Pelor) or a Protection from Chaos spell 
  (for Lendor) for the next three adventures. You 
  may have both blessings if both statues were 
  restored. 
   
  ITEM ACCESS 
  APL 6: 
  • 
  Bracers of Archery - Lesser (Adventure; DMG) 
  • 
  Boots of Speed (Adventure; DMG) 
  • 
  Mithral Shirt (Adventure; DMG) 
  • 
  *Familiar’s Belt (Adventure; Complete Mage) 
  • 
  *Crimson 
  Coat 
  of 
  Ilpharzz 
  (Adventure, 
  Complete Arcane) 
   
   
  APL 8 (all of APL 6 plus the following): 
  • 
  *Panic Button (Any) (Adventure, Complete 
  Scoundrel) 
  • 
  *Add Skillful enhancement to any one weapon 
  (Adventure, Complete Arcane) 
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  *Armor of the Unending Hunt (Adventure, 
  Complete Warrior) 
  • 
  *Stormstrider Boots (Adventure, Complete 
  Mage) 
  URD708 Good Intentions 
   
  Page 16 
  
  URD708 Good Intentions 
   
  Page 17 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  * Scroll of Spelltheft (Adventure, Complete 
  Scoundrel) 
  • 
  *Add Blood Seeking to any one weapon 
  (Adventure, Complete Warrior) 
   
  . 
  
  APPENDIX 1: ALL APLS 
  7: ENCOUNTER NAME 
   
   
   
  T H E  L O S T  H E AR TS  O F S U L M 
  CR  10 
  Ghost Mob, Humanoid (Human - Sulm) 
  NE Gargantuan Undead (augmented humanoid, 
  undead) 
  Init +0; Senses Listen +13, Spot +11 
  Languages Common, Baklunish 
  AC 18, touch 7, flat-footed 17 
   (-4 size, +1 deflection, +11 natural) 
  hp 185 (30 HD)  
  Undead Immunities  
  Resist Turn Resistance +4 
  Fort +19, Ref +17, Will +10 
  Speed 40 ft. in no armor (8 squares), fly 20 ft. 
  (perfect); 
  Melee Mob (5d6 + 1d4 ability drain of any one stat – 
  usually Charisma) 
  Space 300 ft.; Reach 0 ft. 
  Base Atk +22 Grp +48 
  Atk Options Improved Bull Rush, Improved Overrun 
  Special Actions Corrupting Gaze, Draining Touch, 
  Frightful Moan, Horrific Appearance, Telekinesis, 
  expert grappler 2d6+21.  
  Abilities Str 38, Dex 11, Con --, Int 11, Wis 10, Cha 
  10  
  Rejuvenation, Mob Anatomy 
  Feats Empowered Ability Damage (Draining Touch), 
  Improved Bull Rush, Improved Overrun 
  Skills Hide -3, Listen +13, Spot +11, 
  Possessions combat gear plus Sulm Empire 
  clothing. 
  Corrupting Gaze (Su) A ghost can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet the ghost’s gaze must 
  succeed on a Fortitude save (DC 25) or take 
  2d10 points of damage and 1d4 points of 
  Charisma damage.  
  Horrific Appearance (Su) Any living creature 
  within 60 feet that views a ghost must succeed 
  on a Fortitude save (DC 25) or immediately take 
  1d4 points of Strength damage, 1d4 points of 
  Dexterity 
  damage, 
  and 
  1d4 
  points 
  of 
  Constitution 
  damage. 
  A 
  creature 
  that 
  successfully saves against this effect cannot be 
  affected by the same ghost’s horrific appearance 
  for 24 hours. 
  Telekinesis (Su) A ghost can use telekinesis as 
  a standard action (caster level 30th). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save (DC 25) or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-
  affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by 
  the same ghost’s moan for 24 hours.  
  Draining Touch (Su) A ghost that hits a living 
  target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. 
  On each such successful attack, the ghost heals 
  5 points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only.  
  Expert Grappler (Ex) A mob can maintain a 
  grapple without penalty and still make attacks 
  against other targets (normally, attacking other 
  targets while grappling imposes a -20 penalty on 
  grapple checks). A mob is never considered flat-
  footed while grappling. 
  Mob Anatomy (Ex) A mob has no clear front or 
  back and no discernable anatomy, so it is not 
  subject to critical hits or sneak attacks. A mob 
  cannot be flanked, tripped, grappled, or bull 
  rushed. 
   
  Unlike standard swarms, mobs are made up 
  of 
  relatively 
  small 
  numbers 
  of 
  individual 
  creatures, so spells or effects that target specific 
  numbers of creatures can have an effect on a 
  mob. Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or 
  effects that target specific creatures bestows two 
  negative levels on the mob. A mob that gains 
  negative levels equal to its Hit Dice breaks up as 
  if reduced to 0 hit points. Negative levels gained 
  in this manner are not the result of negative 
  energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never 
  result in permanent level loss. A mob takes half 
  again as much damage (+50%) from spells or 
  effects that affect an area, such as splash 
  weapons and evocation spells. 
   
    
  URD708 Good Intentions 
   
  Page 18 
  
  APPENDIX 1: APL 6 
  4: FOUNDED RUMORS 
   
   
  F AR N A THE  S H AR P 
  CR  4 
  Female Human Ranger 2 Warrior 2 Fighter 1 
  NE Medium Humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Baklunish  
  AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 armor) 
  hp 34 (5 HD) 
  Fort +9, Ref +6, Will +0 
  Speed 30 ft. in light armor (6 squares); 
  Melee Scimitar +8 (1d6+3/18-20)  
  Ranged Shortbow +1 (composite mighty +2) +10 
  (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Abilities Str 14, Dex 17, Con 12, Int 10, Wis 10, Cha 
  9  
  SQ Archery Combat Style, Favored Enemy Humanoid 
  (Human) +2, Wild Empathy +4 
  Feats Mounted Archery, Mounted Combat, Point 
  Blank Shot, Precise Shot, Rapid Shot, Track  
  Skills Balance +2, Climb +1, Craft (Bowmaking) +2, 
  Handle Animal +3, Heal +2, Hide +4, Jump +1, 
  Knowledge (Geography) +5, Knowledge (Nature) 
  +4, Listen +7, Move Silently +2, Ride +10, Spot +6, 
  Survival +7 
  Possessions Arrows (x40), chain shirt, Shortbow +1 
  (composite 
  mighty 
  +2), 
  Potion 
  of 
  Remove 
  Blindness/Deafness.  
   
  T O O B L  AN D  G UR K ( S AM E  S T AT S) 
  CR  4 
  Male Human Barbarian 2 Warrior 2 Fighter 1 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +5, Spot +0 
  Languages Common, Baklunish  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 50 (5 HD) 
  Fort +11, Ref +0, Will +0 
  Speed 40 ft. in light armor (8 squares); 
  Melee Masterwork Falchion +11 (2d4+6/18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Abilities Str 19, Dex 10, Con 16, Int 8, Wis 10, Cha 8  
  SQ Fast Movement, Rage, Uncanny Dodge (Dex 
  bonus to AC) 
  Feats Cleave, Improved Unarmed Strike, Power 
  Attack, Weapon Focus (Falchion) 
  Skills Jump +13, Listen +5, Ride +2, Survival +5, 
  Swim +4, Tumble +4 
  Possessions Masterwork falchion, gauntlets of ogre 
  power, 
  mithral 
  shirt, 
  Potion 
  of 
  Remove 
  Blindness/Deafness.  
   
