TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URC5-01 
    
   
   
   
  Bounties over Brotton 
   
   
   
   
   
  A One Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  Version 1.5 
  by David Morgan 
  Illustrations by David Morgan 
   
   
   
   
  Belts are tightening across the land as the County begins to face a severe food shortage. It’s time to attack the problems 
  at their source!  The area around Brotton is rich enough in farmland to feed a dozen Counties. Why do the fields lie 
  untended?  Why are no caravans filled with food coming out of the city? APL 2-12. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  URC5-01 Bounties Over Brotton 
   
  Page 3 
  # 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 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Regional adventure, set in the 
  County of Urnst.  Characters 
  native to County of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Author’s Notes to the DMs 
  Be sure to read the stat blocks on encounters. Several of 
  the creatures have Spell Resistance as well as other 
  resistances or immunities. 
   
  Acknowledgements  
  The author would like to thank his editors, Nick 
  Carnival, Bill and Jeanne Scharfenberg; and playtesters 
  Mike Bertelsen, Anthony Chiesi, Rich Clark, Brian Glose, 
  Jonathon Johnson, Jeremiah Peace, Bill Scharfenberg, Joe 
  Scharfenberg, Damon Schoonover, Dennis Stalnaker, and 
  Kevin Weibler. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 4 
  Adventure Background 
  During the recent civil war, five permanent gates from 
  the Nine Hells into the County of Urnst stood open for 
  several months. These gates, built into the ancient Tovags 
  throughout the County allowed the entry of hundreds of 
  devils into the County of Urnst. With the conclusion of 
  the war, a powerful ally of Countess Belissica was able to 
  banish most of the infernal army back to the planes they 
  came from, but two of the Tovags are still open and many 
  devils still remain at large in the County, infesting 
  certain regions and causing havoc. One of these areas is 
  the farmland surrounding the walled city of Brotton.  
   
  Additionally, two of the Tovags are still allowing 
  devils to enter the region, though they do so at a rate 
  greatly reduced than from before. This pair of Tovags was 
  twisted out of phase when the huge dimensional anchor 
  was placed on the Administrator’s Circle the night 
  Countess 
  Belissica 
  and 
  Terard 
  Duncombe 
  first 
  disappeared just before the Civil War. Shortly thereafter, 
  all of the Tovags were opened, creating a massive 
  dimensional anchor that extended across the County from 
  border to border. When the Tovags were destroyed, the 
  two nearest Radigast, because of their phase difference, 
  were only damaged on the physical plane, their stones 
  splintered like the others. However, their gates remained 
  open. 
   
  Adventurers are constantly working to correct the 
  problem, killing or banishing the evil outsiders, but it is a 
  slow process. The Contessa and the Council are unaware 
  the remaining gates were not destroyed with the others. 
  It is rumored that Warnes Starcoat and Dennen 
  Astralstaff  had been investigating the continuing devil 
  problem when the Contessa pulled them from the 
  project to direct the magical construction of the Stone 
  Wall. 
   
  Right now the greatest problem facing the County is 
  a possible famine. Brotton has the food available to feed 
  the populace, and more, but its local devil problems 
  prevent it from doing so. House Dane has requested the 
  aid of the Council and several thousand gold pieces have 
  been put forward to address the problem. What’s needed 
  now are heroes to implement the solution. 
  Preparation for Play 
  Permitting non-standard use of influence during this 
  scenario is up to the DM’s discretion. The influence spent 
  in this way must be appropriate for the entity granting 
  the influence and that entity’s region of influence. The 
  cost for a single non-standard use is a minimum of 3 
  influence points, as per Favors and Influence in the County 
  of Urnst Regional Living Greyhawk Campaign. The DM is 
  required 
  to 
  email 
  the 
  Triad 
  at 
  coutriad@yahoogroups.com to report the non-standard 
  use for evaluation to be included in subsequent revisions 
  of that document. 
  Concerning URC3-08 Winds of Change 
  In Lordmaker 11: URC3-08 Winds of Change, characters 
  were asked to choose sides in the civil war between 
  Countess Belissica and Lord Terarde Duncombe, the 
  Lord of the East. Based on these choices they either 
  received a tattoo of a Swan, showing themselves loyal to 
  the Countess or of a Bull declaring them loyal to the Lord 
  Duncombe.  
   
  This module can be played without any reference to 
  the tattoos. But if a player should have a tattoo, the 
  roleplaying effects of the tattoos in this module are as 
  follows:   
   
  Any character with a Bull tattoo will gain a +4 
  circumstance bonus on any Charisma-based skill checks 
  when dealing with any of the devils. 
   
  The tattoos radiate magically and are easily detected 
  as such. Tattoos may be covered up, but since they are 
  magical, they are impossible to hide; Disguise DC 15.  
  Concerning URC4-03 Crossroads 
  In Lordmaker 15: URC4-04 Lordmaker, depending on the 
  final decision of the party, a character may have received 
  the “Crossroads Curse” which normally grants a –10 
  reputation modifier to all Charisma-based skills. This 
  curse will be apparent to all devils in this scenario and 
  will grant the character a +10 reputation modifer to all 
  Charisma-based skills when dealing with them.  
   
  For their part, during combat the devils will not 
  initially target characters with the curse, considering 
  them allies, or at the very least, neutral. Once it is 
  apparent that the cursed PCs are truly allied with 
  attacking party members, the devils’ attitudes will shift to 
  consider them enemies. 
   
  Player Handouts 
  The “Wanted-Dead or Banished” pictures of the 15 devils 
  (4 illustrations per page) 
  Adventure Summary  
  Introduction: in which the players learn the details of 
  the current situation and why they’ve come to the walled 
  city of Brotton.  
  Encounter One – The Registration Desk: in which the 
  party learns where to sign up for the job. 
  Encounter Two – Invitation to Engage: in which the 
  party is offered the job of hunting devils, is warned that it 
  could be dangerous and is allowed to choose their first 
  target.  
  Encounter Three – The First Bounty (player choice): 
  the first mission (party choice). 
  
  URC5-01 Bounties Over Brotton 
   
  Page 5 
  Encounter Four – Interlude: an interlude during 
  which the party is paid for the first mission, is offered a 
  second, and where they may find out information on 
  future modules. 
  Encounter Five – The Second Bounty: the second 
  mission (party choice). 
  Encounter Six – A Special Mission: in which the party 
  is paid again, and then offered a freelance mission to 
  investigate a rumored sighting to the northwest. 
  Encounter Seven – I Saw the Whole Thing: in which 
  the party learns of the location of another devil from an 
  old cleric of Pholtus. 
  Encounter Eight – The Devil’s Lair: in which the party 
  either fights the devil or else finds a very curious story 
  Encounter Nine – The Mob Rules: in which the party 
  may have to defend the devil from a pack of vigilante 
  villagers, led by the old Pholtan cleric. 
  Conclusion: in which the party is either paid a bounty 
  on the devil they killed or on the cleric they defeated. 
  Introduction 
  Have you heard the songs the bards are singing?  
  Songs of those heroes, common adventurers it is 
  said, who risked all they had to save the County 
  from its woes?  But though that danger is past, there 
  are always new problems on the horizon. It seems 
  that heroes may once more be needed to aid the 
  County in extraordinary ways. 
   
  You see, with the end of the civil war, a new 
  enemy has arisen that few have the resources to 
  combat, let alone defeat. And that enemy is Famine. 
  The new Contessa has asked for the aid of the noble 
  houses of the County to try and resolve this crisis. 
  The nobility have responded by relaxing their tariffs 
  and have granted the humble farmers of the County 
  incentives to hire more help and increase the 
  acreage that they sow, but while this will help in 
  future years, surviving the year to come will be 
  extremely difficult. Even with the continuing 
  assistance of the County’s druidic orders, more will 
  still be needed.  
   
