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 
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  REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBITED WITHOUT 
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  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD8−02 
   
   
   
   
   
  Everybody Loves Seoman 
   
  A One−Round  
  Dungeons & Dragons® Living Greyhawk™  
  Regional Adventure set in the Duchy of Urnst 
  Version 1.3 
   
   
  by Roy Thalman 
  Circle Reviewer: Colleen Simpson 
  Reviewers: Bill Benham 
  Playtesters: Scott Huber, Jon “CPJ” Kruger, Jack Lohman, Peter Williams, Joshua Woodruff 
   
   
  With tensions high and temperatures low in the city of Leukish, some hot-blooded soldiers, and a mysterious woman 
  cross paths with the PCs. A one-round Regional adventure set in Duchy of Urnst for characters level 4-14 (APLs 6-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Mage 
  [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette], Complete Warrior [Andy Collins, David Noonan, Ed 
  Stark], Dungeonscape [Jason Bulmahn, Rich Burlew], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], Night 
  Where Nothing Happens 8 [Jonathan Ingram], Players Handbook II [David Noonan], Spell Compendium [Matthew Sernett, 
  Jeff Grubb, Mike MeArtor], and Under a Stern Gaze [Bill Benham, Roy Thalman]. 
  
  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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix 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).  
   
   LG 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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URD8-02 Everybody Loves Seoman 
   
  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.  Characters with the Duchy of Urnst 
  as their home region, pay 12 gp per round for 
  Adventurer’s Standard Upkeep, while characters who do 
  not have the Duchy of Urnst as their home region, pay 24 
  gp per round. 
   
  Rich and Luxury Upkeep cost 75 gp per round for 
  characters with the Duchy of Urnst as their home region, 
  and 150 gp per round for characters who do not have the 
  Duchy of Urnst as their home region. 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 
  This section includes information about the key players. 
  Many of the recent events will be covered in Encounter 2 
  through gathering information. 
  Karll Lorinar: Rescued in URD7-07 Last Man Standing, 
  Karll has been lying low ‘til he is ready. 
  The Disbanded Bar Rampant: Unwilling to show Ellis 
  the same dedication they gave Karll; Ellis disbanded the 
  Duke’s elite cavalry. 
  The White Harts: Led by Karll’s son Jolen, this group 
  has gone to war with Ellis’ Strong Harts over control of 
  the Duchy. 
  Ellis Lorinar: This former commander of the Ducal 
  Guard succeeded Karll as Duke, and has made some 
  questionable decisions during his short ruler ship. 
  The Ducal Guard: The majority of the rank and file 
  soldiers remain loyal to Ellis, but some have migrated to 
  other factions. Currently Ellis is using these forces to 
  supplement the city guards in several places including 
  Leukish. 
  The Strong Harts: The nobles and followers that 
  support Ellis. 
  Seoman Verle: Leader of the honorable chamber and 
  head of house Verle. Seoman is second only to the duke 
  in political power, and a skilled negotiator. 
  Kizag: A retired adventurer that hires the PCs in 
  encounter 1.  
  Minna, the Mysterious Woman: Her motives and 
  affiliation remain unknown.  
   
  ADVENTURE SUMMARY 
  Introduction: The PCs receive a missive about a job. 
  Enc 1: The PCs meet Kizag who offers the PCs a chance 
  to gather some information for his employer. His 
  employer is a mysterious woman working for a powerful 
  third party. 
  Enc 2: This encounter is broken down into three parts, 
  each of which is a small section about the PCs meeting 
  someone, making gather information checks, or 
  encountering some security measures. 
  Enc 3: The PCs witness some DG members harassing 
  some halflings, but before they can intervene the DG 
  members are killed by some former Bar Rampant 
  members. This is not a combat encounter, just something 
  the PCs witness. 
  Enc 4: The PCs report the information they have 
  discovered and the fight they witnessed. 
  Enc 5: The PCs are met by several large men. These BR 
  soldiers request, forcibly if necessary, that the PCs 
  accompany them to a meeting with a large number of Bar 
  Rampant members and Karll Lorinar. At the meeting 
  Karll asks them to speak with Seoman Verle about the 
  release of the BR members the PCs fingered the night 
  before. 
  Enc 6: The PCs meet with Seoman, and he agrees to look 
  into helping the Bar Rampant members. 
  Enc 7: As the PCs are concluding their meeting they find 
  themselves in the middle of a kidnapping/assassination 
  attempt on Seoman’s life. 
  Conclusion: With Seoman’s help many of the Bar 
  Rampant members are released, but the murderers from 
  Encounter 3 are found guilty of treason and executed. 
   
   
  URD8-02 Everybody Loves Seoman 
   
  Page 2 
  
  PREPARATION FOR PLAY 
  The following items should be noted about the PCs: If the 
  PCs played URD7-07 Last Man Standing and rescued Duke 
  Karll. If the PCs are members of the Ducal Guard Meta-
  org they may feel duty bound to intervene during 
  encounter three. If the PCs are aligned with the Strong 
  Harts, White Harts, or Ducal Loyalists they try and go 
  outside the bounds of the module to stick up for their 
  faction. If the PCs played URD8-01 they are aware of the 
  tensions in the city of Leukish. 
  All of these factors may change the way NPCs react or 
  interact with the players. Being aware of this ahead of 
  time will help you adjust the encounters appropriately.  
   
  INTRODUCTION 
  A vicious chill has settled upon Leukish. Sporadic 
  snowfall coupled with high winds has suspended all 
  non-essential activity within with the city. The 
  patrols of Ducal Guard soldiers still remain 
  however, a recent precaution implemented by Duke 
  Ellis.  
  At some point during your many travels in and 
  around Leukish you stumbled upon a poster seeking 
  persons for a “minimally dangerous” trip about town 
  for the purpose of information gathering. It is 
  evening, the appointed time, and you are near the 
  meeting location indicated on the flier. 
   
  Development: When the PCs decide to take the plot 
  hook, proceed to encounter 1. 
   
  ENCOUNTER 1: 
  Either randomly or with purpose determine which PC 
  arrives last then read: 
   
  The first floor of the Folly by the Sea is still very 
  busy at this late hour; and a quick chat with the 
  bartender has you heading to a back room where a 
  half orc and several others are waiting. As you enter 
  the half orc looks up, “greetings, we were just getting 
  to know each other. Please join us [Mr/Mrs]”  
   
  The half orc is named Kizag, and introduces himself as 
  soon as the PC you are addressing does. This is a good 
  place for character introductions.  
   
   
  �Kizag: male half orc barbarian 2/ fighter 6. 
   
  Kizag is not the usual employer, he is a former 
  adventurer, and has an actual interest in getting to know 
  the PCs. For a half orc Kizag is old, and while he has not 
  been disfigured, he does bear many battle scars and has a 
  slight limp. 
   
  When the PCs bring up the topic of work or the poster 
  read the following:  
   
  “Oh right, the posters. Two days ago I met a woman 
  out front in the common room, and we chatted for a 
  while. She was evasive about what she did and whom 
  she worked for, but said her employer liked to be 
  advised of what was going on about town. I got the 
  impression something was not quite on the level 
  about her, but the coin she offered smothered my 
  better judgment and I accepted her offer. So here I 
  am passing this opportunity on to you all.”  
   
  Give the PCs Player Handout 1 
   
  [Player Handout 1 details two locations: The first is a 
  warehouse the PCs are to explore and recover some 
  ledgers. The other is a meeting tomorrow with a “Mr. J” 
  who will give the PCs more information.] 
   
  Kizag 
  continues 
  “she 
  wants 
  that 
  address 
  investigated, and said the man on the list would 
  have information for you. Also she wants you all to 
  keep your ears open for any rumors circulating the 
  streets.”  
   
  Questions for Kizag: 
   
  Who was this woman that hired all of us? “She asked 
  me not to use her name; that was part of what made me 
  suspicious” 
   
  Under magical coercion: “She was a lovely middle-aged 
  Suel woman with bright red hair and deep blue eyes. She 
  said her name was Minna, but I didn’t press her for a 
  family name, I was happy enough to be in her company.” 
   
  Are we getting paid? “Of course, her instructions were 
  to pay you each fifty gold up front.” 
   
  When/Where do we report what we’ve found? “I’ll be 
  here tomorrow evening about this same time, you can tell 
  me what you have discovered then.” 
   
  Development: When the PCs decide to head out  go to 
  the appropriate section of Encounter 2. 
   
  ENCOUNTER 2: 
  This encounter is broken down into three sections. 
  Section A covers the PCs traveling about town and 
  gathering information from various locals and travelers in 
  different parts of the city. Section B covers the PCs 
  finding the people on the list and procuring information 
  from them. Section C details an abandoned warehouse 
  formerly used by the black rats, there are several traps 
  between the PCs and some desired information. 
   
  Section A:  
  There are three locations where the PCs can 
  gather information, the docks (mostly travelers and some 
  commoners), the lower city (mostly laborers, commoners, 
  and some merchants), and the upper city (nobles and 
  URD8-02 Everybody Loves Seoman 
   
  Page 3 
  
  wealthy merchants). Each section has a list of rumor and 
  their associated DCs; also each section has some generic 
  NPCs to use as sources for this information. 
   
  The Docks: 
  NPCs: Two mixed human sailors from the County of 
  Urnst have just arrived in town with coin to spend. One 
  is an extremely drunken Rhennee bargeman who is low 
  on funds and the other is a burnt-out serving girl who 
  doesn’t want to talk. 
   
  DC 5: All these Ducal Guardsmen in the city sure are 
  helping business. 
  DC 5: I heard Duke Karll came back, but he’s hiding in 
  the Celedon. 
  DC 10:  The Ducal navy has set up a blockade at the 
  Nesser mouth, and they are denying passage to certain 
  merchants. 
  DC 15: I heard there were supposed to be more troops 
  coming, but one of the commanders never showed up. 
  DC 20: I’ve been in town for about a week now, and there 
  were a lot of talk about fighting between nobles, then 
  suddenly all these soldiers patrolling the streets. 
  DC 20: The Blockade is controlled by the White Harts, 
  and they are denying passage to ships owned by houses 
  loyal to Ellis..who can’t pay the “toll”. 
   
  The Lower City: 
  NPCs: A mixed Suloise priestess of Pelor heading back to 
  Pontyrel and a mixed Suloise couple having a meal that 
  greatly resent the interruption. The venerable restaurant 
  owner is sitting in the corner watching his children run 
  the establishment. 
   
  DC 5: I heard Duke Karll came back, but he’s hiding in 
  the Cairn hills with the Urlirels. 
  DC 10: Crime is way down, and the city seems cleaner 
  too, fewer rats anyway. 
  DC 15: Adventurers huh? I just came from Nellix and 
  there is a director of the college down there looking for 
  some help. 
  DC 20: I heard a few of the ousted rogues tried to sneak 
  back into the city unsuccessfully. 
  DC 25: A friend of mine works for Lord Jolen, but is 
  thinking about quitting. He’s become really abusive to his 
  staff lately. 
   
  Upper City: 
  NPCs: A pair of Elven harpists performing for the bar 
  patrons, a gray-haired Suloise noblewoman enjoying 
  some tea, and a jewelry-laden Dwarven merchant waiting 
  anxiously for his business partner to show up. 
   
  DC 5: I heard Duke Karll came back, but he’s hiding 
  Seltaren. 
  DC 10: I hear there are a lot of troops leaving their units 
  for ones more inline with their allegiances.  
  DC 10: Some say Ellis disbanded the Bar Rampant 
  because they defected to follow Jolen. 
  DC 15: Lord Jolen gave the halflings land in exchange for 
  their support. If that is how he plans on taking down Ellis 
  he won’t have a realm to rule when this is done. 
  DC 20: Some elves say that the mastermind behind “The 
  Blight” was still at large. 
  DC 30: A little birdy told me Lord Jolen hasn’t left his 
  chambers since his return from the Vale. I guess those 
  negotiations were really taxing. 
   
  Section B: 
  Mister J: Mister J is Lord Jovel U’morael Academian at 
  the College of Sages and Sorcerery, and retired 
  adventurer. Accompanying him to this meeting are 
  Naruk, his bodyguard, and Lavendar, a former adventurer 
  and close female companion to his lordship.  
   
  Ten bells coincide with your arrival at this small 
  bookstore and cartography shop. Inside you see no 
  patrons only a single proprietor, no sign of this 
  “Mister J”. 
   