  P O T T L 
  CR  4 
  Male Human Druid 3 Warrior 2 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +8, Spot +10 
  Languages Common, Druidic  
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 38 (5 HD); 
  Fort +8, Ref +3, Will +7 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee +1 club +6 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Class Spells Prepared (CL 3rd): 
   2nd— barkskin, bull’s strength 
   1st— cure light wounds, entangle (DC 13), pass 
  without trace 
   0— create water, cure minor wounds, know 
  direction, purify food and drink 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 
  8  
  SQ Animal Companion, Nature Sense, Spontaneous 
  Casting, Wild Empathy +4, Woodland Stride 
  Feats Animal Affinity, Iron Will, Lightning Reflexes 
  Skills Concentration +7, Handle Animal +9, Heal +4, 
  Listen +8, Ride +4, Sense Motive +2, Spellcraft +1, 
  Spot +10, Survival +7. 
  Possessions Club, hide armor, Potion of Remove 
  Blindness/Deafness.  
    
  F I NK –  AN I M AL  C O M P AN I O N 
  CR  -- 
  N Animal 
  Init +3; Senses low-light vision, scent, Listen +6, Spot 
  +6 
  AC 20, touch 13, flat-footed 17 
   (+2 Dex, +3 armor, +4 natural) 
  hp 26 (4 HD) 
  Fort +6, Ref +7, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions trip  
  Abilities Str 15, Dex 16, Con 15, Int 2, Wis 13, Cha 6  
  SQ link, share spells, evasion 
  Feats Alertness, Improved Natural Attack (bite)  
  Skills Hide +3, Listen +6, Spot +6 
  Possessions Studded Leather Barding 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  H Y E N A 
  CR  1 
  N Animal 
  Init +2; Senses low-light vision, scent, Listen +6, Spot 
  +4 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  URD708 Good Intentions 
   
  Page 19 
  
  Speed 50 ft. (10 squares) 
  Melee bite +3 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Actions trip  
  Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6  
  Feats Alertness  
  Skills Hide +3, Listen +6, Spot +4 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  7J: TEMPLE PROPER  
   
   
   
  M I NN AL 
  CR  9 
  Male Human Sorceror 9 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Baklunish  
  AC 16, touch 10, flat-footed 16 
   (+6 armor) 
  hp 37 (9 HD);  
  Fort +6, Ref +5, Will +8 
  Speed 30 ft. in no armor (6 squares); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Class Spells Known (CL 9th): 
   4th (x/day)— bestow curse (DC 19), invisibility, 
  greater 
   3rd (x-1/day)— haste, mage armor – greater,  
  vampiric touch 
   2nd (x/day)— glitterdust (DC 17), resist energy, 
  see invisibility, touch of idiocy. 
   1st (x/day)— alarm, color spray (DC 16), magic 
  missile, ray of enfeeblement, shield 
   0 (x/day)— acid splash, arcane mark, detect 
  magic, flare (DC 15), mage hand, prestidigitation, 
  ray of frost, read magic 
  � Already cast – mage armor – greater, see 
  invisibility (retributive spell),  
  Abilities Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 
  20  
  Feats Empower Spell, Rapid Metamagic, Retributive 
  Metamagic, Silent Spell, Still Spell  
  Skills Bluff +17, Concentration +13, Diplomacy +7, 
  Disguise +5, Gather Information +5, Intimidate +7, 
  Move Silently +5, Spellcraft +12. 
  Possessions Potion of mage armor, Vest of 
  resistance 
  +1, 
  Potion 
  of 
  Remove 
  Blindness/Deafness.  
   
  AD V AN CE D H AL F-D R AG O N  U NI CO R N 
  CR  6 
  LE Large Dragon (Blue – Augmented Magical Beast) 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, Listen +16, Spot +16 
  Languages Common, Baklunish, Draconic  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +4 armor, +10 natural) 
  hp 116 (8 HD) 
  Immune charm, compulsion, paralysis, poison, sleep, 
  electricity 
  Fort +13, Ref +9, Will +7 
  Weakness  
  Speed 60 ft. in light armor (12 squares), fly 120 ft. 
  (average) 
  Melee horn +19 (2d6+12) and 2 claws +16 (1d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +21 
  Special 
  Actions 
  breath 
  weapon 
  (1/day, 
  5d8 
  electrical, 60’ line, Reflex DC 21 for ½ damage) 
  Combat Gear Chain Barding  
  Abilities Str 28, Dex 17, Con 24, Int 12, Wis 21, Cha 
  26  
  SQ Magic Circle against evil, spell-like abilities, wild 
  empathy 
  Feats Close Quarters Fighting, Improved Toughness, 
  Improved Natural Attack (horn)  
  Skills Balance +10, Decipher Script +2, Jump +47, 
  Listen +18, Move Silently +9, Search +3, Sense 
  Motive +10, Speak Language (6), Spellcraft +3, 
  Spot +18, Survival +8, Tumble +8 
  Possessions combat gear plus  
  Horn (Ex)  The horn is a +3 magic weapon, though its 
  power fades if removed from the unicorn.  
  Magic 
  Circle 
  against 
  Evil 
  (Su) 
  This 
  ability 
  continuously duplicates the effect of the spell. A 
  unicorn cannot suppress this ability.  
  Spell-like abilities (Su) Unicorns can use detect evil 
  at will as a free action.  
  Once per day a unicorn can use greater teleport to 
  move anywhere within its home. It cannot teleport 
  beyond the forest boundaries nor back from 
  outside.  
  A unicorn can use cure light wounds three times per 
  day and cure moderate wounds once per day 
  (caster level 5th) by touching a wounded creature 
  with its horn. Once per day it can use neutralize 
  poison (DC 21, caster level 8th) with a touch of its 
  horn. The save DC is Charisma-based.  
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that a unicorn has 
  a +6 racial bonus on the check.  
   
  S AL T M E P H I T 
  CR  3 
  N Small Outsider (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +6, Spot +6 
  AC 16, touch 10, flat-footed 16 
   (+1 Size, -1 Dex, +6 natural) 
  hp 19 (3 HD); fast healing 2; DR 5/magic 
  Fort +4, Ref +2, Will +3 
  Speed 30 ft. (6 squares), fly 40 ft. (average) 
  Melee 2 claws +7 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Special Actions Breath weapon, spell-like abilities, 
  summon mephit  
  Abilities Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15  
  Feats Power Attack, Toughness 
  URD708 Good Intentions 
   
  Page 20 
  
  URD708 Good Intentions 
   
  Page 21 
  Skills Bluff +8, Diplomacy +4, Disguise +2 (+4 
  Acting), Escape Artist +5, Hide +9, Listen +6, Move 
  Silently +5, Spot +6 
  Breath Weapon (Su):  10-foot cone of salt crystals, 
  damage 1d4, Reflex DC 13 half. Living creatures 
  that fail their saves are tormented by itching skin 
  and burning eyes. This effect imposes a -4 penalty 
  to AC and a -2 penalty on attack rolls for 3 rounds. 
  The save DC is Constitution-based and includes a 
  +1 racial bonus.  
  Spell-Like Abilities: Once per hour a salt mephit can 
  use glitterdust (DC 14, caster level 3rd).  
  Once per day it can draw the moisture from an area in 
  a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude 
  DC 14 half; caster level 6th). This effect is 
  especially devastating to plant creatures and 
  aquatic creatures, which take a -2 penalty on their 
  saving throws. This ability is the equivalent of a 
  2nd-level spell. The save DCs are Charisma-
  based.  
  Fast Healing (Ex):  A salt mephit heals only if in an 
  arid environment.  
    