  It is for this reason that attention is being 
  focused on the special needs of the major farming 
  areas around the County. One such area, near 
  Brotton, is having more than its fair share of 
  difficulties, being especially cursed by remnants of 
  the war. House Dane, the County and the local 
  temple of Ehlonna have combined their resources to 
  offer gold to any who can give assistance. For when 
  the spell was cast banishing the devils back to the 
  Hells, it seems a few of them slipped the net... 
  Encounter One: The 
  Registration Desk 
  With belts tightening across the County, there are 
  still those occasional problems requiring the 
  judicious use of spells and swords. The call has gone 
  out to adventurers interested in aiding the land in 
  exchange for a lucrative commission, and you and 
  your companions have each chosen to respond to 
  that call for whatever your personal reasons might 
  be. 
   
  Thus you find yourselves entering into the 
  walled city of Brotton, and being directed to the 
  Fountain Square in the Merchants’ Quarter.  
  Plastered on every tree trunk, free standing pole and in 
  every window are colorful signs with these words in large 
  bold print:  WANTED – BRAVE AND BOLD BOUNTY 
  HUNTERS! 
   
  If a party member stops to read the sign, in smaller 
  letters below this: Rewards vary. The next line is almost 
  as large as the headline: SPONSORED BY HOUSE 
  DANE. And at the bottom, in print so small it is nearly 
  unreadable: Also sponsored by the Church of 
  Ehlonna and the County of Urnst. 
   
  Allow the party to introduce themselves and take 
  whatever ‘entering a new city, walking the streets, etc.’ 
  roleplaying actions they wish. Once they enter the 
  Fountain Square read, 
  Even before reaching the Square, the sound of a 
  huge crowd can be heard up ahead. But upon 
  turning the final corner, the sight is beyond any you 
  could have expected. The Square is roughly 120 feet 
  from side to side and is fronted on all sides with 
  inns, taverns, and temporary merchants stalls 
  selling all manner of adventuring equipment. There 
  even seem to be a few stalls offering magical scrolls, 
  potions, and other mystical items. In the center of 
  the Square is a huge stone fountain formed by the 
  shapes of three unicorns rearing on their hind legs 
  and shooting streams of water from their horns and 
  hooves. But it must be a slow week for adventurers 
  elsewhere in the County, because the entire square 
  is otherwise packed solid with renowned heroes 
  from across the land.  
   
  There’s  Lazarus Stormborn arguing with Sigut 
  Frost. Merezus, Wye Lee, Kidan, Milo Willowby, 
  Galen Lightning Fist, Umeomaru, Richard Martin, 
  Malchor Trueshaft, Elbereth, the Iron Mouse, 
  Eldryn, Arthur, Shamil Turen, Tharivol Rianneth, 
  Durmast, Samara, Helex, Celest, T’zith, Alanon 
  Starblade, Ilsa Greywolf, Jak Smallsole, Thamior, 
  Dallan Dawnrider, Chechaboo, Galen Aramin, 
  Triston, Ionus Shadowwood, Falco Ironcross, 
  Thorin, Callis, Ezrak of the Rage, Tabun, Tornarr, 
  Surya, Sorn, Nie Evee (still pronounced naive), 
  
  URC5-01 Bounties Over Brotton 
   
  Page 6 
  Grimer, Mellaureiom, Lumin Ammara, Arsaga, 
  Jazan, Bator, Nir Stoutrazor, Sir Alden Underhill, 
  Bruce Vaine, Marcus Vespasian, Farel Iflien, 
  Gorbulus Danderfluff Cattoy, Barret, Ed, Neala, 
  Kenshin, Kyle, Smidgen, Niche, Rok, Jayce, Lilliana, 
  Helga, 
  Linux, 
  Myrna, 
  Rocklass, 
  Ellyjoybell, 
  Throkmore, Calvin, Griffo, Brother Grump, Brother 
  Mendicus, Taeon, Eliset, Lylgol, Amaryllis Tealeaf, 
  Dane, Nuidra, Milesovas, Seth, Mariokoli, Maximus, 
  Kur Blackheart, Gurzag, Cathroy, Drey, Theodane, 
  Lyntil, Roland Ashvin, Waxford, Deker, Og, Ook, 
  Robert Gawaine, Feras Lakholm, Siobhan, Alhandra, 
  Draca Bloodaxe, Dustin, Sharn, Edrin, Jen (still not 
  used to her being a him), Cromwell, Jynna, Kaydriss, 
  V’to Agnacy, Antiria, Moodoka, Sir Palus, Selina, 
  William Yalon, Tempest, Tortha, both of the 
  Xanders, Akeaka, Jadelle, and many, many more.  
   
  Oh, and Baldrock, Bejorn Thunderaxe and 
  Ghartolz are off in a corner by themselves with a 
  very large keg. Yes it seems there’s quite a party 
  going on. And it’s a very loud party. 
   
  DM NOTE: This only takes about 2 minutes to read. 
  Using hand gestures to point out various characters in 
  the Square during the reading of the list reminds the 
  players of the size of the crowd and how easily 
  recognizable famous adventurers are. 
   
  As the adventurers move into the Square, have them 
  make spot checks every few minutes (DC 16) to notice,  
  At a small table by the fountain, almost obscured by 
  the crowd is seated a middle aged man wearing the 
  livery of House Dane. 
  The party can purchase any item from the stalls allowed 
  them by prior ARs or per the basic rules. When they 
  approach the table, the man, Codiet, will stare at them 
  with a scowl of disapproval.   
  � Codiet: Com4, LN, 18hp.  
  Codiet started out the morning by trying to provide an 
  orderly information process for those interested in 
  working for the bounties being offered. He’s quite 
  flustered by all the (to his eyes insane) adventurers filling 
  the Square, and has long since given up on trying to offer 
  information to anyone. The party will have to shout to 
  make themselves heard over the din, and must make a 
  Diplomacy check (DC 16) to get him to open up to them 
  enough to ask them if they are here to register for the 
  bounties being offered this week.  
   
  If the party investigates the merchants and stalls, 
  they will also find a kiosk that has been set up by the 
  local temple of Ehlonna. The temple has opened some of 
  its treasure rooms to offer assistance to the heroes 
  currently engaged in “special” service to the County. As 
  long as they can offer proof that they have actually taken 
  a contract (Bandarin’s signature will suffice), the players 
  can buy any items listed under “The Favor of a Church” 
  on the AR for THIS adventure, appropriate to their APL. 
  This is because the local temple is taking a proactive 
  approach; the heroes will need support today more than 
  they will need a reward tomorrow. (And hopefully this 
  will also reduce the eventual number of Raise Dead spells 
  required at the end of the week.) 
   
  DM NOTE: Failed checks to spot Codiet can be re-
  attempted as often as needed until they are successful. 
  Interacting with Codiet is a roleplaying opportunity and 
  if the players try talking with him at a normal, table-talk 
  volume, the DM should shout “What?  I’m sorry, I can’t 
  hear you over the crowd!”  Have fun with it. 
   
  If the party makes the Diplomacy check and 
  responds in the affirmative that they’re here for the 
  bounties, Codiet will (yelling) direct them to go to the 
  Elks Head Tankard, a tavern across the Square, 
  behind the fountain for registration and sign up. (It 
  should take the party several minutes just to push their way to 
  the entrance of the tavern, the Square being that crowded.) 
   
  DM Note: If any party members engage the other heroes 
  in the square in conversation, play it by ear with that hero 
  spinning an embellished tale of devilish enemies he or 
  she’s already defeated and collected the bounty on.  
   