  Give the PCs some time to look around, speak to the 
  storeowner, etc. The storeowner knows who the PCs are 
  looking for, but only as Lord U’morael, so he cannot help 
  them. Then continue:  
   
  Appearing near the front door, as if by magic, are 
  three figures. The first to enter the shop is a short 
  muscular half orc, his bare arms covered with 
  tattoos and scarification like a soldier’s medals. He 
  wears a chainmail shirt, a length of barbed chain 
  hangs across his torso like a pageant sash.  
   
  The second figure is an attractive female 
  halfling dressed in a white blouse beneath riding 
  leathers and a leather vest. A half dozen daggers stud 
  her belt, and a chain shirt beneath the vest subdues 
  her feminine curves. Over it all she wears a pelisse 
  made of red fabric trimmed in white fur. 
   
  The final figure is a Suloise man in his early 
  twenties wearing a scarlet courtier’s outfit trimmed 
  in white complete with rings (including a signet ring), 
  bracelets, and necklaces. Atop his head sits a thin 
  silver circlet inset with a small ruby. He caries a 
  satchel bearing the mark of a three-headed eagle, and 
  a pair of Ioun stones lazily orbit his platinum coif.  
   
   
  �Naruk Wolfheart: male half orc barbarian 
  1/fighter 4/exotic weapons master 1/occult slayer 4 
  (Sense Motive +7). 
   
  �Lady Lavendar: female halfling rogue 3/fighter 
  3/master thrower 3 (Ride +5, Slight of Hand +20) 
   
  �Lord Jovel U’morael: male human (Suloise) 
  transmuter 7/loremaster 6; Decipher Script+20, 
  Knowledge (history) +26, Knowledge (local – NMR) +26, 
  Knowledge (planes) +30, Bardic Knowledge +17 
   
  PCs successfully making a Knowledge (nobility)* check 
  may know the following: 
    
  URD8-02 Everybody Loves Seoman 
   
  Page 4 
  
  DC 10: Identifies the three-headed eagle (on the satchel 
  and signet ring) as the symbol of House U’morael. 
  DC 15: House U’morael’s colors are red and white. 
  DC 20: House U’morael is known for a lineage of 
  powerful arcane casters. 
  *Members and associates of house U’morael already 
  know this information; no check required. 
    
  Jovel was contracted by Minna to compile a codex of the 
  layers of the abyss, and their respective lords, if any. This 
  is the information the PCs are after. Simply asking for 
  this book is enough to get it, though Jovel will want to 
  show it to them, and go over the contents. 
   
  The Codex is a massive tome. It has a forward 
  detailing facts and speculations about the abyss especially 
  the formation and destruction of layers, and the powers 
  and requirements of lordship. The bulk however is 
  dedicated to details and descriptions about the layers 
  (Shendilavri, Azzagrat, Thanatos, etc.) their lords 
  (Malcanthet, Pazuzu, Demogorgon, Fraz-urb’luu, etc.), 
  and other miscellaneous information. 
   
  Questions: 
  Who hired you to get this information? A woman 
  named Minna, I am not sure how she found me. She said 
  she was a member of one of the Lydian schools. 
  Was there anything strange about her? No, but the 
  letter she gave me detailing her request was house 
  Lorinar stationary. 
   
  Section C: 
  The Warehouse is located in the area of the docks, but 
  two blocks inland, surrounded by other unoccupied 
  warehouses. There is a faded painting of a black cat 
  straddling a mouse on one side. If the PCs approach at 
  night they attract no attention; during the day they have 
  will have to dodge citizens, but this should not stop them 
  from getting inside. 
   
  This medium-sized warehouse stands silent, the 
  loading doors slightly ajar; a sign on one of the doors 
  decrees that this building remain sealed at the 
  command of city guard. A quick search reveals that 
  this place has already been looted, either by the 
  guard, or larcenists. In the back, concealed within a 
  crate large enough to house an elephant, you find a 
  staircase leading to the basement and some 
  connecting tunnels. 
   
  Use DM map 1 for the relevant sections of the tunnels. 
   
  APL 6 Traps (EL 7): 
   
  �Spiked Pit Trap, see Appendix 1 
   
  � Battering ram Trap, see Appendix 1 
   
  � Slide, greater Trap, see Appendix 1 
   
  APL 8 Traps (EL 9): 
   
  � Poisoned Spike Pit Trap, see Appendix 1 
   
  � Battering ram Trap, see Appendix 1 
   
  � Slide, greater Trap, see Appendix 1 
   
  APL 10 Traps (EL 10): 
   
  � Poisoned Spike Pit Trap, see Appendix 1 
   
  � Battering ram Trap, see Appendix 1 
   
  � Slide, greater Trap, see Appendix 1 
   
  � Dispelling Screen, Greater Trap, see Appendix 1 
   
  APL 12 Traps (EL 12): 
   
  � Poisoned Spike Pit Trap, see Appendix 1 
   
  � Battering ram Trap, see Appendix 1 
   
  � Slide, greater Trap, see Appendix 1 
   
  � Dispelling screen, greater Trap, see Appendix 1 
   
  � Wail of the banshee Trap, see Appendix 1 
   
  Creatures: 
   
  APL 6 (EL 7): 
   
  �Earth Elemental, Large (2): hp 68, 68; Monster 
  Manual 97. 
   
  APL 8 (EL 9): 
   
  �Earth Elemental, Huge (2): hp 152, 152; Monster 
  Manual 97. 
   
  APL 10 (EL 12): 
   
  �Vrock (3): hp 115, 115, 115; Monster Manual 48. 
   
  APL 12 (EL 14): 
   
  �Barbed Devil (3): hp 126, 126, 126; Monster 
  Manual 51. 
   
  At all APLs the fight begins when someone reaches the 
  edge of the pit. All the creatures appear on their initiative 
  able to act.  
   
  APL 6 & 8: There is no surprise round; everything goes 
  on its initiative. The elementals appear in area A and B on 
  the map. The huge elementals attempt to use Awesome 
  Blow if the PC is close enough to be knocked into the pit. 
   
  APL 10: There is no surprise round; everything goes on 
  its initiative. The Vrocks all appear in area A and begin a 
  dance of ruin. 
   
  APL 10 & 12: The dispelling Screen trap is located ten feet 
  down the pit and when activated covers the entire pit 
  with a horizontal screen. 
   
  APL 12: The wail of the banshee trap goes immediately 
  when someone reaches the edge of the pit before any 
  initiative; once it’s resolved, proceed with initiative 
  normally. Should the wail of the banshee trap be disabled, 
  continue with the remaining traps and monsters, they 
  simply bypassed that trap. One barbed devil appears in 
  area B and two in area C. The barbed devils attempt to 
  maneuver the PCs toward the pit keeping a PC between 
  URD8-02 Everybody Loves Seoman 
   
  Page 5 
  
  them and the pit. Unlike the other APLs, the barbed 
  devils are small enough to be targeted by the traps. 
  ENCOUNTER 3: 
  This encounter takes place in the lower city, outside an 
  oddities shop at the end of a long cul-de-sac. The PCs start 
  about four hundred feet away at the corner of the nearest 
  cross street. 
   
  Down a lengthy side street you see four Ducal Guard 
  soldiers stopping and inspecting a pair of halflings. 
  Scenes like this have become common recently due 
  to increased tension, but just as you are about to 
  move on one of the guardsmen pulls a strange, 
  wicked-looking dagger out of the male halfling’s 
  belongings. There are raised voices and the female 
  halfling gets shoved to the ground, as all four 
  guardsmen set upon the male.  
   
  If the PCs wish to get involved they can, but remind 
  them any action taken against the Ducal Guard could be 
  considered treason, and even helping the guard might be 
  misconstrued as interfering with their duties. 
   
  Mere moments after the male halfling is grabbed, 
  and a small set of manacles are produced, a door on 
  the opposite side of the street opens and three 
  figures garbed in hooded cloaks emerge, wielding 
  spears and advancing on the guardsmen. 
   
  In two rounds the hooded figures will kill or incapacitate 
  the guardsmen. The guardsmen are inexperienced and ill-
  trained, while the hooded figures are former members of 
  the Bar Rampant, the Duke’s elite cavalry. If the PCs wish 
  to get involved, initiative order may be needed, but they 
  are still four hundred feet away. If they do not interfere 
  continue: 
   
  A brief bloody melee ensues, and the inexperience of 
  the guardsmen shows as one is felled and another 
  wounded before they can even draw their swords.  
  Within seconds the others are downed as well with 
  the shrouded attackers suffering only some minor 
  injuries. 
   
  Once the guardsmen are dead or incapacitated, the 
  cloaked figures flee back to where they came from and 
  scatter into the city. If the PCs interfere and make it 
  logically impossible for them to escape they will 
  surrender, and wait to be arrested. 
   
  For plot purposes some or all of the Bar Rampant 
  soldiers need to survive the encounter. 
   
  The two halflings are named Berris and Lily. They 
  are both unharmed. They say that they were simply going 
  about their business when the guardsmen stopped them, 
  something they have gone through several times lately. 
  They claim the dagger is for a costume they were putting 
  together, Berris claims to own a costume shop, and an 
  examination of the dagger reveals that is, in fact, for show 
  only being made of tin and covered in glass beads rather 
  than jewels. If questioned about where Berris purchased 
  the dagger he says he bought it from “Phinneas 
  Phinnster’s Curios, Oddities, and Other Legitimately 
  Wonderful Knickknacks” (a store with a very long name 
  that you are right outside of). 
   
  More ducal guardsmen with some city watch 
  members arrive a few minutes after the cloaked figures 
  escape, and question everyone. Unless the PCs did 
  something stupid, i.e. dropped a fireball on the 
  guardsmen, they are questioned extensively and released. 
   
  Development: When the PCs have gathered all the 
  information requested and wish to report in to Kizag, go 
  to Encounter 4. 
   
  ENCOUNTER 4: 
  When the PCs return to the Folly by the Sea, Kizag is 
  waiting for them. He has arranged for a small feast to be 
  prepared and ready for the PCs when they arrive. Kizag 
  listens to whatever information the PCs have, and he asks 
  questions if he is unclear about anything.  
   
  Development: When the PCs are finished giving their 
  report, they get a full night’s rest, and then proceed to 
  Encounter 5. 
   
  ENCOUNTER 5: 
  While the PCs are resting, word of the murder of several 
  Ducal Guard members spreads, eventually reaching the 
  ears of Duke Ellis. Knowing the animosity between the 
  normal Ducal Guard soldiers and the elite Bar Rampant, 
  Ellis suspects something more, he orders the arrest of not 
  only the murderers, but also any former Bar Rampant 
  members living in and around Leukish. Immediately, 
  divinations are performed and the murderers, along with a 
  dozen innocent former Bar Rampant members are 
  arrested before sunrise. 
   
  In the morning, after the PCs have prepared their 
  spells etc., read the following. Adjust as necessary for PCs 
  that are alone or with other party members, and if they 
  did not tell Kizag in Encounter 3. 
   
  A pair of Suel men approach you, their faces stern. 
  They wear breastplates and carry longswords 
  beneath their hooded cloaks. “Milord wished to 
  speak with you” one says and appears to be waiting 
  for you to follow. 
   
  Questions: 
   
  Who are you? We are former members of the Duke’s 
  cavalry, and as of last night, fugitives.  
   
  Where are we going? We are going to meet with Duke 
  Lorinar, and set things right. 
   
  A brisk walk into the farmland surrounding the city 
  brings you to a small farmhouse accompanied by a 
  URD8-02 Everybody Loves Seoman 
   
  Page 6 
  
  large barn. Both look old and poorly maintained as 
  do the surrounding weed-choked fields. The two 
  men leading you seem vigilant, almost paranoid, as 
  they leave the road for an overgrown path leading to 
  the barn. 
   
  Inside the barn many men, perhaps twenty, 
  instantly turn as the door is opened. Every one of 
  these burly Suel figures bears the uniform, insignia, 
  or weaponry of the now disbanded Bar Rampant. 
  You are quickly ushered in and the doors closed; 
  from the back of the group a grizzled man emerges. 
  He looks tired, like he hasn’t slept much, and his 
  waking hours are lost to deep worry. 
   
  Duchy PCs recognize this man as Karll Lorinar, former 
  duke, and recently rescued from imprisonment on 
  another plane. 
   
  “Greetings” he says; his voice is strong and clear, 
  perfect for commanding troops on the battlefield or 
  silencing bickering noblemen. “I am Karll Lorinar” 
   
  To any PC that played URD7-07 Last Man Standing: 
   
   “I’m glad you are here to help us.” 
   