  
  APPENDIX 1: APL 8
   
  4: FOUNDED RUMORS 
  F AR N A THE  S H AR P 
  CR  6 
  Female Human Ranger 3 Warrior 2 Fighter 2 
  NE Medium Humanoid (human) 
  Init +7; Senses Listen +7, Spot +9 
  Languages Common, Baklunish  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor) 
  hp 47 (7 HD) 
  Fort +10, Ref +6, Will +1 
  Speed 30 ft. in light armor (6 squares); 
  Melee Scimitar +10 (1d6+3/18-20)  
  Ranged Shortbow +1 (composite mighty +2) +11/+6 
  (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Abilities Str 14, Dex 17, Con 12, Int 10, Wis 10, Cha 
  9  
  SQ Archery Combat Style, Favored Enemy Humanoid 
  (Human) +2, Wild Empathy +4 
  Feats Endurance, Improved Initiative, Manyshot, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track  
  Skills Balance +2, Climb +1, Craft (Bowmaking) +2, 
  Handle Animal +4, Heal +2, Hide +4, Jump +1, 
  Knowledge (Geography) +5, Knowledge (Nature) 
  +4, Listen +7, Move Silently +2, Ride +15, Spot +9, 
  Survival +9, Swim +0 
  Possessions Arrows (x40), Chain shirt +2, Shortbow 
  +1 (composite mighty +2), Potion of Remove 
  Blindness/Deafness.  
   
  T O O B L  AN D  G UR K ( S AM E  S T AT S) 
  CR  6 
  Male Human Barbarian 2 Warrior 2 Fighter 3 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +5, Spot +0 
  Languages Common, Baklunish  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 68 (7 HD) 
  Fort +12, Ref +1, Will +1 
  Speed 40 ft. in light armor (8 squares); 
  Melee +1 Falchion +13/+7 (2d4+7/18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Abilities Str 19, Dex 10, Con 16, Int 8, Wis 10, Cha 8  
  SQ Fast Movement, Rage, Uncanny Dodge (Dex 
  bonus to AC) 
  Feats Cleave, Great Cleave, Improved Unarmed 
  Strike, Power Attack, Quick Draw, Weapon Focus 
  (Falchion) 
  Skills Jump +14, Listen +5, Ride +2, Survival +5, 
  Swim +9, Tumble +4 
  Possessions Falchion +1, Gauntlets of Ogre Power, 
  mithral 
  shirt, 
  Potion 
  of 
  Remove 
  Blindness/Deafness.  
   
   
  P O T T L 
  CR  6 
  Male Human Druid 5 Warrior 2 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +9, Spot +11 
  Languages Common, Druidic  
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 52 (7 HD); 
  Fort +9, Ref +3, Will +8 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee club +7 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Class Spells Prepared (CL 5th): 
   3rd— magic fang, greater 
   2nd— barkskin, bull’s strength, resist energy 
   1st— cure light wounds, entangle (DC 13), faerie 
  fire, pass without trace 
   0— create water, cure minor wounds, guidance, 
  know direction, purify food and drink 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 
  8  
  SQ Animal Companion, Nature Sense, Resist 
  Nature’s Lure, Spontaneous Casting, Trackless 
  Step, Wild Empathy +4, Woodland Stride 
  Feats Animal Affinity, Combat Reflexes, Iron Will, 
  Lightning Reflexes. 
  Skills Concentration +12, Handle Animal +9, Heal +7, 
  Listen +9, Ride +4, Sense Motive +2, Spellcraft +1, 
  Spot +11, Survival +7. 
  Possessions Club, hide armor, Potion of Remove 
  Blindness/Deafness.  
    
  F I NK –  AN I M AL  C O M P AN I O N 
  CR  -- 
  N Animal 
  Init +3; Senses low-light vision, scent, Listen +6, Spot 
  +6 
  AC 20, touch 13, flat-footed 17 
   (+2 Dex, +3 armor, +4 natural) 
  hp 26 (4 HD) 
  Fort +6, Ref +7, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +5 (1d8+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions trip  
  Abilities Str 15, Dex 16, Con 15, Int 2, Wis 13, Cha 6  
  SQ link, share spells, evasion 
  Feats Alertness, Improved Natural Attack (bite)  
  Skills Hide +3, Listen +6, Spot +6 
  Possessions Studded Leather Barding 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  URD708 Good Intentions 
   
  Page 22 
  
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  H Y E N A 
  CR  1 
  N Animal 
  Init +2; Senses low-light vision, scent, Listen +6, Spot 
  +4 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares) 
  Melee bite +3 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Actions trip  
  Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6  
  Feats Alertness  
  Skills Hide +3, Listen +6, Spot +4 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  7J: TEMPLE PROPER 
  M I NN AL 
  CR  11 
  Male Human Sorceror 11 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Baklunish  
  AC 16, touch 10, flat-footed 16 
   (+6 armor) 
  hp 45 (11 HD);  
  Fort +5, Ref +4, Will +8 
  Speed 30 ft. in no armor (6 squares); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Class Spells Known (CL 11th): 
   5th (5/day)— Bigby’s Interposing Hand, wall of 
  force, 
   4th (6/day)— bestow curse (DC 19), dimension 
  door, invisibility, greater 
   3rd (6/day)— displacement, haste, mage armor – 
  greater, vampiric touch 
   2nd (7/day)— glitterdust (DC 18), resist energy, 
  see invisibility, touch of idiocy. 
   1st (7/day)— alarm, color spray (DC 16), magic 
  missile, ray of enfeeblement, shield 
   0 (6/day)— acid splash, arcane mark, daze (DC 
  15), detect magic, flare (DC 15), mage hand, 
  prestidigitation, ray of frost, read magic 
  � Already cast – bestow curse (retributive spell), 
  mage armor - greater 
  Abilities Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 
  20 
  Feats Empower Spell, Rapid Metamagic, Retributive 
  Metamagic, Silent Spell, Still Spell  
  Skills Bluff +19, Concentration +15, Diplomacy +7, 
  Disguise +5, gather Information +5, Intimidate +7, 
  Move Silently +5, Spellcraft +14. 
  Possessions Potion of Barkskin +3, potion of mage 
  armor, Vest of resistance +1, Potion of Remove 
  Blindness/Deafness.  
   