  Potential Humor Note: If one of your players 
  sitting at the table actually has their name mentioned 
  above, don’t worry about it. But keep in mind, one of the 
  things players delight in is the possibility of trying to 
  “break” a module. If one of them should ask a question 
  like, ‘How can I be there and here at the same time?’, 
  reply to them, “Maybe it was done with mirrors?  Or 
  maybe doppelgangers?  Perhaps you have a twin 
  (brother or sister) you weren’t aware of?”  
   
  If they persist, and state that they are going to try to 
  ‘find themselves’ in the crowd, tell them the following. 
  “Well, this is really getting a bit more existential 
  than the module writer intended, but oh well. How 
  many minutes do you wish to spend trying to find 
  yourself?” 
  Upon entering the Elks Head tavern, it’s standing room 
  only, with all available seating at both the tables and at 
  the bar already taken. A barmaid will push her way 
  through the crowd and explain “Sorry, but we’re closed. 
  We only have room for the County’s bounty hunters 
  today.”  If the party explains that they’re here for the 
  bounties, “Oh, then you’ll need to talk to Bandarin 
  over there.”   
  � Bandarin: Ftr7, LG, 60hp.  
  Bandarin will cheerfully greet the adventurers, ask them 
  their names, then act as if he’s known each of them for a 
  long time. Like Codiet, he wasn’t expecting the huge 
  
  URC5-01 Bounties Over Brotton 
   
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  turnout, but since he himself is an adventurer, he’s not 
  quite so overwhelmed. 
   
  Despite the over-abundance of heroes, there’s still 
  plenty of evil things to go around. So as soon as the 
  players ask for some details about the bounties, Bandarin 
  will move straight to business and explain the details. 
  (Remember to smile.) 
  “First, you each need to sign a standard waiver of 
  responsibility and contract. It basically states that 
  you realize that fighting infernal creatures from the 
  lower planes is a hazardous sort of task and that 
  your dependents and heirs won’t hold the 
  government of the County <clear throat and whisper> (or 
  the Triad) <normal voice again> responsible if your soul 
  gets accidentally sucked into a void or eaten or 
  anything like that. But on the positive side, since 
  you are acting in the interests of the County in a 
  time of crisis, we have come up with a special deal 
  just for brave individuals such as yourselves. If you 
  should happen to take an accidental dirt nap, we’ve 
  arranged with the local temple of Ehlonna to get 
  Raise Dead spells cast at a 20% discount. Now, won’t 
  that come in handy?” 
  The players will each need to state verbally that they 
  agree to the contract and that they sign it. (Alternately, a 
  player handout of the contract can be made available to 
  sign, but why waste paper?). 
   
  Encounter Two: Invitation to 
  Engage 
  “Excellent! Well here are the bounties currently 
  available. It’s really up to you which one you want to 
  go after, so I’m just going to give you all of the ones 
  we currently have up for grabs. Hmm. I suppose I 
  should mention though that first of all, you did just 
  sign the waivers. If you bite off more than you can 
  handle, I have the utmost faith in you to die in as 
  heroic a manner as possible, befitting your status as 
  a hero of our fair County. Secondly, as a fellow 
  adventurer, let me also remind you of certain, ah, 
  “restrictions” which might later apply to your 
  rewards... <cough> “Gold Piece & XP limits” <cough-
  and clear throat>. Are we clear on that?  Excellent!  
  Now which bounty do you think you’d like to go 
  for?” 
  Hand the players the bounty sheets (Adventurer 
  Handouts 1-15) and let them choose for themselves 
  which one they want to go after first. They will need to 
  select their own mission.  Bandarin will explain the 
  background of any bounty selected, but only after the 
  party chooses one or two to decide from. (read 
  appropriate box text for the encounter). Otherwise, too 
  much time will be wasted in planning. 
   
  DO NOT inform the players that each of the 
  bounties is set at a fixed EL. They have already been 
  warned that death is a very real option in this module and 
  that they can’t exceed normal gold and xp limits for the 
  module. Let them decide what types of bounties their 
  group will be able to handle based on their own 
  experiences. If a party tries for a mission that is wildly 
  beyond their capabilities (EL+4 or worse), you might ask 
  them “Are you sure?  That’s an awfully tough one 
  there…” But otherwise they should be allowed complete 
  freedom to choose. 
   
  After they make a decision, Bandarin will give them 
  a chit for a free stay at The Red Wyrm’s Nest, a small inn 
  nearby and wish them them a good night’s rest. At this 
  time he will also give them a voucher for the Temple of 
  Ehlonna stall if they ask for one. Good luck tomorrow! 
   
  Encounter Three: The First 
  Bounty 
  See Appendix A: The Bounties. 
   
  Encounter Four: Interlude 
  Upon returning from the first bounty hunt, the party will 
  be feted and cheered by the crowd of heroes in the 
  Square. Wine, beer and ale will flow freely, musicians 
  will sing songs, and a generally good time will be had by 
  all. But after about an hour of celebration, Bandarin will 
  appear, plucking at the party’s elbows, “Are you willing 
  to try for another one?  My lord Dane can really use 
  heroes like you.” 
   
  Again, the party will be offered the remaining 
  bounty sheets, and then given a chit for a stay The 
  Wayfaring Farmer, another small inn. Whether they get a 
  good night’s rest or party till dawn is up to them. 
   
  DM Note: If the party takes too long on their first 
  mission, bypass Encounters Four and Five and move 
  directly into Encounter Six 
  Encounter Five: The Second 
  Bounty 
  See Appendix A: The Bounties. 
  Encounter Six: A Special 
  Mission 
  DM Note:  The village of Zimm has recently seen it’s 
  population increase 1000% due to refugees fleeing 
  Nyrond.  Nyrond’s new king took the country by force, 
  using his own dark troops and devils to overtake the 
  
  URC5-01 Bounties Over Brotton 
   
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  kingdom.  These peasants have just escaped Nyrond and 
  have temporarily settled near the County’s breadbasket, 
  Brotton. 
   
  With a second success, the party in the Square will 
  be even more enthusiastic than before (if that’s possible). 
  This time, Bandarin will allow them the celebration and 
  won’t approach the party until the following day. The 
  next morning he’ll knock on their doors at an ungodly 
  early hour with a special request. When they assemble 
  downstairs in the inn’s main common room, he’ll make 
  them an offer. 
  “You are all truly amazing and are worth every gold 
  piece you’ve earned.  But now I need to make a 
  special request of you. It’s not something that’s one 
  of the standard bounties but it’s still something that 
  needs our attention. 
   
  Eight miles northwest up the main road from 
  Brotton, is a small village called Zimm. In Zimm’s 
  Roadside Tavern is a priest named Halloran who 
  says he’s seen a devil up in the hills beyond 
  Hillguard. If you could head up there and confirm 
  the sighting, we can set up another bounty. And if 
  you should happen to find an actual devil and take 
  care of it for us, I’ll guarantee your compensation. I 
  think by now I’ve proven the County is good for it.” 
  Encounter Seven: I Saw the 
  Whole Thing 
  If the party accepts, the trip to Zimm and the tavern 
  there is relatively uneventful. (Improvise as needed). 
  Once they arrive and enter the tavern, the bartender will 
  direct them to the priest. 
  � Halloran: Clr5 of Pholtus, LG, 23 hp.  
   