  For all PCs: 
   
  “Last night my nephew Ellis swore out warrants for 
  all of the men in this room. He believes the 
  disbanded Bar Rampant cannot be trusted, and he is 
  correct. These men remain loyal to me, their fervor 
  renewed after they were cast aside, but a tragedy has 
  befallen us. Some of our more reckless number took 
  out their rage and frustration on some Ducal 
  Guardsmen patrolling the streets after the recent 
  hostilities, and have been arrested. But as I said Ellis 
  did not stop there, and many other innocent 
  brothers have been arrested. They stand charged 
  with treason and, with tempers flaring, I don’t see 
  them getting anything but the gallows, and soon.” 
   
  Questions: 
   
  When did you return? I returned some time ago, but 
  hid my return until I knew more about what had 
  happened in my absence. 
   
  Why are we here? Because you witnessed the attack. 
   
  How do you know (we witnessed the attack)? Lady 
  Juma performed some divinations for me. 
   
  Now that you are back, what are you going to do? The 
  situation is too tense to make any rash actions so, right 
  now, I am worried only about the safety of my men. (DC 
  20 Sense Motive determines Karll is worried about many 
  other things as well, but this is the only he wants to 
  discuss with them.) 
   
  What do you want from us? My men need help, 
  someone to speak on their behalf and get them released. I 
  have arranged a meeting with Lord Seoman Verle this 
  evening, and I want you to deliver our request to him. 
   
  Why Seoman Verle? Politically he is second only to 
  Ellis, if anyone has a chance of getting our men released it 
  is Seoman. Also he is a skilled negotiator, and his words 
  might be enough to talk Ellis down from this madness. 
   
  As the conversation is coming to an end read the 
  following:  
   
  A young man bursts into the barn, immediately 
  followed by the crowd inside quickly arming 
  themselves before calming at the recognition of the 
  youth. The young man flush from the cold and out of 
  breath points in the direction of Leukish. “They are 
  coming, The Guard” he says between gasps for air.  
   
  Karll let’s out a sigh, then points at your group 
  “eight bells, the Honorable’s Chambers” and with 
  that he turns to leave. His men quickly gather up 
  their belongings, and leave the area. 
   
  If the PCs are just standing around have one of the 
  leaving Bar Rampant members tell them:  
   
  “You’d best leave before the Ducal Guard gets here, 
  you don’t want them thinking you’re with us and 
  getting arrested.” 
   
  DC 20 Knowledge (Local – NMR): The “Honorable’s 
  Chambers” is a nickname used by chamber members and 
  their aids for a building used for private meetings. It is 
  located about a block away from the actual Honorable 
  Chamber, and consists of a few meeting rooms and 
  private offices. Alternatively, the PCs can go to the 
  Honorable Chamber, and ask anyone there for directions.  
   
  Development: The PCs have about eight hours to learn 
  the location of the “Honorable’s Chambers” and make it 
  to the meeting. They can do as they wish until the 
  meeting time, but under no circumstances will Seoman 
  meet with them early. 
   
  ENCOUNTER 6: 
  Shortly before eight bells the PCs are led into a sitting 
  room designed to seat eight to ten. A few minutes later 
  Seoman Verle arrives.  
   
  A tall Suloise man steps into the room. His clothing 
  is not extravagant, but well made and clean. 
  “Greetings, what can I do for you all?” 
   
  Allow the PCs to state their case, and plead for the release 
  of the captive Bar Rampant members. During all this 
  Seoman should seem friendly and receptive to either 
  argument. He should seem outraged at this nerve of Ellis 
  to arrest these innocent men. 
  URD8-02 Everybody Loves Seoman 
   
  Page 7 
  
   
  Development: After the meeting comes to an end 
  Seoman escorts them out to the street. Proceed to 
  Encounter 7. 
   
  ENCOUNTER 7: 
  The PCs are about to find themselves in the middle of an 
  assassination attempt on Seoman Verle. The two assassins 
  were hired in the nation of Zeif and teleported here for this 
  job.  
   
  APL 6 (EL 10) 
   
  �Zigheim, Shadow of the West: male human 
  (Baklunish) Fighter4/Rogue4; hp 82; Appendix 1.  
   
  �Shamar, The Icy Black Wind: Female Elf 
  Sorcerer8; hp 49; Appendix 1. 
   
  APL 8 (EL 12) 
   
  �Zigheim, Shadow of the West: male human 
  (Baklunish) Fighter5/Rogue5; hp 102; Appendix 1.  
   
  �Shamar, The Icy Black Wind: Female Elf 
  Sorcerer10; hp 61; Appendix 1. 
   
  APL 10 (EL 14) 
   
  �Zigheim, Shadow of the West: male human 
  (Baklunish) Fighter6/Rogue6; hp 122; Appendix 1.  
   
  �Shamar, The Icy Black Wind: Female Elf 
  Sorcerer12; hp 73; Appendix 1. 
   
  APL 12 (EL 16) 
   
  �Zigheim, Shadow of the West: male human 
  (Baklunish) Fighter6/Rogue8; hp 140; Appendix 1.  
   
  �Shamar, The Icy Black Wind: Female Elf 
  Sorcerer14; hp 85; Appendix 1. 
   
  These two have been waiting for Seoman Verle to leave 
  his office. When they see Seoman emerge with the PCs 
  they will move out of range and earshot and buff before 
  moving in to attack using their power-up suite after a few 
  rounds. 
   
  Zigheim: While moving up to the PCs Zigheim uses 
  an Elemental Gem to summon a large Snow (water) 
  elemental (MM 100). In combat he puts as much Combat 
  Expertise into his AC as he can and still reliably hit 
  opponents, using Bluff (as a move-equivalent action) to 
  gain sneak attack if he becomes visible. 
   
  Shamar opens the battle with a nonlethal cold fireball 
  (7d6 at APL 6, 10d6 at all others, nonlethal damage, 
  Reflex DC 15 halves). She continues with arctic haze and 
  energy vulnerability to weaken foes, and then moves onto 
  damaging attacks. She only uses entomb and flesh to ice 
  against foes that are a dire threat (or seem to resist/avoid 
  all her other attacks). 
   
  If subdued or captured, they admit to being hired by 
  an agent of the White Harts, but they can only give a 
  general description (male Suel), and no name. 
   
  Development: After the battle Seoman Verle thanks the 
  PCs before calling some guards to take away the assassins 
  and escort him home. The PCs rest the night and then 
  proceed to Encounter 8. 
   
  CONCLUSION 
  In the morning Seoman meets with Ellis to discuss the 
  situation, and afterward he sets out to find the PCs. Read, 
  or paraphrase, the following, when he arrives: 
   
  A little after midday a contingent of Ducal Guard 
  soldiers, with Seoman in their center, approach your 
  group. They glare disapprovingly as they part ranks 
  and he steps forward. “I’m sorry my friends but I 
  could not dissuade Ellis from executing those 
  responsible. He has agreed however release the men 
  arrested without cause, as well as rescinding the 
  warrants issued for the disbanded Bar Rampant.” He 
  pauses, then in a more somber tone. “This doesn’t 
  feel much like a victory,” he says with a sigh. With 
  that he begins to leave. 
   
  Questions: 
   
  When are they to be executed? Tomorrow at midday. 
   
  Is there anything we can do? Seoman glances at the 
  collection of soldiers. “No, it is done”. 
   
  The End 
   
  URD8-02 Everybody Loves Seoman 
   
  Page 8 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2c 
  Disable or survive the traps 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  Encounter 2c 
  Destroy the monsters 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  Encounter 7 
  Survive the assassins 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
   
  Discretionary roleplaying award 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total possible experience: 
  APL 6  
  600 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 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. 
   
  Encounter 1: 
   
  All APLs: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  Encounter 2c:   
   
  All APLs: Loot: 0 gp; Coin: 100 gp – Golden 
  Medallion x2 (50gp ea); Magic: 0 gp  
   
  Encounter 7:   
   
  APL 6: Loot: 45gp; Coin: 0gp; Magic: 1733gp - +1 
  merciful falchion  (697gp), potion of cure moderate wounds 
  (25gp), gauntlets of ogre power (333gp), scroll of scorching ray 
  (energy substituted: cold) (12gp), cloak of charisma +2 
  (333gp), vest of resistance +2 (333gp). 
   
  APL 8: Loot: 8gp; Coin: 0gp; Magic: 3002gp - +1 
  merciful falchion  (697gp), potion of cure moderate wounds 
  (25gp), gauntlets of ogre power (333gp), cloak of charisma +2 
  (333gp), vest of resistance +2 (333gp), +2 darkwood buckler 
  (357gp), +2 mithril chain shirt (425gp), gloves of dexterity +2 
  (333gp), ring of protection +1 (166gp). 
   
  APL 10: Loot: 25gp; Coin: 500gp; Magic: 5251gp - +1 
  keen merciful falchion  (1531gp), potion of cure moderate 
  wounds (25gp), gauntlets of ogre power (333gp), +2 darkwood 
  buckler (357gp), +3 mithril chain shirt (840gp), vest of 
  resistance +2 (333gp), gloves of dexterity +2 (333gp), cloak of 
  charisma +4 (1333gp), ring of protection +1 (166gp). 
   
  APL 12: Loot: 25gp; Coin: 1000gp; Magic: 8698gp - +1 
  keen merciful falchion  (1531gp), potion of serious wounds 
  (62gp), belt of giant strength +4 (1333gp), +3 darkwood 
  buckler (767gp), +3 mithril chain shirt (840gp), vest of 
  URD8-02 Everybody Loves Seoman 
   
  Page 9 
  
  URD8-02 Everybody Loves Seoman 
   
  Page 10 
  resistance +4 (1333gp), gloves of dexterity +4 (1333gp), cloak of 
  charisma +4 (1333gp), ring of protection +1 (166gp). 
   
  Total Possible Treasure 
   
  APL 6: Loot: 45 gp; Coin: 150 gp; Magic: 1733 gp; 
  Total: 1928 gp 
   
  APL 8: Loot: 8 gp; Coin: 150 gp; Magic: 3002 gp; 
  Total: 3160 gp 
   
  APL 10: Loot: 25 gp; Coin: 650 gp; Magic: 5251 gp; 
  Total: 5926 gp 
   
  APL 12: Loot: 25 gp; Coin: 1150 gp; Magic: 8698 gp; 
  Total: 9873 gp 
   
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  If the PCs release Shamar without killing her or turning 
  her over to the guard they receive the following: 
   
  �Released Shamar: You have released the assassin 
  Shamar and as thanks she has offered to teach you some 
  of her icy knowledge. You may pick one of the follow to 
  learn at your next opportunity: (feats) Cold Focus (FB); 
  (spells) Arctic Haze (FB), Hailstones (SpC), Snowball 
  Swarm (SpC). 
   
  If the PCs went into the warehouse without the 
  permission of the city watch: 
   
  �Trespassing: You have illegally entered a building 
  sealed by the city watch, and while they may or may not 
  know you were there, you know it. If you are a Paladin or 
  other class with similar codes of conduct you have 
  violated those vows and must atone accordingly. 
   
  If the PCs talked with Seoman and got the Bar Rampant 
  soldiers released they receive the following two rewards: 
   
  �Thanks of the Bar Rampant: You have secured the 
  release of the wrongfully arrested Bar Rampant members. 
  You have their thanks, and the thanks of the former 
  Duke, Karll Lorinar. 
   
  �Crusader for Justice: You have shown yourselves to 
  be interested in proper justice to Lord Seoman Verle, and 
  he has taken note. This favor may have future 
  repercussions.  
   
  Item Access 
  APL 6: 
  • 
  +1 merciful falchion (Adventure; DMG; 8,375 gp) 
  • 
  darkwood buckler (Adventure; DMG; 215 gp) 
  • 
  scroll of scorching ray (energy substituted: cold) 
  (Adventure; DMG/CA; 150 gp) (limit 1) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  +2 darkwood buckler (Adventure; DMG; 4,215 gp) 
  • 
  +2 mithril chain shirt (Adventure; DMG; 5,100 gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  +1 keen merciful falchion (Adventure; DMG; 18,375 gp) 
  • 
  +3 mithril chain shirt (Adventure; DMG; 10,100 gp) 
  • 
  coldfire (Adventure; Frostburn; 50 gp) (limit 4) 
   
  APL 12 (all of APL 6-10 plus the following): 
  • 
  +3 darkwood buckler (Adventure; DMG; 9,215 gp) 
  
  APPENDIX 1: APL 6
  E N CO U NT E R 2 C: 
  Battering Ram (SpC 24) Trap CR4 
  This carving of a humanoid with course hair covering 
  its entire body and the head of a goat sheds light from 
  two glowing red orbs set into the carving’s eyes. 
  This trap targets the creature, medium sized or 
  smaller, which is closest to the edge of the pit, and 
  attempts to use the Bull Rush action (PHB 154) to 
  push that subject into the pit. 
   