  AD V AN CE D H AL F-D R AG O N  U NI CO R N 
  CR  6 
  LE Large Dragon (Blue – Augmented Magical Beast) 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, Listen +16, Spot +16 
  Languages Common, Baklunish, Draconic  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +4 armor, +10 natural) 
  hp 116 (8 HD) 
  Immune charm, compulsion, paralysis, poison, sleep, 
  electricity 
  Fort +13, Ref +9, Will +7 
  Weakness  
  Speed 60 ft. in light armor (12 squares), fly 120 ft. 
  (average) 
  Melee horn +19 (2d6+12) and 2 claws +16 (1d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +21 
  Special 
  Actions 
  breath 
  weapon 
  (1/day, 
  5d8 
  electrical, 60’ line, Reflex DC 21 for ½ damage) 
  Combat Gear Chain Barding  
  Abilities Str 28, Dex 17, Con 24, Int 12, Wis 21, Cha 
  26  
  SQ Magic Circle against evil, spell-like abilities, wild 
  empathy 
  Feats Close Quarters Fighting, Improved Toughness, 
  Improved Natural Attack (horn)  
  Skills Balance +10, Decipher Script +2, Jump +47, 
  Listen +18, Move Silently +9, Search +3, Sense 
  Motive +10, Speak Language (6), Spellcraft +3, 
  Spot +18, Survival +8, Tumble +8 
  Possessions combat gear plus  
  Horn (Ex)  The horn is a +3 magic weapon, though its 
  power fades if removed from the unicorn.  
  Magic 
  Circle 
  against 
  Evil 
  (Su) 
  This 
  ability 
  continuously duplicates the effect of the spell. A 
  unicorn cannot suppress this ability.  
  Spell-like abilities (Su) Unicorns can use detect evil 
  at will as a free action.  
  Once per day a unicorn can use greater teleport to 
  move anywhere within its home. It cannot teleport 
  beyond the forest boundaries nor back from 
  outside.  
  A unicorn can use cure light wounds three times per 
  day and cure moderate wounds once per day 
  (caster level 5th) by touching a wounded creature 
  with its horn. Once per day it can use neutralize 
  poison (DC 21, caster level 8th) with a touch of its 
  horn. The save DC is Charisma-based.  
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that a unicorn has 
  a +6 racial bonus on the check.  
   
  AD V AN CE D S AL T  M E P H I T 
  CR  5 
  N Medium Outsider (earth, extraplanar) 
  URD708 Good Intentions 
   
  Page 23 
  
  URD708 Good Intentions 
   
  Page 24 
  Init -2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  AC 14, touch 8, flat-footed 14 
   (-2 Dex, +6 natural) 
  hp 63 (8 HD); fast healing 2; DR 5/magic 
  Fort +9, Ref +4, Will +6 
  Speed 30 ft. (6 squares), fly 40 ft. (average) 
  Melee 2 claws +14 (1d6+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  Special Actions Breath weapon, spell-like abilities, 
  summon mephit  
  Abilities Str 22, Dex 6, Con 16, Int 6, Wis 11, Cha 15  
  Feats Power Attack, Toughness, Improved Natural 
  Attack (claws) 
  Skills Balance +5, Bluff +8, Diplomacy +4, Disguise 
  +2 (+4 Acting), Escape Artist +4, Hide +4, Listen 
  +9, Move Silently +4, Spot +11, Tumble +3 
  Breath Weapon (Su):  10-foot cone of salt crystals, 
  damage 1d4, Reflex DC 13 half. Living creatures 
  that fail their saves are tormented by itching skin 
  and burning eyes. This effect imposes a -4 penalty 
  to AC and a -2 penalty on attack rolls for 3 rounds. 
  The save DC is Constitution-based and includes a 
  +1 racial bonus.  
  Spell-Like Abilities: Once per hour a salt mephit can 
  use glitterdust (DC 14, caster level 3rd).  
  Once per day it can draw the moisture from an area in 
  a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude 
  DC 14 half; caster level 6th). This effect is 
  especially devastating to plant creatures and 
  aquatic creatures, which take a -2 penalty on their 
  saving throws. This ability is the equivalent of a 
  2nd-level spell. The save DCs are Charisma-
  based.  
  Fast Healing (Ex):  A salt mephit heals only if in an 
  arid environment.  
   
   
  
  APPENDIX 1: APL 10 
  4: FOUNDED RUMORS 
  F AR N A THE  S H AR P 
  CR  8 
  Female Human Ranger 4 Warrior 2 Fighter 3 
  NE Medium Humanoid (human) 
  Init +8; Senses Listen +9, Spot +12 
  Languages Common, Baklunish  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +6 armor) 
  hp 60 (9 HD) 
  Fort +11, Ref +9, Will +2 
  Speed 30 ft. in light armor (6 squares); 
  Melee Scimitar +12 (1d6+3/18-20)  
  Ranged Shortbow +1 (composite mighty +3) +16/+11 
  (1d6+5/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Abilities Str 16, Dex 18, Con 12, Int 10, Wis 10, Cha 
  9  
  SQ Archery Combat Style, Favored Enemy Humanoid 
  (Human) +2, Wild Empathy +5 
  Feats Endurance, Improved Initiative, Manyshot, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus (Shortbow)  
  Skills Balance +3, Climb +2, Craft (Bowmaking) +2, 
  Handle Animal +7, Heal +2, Hide +5, Jump +2, 
  Knowledge (Geography) +5, Knowledge (Nature) 
  +4, Listen +9, Move Silently +3, Ride +18, Spot 
  +12, Survival +9, Swim +1 
  Possessions Arrows (x40), bracers of archery – 
  lesser, chain shirt +2, gauntlets of ogre power +2, 
  shortbow +2 (composite mighty +3), potion of 
  remove blindness/deafness.  
   
  T O O B L  AN D  G UR K ( S AM E  S T AT S) 
  CR  8 
  Male Human Barbarian 3 Warrior 2 Fighter 4 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +9, Spot +0 
  Languages Common, Baklunish  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 87 (9 HD) 
  Fort +13, Ref +2, Will +2 
  Speed 40 ft. in light armor (8 squares); 
  Melee +1 Falchion +17/+12 (2d4+12/15-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15 
  Abilities Str 22, Dex 10, Con 16, Int 8, Wis 10, Cha 8  
  SQ Fast Movement, Rage, Uncanny Dodge (Dex 
  bonus to AC) 
  Feats Cleave, Great Cleave, Improved Critical 
  (falchion), 
  Improved 
  Unarmed 
  Strike, 
  Power 
  Attack, Quick Draw, Weapon Focus (Falchion), 
  Weapon Specialization (falchion) 
  Skills Jump +17, Listen +9, Ride +2, Survival +5, 
  Swim +10, Tumble +4 
  Possessions  Falchion +1, gauntlets of ogre 
  strength, 
  mithral 
  shirt, 
  Potion 
  of 
  Remove 
  Blindness/Deafness, Boots of speed.  
   