  Halloran is a zealous missionary from The Pale 
  (where the worship of Pholtus is practically a 
  monotheism). He’s getting on in years (he’s in his late 
  60's), but his fervor for the worship of the one true god is 
  still blazing hot. But that’s not his primary concern right 
  now and any antagonistic characters will just have to 
  wait. He claims he saw what he’ll call “an unclean one, a 
  spawn of the darkness” out in the hills north of the 
  village. If the party expresses an interest in finding the 
  devil, he will give them detailed instructions on how to 
  find its location. 
  “Go north about five miles until you clear the trees. 
  Then as you look to the northeast, you’ll see a hill in 
  the shape of an eagle’s head. Just below the ‘beak’ of 
  the hill is an abandoned chapel of one of the lesser 
  deities, Heironeous I think. That’s where I saw the 
  foul thing defiling our blessed land.” 
  If the party follows these directions, the chapel is not 
  difficult to locate. 
  Encounter Eight: The Leopard’s 
  Spots 
  The approach to the abandoned chapel is wide open. 
  There is no covering terrain except for light scrub, small 
  bushes, and knee-high grass from the treeline to the edge 
  of the hills two miles away. Players can either choose to 
  try to circle around (which will take about eight hours to 
  accomplish, making it after nightfall when they arrive or 
  just head straight for the chapel. 
   
  But upon arrival, things are not quite what the party 
  expects. There is indeed a devil in residence here, 
  Nrezchklarrferdgik by name (’Ferd for short, devil type 
  determined by APL: APL 2&4 - Bearded; APL 6 - Amnizu; 
  APL 8&10 - Malebranche; APL 12 - Barbed). 
   
  But everything is not quite what it seems. 
   
  DM Background: Nrezchklarrferdgik’s Story 
  ’Ferd was never really happy as a member of the Infernal 
  Hierarchy. A bearded devil and one of the first members 
  of the invading devilish horde to pour into the County 
  through the opened tovags, once they were closed, he 
  seized upon the opportunity to try something a little 
  different — gardening. You see, it’s almost impossible to 
  grow flowers in the Hells, and he’s continually being 
  amazed by the variety of fragrances that different flowers 
  can give off. Over the last few months he’s cultivated 
  several plots of wild flowers around the grounds 
  surrounding the chapel and he was quite content to stay 
  there alone and not bother anyone ever again. 
   
  That is, until the brigands showed up. A large band 
  of brigands made quite a good living terrifying and 
  robbing merchant caravans during the war by pretending 
  to be part of the infernal horde. Just before attacking, 
  they would paint their faces red and put on fake horns 
  and most merchants gave in without even trying to resist. 
  After the war ended, the band headed into the hills 
  looking for a new hideout. When they found the chapel 
  inhabited by Nrezchklarrferdgik, they offered him what 
  they felt was a suitable offering; the two prisoners they 
  had taken on their last raid, a young boy and a young 
  woman. When ’Ferd looked into the despairing eyes of 
  the boy, he found a second career to go with gardening. 
  That of Hero. The less said of what he did to the brigands, 
  the better. Now ’Ferd splits his time between gardening 
  and providing for the two young humans under his care. 
  Just a few weeks ago, black feathered wings sprang from 
  his back over the course of a few days. They are a recent 
  development that he is unable to explain. (See ’Ferd’s 
  encounter description for APL6 and above.) 
   
  It was on a hunting trip that he was spotted by the 
  priest of Pholtus, but he’s learned from Sareela not to 
  immediately assume the worst from humans. So when he 
  first spots the party while weeding his flowers, he will 
  wave to them in greeting. If the party draws weapons or 
  
  URC5-01 Bounties Over Brotton 
   
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  begins to attack, a young woman will run out from the 
  ruins and scream “NO!” and a young boy will start to cry 
  from somewhere downstairs... 
   
  DM Background: Sareela’s Story 
  While traveling with her younger brother, Marik, 
  Sareela’s caravan was attacked by the aforementioned 
  brigands. What followed over the next few months and 
  what she and her brother experienced at the hands of the 
  evil band proves that you don’t necessarily need to die to 
  be in Hell. When they finally offered her up to the 
  fiendish creature inhabiting the ruined chapel, she 
  actually saw it as an end to her suffering. Her rescue by 
  him instead she considers to be almost the divine 
  intervention of Heironeous himself. Since then, ’Ferd has 
  consistently put her and Marik’s welfare first and she has 
  come to trust him completely. She is unaware that the 
  war has ended but doesn’t want to return to ‘civilization’ 
  until she and Marik are much stronger. Marik is still so 
  traumatized by what he saw during the war that he is 
  extremely timid and is unwilling to say more than a 
  single word at a time (Diplomacy check DC 50 to try and 
  get him to say more, but Sareela and ’Ferd have been 
  working with him to get him to open up). 
   
  DM’s note: Ok, granted it’s a weird situation, but 
  you’ve got essentially an insane devil (flowers?), and two 
  ‘horrors-of-war’ traumatized refugees. The party can 
  butcher ’Ferd (his stats are listed in Appendix B), who 
  will viciously defend Sareela and Marik from the new 
  ‘brigands’. But a much more interesting approach will be 
  the roleplaying of telling each of their respective stories 
  and watching the party re-adjust their assumptions. (By 
  the way, any paladin or spellcaster casting a Detect Evil 
  spell on Ferd will still pick up faint traces of evil, but 
  nowhere near as strong as a normal devil would reflect.) 
   
  If the party offers to escort Sareela back to Brotton 
  (or to her home in Radigast City), she will initially refuse 
  (fearfully). But if the party has shown itself to be 
  honorable types, ’Ferd will actually argue in favor of an 
  escort home, pointing out that Sareela needs to be around 
  other good humans and Marik really needs the attention 
  of a high ranking good clerical type. As for ’Ferd, he 
  considers this chapel to be his home and will not 
  willingly abandon his gardens. 
  Encounter Nine: The Mob Rules  
  If the party killed ’Ferd, skip to the Conclusion.  
  Otherwise, as they make their way down the hill they 
  will see the Pholtan priest Halloran, leading a very large 
  group of villagers towards the chapel. 
   “Did you see it?  Did you find that spawn of Evil?  
  The true god, brilliant and almighty Pholtus, spoke 
  to me in a vision!  The creature must be submitted to 
  the flames of purity!  Stand aside for the Lord’s work 
  must be done!”  
  � Halloran (Lefty Llorran): Rog5/Sor3; CR 8 (EL 0); 
  Medium Humanoid (Human); HD 5d6+3d4-8; 23 hp; 
  Init +3 (Dex, Impr. Init.); Spd 30 ft (6 squares); AC 9 (-1 
  Dex) touch 9, flat-footed 10; Grapple +4; Atk; Fist +4 
  melee (1d3 non-lethal); Full Atk  Fist +4 melee (1d3 
  non-lethal); SA Evasion, Sneak attack +3d6, Spell Use, 
  Uncanny Dodge; AL N; SV Fort +3, Ref +4, Will +5; Str 
  10, Dex 8, Con 8, Int 14, Wis 12, Cha 20; Spells: 0th - 
  Arcane Mark, Detect Magic, Mage Hand, Message, 
  Prestidigitation, 1st - Charm Person, Expeditious Retreat, 
  Reduce Person.  
   
  Skills: Appraise +5, Bluff +11, Concentration +1, 
  Diplomacy +13, Disguise +9, Escape Artist +7, Forgery +8, 
  Gather Information +8, Jump +7, Knowledge: Arcana +6, 
  Knowledge: Local +8, Listen +3, Open Lock +3, Perform: 
  Acting +8, Perform: Oratory +8, Search +8, Sense Motive 
  +6, Sleight of Hand +4, Spellcraft +5, Spot +5, Tumble 
  +11, Use Magic Device +11; Feats: Acrobatic, Eschew 
  Materials, Great Fortitude, Improved Initiative. 
   