  Search: DC24; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Battering Ram (one creature on the near side 
  of the pit takes 1d6 damage and Bull Rush.) 
  Duration: 7 rounds 
  Destruction: Whole trap, AC16, hp 18, hardness 8 
  (stone)  
  Disarm: Whole trap, DC 29 
  Dispel: Whole trap, DC 15, a successful Dispel check 
  only deactivates the trap for 1d4 rounds. 
   
  Slide, Greater (SpC 192) Trap CR 4 
  This carving of a muscular barrel-chested wererat 
  measures almost 10 ft tall. Each of its clawed hands 
  holds a golden medallion, and it appears the 
  medallion is set into the wall separate from the 
  carving. 
  The trap targets the two creatures, mediums sized or 
  smaller, that are closest to the edge of the pit, and 
  moves them 20 ft. closer to or over the pit. 
   
  Search: DC19; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Greater slide (two creatures on either side of 
  the pit, Will DC 15 negates) 
  Duration: 7 rounds 
  Destruction: AC16, hp 18, hardness 5 (gold) (each of 
  two medallions)  
  Disarm: DC 27 (each of two medallions) 
  Dispel: DC 13 (each of two medallions) 
   
  Spiked Pit Trap: CR 4; mechanical; location trigger; 
  automatic reset; DC 20 Reflex save avoids; 60 ft. 
  deep (6d6 fall); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 each); Search DC 20; Disable 
  Device DC 20. Market Price: 4000gp. 
   
  E N CO U NT E R 7: 
  Z I G HE I M,  T H E  S H AD O W O F T HE  W E S T 
  CR  8 
  Male human (Baklunish) fighter 4/rogue 4 
  NE Medium humanoid (human) 
  Init +2; Senses Listen -1, Spot +7 
  Languages Common, Baklunish 
  AC 17, touch 12, flat-footed 15; Dodge 
   (+2 Dex, +4 armor, +1 shield) 
  hp 66 (8 HD) 
  Fort +7, Ref +7, Will +1 
  Speed 30 ft. (6 squares) 
  Melee falchion +12/+7 (2d4+1d6+9 nonlethal/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Combat Expertise, Improved Feint, 
  sneak attack +2d6 
  Combat Gear +1merciful falchion, cure moderate 
  wounds potion, gauntlets of ogre power, shield of 
  faith (+3) potion, snow (water) elemental gem 
  Abilities Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Improved Buckler Defense, 
  Improved Feint, Improved Toughness, Weapon 
  Focus 
  (Falchion), 
  Weapon 
  Specialization 
  (Falchion) 
  Skills Bluff +11, Disable Device +13, Escape Artist 
  +9, Hide +8, Move Silently +8, Open Lock +11, 
  Search +9, Sense Motive +6, Sleight of Hand +9, 
  Spot +7, Tumble +11 
  Possessions combat gear plus darkwood buckler, 
  masterwork chain shirt, masterwork thieves’ tools 
  Evasion (Ex) When Zigheim makes a successful 
  Reflex save against an attack that would normally 
  deal half damage he instead takes no damage 
  from the attack. 
  Sneak Attack (Ex) If Zigheim flanks an enemy or 
  strikes her flat-footed, he deals an extra 2d6 points 
  of damage. Creatures immune to critical hits are 
  also immune to this damage. 
  Trap Sense (Ex) Zigheim gains +1 to Reflex saves 
  and a +1 dodge bonus to AC against traps. 
  Trapfinding (Ex) Zigheim can use Search to find 
  traps (including magical traps) with a DC above 20. 
  Uncanny Dodge (Ex) Zigheim is never caught flat-
  footed. 
   
  Power-Up Suite: (shield of faith [+3], bear’s 
  endurance, greater invisibility (4 more rounds), 
  resistance (6 more rounds), ice shield) 
  AC 20, touch 15, flat-footed 18 (+2 Dexterity, +4 
  armor, +1 shield, +3 deflection) 
  DR 15/- (prevents 80 damage total) 
  hp 82 (8 HD) 
  Fort +10, Ref +8, Will +2 
  Weakness Vulnerable to fire 
  Melee falchion +12/+7 (2d4+1d6+9 nonlethal /18-
  20/x2) 
  Abilities Str 19, Dex 14, Con 18, Int 14, Wis 8, Cha 
  10 
   
  S H AM AR,  T H E  I C Y  B L AC K  W I ND 
  CR  8 
  Female elf sorcerer 8 
  CN Medium humanoid (elf) 
  Init +3; Senses Low-light vision, Listen +3, Spot +3 
  Languages Common, Elven 
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 33 (8 HD) 
  Immune Sleep 
  Fort +4, Ref +6, Will +8 (+10 vs enchantment) 
  URD8-02 Everybody Loves Seoman 
   
  Page 11 
  
  Speed 30 ft. (6 squares) 
  Melee spell +3 touch or 
  Ranged spell +7 touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Combat Gear bear’s endurance scroll x2, cold 
  substituted scorching ray scroll, greater invisibility 
  scroll, greater mage armor scroll, nonlethal cold 
  substituted fireball wand (1 charge, DC 15) 
  Sorcerer Spells Known (CL 8th): 
   4th (4/day)—ice shield 
   3rd 
  (6/day)—arctic 
  haze 
  (dc 
  19), 
  energy 
  vulnerability (dc 18) 
   2nd (7/day)—heat leech (dc 18), luminous swarm 
  (dc 19), numbing sphere (dc 20) 
   1st (8/day)—bigby’s tripping hand (dc 18), ice 
  dagger, lesser orb of cold, stand, whelm (dc 16) 
   0 (6/day)—acid splash, caltrops, disrupt undead, 
  electric jolt, ray of frost, resistance, sonic snap 
  (dc 17), touch of fatigue (dc 15) 
  �Already cast 
  Abilities Str 8, Dex 16, Con 12, Int 10, Wis 12, Cha 
  20 
  SQ Low-light vision 
  Feats Cold Focus, Greater Spell Focus (Evocation), 
  Spell Focus (Evocation) 
  Skills Concentration +12, Listen +3, Search +2, Spot 
  +3, Spellcraft +11 
  Possessions combat gear plus 10 ounces of coldfire, 
  cloak of charisma +2, spell component pouch, vest 
  of resistance +1 
  Low-Light Vision (Ex) Shamar can see twice as far 
  as normal in areas with poor lighting. 
   
  Power-Up Suite: (greater mage armor, bear’s 
  endurance, ice shield) 
  AC 19, touch 13, flat-footed 16 (+3 Dexterity, +6 
  armor) 
  DR 15/- (prevents 80 damage total) 
  hp 49 (8 HD) 
  Fort +6, Ref +6, Will +8 
  Weakness Vulnerable to fire 
  Skills Concentration +14, Listen +3, Search +2, 
  Spot +3, Spellcraft +11 
   
  URD8-02 Everybody Loves Seoman 
   
  Page 12 
  
  APL 8 
  E N CO U NT E R 2 C: 
  Battering Ram (SpC 24) Trap CR4 
  This carving of a humanoid with course hair covering 
  its entire body and the head of a goat sheds light from 
  two glowing red orbs set into the carving’s eyes. 
  This trap targets the creature, medium sized or 
  smaller, which is closest to the edge of the pit, and 
  attempts to use the Bull Rush action (PHB 154) to 
  push that subject into the pit. 
   
  Search: DC24; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Battering Ram (one creature on the near side 
  of the pit takes 1d6 damage and Bull Rush.) 
  Duration: 7 rounds 
  Destruction: Whole trap, AC16, hp 18, hardness 8 
  (stone)  
  Disarm: Whole trap, DC 29 
  Dispel: Whole trap, DC 15, a successful Dispel check 
  only deactivates the trap for 1d4 rounds. 
   
  Slide, Greater (SpC 192) Trap CR 4 
  This carving of a muscular barrel-chested wererat 
  measures almost 10 ft tall. Each of its clawed hands 
  holds a golden medallion, and it appears the 
  medallion is set into the wall separate from the 
  carving. 
  The trap targets the two creatures, mediums sized or 
  smaller, that are closest to the edge of the pit, and 
  moves them 20 ft. closer to or over the pit. 
   
  Search: DC19; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Greater Slide (two creatures on either side of 
  the pit, Will DC 15 negates) 
  Duration: 7 rounds 
  Destruction: AC16, hp 18, hardness 5 (gold) (each of 
  two medallions)  
  Disarm: DC 27 (each of two medallions) 
  Dispel: DC 13 (each of two medallions) 
   
  Poisoned Spiked Pit Trap: CR 8; mechanical; 
  location trigger; automatic reset; DC 20 Reflex save 
  avoids; 60 ft. deep (6d6 fall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6Str/2d6Str); Search DC 20; Disable 
  Device DC 20. 
   
  E N CO U NT E R 7: 
  Z I G HE I M,  T H E  S H AD O W O F T HE  W E S T 
  CR  10 
  Male human (Baklunish) fighter 5/rogue 5 
  NE Medium humanoid (human) 
  Init +2; Senses Listen -1, Spot +8 
  Languages Common, Baklunish 
  AC 22, touch 12, flat-footed 20; Dodge 
   (+2 Dex, +6 armor, +4 shield) 
  hp 82 (10 HD) 
  Fort +7, Ref +7, Will +1 
  Speed 30 ft. (6 squares) 
  Melee falchion +13/+8 (2d4+1d6+9 nonlethal/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Combat Expertise, Improved Feint, 
  sneak attack +3d6 
  Combat Gear +1 merciful falchion, cure moderate 
  wounds potion, shield of faith (+4) potion, snow 
  (water) elemental gem 
  Abilities Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +1, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Dodge, Improved Buckler 
  Defense, Improved Feint, Improved Toughness, 
  Shield Specialization (Buckler), Weapon Focus 
  (Falchion), Weapon Specialization (Falchion) 
  Skills Bluff +13, Disable Device +14, Escape Artist 
  +10, Hide +10, Move Silently +10, Open Lock +12, 
  Search +10, Sense Motive +7, Sleight of Hand 
  +10, Spot +8, Tumble +14 
  Possessions combat gear plus +2 darkwood buckler, 
  gauntlets of ogre power, +2 mithral chain shirt, 
  masterwork thieves’ tools 
  Evasion (Ex) When Zigheim makes a successful 
  Reflex save against an attack that would normally 
  deal half damage he instead takes no damage 
  from the attack. 
  Sneak Attack (Ex) If Zigheim flanks an enemy or 
  strikes her flat-footed, he deals an extra 3d6 points 
  of damage. Creatures immune to critical hits are 
  also immune to this damage. 
  Trap Sense (Ex) Zigheim gains +1 to Reflex saves 
  and a +1 dodge bonus to AC against traps. 
  Trapfinding (Ex) Zigheim can use Search to find 
  traps (including magical traps) with a DC above 20. 
  Uncanny Dodge (Ex) Zigheim is never caught flat-
  footed. 
   