  P O T T L 
  CR  8 
  Male Human Druid 7 Warrior 2 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +13, Spot +14 
  Languages Common, Druidic  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 66 (9 HD); 
  Fort +13, Ref +5, Will +11 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee +1 club +10/+5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Class Spells Prepared (CL 7th): 
   4th— freedom of movement 
   3rd— cure moderate wounds, magic fang – 
  greater, spike growth (DC 16) 
   2nd— barkskin, bull’s strength, resist energy (2) 
   1st— cure light wounds (2), entangle (DC 13), 
  faerie fire, pass without trace 
   0— create water, cure minor wounds (2), guidance, 
  know direction, purify food and drink 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 
  8  
  SQ Animal Companion, Nature Sense, Resist 
  Nature’s Lure, Spontaneous Casting, Trackless 
  Step, Wild Empathy +4, Wild Shape 3/day for 7 
  hours, Woodland Stride 
  Feats Animal Affinity, Combat Reflexes, Iron Will, 
  Lightning Reflexes, Natural Spell 
  Skills Concentration +14, Handle Animal +9, Heal +8, 
  Knowledge (Nature) +5, Listen +13, Ride +4, 
  Sense Motive +2, Spellcraft +1, Spot +14, Survival 
  +8. 
  Possessions Club, hide armor, Potion of Remove 
  Blindness/Deafness.  
    
  F I NK –  AN I M AL  C O M P AN I O N 
  CR  -- 
  N Animal 
  Init +3; Senses low-light vision, scent, Listen +7, Spot 
  +7 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +3 armor, +7 natural) 
  hp 39 (6 HD) 
  Fort +7, Ref +8, Will +3 
  Speed 50 ft. (10 squares) 
  Melee bite +7 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions trip  
  Abilities Str 16, Dex 16, Con 15, Int 2, Wis 13, Cha 6  
  SQ link, share spells, evasion, devotion 
  URD708 Good Intentions 
   
  Page 25 
  
  Feats Alertness, Improved Natural Armor, Improved 
  Natural Attack (bite)  
  Skills Hide +4, Listen +7, Spot +7  
  Possessions Studded Leather Barding 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  H Y E N A 
  CR  1 
  N Animal 
  Init +2; Senses low-light vision, scent, Listen +6, Spot 
  +4 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares) 
  Melee bite +3 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Actions trip  
  Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6  
  Feats Alertness  
  Skills Hide +3, Listen +6, Spot +4 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  AD V AN CE D H Y E N A 
  CR  2 
  N Animal 
  Init +1; Senses low-light vision, scent, Listen +6, Spot 
  +6 
  AC 14, touch 10, flat-footed 13 
   (-1 Size, +1 Dex, +4 natural) 
  hp 38 (4 HD) 
  Fort +9, Ref +5, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +8 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Special Actions trip  
  Abilities Str 22, Dex 13, Con 20, Int 2, Wis 13, Cha 6  
  Feats Alertness, Improved Natural Attack (Bite) 
  Skills Hide -2, Listen +6, Spot +6 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  7J: TEMPLE PROPER 
   
  M I NN AL 
  CR  13 
  Male Human Sorceror 13 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Baklunish  
  AC 16, touch 10, flat-footed 16 
   (+6 armor) 
  hp 53 (13 HD);  
  Fort +6, Ref +5, Will +9 
  Speed 30 ft. in no armor (6 squares); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Class Spells Known (CL 13th): 
   6th (4/day)— Disintegrate (DC 21), dispel magic - 
  greater 
   5th (6/day)— Bigby’s Interposing Hand, feeblemind 
  (DC 20), wall of force 
   4th (7/day)— bestow curse (DC 19), confusion (DC 
  19), dimension door, invisibility, greater 
   3rd (6/day)— displacement, haste, mage armor- 
  greater, vampiric touch 
   2nd (7/day)— glitterdust (DC 17), resist energy, 
  scorching ray, see invisibility, touch of idiocy. 
   1st (7/day)— alarm, color spray (DC 16), magic 
  missile, ray of enfeeblement, shield 
   0 (6/day)— acid splash, arcane mark, detect 
  magic, flare (DC 15), mage hand, prestidigitation, 
  ray of frost, read magic 
  �Already cast – feeblemind (retributive spell), mage 
  armor - greater 
  Abilities Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 
  21  
  Feats Empower Spell, Maximize Spell, Rapid 
  Metamagic, Retributive Metamagic, Silent Spell, 
  Still Spell 
  Skills Bluff +21, Concentration +17, Diplomacy +7, 
  Disguise +5, Gather Information +5, Intimidate +7, 
  Move Silently +5, Spellcraft +16. 
  Possessions Potion of Barkskin +3, potion of mage 
  armor, Vest of resistance +1, Potion of Remove 
  Blindness/Deafness.  
   
  C L AY  G O L E M 
  CR  10 
  Always N Large Construct 
  Init -1; Senses darkvision 60 ft., low-light vision, 
  Listen +0, Spot +0 
  AC 32, touch 8, flat-footed 22 
   
  (-1 size, -1 Dex, +8 armor, +14 natural) 
  hp 90 (11 HD); DR 10/adamantine and bludgeoning 
  Immune magic 
  Fort +3, Ref +2, Will +3 
  Speed 15 ft. in heavy armor (3 squares) 
  Melee 2 slams +14 (2d10+7 plus cursed wound) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions Berserk, cursed wound 
  Combat Gear Full Plate armor  
  Abilities Str 25, Dex 9, Con --, Int --, Wis 11, Cha 1  
  SQ Construct traits, haste 
  Skills none 
  Berserk (Ex)  When a clay golem enters combat, 
  there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the golem goes 
  berserk. The uncontrolled golem goes on a 
  rampage, attacking the nearest living creature or 
  smashing some object smaller than itself if no 
  URD708 Good Intentions 
   
  Page 26 
  
  creature is within reach, then moving on to spread 
  more destruction. Once a clay golem goes berserk, 
  no known method can reestablish control. 
  Cursed Wound (Su) The damage a clay golem deals 
  doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) 
  spell on a creature damaged by a clay golem must 
  succeed on a DC 26 caster level check, or the spell 
  has no effect on the injured character. 
  Haste (Su) This ability continuously duplicates 
  Immunity to Magic (Ex) A clay golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below.  
  A move earth spell drives the golem back 120 feet 
  and deals 3d12 points of damage to it.  
  A disintegrate spell slows the golem (as the slow 
  spell) for 1d6 rounds and deals 1d12 points of 
  damage.  
  An earthquake spell cast directly at a clay golem 
  stops it from moving on its next turn and deals 
  5d10 points of damage. The golem gets no saving 
  throw against any of these effects.  
  Any magical attack against a clay golem that deals 
  acid damage heals 1 point of damage for every 3 
  points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, a clay golem 
  hit by the breath weapon of a black dragon heals 7 
  points of damage if the attack would have dealt 22 
  points of damage. A clay golem golem gets no 
  saving throw against magical attacks that deal acid 
  damage.  
  Haste (Su)  After it has engaged in at least 1 round of 
  combat, a clay golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is 
  otherwise the same as the spell. 
   