  Equipment: priestly robes. 
  Tactics:  Halloran is a cowardly rogue who disdains the 
  use of weapons, preferring to manipulate others into 
  fighting for him, or else fleeing from combats.  He has 
  already used up all of his spells for the day casting Charm 
  Persons, Mage Hands and Prestidigitations to get the mob 
  started.  After his speech, Halloran will stop and let the 
  villagers move around and past him (putting them 
  between him and the adventurers as much as possible).  
  If he is targeted by the heroes, he will disengage from 
  melees (he is unarmed) using his tumbling skills and 
  screaming that “they are in league with the evil one and 
  must be destroyed!” 
   
  The villagers are armed with torches, timbers, 
  pitchforks, meat cleavers etc.  They have been worked 
  into a frenzy and will do whatever Halloran directs them 
  to do.  If a fight breaks out, Halloran will shout and 
  harangue the party and threaten them with powerful 
  spells from his repertoire (like Cause Critical Wounds), but 
  will effectively have no effect on the combat (his only 
  remaining power is in his ability to bluff and manipulate 
  the mob). 
   
  Moving 
  through 
  the 
  mob 
  effectively 
  slows 
  characters to half movement speed.  It is impossible to 
  charge through the mob.   
  � Unique Hazard: Peasant Mob, Appendix B 
  Once the villagers are defeated, Halloran can be defeated 
  with a simple strike to subdue (AC 9), which will knock 
  him unconscious.  He will not defend himself but will 
  continue to harangue them, (believing he will be able to 
  either talk his way out of the situation or escape 
  confinement later).  If the party attacks and kills him 
  instead, they will miss out on the information gained 
  from his interrogation at the end of the module. 
   
  
  URC5-01 Bounties Over Brotton 
   
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  Conclusion 
  Once the party returns, with or without Halloran in tow, 
  they will find that the ongoing party in the Square is 
  gone and the streets are strangely quiet.  A passing 
  merchant in the street can explain... 
  “It’s those darned adventurers, don’t ya see?  They 
  drank the city dry!  There’s nary a drop of Wenta’s 
  blessing anywhere within the city walls!  But never 
  you fear good sirs (and ladies). I hear tell there are 
  no less than EIGHT large alcohol caravans headed 
  this way, including a shipment from the Yarne 
  winery and, of course, Torquann brandy.”  In a much 
  lower voice he mutters, “And may the Gods help us 
  when they arrive.” 
   
  Bandarin will greet you shortly thereafter and 
  offer yet another stay at a local inn, The Black 
  Hound.   
  If they killed ’Ferd, he will pay them a bounty on the 
  devil (set by APL in Appendix B) and wish them fair 
  traveling and many more good adventures. 
   
  But if they killed or apprehended Halloran, 
  Bandarin will identify him as  
  “Congratulations on finding Lefty Llorran! He’s a 
  renowned con man and a thief, someone the County, 
  Duchy and the Pale have all been looking to 
  apprehend for quite some time. He’s not a devil, but 
  there’s paper on him all the same...” 
  (Only read the next paragraph if ‘Halloran is succesfully 
  interogated by the County’s clerics.) 
  Later on, after the clerics finish questioning Lloran 
  under a Zone of Truth, they tell you of an ancient 
  relic, the White Gauntlet of Heironeous, that is said 
  to repel creatures with evil intentions.  For some 
  reason, Lloran believes that the Gauntlet is buried 
  somewhere beneath the chapel, but if that was so, 
  how could there have been a devil anywhere nearby? 
   Llorran’s plan was to incite the crowd to clear out 
  whatever creature was living there so that he’d be 
  able to ransack the place in peace and sell it to a 
  secret buyer, someone he only knew by the initials 
  TY. 
   
  With thanks Bandarin pays you the final 
  bounty.  The multitude of adventurers that 
  assembled here in the city over the last two weeks 
  have cleared the area near Brotton of its infernal 
  problems and now the city can once more begin 
  shipping large exports of food to the other stricken 
  areas of the County. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the two bounties completed and for defeating 
  Encounter Eight or Encounter Nine. Then assign the 
  discretionary roleplaying experience award. Award the 
  total value (objectives plus roleplaying) to each character. 
   
  The Bounties 
  Bounty One, Meow: 30xp 
  Bounty Two, Bad Comedy: 60 xp 
  Bounty Three, Infestation: 90 xp 
  Bounty Four, Man–Eating Cabbages: 120 xp 
  Bounty Five, Old Moch Dahnolt: 150 xp 
  Bounty Six, Whiplash: 180 xp 
  Bounty Seven, Messin’ with the Bees: 210 xp 
  Bounty Eight, The Spy: 240 xp 
  Bounty Nine, Bridge O’er Truffled Waters: 270 xp 
  Bounty Ten, The Entertainer: 300 xp 
  Bounty Eleven, Cats in the Corn: 330 xp 
  Bounty Twelve, Hard Cider: 360 xp 
  Bounty Thirteen, Getting a Head: 390 xp  
  Bounty Fourteen, Three Entrepreneurs: 420 xp 
  Bounty Fifteen, The Bad Ones: 450 xp 
   
  Encounter Eight or Nine 
  Defeating the devil or the mob. 
  APL2 120 xp; APL4 180 xp; APL6 120 xp; APL8 180 xp; 
  APL10 240 xp;  APL12 300 xp; 
   
  Discretionary roleplaying award 
  APL2 90xp; APL4 135xp; APL6 180 xp; APL8 225 xp; 
  APL10 270 xp;  APL12 315 xp; 
   
  Maximum possible experience:  
   
  APL 2 450 xp; APL4 675 xp; APL6 900 xp; APL8 1125 xp; 
  APL10 1350 xp;  APL12 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 
  
  URC5-01 Bounties Over Brotton 
   
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  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Three and Five: The Bounties 
  Bounty One, Meow: 
   
  APL 1: L: 50 gp; C: 0 gp; M: 0 gp 
  Bounty Two, Bad Comedy: 
   
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp   
  Bounty Three, Infestation: 
   
  APL 3: L: 150 gp; C: 0 gp; M: 0 gp 
  Bounty Four, Man–Eating Cabbages: 
   
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp 
  Bounty Five, Old Moch Dahnolt 
   
  APL 5: L: 250 gp; C: 0 gp; M: 0 gp 
  Bounty Six, Whiplash: 
   
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp 
  Bounty Seven, Messin’ with the Bees: 
   
  APL 7: L: 350 gp; C: 0 gp; M: 0 gp 
  Bounty Eight, The Spy: 
   
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp 
  Bounty Nine, Bridge O’er Truffled Waters: 
   
  APL 9: L: 500 gp; C: 0 gp; M: 0 gp 
  Bounty Ten, The Entertainer: 
   
  APL 10: L: 600 gp; C: 0 gp; M: 0 gp 
  Bounty Eleven, Cats in the Corn: 
   
  APL 11: L: 800 gp; C: 0 gp; M: 0 gp 
  Bounty Twelve, Hard Cider: 
   
  APL 12: L: 1000 gp; C: 0 gp; M: 0 gp 
  Bounty Thirteen, Getting a Head:  
   
  APL 13: L: 1300 gp; C: 0 gp; M: 0 gp 
  Bounty Fourteen, Three Entrepreneurs: 
   
  APL 14: L: 1500 gp; C: 0 gp; M: 0 gp 
  Bounty Fifteen, The Bad Ones: 
   
  APL 15: L: 1800 gp; C: 0 gp; M: 0 gp 
  The Conclusion: The Final Bounty or Reward 
   
  APL 2: L: 100 gp; C: 0 gp; M: 0 gp   
   
  APL 4: L: 200 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 300 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 400 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 600 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 1000 gp; C: 0 gp; M: 0 gp 
   
  DM Note: (From an article posted at Wizard’s Living 
  Greyhawk website by Circle member, Steve Conforti) 
  There are many things you can use the gold above the cap 
  for:  
  NPC Spellcasting Services – You can use the excess gold 
  to pay an NPC, if available, to cast spells on your behalf. 
  This is the most common use of this excess gold. 
  