  Power-Up Suite: (shield of faith [+4], bear’s 
  endurance, greater invisibility (4 more rounds), 
  resistance (6 more rounds), ice shield) 
  AC 26, touch 16, flat-footed 24 (+2 Dexterity, +6 
  armor, +4 shield, +4 deflection) 
  DR 15/- (prevents 100 damage total) 
  hp 102 (10 HD) 
  Fort +10, Ref +8, Will +2 
  Weakness Vulnerable to fire 
  Melee falchion +13/+8 (2d4+1d6+9 nonlethal /18-
  20/x2) 
  Abilities Str 19, Dex 14, Con 18, Int 14, Wis 8, Cha 
  10 
   
  S H AM AR,  T H E  I C Y  B L AC K  W I ND 
  CR  10 
  Female elf sorcerer 10 
  CN Medium humanoid (elf) 
  Init +4; Senses Low-light vision, Listen +3, Spot +3 
  Languages Common, Elven 
  AC 15, touch 15, flat-footed 11 
   (+4 Dex, +1 deflection) 
  URD8-02 Everybody Loves Seoman 
   
  Page 13 
  
  hp 41 (10 HD) 
  Immune Sleep 
  Fort +6, Ref +9, Will +10 (+12 vs enchantment) 
  Speed 30 ft. (6 squares) 
  Melee spell +4 touch or 
  Ranged spell +9 touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options Spells 
  Combat Gear Bear’s endurance scroll x2, greater 
  invisibility scroll x2, greater mage armor scroll, CL 
  10 nonlethal cold substituted fireball wand (1 
  charge, DC 15) 
  Sorcerer Spells Known (CL 10th): 
    5th (4/day)—boreal wind 
   4th (6/day)—ice shield, mindfrost (dc 21) 
   3rd 
  (7/day)—arctic 
  haze 
  (dc 
  19), 
  energy 
  vulnerability (dc 18), icelance (dc 18) 
   2nd (7/day)—heat leech (dc 18), luminous swarm 
  (dc 19), numbing sphere (dc 20), ray of ice 
   1st (8/day)—bigby’s tripping hand (dc 18), ice 
  dagger, lesser orb of cold, stand, whelm (dc 16) 
   0 (6/day)—acid splash, caltrops, disrupt undead, 
  electric jolt, ray of frost, resistance, silent portal, 
  sonic snap (dc 17), touch of fatigue (dc 15) 
  �Already cast 
  Abilities Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 
  20 
  SQ Low-light vision 
  Feats Cold Focus, Greater Cold Focus, Greater Spell 
  Focus (Evocation), Spell Focus (Evocation) 
  Skills Concentration +14, Listen +3, Search +2, Spot 
  +3, Spellcraft +13 
  Possessions combat gear plus 10 ounces of coldfire, 
  50 gp quartz, gloves of dexterity +2, cloak of 
  charisma +2, ring of deflection +1, spell component 
  pouch, vest of resistance +2 
  Low-Light Vision (Ex) Shamar can see twice as far 
  as normal in areas with poor lighting. 
   
  Power-Up Suite: (greater mage armor, bear’s 
  endurance, ice shield, greater invisibility (6 more 
  rounds) 
  AC 20, touch 14, flat-footed 17 (+3 Dexterity, +6 
  armor, +1 deflection) 
  DR 15/- (prevents 100 damage total) 
  hp 61 (10 HD) 
  Fort +8, Ref +9, Will +10 (+12 vs enchantment) 
  Weakness Vulnerable to fire 
  Skills Concentration +16, Listen +3, Search +2, Spot 
  +3, Spellcraft +13 
   
  URD8-02 Everybody Loves Seoman 
   
  Page 14 
  
  APL 10 
  E N CO U NT E R 2 C: 
  Battering Ram (SpC 24) Trap CR4 
  This carving of a humanoid with course hair covering 
  its entire body and the head of a goat sheds light from 
  two glowing red orbs set into the carving’s eyes. 
  This trap targets the creature, medium sized or 
  smaller, which is closest to the edge of the pit, and 
  attempts to use the Bull Rush action (PHB 154) to 
  push that subject into the pit. 
   
  Search: DC24; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Battering Ram (one creature on the near side 
  of the pit takes 1d6 damage and Bull Rush.) 
  Duration: 7 rounds 
  Destruction: Whole trap, AC16, hp 18, hardness 8 
  (stone)  
  Disarm: Whole trap, DC 29 
  Dispel: Whole trap, DC 15, a successful Dispel check 
  only deactivates the trap for 1d4 rounds. 
   
  Slide, Greater (SpC 192) Trap CR 4 
  This carving of a muscular barrel-chested wererat 
  measures almost 10 ft tall. Each of its clawed hands 
  holds a golden medallion, and it appears the 
  medallion is set into the wall separate from the 
  carving. 
  The trap targets the two creatures, mediums sized or 
  smaller, that are closest to the edge of the pit, and 
  moves them 20 ft. closer to or over the pit. 
   
  Search: DC19; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Greater Slide (two creatures on either side of 
  the pit, Will DC 15 negates) 
  Duration: 7 rounds 
  Destruction: AC16, hp 18, hardness 5 (gold) (each of 
  two medallions)  
  Disarm: DC 27 (each of two medallions) 
  Dispel: DC 13 (each of two medallions) 
   
  Poisoned Spiked Pit Trap: CR 8; mechanical; 
  location trigger; automatic reset; DC 20 Reflex save 
  avoids; 60 ft. deep (6d6 fall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6Str/2d6Str); Search DC 20; Disable 
  Device DC 20. 
   
  Dispelling Screen, Greater Trap: CR8; magic 
  device; proximity trigger (alarm); automatic reset (one 
  minute recharge after duration expires); spell effect 
  (dispelling screen, greater, 13th-level wizard); affects 
  anyone passing through the screen; Search DC 32; 
  Disable Device DC 32.  
   
  E N CO U NT E R 7: 
  Z I G HE I M,  T H E  S H AD O W O F T HE  W E S T 
  CR  12 
  Male human (Baklunish) fighter 6/rogue 6 
  NE Medium humanoid (human) 
  Init +2; Senses Listen -1, Spot +9 
  Languages Common, Baklunish 
  AC 23, touch 12, flat-footed 21; Dodge 
   (+2 Dex, +7 armor, +4 shield) 
  hp 98 (12 HD) 
  Fort +9, Ref +8, Will +3 
  Speed 30 ft. (6 squares) 
  Melee falchion +16/+11 (2d4+1d6+10 nonlethal/15-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +15 
  Atk Options Combat Expertise, Improved Feint, 
  sneak attack +3d6 
  Combat Gear +1 keen merciful falchion, cure 
  moderate wounds potion, shield of faith (+4) 
  potion, Snow (water) elemental gem 
  Abilities Str 20, Dex 14, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +2, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Buckler 
  Defense, 
  Improved 
  Feint, 
  Improved Toughness, Melee Evasion, Shield 
  Specialization (Buckler), Weapon Focus (Falchion), 
  Weapon Specialization (Falchion) 
  Skills Bluff +15, Disable Device +16, Escape Artist 
  +11, Hide +11, Move Silently +11, Open Lock +13, 
  Search +11, Sense Motive +9, Sleight of Hand 
  +11, Spot +9, Tumble +15 
  Possessions combat gear plus +2 darkwood buckler, 
  gauntlets of ogre power, +3 mithral chain shirt, 
  masterwork thieves’ tools 
  Evasion (Ex) When Zigheim makes a successful 
  Reflex save against an attack that would normally 
  deal half damage he instead takes no damage 
  from the attack. 
  Sneak Attack (Ex) If Zigheim flanks an enemy or 
  strikes her flat-footed, he deals an extra 3d6 points 
  of damage. Creatures immune to critical hits are 
  also immune to this damage. 
  Trap Sense (Ex) Zigheim gains +2 to Reflex saves 
  and a +2 dodge bonus to AC against traps. 
  Trapfinding (Ex) Zigheim can use Search to find 
  traps (including magical traps) with a DC above 20. 
  Uncanny Dodge (Ex) Zigheim is never caught flat-
  footed. 
   
  Power-Up Suite: (shield of faith [+4], bear’s 
  endurance, greater invisibility (4 more rounds), 
  resistance (6 more rounds), ice shield) 
  AC 27, touch 16, flat-footed 25 (+2 Dexterity, +7 
  armor, +4 shield, +4 deflection) 
  DR 15/- (prevents 120 damage total) 
  hp 122 (12 HD) 
  Fort +11, Ref +9, Will +4 
  Weakness Vulnerable to fire 
  Melee falchion +16/+11 (2d4+1d6+10 nonlethal+1d6 
  cold/15-20/x2) 
  URD8-02 Everybody Loves Seoman 
   
  Page 15 
  
  Abilities Str 20, Dex 14, Con 16, Int 13, Wis 8, Cha 
  10 
   
  S H AM AR,  T H E  I C Y  B L AC K  W I ND 
  CR  12 
  Female elf sorcerer 12 
  CN Medium humanoid (elf) 
  Init +4; Senses Low-light vision, Listen +3, Spot +3 
  Languages Common, Elven 
  AC 15, touch 15, flat-footed 11 
   (+4 Dex, +1 deflection) 
  hp 49 (12 HD) 
  Immune Sleep 
  Fort +7, Ref +10, Will +12 (+14 vs enchantment) 
  Speed 30 ft. (6 squares) 
  Melee spell +5 touch or 
  Ranged spell +10 touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Atk Options Spells, Winter’s Blast 
  Combat Gear Bear’s endurance scroll x2, frost 
  weapon scroll, greater invisibility scroll x2, greater 
  mage 
  armor 
  scroll, 
  CL 
  10 
  nonlethal 
  cold 
  substituted fireball wand (1 charge, DC 15) 
  Sorcerer Spells Known (CL 12th [13th with cold 
  spells]): 
    6th (4/day)—entomb (dc 26) 
    5th (6/day)—boreal wind, flesh to ice (dc 21) 
   4th (7/day)—ice shield, ice web (dc 22), mindfrost 
  (dc 22) 
   3rd 
  (7/day)—arctic 
  haze 
  (dc 
  21), 
  energy 
  vulnerability (dc 19), hailstones, icelance (dc 19) 
   2nd (8/day)—heat leech (dc 20), luminous swarm 
  (dc 20), numbing sphere (dc 22), ray of ice, 
  snowball swarm (dc 22) 
   1st (8/day)—bigby’s tripping hand (dc 19), ice 
  dagger, lesser orb of cold, stand, whelm (dc 17) 
   0 (6/day)—acid splash, caltrops, disrupt undead, 
  electric jolt, ray of frost, resistance, silent portal, 
  sonic snap (dc 18), touch of fatigue (dc 16) 
  �Already cast 
  Abilities Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 
  23 
  SQ Low-light vision 
  Feats Cold Focus, Greater Cold Focus, Greater Spell 
  Focus 
  (Evocation), 
  Spell 
  Focus 
  (Evocation), 
  Winter’s Blast 
  Skills Concentration +16, Listen +3, Search +2, Spot 
  +3, Spellcraft +15 
  Possessions combat gear plus 14 ounces of coldfire, 
  500 gp clear gemstone, gloves of dexterity +2, 
  cloak of charisma +4, ring of deflection +1, spell 
  component pouch, vest of resistance +2 
  Low-Light Vision (Ex) Shamar can see twice as far 
  as normal in areas with poor lighting. 
   
  Power-Up Suite: (greater mage armor, bear’s 
  endurance, ice shield, greater invisibility (6 more 
  rounds) 
  AC 21, touch 15, flat-footed 17 (+4 Dexterity, +6 
  armor, +1 deflection) 
  DR 15/- (prevents 120 damage total) 
  hp 73 (12 HD) 
  Fort 
  +9, 
  Ref 
  +10, 
  Will 
  +12 
  (+13 
  vs 
  enchantment) 
  Weakness Vulnerable to fire 
  Spell Components: Shamar only has enough 
  components to cast Entomb once (500gp clear 
  gemstone) and Ice Web twice (two ounces of 
  Coldfire per casting). These items should be 
  removed from the treasure recovered if used. 
  Skills Concentration +18, Listen +3, Search +2, 
  Spot +3, Spellcraft +15 
   
  URD8-02 Everybody Loves Seoman 
   
  Page 16 
  
  APL 12 
  E N CO U NT E R 2 C: 
  Battering Ram (SpC 24) Trap CR4 
  This carving of a humanoid with course hair covering 
  its entire body and the head of a goat sheds light from 
  two glowing red orbs set into the carving’s eyes. 
  This trap targets the creature, medium sized or 
  smaller, which is closest to the edge of the pit, and 
  attempts to use the Bull Rush action (PHB 154) to 
  push that subject into the pit. 
   
  Search: DC24; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Battering Ram (one creature on the near side 
  of the pit takes 1d6 damage and Bull Rush.) 
  Duration: 7 rounds 
  Destruction: Whole trap, AC16, hp 18, hardness 8 
  (stone)  
  Disarm: Whole trap, DC 29 
  Dispel: Whole trap, DC 15, a successful Dispel check 
  only deactivates the trap for 1d4 rounds. 
   
  Slide, Greater (SpC 192) Trap CR 4 
  This carving of a muscular barrel-chested wererat 
  measures almost 10 ft tall. Each of its clawed hands 
  holds a golden medallion, and it appears the 
  medallion is set into the wall separate from the 
  carving. 
  The trap targets the two creatures, mediums sized or 
  smaller, that are closest to the edge of the pit, and 
  moves them 20 ft. closer to or over the pit. 
   