  AD V AN CE D H AL F-D R AG O N  U NI CO R N 
  CR  6 
  LE Large Dragon (Blue – Augmented Magical Beast) 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, Listen +16, Spot +16 
  Languages Common, Baklunish, Draconic  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +4 armor, +10 natural) 
  hp 116 (8 HD) 
  Immune charm, compulsion, paralysis, poison, sleep, 
  electricity 
  Fort +13, Ref +9, Will +7 
  Weakness  
  Speed 60 ft. in light armor (12 squares), fly 120 ft. 
  (average) 
  Melee horn +19 (2d6+12) and 2 claws +16 (1d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +21 
  Special 
  Actions 
  breath 
  weapon 
  (1/day, 
  5d8 
  electrical, 60’ line, Reflex DC 21 for ½ damage) 
  Combat Gear Chain Barding  
  Abilities Str 28, Dex 17, Con 24, Int 12, Wis 21, Cha 
  26  
  SQ Magic Circle against evil, spell-like abilities, wild 
  empathy 
  Feats Close Quarters Fighting, Improved Toughness, 
  Improved Natural Attack (horn)  
  Skills Balance +10, Decipher Script +2, Jump +47, 
  Listen +18, Move Silently +9, Search +3, Sense 
  Motive +10, Speak Language (6), Spellcraft +3, 
  Spot +18, Survival +8, Tumble +8 
  Possessions combat gear plus  
  Horn (Ex)  The horn is a +3 magic weapon, though its 
  power fades if removed from the unicorn.  
  Magic 
  Circle 
  against 
  Evil 
  (Su) 
  This 
  ability 
  continuously duplicates the effect of the spell. A 
  unicorn cannot suppress this ability.  
  Spell-like abilities (Su) Unicorns can use detect evil 
  at will as a free action.  
  Once per day a unicorn can use greater teleport to 
  move anywhere within its home. It cannot teleport 
  beyond the forest boundaries nor back from 
  outside.  
  A unicorn can use cure light wounds three times per 
  day and cure moderate wounds once per day 
  (caster level 5th) by touching a wounded creature 
  with its horn. Once per day it can use neutralize 
  poison (DC 21, caster level 8th) with a touch of its 
  horn. The save DC is Charisma-based.  
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that a unicorn has 
  a +6 racial bonus on the check.  
   
  AD V AN CE D S AL T  M E P H I T 
  CR  5 
  N Medium Outsider (earth, extraplanar) 
  Init -2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  AC 14, touch 8, flat-footed 14 
   (-2 Dex, +6 natural) 
  hp 63 (8 HD); fast healing 2; DR 5/magic 
  Fort +9, Ref +4, Will +6 
  Speed 30 ft. (6 squares), fly 40 ft. (average) 
  Melee 2 claws +14 (1d6+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  Special Actions Breath weapon, spell-like abilities, 
  summon mephit  
  Abilities Str 22, Dex 6, Con 16, Int 6, Wis 11, Cha 15  
  Feats Power Attack, Toughness, Improved Natural 
  Attack (claws) 
  Skills Balance +5, Bluff +8, Diplomacy +4, Disguise 
  +2 (+4 Acting), Escape Artist +4, Hide +4, Listen 
  +9, Move Silently +4, Spot +11, Tumble +3 
  Breath Weapon (Su):  10-foot cone of salt crystals, 
  damage 1d4, Reflex DC 13 half. Living creatures 
  that fail their saves are tormented by itching skin 
  and burning eyes. This effect imposes a -4 penalty 
  to AC and a -2 penalty on attack rolls for 3 rounds. 
  The save DC is Constitution-based and includes a 
  +1 racial bonus.  
  Spell-Like Abilities: Once per hour a salt mephit can 
  use glitterdust (DC 14, caster level 3rd).  
  Once per day it can draw the moisture from an area in 
  a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude 
  URD708 Good Intentions 
   
  Page 27 
  
  DC 14 half; caster level 6th). This effect is 
  especially devastating to plant creatures and 
  aquatic creatures, which take a -2 penalty on their 
  saving throws. This ability is the equivalent of a 
  2nd-level spell. The save DCs are Charisma-
  based.  
  Fast Healing (Ex):  A salt mephit heals only if in an 
  arid environment.  
   
  URD708 Good Intentions 
   
  Page 28 
  
  URD708 Good Intentions 
   
  Page 29 
  APPENDIX 1: APL 12  
   
  4: FOUNDED RUMORS 
   
   
   
   
  F AR N A THE  S H AR P 
  CR  10 
  Female Human Ranger 5 Warrior 2 Fighter 4 
  NE Medium Humanoid (human) 
  Init +8; Senses Listen +10, Spot +14 
  Languages Common, Baklunish  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +6 armor) 
  hp 73 (11 HD) 
  Fort +12, Ref +9, Will +2 
  Speed 30 ft. in light armor (6 squares); 
  Melee Scimitar +14 (1d6+3/18-20)  
  Ranged 
  Shortbow 
  +1 
  (composite 
  mighty 
  +3) 
  +18/+13/+8 (1d6+7/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +14 
  Abilities Str 16, Dex 18, Con 12, Int 10, Wis 10, Cha 
  9  
  SQ Archery Combat Style, Favored Enemy Animal 
  +2, Favored Enemy Humanoid (Human) +4, Wild 
  Empathy +6 
  Feats Endurance, Improved Initiative, Manyshot, 
  Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon 
  Focus 
  (Shortbow), 
  Weapon 
  Specialization 
  (Shortbow) 
  Skills Balance +3, Climb +2, Craft (Bowmaking) +2, 
  Handle Animal +8, Heal +4, Hide +5, Jump +2, 
  Knowledge (Geography) +5, Knowledge (Nature) 
  +5, Listen +10, Move Silently +3, Ride +20, Spot 
  +14, Survival +10, Swim +1 
  Possessions Arrows (x40), bracers of archery – 
  lesser, chain shirt +2, gauntlets of ogre power +2, 
  Shortbow +1 (composite mighty +3), Potion of 
  Remove Blindness/Deafness.  
   
  T O O B L  AN D  G UR K ( S AM E  S T AT S) 
  CR  10 
  Male Human Barbarian 5 Warrior 2 Fighter 4 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +14, Spot +0 
  Languages Common, Baklunish  
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 107 (11 HD) 
  Fort +14, Ref +2, Will +2 
  Speed 40 ft. in light armor (8 squares); 
  Melee +1 Falchion +17/+12/+8 (2d4+12/15-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11 Grp +17 
  Abilities Str 22, Dex 10, Con 16, Int 8, Wis 10, Cha 8  
  SQ Fast Movement, Improved Uncanny Dodge 
  (Cannot be flanked except by a Rogue of 9th level), 
  Rage, Uncanny Dodge (Dex bonus to AC) 
  Feats Cleave, Great Cleave, Improved Critical 
  (falchion), 
  Improved 
  Unarmed 
  Strike, 
  Power 
  Attack, Quick Draw, Weapon Focus (Falchion), 
  Weapon Specialization (falchion) 
  Skills Jump +17, Listen +14, Ride +2, Survival +8, 
  Swim +10, Tumble +4 
  Possessions Falchion +1, gauntlets of ogre power, 
  mithral 
  shirt, 
  Potion 
  of 
  Remove 
  Blindness/Deafness, Boots of speed.  
   