  URC5-01 Bounties Over Brotton 
   
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  Example: paying a local cleric to cast raise dead on your 
  comrade at the end of the adventure.  
  NPC Services – You can use excess gold to pay an NPC 
  for a room at the inn, to provide a bribe to a crooked 
  guard or politician, to hire a tracker, or to pay a fine, for 
  example. Example: paying the toll for your PC to cross a 
  bridge during the adventure.  
  Temporary Purchase of Items – You can buy items, 
  mundane and magical, that are available during the 
  adventure for use during that adventure. Anything you 
  purchase with excess gold in this way cannot be kept 
  after the adventure ends; it converts back to gold if it 
  hasn’t been consumed. You can also use items you find 
  during the adventure in this manner. Example: 
  purchasing or finding a potion of invisibility during the 
  adventure and using it in the same adventure. 
   
  Special 
  “The Favor of the Church of Ehlonna in Brotton”: In 
  order to reduce the need for later curing and to aid in the 
  elimination of the devils from the area around the city of 
  Brotton, the local temple of Ehlonna will make the 
  following items (one each per PC as per the APL) 
  available before the conclusion of the adventure, instead 
  of merely at the conclusion (as is normal). PCs must have 
  sufficient gold (minus upkeep for this adventure) on 
  their last Adventure Record to be able to purchase any 
  item during the scenario. This favor must be crossed off 
  when used, or expires at the end of the third adventure 
  played after this one. (Frequencey: Adventure) 
   
  APL2 
   
  Potion of Shield of Faith (+5) (Freq: Adv; 900 gp; DMG) 
   
  Wand of Cure Light Wounds (Freq: Adv; 750 gp; DMG) 
  APL4 — All of APL 2 plus: 
   
  +2 enchantment upgrade on a shield (Freq: Adv; 
  3,000 gp; DMG) 
   
  +2 enchantment upgrade on armor (Freq: Adv; 3,000 
  gp; DMG) 
  APL6 — All of APL 2-4 plus: 
   
  Divine scroll of 4th level (cleric: beast claws, castigate, 
  doomtide, energy vortex, recitation, resurgence–mass, revenance, 
  weapon of the deity, weather eye; druid: bottle of smoke, 
  camouflage–mass, chain of eyes, energy vortex, forestfold, 
  infestation of maggots, languor, murderous mist; ranger: bane 
  bow, camouflage–mass, implacable pursuer.) (Freq: Adv; 700 
  gp; CD) 
   
  Wand of Searing Light (6th level) (Freq: Adv; 13,500 gp; 
  DMG) 
  APL8 — All of APL 2-6 plus: 
   
  Divine scroll of 5th level (any divine scroll of 5th level 
  from Table 7-24 in the DMG) (Freq: Adv; cost varies; 
  DMG) 
   
  Ring of Water Walking (Freq: Adv; 15,000 gp; DMG) 
  APL10 — All of APL 2-8 plus: 
   
  Divine scroll of 6th level (any divine scroll of 6th level 
  from Table 7-24 in the DMG) (Freq: Adv; cost varies; 
  DMG) 
   
  Staff of Healing (Freq: Adv; 27,750 gp; DMG) 
  APL12 — All of APL 2-10 plus: 
   
  Divine scroll of 7th level (any divine scroll of 7th level 
  from Table 7-24 in the DMG) (Freq: Adv; cost varies; 
  DMG) 
   
  Periapt of Wisdom +6 (Freq: Adv; 36,000 gp; DMG) 
  Items for the Adventure Record 
  There are no other items other than what is available 
  through the Favor of the Church of Ehlonna in Brotton. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 13 
  Appendix A: The Bounties 
   
   
  #1 Meow 
   
  Picture of a cat - 50 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “This mission is a little bit odd. 
  There is a merchant on the west side of town who 
  is reporting some sort of pest problem. His name 
  is Elderlin. He controls a warehouse where grain 
  is stored before it is shipped out to other parts of 
  the county. So it’s still a vital mission. It’s just a 
  little... odd...” 
  Elderlin’s warehouse is under siege by four fiendish 
  cats. The cats have decided that rather than chasing rats 
  and mice, they will set up rodent breeding farms, 
  feeding them the grain stored in the warehouse. To 
  accomplish this, they have taken to terrorizing the 
  family that runs the warehouse and have driven away 
  all of the normal employees there. 
   
  The warehouse has two levels, is about 40 ft wide 
  and 80 ft long. Inside are a maze of boxes and crates, 
  catwalks, wheelbarrows, empty sacks, etc. The cats 
  have actually built a rat-ranch using some crates in one 
  of the corners and if discovered, will be spotted casting 
  grain to the 20 rats inside (like feeding chickens). 
   
  Tactics:  The cats are not smart, but they are very 
  cunning. They understand that their chances in a 
  standup fight against adventurers are slim to none. So 
  they will strike from cover, try to take a surprise round 
  attack and then disappear between the boxes again, 
  waiting for a chance at another (free) surprise attack. If 
  the rat ranch is discovered, the cats may try to sic some 
  of the rats on the party by sprinkling the adventurers 
  with parmesan cheese from one of the catwalks above. 
  Statistics for standard rats are given below, but the rats 
  do not figure into the EL of this encounter. 
   
   
  Bounty: 50 GP per player. 
  Fiendish Cats (4)  CR _; Tiny Outsider (Evil, 
  Extraplanar, Lawful); HD _ d8; 3 hp each; Init +2 (Dex); 
  Spd 30 ft (6 squares); AC 14 (+2 size, +2 Dex,) touch 14, 
  flat-footed 12; Grapple -12; Atk Claw +4 melee (1d2-4); 
  Full Atk 2 claws +4 melee (1d2-4) and bite –1 melee 
  (1d3-4); SA Smite Good; SQ Darkvision 60 ft, 
  Resistance to cold and fire 5, Scent, SR 6; AL LE; SV 
  Fort +3, Ref +4, Will +1; Str 3, Dex 15, Con 12, Int 3, 
  Wis 12, Cha 7;  
   
  Skills: Balance +10, Climb +6, Hide +14, Jump +10, 
  Listen +3, Move Silently +6, Spot +3); Feats: Weapon 
  Finesse. 
  Skills: Cats have a +4 racial bonus on Climb, Hide, and 
  Move Silently checks and a +8 racial bonus on Balance 
  and Jump checks. They use their Dexterity modifier 
  instead of Strength for Climb and Jump checks. 
  SA Smite Good: Once per day, each cat can make a 
  normal attack that does an additional point of damage 
  against a good foe. 
   