  Search: DC19; Type: Magical 
  Trigger: Location; Init: +2 
  Effect: Greater Slide (two creatures on either side of 
  the pit, Will DC 15 negates) 
  Duration: 7 rounds 
  Destruction: AC16, hp 18, hardness 5 (gold) (each of 
  two medallions)  
  Disarm: DC 27 (each of two medallions) 
  Dispel: DC 13 (each of two medallions) 
   
  Poisoned Spiked Pit Trap: CR 8; mechanical; 
  location trigger; automatic reset; DC 20 Reflex save 
  avoids; 60 ft. deep (6d6 fall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+5 plus poison 
  each); poison (purple worm poison, DC 24 Fortitude 
  save resists, 1d6Str/2d6Str); Search DC 20; Disable 
  Device DC 20. 
   
  Wail of the Banshee Trap: CR10; magic device; 
  proximity trigger (alarm); automatic reset (after one 
  minute); spell effect (wail of the banshee, 17th-level 
  wizard, DC 23 Fortitude, save negates); multiple 
  targets (up to 17 creatures); Search DC 34; Disable 
  Device DC 34. Cost: 76,500gp, 6120 XP. 
   
  Dispelling Screen, Greater Trap: CR8; magic 
  device; proximity trigger (alarm); automatic reset (one 
  minute recharge after duration expires); spell effect 
  (dispelling screen, greater, 13th-level wizard); affects 
  anyone passing through the screen; Search DC 32; 
  Disable Device DC 32.  
   
  E N CO U NT E R 7: 
  Z I G H E I M,  T H E  S H AD O W O F T HE  W E S T 
  CR  14 
  Male human (Baklunish) fighter 6/rogue 8 
  NE Medium humanoid (human) 
  Init +2; Senses Listen -1, Spot +9 
  Languages Common, Baklunish 
  AC 27, touch 12, flat-footed 22; Dodge 
   (+2 Dex, +7 armor, +5 shield, +3 dodge) 
  hp 112 (14 HD) 
  Fort +9, Ref +9, Will +3 
  Speed 30 ft. (6 squares) 
  Melee 
  falchion 
  +19/+14/+9 
  (2d4+1d6+12 
  nonlethal/15-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +18 
  Atk Options Combat Expertise, Improved Feint, 
  sneak attack +4d6 
  Combat Gear +1 keen merciful falchion, cure serious 
  wounds potion, shield of faith (+5) potion, Snow 
  (water) elemental gem 
  Abilities Str 22, Dex 14, Con 14, Int 14, Wis 8, Cha 
  10 
  SQ Evasion, sneak attack, trap sense +2, trapfinding, 
  uncanny dodge 
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved 
  Buckler 
  Defense, 
  Improved 
  Feint, 
  Improved Toughness, Melee Evasion, Shield 
  Specialization (Buckler), Weapon Focus (Falchion), 
  Weapon Specialization (Falchion) 
  Skills Bluff +17, Disable Device +18, Escape Artist 
  +13, Hide +13, Move Silently +13, Open Lock +15, 
  Search +13, Sense Motive +11, Sleight of Hand 
  +13, Spot +11, Tumble +17 
  Possessions combat gear plus +3 darkwood buckler, 
  belt of giant strength +4, +3 mithral chain shirt, 
  masterwork thieves’ tools 
  Evasion (Ex) When Zigheim makes a successful 
  Reflex save against an attack that would normally 
  deal half damage he instead takes no damage 
  from the attack. 
  Improved Uncanny Dodge (Ex) Zigheim may only 
  be flanked by a rogue of 12th level or higher. 
  Sneak Attack (Ex) If Zigheim flanks an enemy or 
  strikes her flat-footed, he deals an extra 4d6 points 
  of damage. Creatures immune to critical hits are 
  also immune to this damage. 
  Trap Sense (Ex) Zigheim gains +2 to Reflex saves 
  and a +2 dodge bonus to AC against traps. 
  Trapfinding (Ex) Zigheim can use Search to find 
  traps (including magical traps) with a DC above 20. 
  Uncanny Dodge (Ex) Zigheim is never caught flat-
  footed. 
   
  Power-Up Suite: (shield of faith [+5], bear’s 
  endurance, greater invisibility (4 more rounds), 
  resistance (6 more rounds), ice shield) 
  URD8-02 Everybody Loves Seoman 
   
  Page 17 
  
  AC 32, touch 17, flat-footed 27 (+2 Dexterity, +7 
  armor, +5 shield, +5 deflection) 
  DR 15/- (prevents 140 damage total) 
  SR 18 (only against fire spells and abilities) 
  hp 140 (14 HD) 
  Fort +12, Ref +10, Will +4 
  Weakness Vulnerable to fire 
  Melee 
  falchion 
  +19/+14/+9 
  (2d4+1d6+12 
  nonlethal+1d6 cold/15-20/x2) 
  Abilities Str 22, Dex 14, Con 16, Int 13, Wis 8, Cha 
  10 
   
  S H AM AR,  T H E  I C Y  B L AC K  W I ND 
  CR  14 
  Female elf sorcerer 14 
  CN Medium humanoid (elf) 
  Init +5; Senses Low-light vision, Listen +3, Spot +3 
  Languages Common, Elven 
  AC 16, touch 16, flat-footed 11 
   (+5 Dex, +1 deflection) 
  hp 57 (14 HD) 
  Immune Sleep 
  Fort +9, Ref +13, Will +15 (+17 vs enchantment) 
  Speed 30 ft. (6 squares) 
  Melee spell +6 touch or 
  Ranged spell +12 touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options Spells 
  Combat Gear Bear’s endurance scroll x2, greater 
  invisibility scroll x2, greater mage armor scroll, CL 
  10 nonlethal cold substituted fireball wand (1 
  charge, DC 15) 
  Sorcerer Spells Known (CL 14th [15th with cold 
  spells]): 
    7th (3/day)—ice claw 
    6th (5/day)—entomb (dc 26), storm of fire and ice 
  (dc 26) 
    5th (7/day)—boreal wind, flesh to ice (dc 21), gelid 
  blood (dc 23) 
   4th (7/day)—glacial ward, ice shield, ice web (dc 
  22), mindfrost (dc 22) 
   3rd 
  (7/day)—arctic 
  haze 
  (dc 
  21), 
  energy 
  vulnerability (dc 19), hailstones, icelance (dc 19) 
   2nd (7/day)—heat leech (dc 20), luminous swarm 
  (dc 20), numbing sphere (dc 22), ray of ice, 
  snowball swarm (dc 22) 
   1st (8/day)—bigby’s tripping hand (dc 19), ice 
  dagger, lesser orb of cold, stand, whelm (dc 17) 
   0 (6/day)—acid splash, caltrops, disrupt undead, 
  electric jolt, ray of frost, resistance, silent portal, 
  sonic snap (dc 18), touch of fatigue (dc 16) 
  �Already cast 
  Abilities Str 8, Dex 20, Con 12, Int 10, Wis 12, Cha 
  23 
  SQ Low-light vision 
  Feats Cold Focus, Greater Cold Focus, Greater Spell 
  Focus 
  (Evocation), 
  Spell 
  Focus 
  (Evocation), 
  Winter’s Blast 
  Skills Concentration +18, Listen +3, Search +2, Spot 
  +3, Spellcraft +17 
  Possessions combat gear plus 14 ounces of coldfire, 
  2 500 gp clear gemstones, gloves of dexterity +4, 
  cloak of charisma +4, ring of deflection +1, spell 
  component pouch, vest of resistance +4 
  Low-Light Vision (Ex) Shamar can see twice as far 
  as normal in areas with poor lighting. 
   
  Power-Up Suite: (greater mage armor, bear’s 
  endurance, ice shield, glacial ward, greater invisibility 
  (6 more rounds) 
  AC 22, touch 16, flat-footed 17 (+5 Dexterity, +6 
  armor, +1 deflection) 
  DR 15/- (prevents 140 damage total) 
  SR 18 (only against fire spells and abilities) 
  hp 85 (14 HD) 
  Fort +11, Ref +13, Will +15 (+17 vs enchantment) 
  Weakness Vulnerable to fire 
  Spell Components: Shamar only has enough 
  components to cast Entomb twice (500gp clear 
  gemstone) and Ice Web twice (two ounces of Coldfire 
  per casting). These items should be removed from the 
  treasure recovered if used. 
  Skills Concentration +20, Listen +3, Search +2, Spot 
  +3, Spellcraft +17 
   
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  APPENDIX 2: NEW RULES 
  ITEMS 
   
  FEATS 
  Cold Focus [General] 
  Your cold spells are more potent than normal. 
   
  Benefit: Add +1 to the DC for all saving throws 
  against spells you cast with the cold descriptor. This 
  bonus stacks with similar bonuses, such as those 
  granted by Spell Focus and Greater Spell Focus. 
   
  Source: Frostburn p47 
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy-substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to that of the new energy type–for example, a fireball 
  composed of cold energy is a [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Source: Complete Arcane p79 
   
  Greater Cold Focus [General] 
  Your cold spells are now even more potent than before. 
   
  Prerequisite: Cold Focus. 
   
  Benefit: Add +1 to the DC for all saving throws 
  against spells you cast with the cold descriptor. This 
  bonus stacks with similar bonuses, such as those from 
  Cold Focus, Spell Focus, and Greater Spell Focus. 
   
  Source: Frostburn p47 
   
  Improved Buckler Defense [General] 
  You can attack with an off-hand weapon while 
  retaining a buckler’s shield bonus to your Armor Class. 
   
  Prerequisite: Shield proficiency. 
   
  Benefit: When you attack with a weapon in your 
  off hand, you may still apply your buckler’s shield 
  bonus to your Armor Class. 
   
  Normal: Without this feat, a character wielding a 
  buckler who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his or her next turn. 
   
  Special: A fighter may select Improved Buckler 
  Defense as one of his fighter bonus feats. 
   
  Source: Complete Warrior p100 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Complete Warrior p101 
   
  Melee Evasion 
  Your speed, agility, and talent for intelligent fighting 
  allow you to avoid your opponent’s blows. You take 
  careful stock of an opponent and slip away from his 
  sword blow just as he commits to the attack. 
   
  Prerequisites: Dex 13, Int 13, Combat Expertise, 
  Dodge. 
   
  Benefit: While fighting defensively, you can 
  attempt to negate a single attack made by the target of 
  your Dodge feat. If this opponent attacks you, use an 
  immediate action to make a d20 roll modified by your 
  highest base attack bonus. The result is used as your 
  normal AC and touch AC against that single, specific 
  attack from your opponent. You cannot use this feat if 
  your Dexterity bonus to AC does not apply against your 
  opponent’s attack. 
   
  Special: A fighter can select Melee Evasion as one 
  of his fighter bonus feats. 
   
  Source: Player’s Handbook II p81 
   
  Nonlethal Substitution [Metamagic] 
  You can modify an energy spell to deal nonlethal 
  damage. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  the chosen descriptor to deal nonlethal damage instead 
  of the normal energy damage. The nonlethal spell 
  works normally in all respects except the type of 
  damage dealt–for example, a nonlethal fireball has the 
  same range and area, but since it deals nonlethal 
  damage instead of energy damage, it will not damage 
  objects or set fire to combustibles in the area. 
  A nonlethal spell uses a spell slot one level higher than 
  the spell’s normal level. 
   
  Source: Complete Arcane p81 
   
  Shield Specialization 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
  Prerequisite: Proficiency with shields. 
  Benefit: Choose one type of shield from the following 
  list: buckler, heavy, or light. When using a shield of the 
  appropriate type, you increase its shield bonus to AC by 
  1. 
  Special: You can take this feat more than once. Each 
  time you select it, choose a different type of shield. 
  URD8-02 Everybody Loves Seoman 
   
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  A fighter can select Shield Specialization as one of his 
  fighter bonus feats. 
   
  Source: Player’s Handbook II p82 
   
  Winter’s Blast [Reserve] 
  The frozen magic within you can burst forth in a hail of 
  frost. 
  Prerequisite: Ability to cast 2nd-level spells. 
  Benefit: As long as you have a cold spell of 2nd level or 
  higher available to cast, you can create a 15-foot cone-
  shaped burst of cold. This cone deals 1d4 points of cold 
  damage per level of the highest-level cold spell you 
  have available to cast. A successful Reflex saves halves 
  the damage. 
  As a secondary benefit, you gain a +1 competence 
  bonus to your caster level when casting cold spells. 
   