  P O T T L 
  CR  10 
  Male Human Druid 9 Warrior 2 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +15, Spot +15 
  Languages Common, Druidic  
  AC 13, touch 10, flat-footed 13 
   (+3 armor) 
  hp 80 (11 HD); 
  Fort +11, Ref +5, Will +11 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee club +10/+5 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Class Spells Prepared (CL 7th): 
   5th— stoneskin 
   4th— dispel magic, freedom of movement 
   3rd— cure moderate wounds, magic fang – 
  greater, protection from energy, spike growth (DC 
  16) 
   2nd— barkskin, bull’s strength, resist energy (2), 
  restoration - lesser 
   1st— cure light wounds (2), entangle (DC 14), 
  faerie fire, pass without trace 
   0— create water, cure minor wounds (2), guidance, 
  know direction, purify food and drink 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 
  8  
  SQ Animal Companion, Nature Sense, Resist 
  Nature’s Lure, Spontaneous Casting, Trackless 
  Step, Venom Immunity, Wild Empathy +4, Wild 
  Shape 3/day for 9 hours (Large), Woodland Stride 
  Feats Animal Affinity, Combat Reflexes, Iron Will, 
  Lightning Reflexes, Natural Spell 
  Skills Concentration +16, Handle Animal +9, Heal +8, 
  Knowledge (Nature) +5, Listen +15, Ride +4, 
  Sense Motive +3, Spellcraft +1, Spot +15, Survival 
  +9. 
  Possessions Club, hide armor, Potion of Remove 
  Blindness/Deafness.  
   
  F I NK –  AN I M AL  C O M P AN I O N 
  CR  -- 
  N Animal 
  Init +4; Senses low-light vision, scent, Listen +7, Spot 
  +7 
  AC 26, touch 13, flat-footed 22 
   (+4 Dex, +3 armor, +9 natural) 
  hp 52 (8HD) 
  Fort +8, Ref +10, Will +3 
  
  Speed 50 ft. (10 squares) 
  Melee bite +9 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Actions trip  
  Abilities Str 17, Dex 18, Con 15, Int 2, Wis 13, Cha 6  
  SQ link, share spells, evasion, devotion, multiattack 
  Feats Alertness, Improved Natural Armor, Improved 
  Natural Attack (bite)  
  Skills Hide +5, Listen +7, Spot +7, Tumble +5 
  Possessions Studded Leather Barding 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  H Y E N A 
  CR  1 
  N Animal 
  Init +2; Senses low-light vision, scent, Listen +6, Spot 
  +4 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares) 
  Melee bite +3 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Actions trip  
  Abilities Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6  
  Feats Alertness  
  Skills Hide +3, Listen +6, Spot +4 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  AD V AN CE D H Y E N A 
  CR  2 
  N Animal 
  Init +1; Senses low-light vision, scent, Listen +6, Spot 
  +6 
  AC 14, touch 10, flat-footed 13 
   (-1 Size, +1 Dex, +4 natural) 
  hp 38 (4 HD) 
  Fort +9, Ref +5, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +8 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Special Actions trip  
  Abilities Str 22, Dex 13, Con 20, Int 2, Wis 13, Cha 6  
  Feats Alertness, Improved Natural Attack (Bite) 
  Skills Hide -2, Listen +6, Spot +6 
  Trip (Ex)  A hyena that hits with its bite attack can 
  attempt to trip the opponent (+2 check modifier) as 
  a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the hyena.  
   
  7J: TEMPLE PROPER  
   
   
  M I NN AL 
  CR  15 
  Male Human Sorceror 15 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common, Baklunish  
  AC 16, touch 10, flat-footed 16 
   (+6 armor) 
  hp 61 (15 HD);  
  Fort +7, Ref +6, Will +10 
  Speed 30 ft. in no armor (6 squares); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Class Spells Known (CL 15th): 
   7th (3/day)— Limited Wish, Spell Turning 
   6th (6/day)— Disintegrate (DC 23), dispel magic – 
  greater, true seeing 
   5th (7/day)— Bigby’s Interposing Hand, feeblemind 
  (DC 22), wall of force, waves of fatigue 
   4th (7/day)— bestow curse (DC 21), confusion (DC 
  21), dimension door, invisibility, greater 
   3rd (6/day)— displacement, haste, mage armor - 
  greater, vampiric touch 
   2nd (7/day)— glitterdust (DC 19), resist energy, 
  scorching ray, see invisibility, touch of idiocy. 
   1st (7/day)— alarm, color spray (DC 19), magic 
  missile, ray of enfeeblement, shield 
   0 (6/day)— acid splash, arcane mark, daze (DC 
  17)detect magic, flare (DC 18), mage hand, 
  prestidigitation, ray of frost, read magic 
  �Already cast – dispel magic - greater (retributive 
  spell), mage armor – greater, spell turning 
  Abilities Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 
  25 
  Feats Empower Spell, Maximize Spell, Rapid 
  Metamagic, Retributive Metamagic, Silent Spell, 
  Still Spell 
  Skills Bluff +23, Concentration +17, Diplomacy +9, 
  Disguise +7, Gather Information +7, Intimidate +9, 
  Move Silently +5, Spellcraft +16. 
  Possessions Bracers of Armor +5, Brooch of 
  Shielding, Cloak of Charisma +6, Potion of 
  Barkskin +3, Potion of Greater Magic Fang +2 (x2), 
  potion of mage armor, Vest of resistance +2, 
  Potion of Remove Blindness/Deafness.  
   
  C L AY  G O L E M  -  AD V AN C E D 
  CR  12 
  Always N Large Construct 
  Init -1; Senses darkvision 60 ft., low-light vision, 
  Listen +0, Spot +0 
  AC 33, touch 8, flat-footed 33 
   
  (-1 size, -1 Dex, +8 armor, +17 natural) 
  hp 144 (19 HD); DR 10/adamantine and bludgeoning 
  Immune magic 
  Fort +6, Ref +5, Will +6 
  Speed 15 ft. in heavy armor (3 squares) 
  Melee 2 slams +22 (2d10+10 plus cursed wound) 
  Space 15 ft.; Reach 15 ft. 
  URD708 Good Intentions 
   
  Page 30 
  
  Base Atk +14; Grp +30 
  Special Actions Berserk, cursed wound 
  Combat Gear Full Plate armor  
  Abilities Str 30, Dex 8, Con --, Int --, Wis 11, Cha 1  
  SQ Construct traits, haste 
  Skills none 
  Berserk (Ex)  When a clay golem enters combat, 
  there is a cumulative 1% chance each round that 
  its elemental spirit breaks free and the golem goes 
  berserk. The uncontrolled golem goes on a 
  rampage, attacking the nearest living creature or 
  smashing some object smaller than itself if no 
  creature is within reach, then moving on to spread 
  more destruction. Once a clay golem goes berserk, 
  no known method can reestablish control. 
  Cursed Wound (Su) The damage a clay golem deals 
  doesn’t heal naturally and resists healing spells. A 
  character attempting to cast a conjuration (healing) 
  spell on a creature damaged by a clay golem must 
  succeed on a DC 26 caster level check, or the spell 
  has no effect on the injured character. 
  Haste (Su) This ability continuously duplicates 
  Immunity to Magic (Ex) A clay golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below.  
  A move earth spell drives the golem back 120 feet 
  and deals 3d12 points of damage to it.  
  A disintegrate spell slows the golem (as the slow 
  spell) for 1d6 rounds and deals 1d12 points of 
  damage.  
  An earthquake spell cast directly at a clay golem 
  stops it from moving on its next turn and deals 
  5d10 points of damage. The golem gets no saving 
  throw against any of these effects.  
  Any magical attack against a clay golem that deals 
  acid damage heals 1 point of damage for every 3 
  points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, a clay golem 
  hit by the breath weapon of a black dragon heals 7 
  points of damage if the attack would have dealt 22 
  points of damage. A clay golem golem gets no 
  saving throw against magical attacks that deal acid 
  damage.  
  Haste (Su)  After it has engaged in at least 1 round of 
  combat, a clay golem can haste itself once per day 
  as a free action. The effect lasts 3 rounds and is 
  otherwise the same as the spell. 
   