  Rats (20)  CR 1/8; Tiny Animal; HD 1/4 d8; 1 hp each; 
  Init +2 (Dex); Spd 15 ft (3 squares); AC 14 (+2 size, +2 
  Dex,) touch 14, flat-footed 12; Grapple -12; Atk Bite +4 
  melee (1d3-4); Full Atk Bite +4 melee (1d3-4); SA none; 
  SQ Low-Light Vision, Scent; AL N; SV Fort +2, Ref +4, 
  Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2;  
   
  Skills: Balance +10, Climb +12, Hide +14, Move 
  Silently +10, Swim +10); Feats: Weapon Finesse. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 14 
  #2 Bad Comedy 
   
  Picture of an Imp - 100 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “I don’t know how much you 
  understand about how these things work, but the 
  farmers bring in the grain, it’s stored in 
  warehouses, then agents arrange for it to be 
  shipped out of the city. One of these shipping 
  agents, Nockwood and Sons, recently had to close 
  their offices. It seems they have an infection of 
  imps.” 
  The offices of Nockwood and Sons, here in the city 
  have been taken over by a pair of mischievous imps. 
  The two imps, Throttle and Palsy, have covered the 
  walls with the office’s paperwork and three days ago 
  discovered the (large) cask of good wine Rutgo 
  Nockwood has hidden in his cellar. The office is 
  approximately 30 ft square, with stairs leading down to 
  a similar size cellar down below. Throttle and Palsy 
  have set up a variety of inconveniencing traps 
  throughout the building. Non-lethal things like 
  removing stair steps, putting grease patches on the 
  floor, rigging tin pails to fall on heads as people step 
  through a doorway, etc. The traps in encounter should 
  be highly irritating to the players as they hunt down 
  their foes. 
  Bounty: 100 GP per player. 
  Imps (2) CR 2; Tiny Outsider (Evil, Extraplanar, 
  Lawful); HD 3d8; 14, 13 hp; Init +3 (Dex); Spd 20 ft (4 
  squares), fly 50 ft (perfect); AC 20 (+2 size, +3 Dex, +5 
  natural) touch 15, flat-footed 17; Grapple -5; Atk Sting 
  +8 melee (1d4+poison); Full Atk Sting +8 melee 
  (1d4+poison); SA Posion; Spell-Like Abilities; SQ 
  Alternate Form, Damage Reduction 5/good or silver, 
  Darkvision 60 ft, Fast Healing 2, Immunity to poison, 
  Resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will +4; 
  Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14;  
   
  Skills: Diplomacy +8, Hide +17, Knowledge: 
  Arcane +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); 
  Feats: Dodge, Weapon Finesse. 
  SA Poison (Ex): Injury, Fort DC 13, 1d4 Dex/2d4 Dex. 
  The save is Constitution based and includes a +2 racial 
  bonus. 
  SA Spell-Like Abilities: At will – Detect Good, Detect 
  Magic, Invisibility (self only); 1/day – Suggestion (DC 15), 
  Caster level 6th. The save DC is Charisma-based. 
  SQ Alternate Form (Su): An imp can assume other 
  forms at will as a standard action. This ability functions 
  as a polymorph spell cast on itself (caster level 12th), 
  except that an imp does not regain hit points for 
  changing form. This imp can assume the form of a rat. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 15 
  #3 Infestation 
   
  Picture of an Ant - 150 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains “The Farm of Gelfin Halfelven. 
  I’m not exactly sure what’s up with this one. 
  Gelfin keeps saying it’s ant problems. I’ve got a 
  suspicion it’s some sort of anhkeg problem and he 
  just doesn’t know what he’s talking about. But the 
  temples have confirmed a specific infernal taint to 
  the area, so it’s on the list. Gelfin’s farm is about 4 
  miles south of the city, on the west side of the 
  road. You can’t miss it.” 
  Gelfin’s farm is infested alright, but not by giant ants or 
  by anhkegs. Near to the fringe areas between the 
  planes of the Hells and the planes of (Lawful 
  Neutrality), strange things sometimes emerge. Six 
  fiendish formorian workers slid into the County while 
  the tovags were open. Now they are seeking to 
  cultivate and harvest royal jelly in order to mutate one 
  of them into a queen and initiate a conquest of the area 
  around Brotton. To do this they need a damp, dark 
  place and they’ve chosen Gelfin’s water well as an ideal 
  location. 
   
  Gelfin knows he’s got a problem. He’s seen the 
  damned things, but only from a distance or in dim 
  light. He just doesn’t know where on his farm they’re 
  hiding. If asked to describe them, he’ll say “Dog sized. 
  They look sort of like ants, but they’re upright 
  too.”  Gelfin has a farm house, a barn, a horse stable, a 
  well, and extensive fields. Let the party investigate the 
  different parts of the farm before perhaps spotting 
  tracks or strange scratch marks around the well.  
   
  Down the well, the water is 25 ft. below ground 
  level. 20 ft. down are three side tunnels that have been 
  dug into the walls of the well. Each leads to a small 
  series of rooms with interconnecting tunnels between 
  the rooms. When the party finds one of the ‘ants’, the 
  others should come at them from all sides. 
   
  Bounty: 150 GP per player. 
  Fiendish Formorian Workers (6) CR 1/2; Small 
  Outsider (Evil, Extraplanar, Lawful); HD 1d8+1; 5 hp 
  each; Init +6 (Dex, Improved Init); Spd 40 ft (8 
  squares); AC 17 (+1 size, +2 Dex, +4 Natural) touch 13, 
  flat-footed 15; Grapple -2; Atk Bite +3 melee (1d4+1); 
  Full Atk Bite +3 melee (1d4+1); SA Smite Good; SQ 
  Darkvision 60 ft, Hive Mind, Immunity to poison, 
  petrification, and cold, Resistance to electricity, fire 
  and sonic 10, SR 6; AL LE; SV Fort +3, Ref +4, Will +2; 
  Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9;  
   
  Skills: Climb +10, Craft (Farming) +3, Hide +6, 
  Listen +4, Search +2, Spot +4); Feats: Improved 
  Initiative. 
  SA Cure Serious Wounds: Eight workers together 
  can heal a creature’s wounds as though using a Cure 
  Serious Wounds spell. Unfortunately, there are only 6 in 
  this scenario. 
  SA Make Whole:  Three workers together can repair 
  an object as if using a Make Whole Spell cast at 7th level. 
  This is a full round action for the workers. 
  SA Smite Good: Once per day, each formorian can 
  make a normal attack that does an additional point of 
  damage against a good foe. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 16 
  #4 Man-Eating Cabbages 
   
  Picture of a Garden - 200 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains “You know, we don’t just raise 
  grain around here. There are a lot of farmers who 
  raise all kinds of produce. Lady Vespa is one such 
  farmer. She normally runs a spice shop just a few 
  blocks from here. But she’s so masterful with her 
  extensive private garden that she actually 
  produces enough to help feed many of the 
  families here within the city. Hmm. It says here 
  she thinks her garden hates her. You’ll have to ask 
  her for the details. 
  Lady Vespa has a problem. A half-fiend assassin vine 
  has taken up residence in her garden and lurks just 
  below the surface of the soil. It’s especially crafty in 
  that it has consumed all the normal vegetables present, 
  and replaced them with pseudo-vegetables instead. If a 
  carrot or cabbage or other tasty morsel is harvested, it’s 
  attached to an assassin vine tendril which immediately 
  goes for a choke attack on the harvester. 
   
  The garden itself is a walled in enclosure, open to 
  the sunlight and rectangular, 50 ft. by 80 ft. Lady 
  Vespa, a middle aged matron, only knows that 
  something feels wrong about her garden and that there 
  are hungry families nearby who need what her garden 
  has produced. Can’t the heroes help her out? 
   
  Tactics: The vine has large leafy bat-like wings 
  and its vines are black. Unless a player tries to pick one 
  of its ‘pseudo-vegetables’, it will remain hiding under 
  the top soil until it can entangle as many characters as 
  it can, then it will attack. 
   