  Source: Complete Mage p48 
   
  SPELLS 
  Arctic Haze 
  Conjuration (Creation) [Cold] 
  Level: Druid 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Fog spreads in a 30-ft. radius, 20 ft. high 
  Duration: 10 min./level 
  Saving Throw: Fortitude half 
  Spell Resistance: No 
   
  A bank of fog composed entirely of tiny, razor-sharp ice 
  shards billows out from the targeted point. The fog 
  obscures all sight, including darkvision, beyond 5 feet. 
  A creature 5 feet away has concealment (20% miss 
  chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can’t use sight to 
  locate the target). 
  In addition, the sharp ice particles tear the skin of 
  those moving through the area, causing 4 points of 
  damage per round, half of which is cold damage. 
  A strong wind (21+ mph) disperses the fog in 4 rounds; 
  a severe wind (31+ mph) disperses the fog in 1 round. 
  Dispersing the fog in this manner, however, causes 
  damage to those in the area as the icy shards whip past. 
  A strong wind causes 4 points of damage per round 
  (half cold); a severe wind causes 8 points of damage 
  (half cold). 
   
  Source: Frostburn p88 
   
  Battering Ram 
  Evocation [Force] 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close 
  Target: One object or creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create a ram like force that can strike with 
  considerable power. The force can target a creature or 
  an object. The force deals 1d6 points of damage to the 
  subject. If the subject is a creature, this attack initiates a 
  bull rush (as a medium creature with a strength of 30, 
  for a +10 bonus on the bull rush attempt). If the subject 
  is a movable object, such as a door, you can make a 
  strength check (with a +10 bonus) to attempt to force 
  open the door. 
  Focus: A piece of carved ram’s horn. 
   
  Source: Spell Compendium p24-25 
   
  Bigby’s Tripping Hand 
  Evocation [Force] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  The large hand sweeps at the target’s legs in a tripping 
  maneuver (PH 158). This trip attempt does not provoke 
  attacks of opportunity. Its attack bonus equals your 
  caster level + your key ability modifier + 2 for the 
  hand’s Strength score (14). The hand has a bonus of +1 
  on the trip attempt for every three caster levels, to a 
  maximum of +5 at 15th level. 
  Material Components: Three glass beads. 
   
  Source: Player’s Handbook II p103 
   
  Boreal Wind 
  Evocation [Cold] 
  Level: Bard 5, cleric 5, druid 4, sorcerer/wizard 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Gust of wind (20 ft. wide, 20 ft. high) emanating 
  out from you to the extreme of the range 
  Duration: 1 round + 1 round/2 levels 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  You create a strong blast of arctic air that originates 
  from your fingertips and moves in the direction you 
  are facing. As a stronger form of gust of wind, this boreal 
  wind automatically extinguishes candles, torches, and 
  similar protected or unprotected flames, including 
  lanterns. Large fires (such as bonfires, a blacksmith’s 
  coals, or even a house fire) have a 50% chance to be 
  extinguished by the boreal wind. Forest or grassland 
  fires are too large to be extinguished by this spell. 
  All creatures caught in the area take 1d4 points of cold 
  damage per caster level (maximum 15d4). A successful 
  Fortitude saving throw negates the gust’s effects. Those 
  URD8-02 Everybody Loves Seoman 
   
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  that fail the save are pushed away from the caster a 
  distance of 3 feet per caster level. Creatures that remain 
  in the area past the first round must make an additional 
  saving throw each round. 
  A boreal wind can do anything a sudden blast of wind 
  would be expected to do. It can create a stinging spray 
  of sand or dust, overturn tents and blow down small 
  huts, scuttle a small boat, and blow gases or vapors to 
  the edge of the range. 
  The wind can change direction if you actively direct it 
  (a move action for you); otherwise, it merely blows in 
  the same direction. 
   
  Source: Frostburn p89 
   
  Caltrops 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: See text 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A caltrops spell covers one 5-foot-by-5-foot square with 
  caltrops. Every time a creature moves into an area 
  covered by caltrops or spends a round fighting while 
  standing in such an area, it might step on one. The 
  caltrops make on attack roll (+0 melee) against the 
  creature. For this attack, the target’s shield and 
  deflection bonuses do not count, nor does its armor 
  bonus for armor worn. A target wearing shoes or other 
  footwear gains a +2 armor bonus to Armor Class (which 
  does count). If the caltrops succeed on the attack, the 
  creature has stepped on one. 
  A successful attack by a caltrop deals 1 point of damage. 
  If the target is Small, Medium, or Large, its land speed 
  is reduced by one-half because of the injury. This 
  movement penalty lasts for 24 hours, until the creature 
  is successfully treated with a DC 15 Heal check, or 
  until it receives at least 1 point of magical healing. A 
  charging or running creature must immediately stop if 
  it steps on a caltrop. Any creature moving at half speed 
  or slower can pick its way through a bed of caltrops 
  with no trouble. 
  The DM judges the effectiveness of caltrops against 
  unusual opponents or opponents outside the size range 
  given above. A giant centipede, for example, can 
  scramble among the caltrops with no chance of hurting 
  itself, and a fire giant wearing thick, massive boots 
  might be immune to their attacks. 
  For every two caster levels beyond 1st, you can affect an 
  additional 5-foot-by-5-foot square, and the caltrops’ 
  attack bonus increases by 1. Thus, you affect two 
  squares at 3rd level (+1 melee), three at 5th level (+2 
  melee), four at 7th level (+3 melee), and a maximum of 
  five at 9th level or higher (+4 melee maximum). 
  Multiple 
  caltrops 
  spells 
  (or 
  mundane 
  caltrops) 
  occupying the same space have no effect. 
   
  Source: Spell Compendium p42-43 
   
  Dispelling Screen, Greater 
  Abjuration 
  Level: Sorcerer/wizard 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Energy wall whose area is up to one 10-ft. 
  square/ level, or a sphere of hemisphere with a radius 
  of up to 1 ft./level 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Any spell effect operating on a creature or unattended 
  object that passes through the screen is affected as by a 
  targeted Dispel Magic (PH 223) at your caster level. 
  Attended items that pass through are not affected by 
  the screen, which is the only was the screen differs 
  from a normal targeted casting of dispel magic – 
  attended items are essentially not targeted by the 
  screen. Make a caster level check (1d20 +1 per caster 
  level maximum +20) to dispel spell effects (DC 11 + 
  caster level) or suppress an unattended object’s magical 
  properties for 1d4 rounds (DC equal to the item’s caster 
  level). Spell effects not operating on objects or 
  creatures cannot pass through the screen. A disintigrate 
  or successful dispel magic removes the dispelling screen, 
  while an antimagic field suppresses it. 
  Material Component: A sheet of fine lead crystal. 
   
  Source: Spell Compendium p67 
   
  Electric Jolt 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You release a small stroke of electrical energy. You 
  must succeed on a ranged touch attack with the ray to 
  strike a target. The spell deals 1d3 points of electricity 
  damage. 
   
  Source: Spell Compendium p78 
   
  Energy Vulnerability 
  Abjuration 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
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  Targets: One or more creatures within a 10-ft.-radius 
  burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Energy vulnerability can affect a number of creatures 
  with total Hit Dice equal to twice your caster level or 
  lower. You select which creatures are affected. 
  When you cast this spell, specify an energy type (acid, 
  cold, electricity, fire, or sonic). The affected creatures 
  gain vulnerability to that energy type (they take +50% 
  damage from that energy, even on a successful save). 
  Arcane Material Component: A tiny wooden shield, 
  which the caster snaps in half. 
   
  Source: Player’s Handbook II p112 
   
  Entomb 
  Evocation [Cold] 
  Level: Druid 6, sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One creature/level, no two of which can be more 
  than 30 ft. apart 
  Duration: Instantaneous and 1 round/level; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  An entomb spell traps living creatures in a block of ice, 
  suffocating them. The spell entraps the targets with a 
  thick layer of ice from head to toe. Those that make a 
  successful Fortitude saving throw can shake of the ice 
  immediately, though they still take 6d6 points of cold 
  damage. If the creature fails its saving throw, it is held 
  within the ice and immediately begins to suffocate per 
  the drowning rules (see page 304 of the Dungeon 
  Master’s Guide). In addition, the creature takes 2d12 
  points of cold damage and 1 point of Constitution 
  damage per round from contact with the ice. 
  Other than attempting to escape, creatures entombed 
  can perform actions that only require mental or verbal 
  activity. 
  Escaping from the ice block requires a DC 20 Strength 
  check or the application of 20 points of fire damage. 
  Material Component: A clear gemstone with a minimum 
  value of 500 gp. 
   
  Source: Frostburn p93 
   
  Flesh to Ice 
  Transmutation 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The subject, along with all its carried gear, turns into a 
  mindless, inert ice sculpture. If the sculpture resulting 
  from this spell is broken, melted, or damaged, the 
  subject (if ever returned to its original state) has similar 
  damage or deformities. The creature is not dead, but it 
  does not seem to be alive either when viewed with 
  spells such as deathwatch. Only creatures made of flesh 
  are affected by this spell. 
  Material Component: Water and a drop of blood. 
   
  Source: Frostburn p94 
   
  Gelid Blood 
  Necromancy [Cold] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  Cold energy surges through the target’s body, 
  congealing the blood in the creature’s extremities. This 
  effect causes a -4 penalty on attacks, Armor Class, and 
  all Strength- and Dexterity-related checks, and anyone 
  casting a spell with a somatic component has a 50% 
  chance of spell failure for the duration of the spell. If 
  the target makes its Fortitude save, the creature only 
  takes a -2 penalty on attacks, Armor Class, and all 
  Strength- and Dexterity-related checks and has only a 
  25% chance of spell failure for spells with a somatic 
  component. 
  Material Component: A pinch of flour. 
   
  Source: Frostburn p96 
   
  Glacial Ward 
  Abjuration [Cold] 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  A faint, shimmering reddish energy encases the 
  subject’s body, granting spell resistance 18 against fire 
  spells and spell-like abilities. In addition, any creature 
  using a fire-based supernatural ability on the subject 
  (such as a breath weapon) must succeed on a DC 18 
  level check (1d20 + level or HD) to affect a creature 
  warded by this spell. 
  Material Component: A pinch of sulfur. 
   
  Source: Frostburn p96 
   
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  Hailstones 
  Evocation [Cold] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One frigid globe/5 levels 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create frigid hailstones that strike your enemies. 
  You must succeed on a ranged touch attack to hit with 
  a globe. Each hailstone deals 5d6 points of cold 
  damage. For every five caster levels, you gain an 
  additional hailstone (maximum of four stones at 20th 
  level), and all globes must be aimed at enemies that are 
  all within 30 feet of each other. 
  Material Component: A handful of crystal globes. 
   
  Source: Spell Compendium p109 
   
  Heat Leech 
  Necromancy [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates; see text 
  Spell Resistance: Yes 
   
  You plant a tiny sphere of intense cold in the body of a 
  living creature. On each round on your turn (including 
  the round during which you cast the spell), the target 
  must succeed at a Fortitude saving throw or take 1d8 
  points of cold damage. 
  Material Component: A leech and a pinch of snow. 
   
  Source: Frostburn p97 
   
  Ice Claw 
  Evocation [Cold] 
  Level: Sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 10-ft. ice claw 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  This spell creates a massive reptilian claw made of ice. 
  The ice claw can make one grapple attack per round. Its 
  attack bonus and grapple modifier are equal to your 
  caster level + your Int modifier or Cha modifier (for 
  wizards and sorcerers, respectively) + 7 for the claw’s 
  Strength (24). In any round when the claw is grappling 
  a target, it deals 1d8 points of cold damage. The claw 
  can attack in the round it appears. Directing it to 
  change targets is a standard action. It always attacks 
  from your direction and does not get a flanking bonus 
  or help a combatant get one. The claw has as many hit 
  points as you do when undamaged and has AC 20 (+10 
  natural). It takes damage as a normal creature, but most 
  magical effects that do not deal damage do not affect it. 
  The claw cannot push through a wall of force or enter an 
  antimagic field. It suffers the full effects of a prismatic 
  wall or prismatic sphere. The claw has your saving throw 
  bonuses. Disintegrate or a successful dispel magic 
  destroys it. It has immunity to cold and vulnerability to 
  fire. 
  Focus: A white leather glove and a piece of clear rock 
  crystal. 
   