  AD V AN CE D H AL F-D R AG O N  U NI CO R N 
  CR  6 
  LE Large Dragon (Blue – Augmented Magical Beast) 
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, Listen +16, Spot +16 
  Languages Common, Baklunish, Draconic  
  AC 26, touch 12, flat-footed 23 
   (-1 size, +3 Dex, +4 armor, +10 natural) 
  hp 116 (8 HD) 
  Immune charm, compulsion, paralysis, poison, sleep, 
  electricity 
  Fort +13, Ref +9, Will +7 
  Weakness  
  Speed 60 ft. in light armor (12 squares), fly 120 ft. 
  (average) 
  Melee horn +19 (2d6+12) and 2 claws +16 (1d6+9) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +21 
  Special 
  Actions 
  breath 
  weapon 
  (1/day, 
  5d8 
  electrical, 60’ line, Reflex DC 21 for ½ damage) 
  Combat Gear Chain Barding  
  Abilities Str 28, Dex 17, Con 24, Int 12, Wis 21, Cha 
  26  
  SQ Magic Circle against evil, spell-like abilities, wild 
  empathy 
  Feats Close Quarters Fighting, Improved Toughness, 
  Improved Natural Attack (horn)  
  Skills Balance +10, Decipher Script +2, Jump +47, 
  Listen +18, Move Silently +9, Search +3, Sense 
  Motive +10, Speak Language (6), Spellcraft +3, 
  Spot +18, Survival +8, Tumble +8 
  Horn (Ex)  The horn is a +3 magic weapon, though its 
  power fades if removed from the unicorn.  
  Magic 
  Circle 
  against 
  Evil 
  (Su) 
  This 
  ability 
  continuously duplicates the effect of the spell. A 
  unicorn cannot suppress this ability.  
  Spell-like abilities (Su) Unicorns can use detect evil 
  at will as a free action.  
  Once per day a unicorn can use greater teleport to 
  move anywhere within its home. It cannot teleport 
  beyond the forest boundaries nor back from 
  outside.  
  A unicorn can use cure light wounds three times per 
  day and cure moderate wounds once per day 
  (caster level 5th) by touching a wounded creature 
  with its horn. Once per day it can use neutralize 
  poison (DC 21, caster level 8th) with a touch of its 
  horn. The save DC is Charisma-based.  
  Wild Empathy (Ex) This power works like the druid’s 
  wild empathy class feature, except that a unicorn has 
  a +6 racial bonus on the check.  
   
  AD V AN CE D S AL T  M E P H I T 
  CR  5 
  N Medium Outsider (earth, extraplanar) 
  Init -2; Senses darkvision 60 ft.; Listen +6, Spot +6 
  AC 14, touch 8, flat-footed 14 
   (-2 Dex, +6 natural) 
  hp 63 (8 HD); fast healing 2; DR 5/magic 
  Fort +9, Ref +4, Will +6 
  Speed 30 ft. (6 squares), fly 40 ft. (average) 
  Melee 2 claws +14 (1d6+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  Special Actions Breath weapon, spell-like abilities, 
  summon mephit  
  Abilities Str 22, Dex 6, Con 16, Int 6, Wis 11, Cha 15  
  Feats Power Attack, Toughness, Improved Natural 
  Attack (claws) 
  Skills Balance +5, Bluff +8, Diplomacy +4, Disguise 
  +2 (+4 Acting), Escape Artist +4, Hide +4, Listen 
  +9, Move Silently +4, Spot +11, Tumble +3 
  URD708 Good Intentions 
   
  Page 31 
  
  URD708 Good Intentions 
   
  Page 32 
  Breath Weapon (Su):  10-foot cone of salt crystals, 
  damage 1d4, Reflex DC 13 half. Living creatures 
  that fail their saves are tormented by itching skin 
  and burning eyes. This effect imposes a -4 penalty 
  to AC and a -2 penalty on attack rolls for 3 rounds. 
  The save DC is Constitution-based and includes a 
  +1 racial bonus.  
  Spell-Like Abilities: Once per hour a salt mephit can 
  use glitterdust (DC 14, caster level 3rd).  
  Once per day it can draw the moisture from an area in 
  a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude 
  DC 14 half; caster level 6th). This effect is 
  especially devastating to plant creatures and 
  aquatic creatures, which take a -2 penalty on their 
  saving throws. This ability is the equivalent of a 
  2nd-level spell. The save DCs are Charisma-
  based.  
  Fast Healing (Ex):  A salt mephit heals only if in an 
  arid environment.  
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
   
   
  Rapid Metamagic  
  You possess an uncanny mastery of your magic, 
  enabling you to modify spells on the fly much 
  faster than others can. 
   
  Benefit: When you apply a metamagic feat 
  to a spontaneously cast spell, the spell takes 
  only its normal casting time. 
   
  Source: Complete Mage 47 
   
  Retributive Spell [Metamagic]  
  You can keep a spell in reserve to use when a foe 
  causes you harm. 
   
  Prerequisites: Spellcraft 12 ranks, ability to 
  spontaneously cast spells. 
   
  Benefit: When you cast a spell modified by 
  this metamagic feat, the spell has no immediate 
  effect. Any time you are dealt damage by a 
  melee attack during the next 24 hours (or until 
  you next prepare or ready your spells), you can 
  choose to cast the spell on that attacker as an 
  immediate action. Once activated, a retributive 
  spell disappears (it can only affect one attacker). 
  You can apply this feat only to a spell that 
  targets a creature. A retributive spell can target 
  only the attacker that triggered it, even if the 
  spell would normally allow you to target multiple 
  creatures. 
   
  You can have only one retributive spell cast 
  at a time. Casting a second retributive spell 
  cancels the first (eliminating it with no effect). If 
  you prepare or ready spells while you have a 
  retributive spell cast, the spell dissipates with no 
  effect. 
   
  A retributive spell uses up a spell slot one 
  level higher than the spell's actual level. 
   
  Source: Complete Mage 46 
   
   
  URD708 Good Intentions 
   
  Page 33 
  
  DM MAP 1 – ENCOUNTER  
   
   
   
   
  URD708 Good Intentions 
   
  Page 34 
  
  DM MAP 2 – ENCOUNTER  
   
   
   
  URD708 Good Intentions 
   
  Page 35 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/597/Normal Scenarios/URD7-08 - Good Intentions (APL 6-12)/URD7-08 - Good Intentions.pdf