  Source: Spell Compendium p118 
   
  Ice Dagger 
  Evocation [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Dagger of ice 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The ice dagger created by this spell launches itself at a 
  target. Treat the attack as a thrown splash weapon (PH 
  158) that requires a ranged touch attack to hit. The ice 
  dagger deals 1d4 points of cold damage to the target per 
  caster level (maximum 5d4), and splash damage of 1 
  point of cold damage to adjacent creatures. 
  Material Component: A few drops of water made from 
  melted ice. 
   
  Source: Spell Compendium p118-119 
   
  Ice Shield 
  Abjuration 
  Level: Druid 5, sorcerer/wizard 4 
  Components: V, S, M, Coldfire 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The warded creature gains resistance to blows, cuts, 
  stabs, and slashes. The subject gains damage reduction 
  15/–. The spell prevents a total of 10 points of damage 
  per caster level (maximum 150 points).While protected 
  by the spell, the creature also has vulnerability to fire 
  and takes half again as much (+50%) damage from the 
  effect, regardless of whether a saving throw is allowed, 
  or if the save is a success or a failure. 
  The duration increases to 10 minutes per level when in 
  a frostfell environment. 
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  Material Component: A pinch of sleet. 
  Coldfire Component: Five ounces of coldfire. 
   
  Source: Frostburn p99 
   
  Ice Web 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 4 
  Components: V, S, Coldfire 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Webs of coldfire in a 20-ft.-radius spread 
  Duration: 10 min./level (D) 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
   
  Ice web creates a many-layered mass of strong, frigid 
  strands of pure coldfire. These masses must be 
  anchored to two strong and diametrically opposed 
  points–floor and ceiling, opposite walls, or the like–or 
  else the ice web collapses upon itself and disappears. 
  Creatures caught within the ice web become entangled 
  in the strands. Attacking a creature in an ice web won’t 
  cause you to become entangled. 
  Any creature moving into or through the spell’s area 
  takes 1d6 points of frostburn damage per round. 
  In addition, anyone in the effect’s area when the spell is 
  cast must make a Reflex save. If this save succeeds, the 
  creature is entangled, but not prevented from moving, 
  though moving is more difficult than normal (see 
  below). If the save fails, the creature is entangled and 
  can’t move from its space, but can break loose by 
  spending 1 round and making a DC 20 Strength check 
  or a DC 25 Escape Artist check. Once loose (either by 
  making the initial Reflex save or a later Strength or 
  Escape Artist check), a creature remains entangled, but 
  may move through the ice web very slowly. Each round 
  devoted to moving allows the creature to make a new 
  Strength check or Escape Artist check. The creature 
  moves 5 feet for each full 5 points by which the check 
  result exceeds 10. 
  If you have at least 5 feet of ice web between you and an 
  opponent, it provides cover. If you have at least 20 feet 
  of ice web between you, it provides total cover. 
  The strands of an ice web are immune to any damage 
  from cold. Any fire–a torch, burning oil, a flaming 
  sword, and so forth – can melt 5 square feet of coldfire 
  strands in 1 round. 
  Ice web can be made permanent with a permanency spell. 
  A permanent ice web that is damaged (but not 
  destroyed) regrows in 10 minutes. 
  Creatures with the cold subtype may pass unimpeded 
  and unharmed through and ice web. 
  Coldfire Component: Two ounces of coldfire. 
   
  Source: Frostburn p100-101 
   
  Icelance 
  Conjuration (Creation) 
  Level: Druid 3, sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One lance of ice 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  You must succeed on a normal ranged attack to strike a 
  target with an icelance. You gain a +4 bonus on your 
  attack roll. If you hit, the icelance deals 6d6 damage to 
  the target. Half of this damage is piercing damage; the 
  rest is cold damage. In addition, the target must make a 
  Fortitude save or be stunned for 1d4 rounds. 
  Regardless of the result of the attack, the icelance 
  shatters upon its first use. 
  Focus: A 50-gp clear quartz gemstone. Alternatively, if 
  you are in a cold region, you can substitute 10 pounds 
  of ice or snow from the quartz. 
   
  Source: Spell Compendium p119 
   
  Luminous Swarm 
  Evocation [Force] 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 5 rounds 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  You create a swarm of faintly luminous motes of pure 
  force that engulf one creature, obscuring its vision. If 
  the target relies on sight, all its attacks have a 20% miss 
  chance while the motes last. 
  The motes also deal 1d6 points of damage each round. 
  The target can attempt a Reflex save each round to 
  avoid the damage. 
  If a subject under the effects of luminous swarm is 
  targeted by fever dream (Complete Mage p. 104), the two 
  spells interact to create a greater effect. See the fever 
  dream spell for details. 
   
  Source: Complete Mage P110 
   
  Mage Armor, Greater 
  Conjuration (creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and it’s tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Source: Spell Compendium p136 
   
  Mindfrost 
  Necromancy [Cold] 
  Level: Sorcerer/wizard 4 
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  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  This spell freezes the mental pathways of living 
  creatures, dealing 5d6 points of cold damage and 1d4 
  points of Intelligence damage. 
  Material Component: A small stone covered in frost. 
   
  Source: Frostburn p102 
   
  Numbing Sphere 
  Evocation [Cold] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 5-ft.-diameter sphere 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  A sphere of intense cold energy rolls in whichever 
  direction you point and damages those it strikes. It 
  moves 30 feet per round. As part of this movement, it 
  can ascend or jump up to 30 feet to strike a target. If it 
  enters a space with a creature, it stops moving for the 
  round and deals 1d6 points of cold damage as well as 
  1d4 points of Dexterity damage to that creature, though 
  a successful Reflex save negates both the cold damage 
  and Dexterity damage. A numbing sphere rolls over 
  barriers less than 4 feet tall, such as furniture and low 
  walls. It instantly freezes water it touches in 5-foot-
  cube sections, creating chunks of ice in large bodies of 
  water. 
  The sphere moves as long as you actively direct it (a 
  move action for you); otherwise, it merely remains at 
  rest. The sphere can be destroyed by attacks directed 
  against it. It has 10 hit points and damage reduction 
  5/–. 
  The surface of the sphere has a spongy, yielding 
  consistency and so does not cause damage except by 
  extreme cold. It cannot push aside unwilling creatures 
  or batter down large obstacles. A numbing sphere winks 
  out if it exceeds the spell’s range. 
  Arcane Material Component: A bit of sponge and a drop 
  of water. 
   
  Source: Frostburn p102 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of cold about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of cold damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
  For every two caster levels beyond 1st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 
  5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th 
  level or higher. 
   
  Source: Spell Compendium p151 
   
  Ray of Ice 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You launch a ray of numbing cold at your enemy. You 
  must succeed at a ranged touch attack with the ray to 
  strike a target. If successful, the ray deals 1d6 points of 
  cold damage per two caster levels (maximum 5d6). The 
  target must also make a Reflex save or be frozen to the 
  ground with its feet encased in ice. A frozen creature 
  cannot move, receives no Dexterity bonus to AC, and 
  incurs a -2 penalty on attack rolls. 
  A frozen creature can free itself with a DC 18 Strength 
  check or by dealing 15 points of damage to the ice. 
  Material Component: Ice or a vial of melted mountain 
  snow. 
   
  Source: Spell Compendium p167 
   
  Silent Portal 
  Illusion (Glamer) 
  Level: Assassin 1, sorcerer/wizard 0 
  Components: S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One portal 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
   
  This simple cantrip negates the sound of opening and 
  closing a single portal (door, window, gate, drawer, 
  chest lid, or the like). Even the squeakiest door opens 
  without a sound under the effect of this spell. Silent 
  portal covers only the normal means of opening and 
  closing the targeted portal. Breaking a window or 
  kicking in a door still makes noise, but opening a door 
  that is loosely hanging by its hinges does not (since this 
  is the normal way a door would be opened). Portals 
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  composed of magical energy are not affected by this 
  spell. 
  In the case of magic or even intelligent portals, spell 
  resistance and a Will save (DC 10 + caster’s ability 
  modifier + other modifiers as appropriate) still apply. 
   
  Source: Spell Compendium p190 
   
  Slide & Greater Slide 
  Transmutation 
  Level: Sorcerer/wizard 1 (greater: 2) 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (greater: medium) 
  Target: one creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You slide the subject creature along the ground a 
  distance of 5 (greater: 20) feet in any direction. (If the 
  creature is flying or otherwise not on the ground, it 
  moves parallel to the ground.) You can’t slide the 
  subject into a space that is occupied by an ally, an 
  enemy, or a solid object; if you attempt to do so, the 
  spell automatically ends. You cannot slide the subject 
  up or down, but you can slide them over the edge of a 
  cliff or other drop-off if you desire. 
  This movement does not provoke attacks of 
  opportunity. 
   
  Source: Spell Compendium p191-192 
   
  Snowball Swarm 
  Evocation [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A flurry of magic snowballs erupts from a point you 
  select. The swarm of snowballs deals 2d6 points of cold 
  damage to creatures and objects within the burst. For 
  every two caster levels beyond 3rd, the snowballs deal 
  an extra 1d6 points of damage, to a maximum of 5d6 at 
  9th level or higher. 
  Material Component: A piece of ice or a small white rock 
  chip. 
   
  Source: Spell Compendium p194 
   
  Sonic Snap 
  Evocation [Sonic] 
  Level: Sorcerer/wizard 0 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You create a brief but loud noise adjacent to the target. 
  The subject takes 1 point of sonic damage and must 
  succeed on a Will saving throw or be deafened for 1 
  round. This spell has no effect if cast within the area of 
  a silence spell. 
   
  Source: Spell Compendium p195 
   
  Stand 
  Conjuration (Teleportation) 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One willing prone creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject creature immediately stands, without 
  provoking attacks of opportunity. 
   
  Source: Player’s Handbook II p125-126 
   
  Storm of Fire and Ice 
  Evocation [Cold, Fire] 
  Level: Druid 6, sorcerer/wizard 6, wu jen 6 (fire and 
  water) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cylinder (20-ft. radius, 40 ft. high) 
  Duration: 1 round 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A shower of lava globs and hailstones rains down for 1 
  round, dealing 6d6 points of cold damage and 6d6 
  points of fire damage to everything in the area. The 
  cylinder provides concealment similar to fog cloud and 
  also applies a -4 penalty on Listen checks made within 
  the area. Movement costs within the area of the spell 
  are doubled. 
  At the end of the duration, the lava and ice disappear, 
  leaving no lingering effects (other than the damage 
  dealt). 
   
  Source: Complete Mage P118 
   
  Whelm 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
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  URD8-02 Everybody Loves Seoman 
   
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  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You launch a magical assault that wears at the target’s 
  mind, dealing 1d6 points of nonlethal damage if it fails 
  its saving throw. 
  For every two caster levels beyond 1st, you deal an extra 
  1d6 points of nonlethal damage to the subject, to a 
  maximum of 5d6 at 9th level. 
   
  Source: Player’s Handbook II p128 
   
  NEW RULES 
  Frostburn damage 
  Like normal damage, frostburn damage results in the 
  loss of hit points or ability score points. Unlike normal 
  damage, however, frostburn damage does not heal 
  naturally and may only be healed magically with a 
  successful DC 25 caster level check as long as the 
  victim remains in cold or colder temperatures. If the 
  victim reaches an area of moderate or warmer 
  temperature, his frostburn damage becomes normal 
  damage which can then be healed naturally or 
  magically in the usual manner. 
  A creature’s resistance or immunity to cold also applies 
  to frostburn damage. 
  Creatures vulnerable to cold take +50% damage from 
  frostburn. 
   
  Source: Frostburn P27 
   
  
  DM MAP 1 
  URD8-02 Everybody Loves Seoman 
   
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  PLAYER HANDOUT 1 
   
  [This letter is written in a somewhat shaky hand] 
   
  Off the Docks, Warehouse 117-look for the cat and 
  mouse. I would like any information you find about 
  business contacts and transactions. 
   
  On Waterday meet “Mr. J” at ten bells outside the 
  bookstore one block east of the marketplace along 
  the main road; he will have some information for 
  you to bring back. 
   
  URD8-02 Everybody Loves Seoman 
   
  Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/598/Normal Scenarios/URD8-02 - Everybody Loves Seoman (APL 6-12)/URD8-02 - Everybody Loves Seoman.pdf