  Bounty: 200 GP per player. 
  Half-fiend Assassin Vine (1) CR 4; Large Outsider 
  (Evil, Extraplanar, Lawful); HD 4d8+16; 36 hp; Init +2 
  (Dex); Spd 5 ft (1 squares), Fly 5 ft (1 square), average 
  maneuverability; AC 18 (-1size, +2 Dex, +7 Natural) 
  touch 11, flat-footed 16; Grapple +14; Atk Slam +9 
  melee (1d6+9); Full Atk 2 Thorny Tendrils +9 melee 
  (1d6+9), Slam +9 melee (1d6+9); SA Constrict 1d6+9, 
  Entangle, Improved Grab, Spell-Like Abilities, Smite 
  Good; SQ Blindsight 30 ft, Camouflage, Darkvision 60 
  ft, Immunity to electricity and poison, Plant Traits, 
  Resistance to acid, cold, electricity, and fire 10, SR 14; 
  AL LE; SV Fort +8, Ref +3, Will +2; Str 24, Dex 14, Con 
  18, Int 7, Wis 13, Cha 11;  
   
  Skills: Climb +13, Hide +10, Jump +15, Listen +9, 
  Move Silently +10, Spot +9, Tumble +4; Feats: none. 
  SA Entangle: An assassin vine can animate plants 
  within 30 ft of itself as a free action (Reflex DC 13 
  partial) similar to an Entangle spell. The effect lasts 
  until the vine dies or decides to end it. The save is 
  Wisdom-based. 
  SA Spell-Like Abilities: Darkness 3/day, Desecrate 
  1/day. 
  SA Smite Good: Once per day, the assassin vine can 
  make a normal attack that does an additional 4 points 
  of damage against a good foe. 
  SQ Blindsight: Assassin vines can ascertain all foes 
  within 30 ft using sound, scent and vibration. 
  SQ Camouflage: Since the vine is mostly beneath the 
  soil, it looks like a peaceful garden when at rest. It 
  takes a Spot check DC 20 to notice it before it attacks. 
  Anyone with Knowledge: Nature, Knowledge: the 
  Planes, or Survival can use those skills instead of Spot 
  to notice the plant. 
   
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 17 
  #5 Old Moch Dahnolt 
   
  American Gothic Infernus - 250 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “Most things relating to 
  farming and growing crops, we’re familiar with. 
  But this particular case goes far beyond anything 
  we’ve ever seen. Can you imagine a field of grain 
  which grows from seed to harvest overnight?  
  Normally this would be a good thing. But this 
  particular bumper crop oozes blood and ichor, and 
  when the moon is full, the pods of grain howl like 
  the damned. And even if you destroy the plants, 
  nothing will grow in the ground there until it’s 
  been consecrated by a cleric. Please head 
  southwest. These fields are springing up all over 
  the place down there and whatever is planting 
  them needs to be stopped.” 
  Moch Dahnolt the Elder is a bearded devil sowing a 
  new field every 3 or 4 days. The plants are something 
  that he brought in from the Hells. Locals can give the 
  party enough clues to figure out that he’ll be sowing a 
  new field tonight or tomorrow and roughly where it 
  will be located. The crops themselves are a minor 
  hazard, being also carnivorous in nature. The tainted 
  fields will also need to be cleared by the party.  
  Hazard—The Hell Fields:  these weeds look like a 6 
  ft tall cross between cornstalks and the plant from “The 
  Little Shop of Horrors”. They have a dark red shaft 
  with green and black striations. They ooze blood and 
  ichor and their leaves are covered with tiny hairy 
  thorns, like a hairy cactus. Moving through fields of 
  these plants are a Hazard, causing 1 point of damage 
  per minute for every point of AC below 20. For 
  example a fighter with a chain shirt and a 14 Dex 
  would have an AC of 16. 20 minus 16 is 4, so he would 
  take 4 points of damage for every minute he spent 
  moving through the hell fields. The plants are immune 
  to acid, cold, electricity and fire. If they are chopped 
  down, each plant has a tough stalk (Damage Resistance 
  3/-), but only have 1 hp each. But when a plant is 
  killed, a poison exudes through the plant’s roots, 
  effectively casting a permanent Desecrate spell in a 10 ft 
  radius. 
   
  Bounty: 250 GP per player. 
  Old Moch Dahnolt, Bearded Devil CR 5; Medium 
  Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 
  6d8+18; 45 hp; Init +6 (Dex, Improved Init); Spd 40 ft 
  (8 squares); AC 21 (+2 Dex, +7 natural, +2 armor) touch 
  12, flat-footed 19; Grapple +8; Atk Claw +8 melee 
  (1d6+2); Full Atk 2 Claws +8 melee (1d6+2); SA 
  Infernal Wound, Beard, Battle Frenzy, Summon 
  Baatezu; SQ Damage Reduction 5/silver or good, 
  Darkvision 60 ft, Immunity to fire and poison, 
  Resistance to acid and cold 10, See in Darkness, SR 17, 
  Telepathy 100 ft; AL LE; SV Fort +8, Ref +7, Will +5; Str 
  15, Dex 15, Con 17, Int 6, Wis 10, Cha 10;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming. 
   
  Equipment: Leather armor, a bag of Hell Seeds. 
  SA Battle Frenzy (Ex): Twice per day, Moch Dahnolt 
  can enter a battle frenzy similar to a barbarian’s Rage 
  (+4 Strength, +4 Constitution, +2 Morale bonus on 
  Will saves, -2 AC penalty). The Frenzy lasts for 6 
  rounds, after which the bearded devil suffers no ill 
  effects. 
  SA Beard: If Moch Dahnolt hits a single opponent 
  with both claw attacks, he automatically hits with his 
  beard. The affected creature takes 1d8+2 points of 
  damage and must succeed on a DC 16 Fortitude save or 
  be infected with a disease known as Devil Chills 
  (incubation period 1d4 days, damage 1d4 Strength). 
  Damage is dealt each day until the afflicted creature 
  succeeds on three consecutive Fort saves, the disease is 
  magically cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. 
  Unfortunately, Moch Dahnolt traded his glaive long 
  ago for the hell seeds he’s been planting. 
  SA Summon Baatezu (Sp): Once per day, Moch 
  Dahnolt can summon 2d10 lemures with a 50% chance 
  of success, or another bearded devil with a 35% chance 
  of success. 
  SQ Spell-Like Abilities: At will – Greater Teleport (of 
  itself + 50 lbs). 
  
  URC5-01 Bounties Over Brotton 
   
  Page 18 
  #6 Whiplash 
   
  Picture of a Kyton - 300 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “Ah, a nasty situation this one. 
  It turns out that a caravan that was headed east 
  just yesterday was attacked only a couple of miles 
  past the city gates. We think the culprit was the 
  nasty thing in that picture. The wreckage of the 
  wagons needs to be moved off the road and the 
  thing that destroyed them itself needs to be 
  destroyed.” 
  A straight up fight, except that one of the merchants 
  was transporting several hundred feet of light metal 
  chains in his wagon, which the devil will bring into 
  play. The wreckage of four wagons will need to be 
  cleared after the fight. 
   
  Tactics: 40 ft from the wreckage is a small 
  bramble of thorny bushes. The kyton will be watching 
  the road and the wreckage from within these bushes 
  when the characters arrive. The four chains from the 
  caravan it has left in the wagons, in order to try and 
  flank any opponents. 
   
  Bounty: 300 GP per player. 
  Chain Devil (Kyton) (1) CR 6; Medium Outsider 
  (Evil, Extraplanar, Lawful); HD 8d8+16; 52 hp; Init +6 
  (Dex, Improved Init); Spd 30 ft (6 squares); AC 20 (+2 
  Dex, +8 natural) touch 12, flat-footed 18; Grapple +10; 
  Atk Chain +10 melee (2d4+2/19-20); Full Atk 2 Chains 
  +10 melee (2d4+2/19-20); Reach 10 ft with chains; SA 
  Dancing Chains, Unnerving Gaze; SQ Damage 
  Reduction 5/silver or good, Darkvision 60 ft, 
  Immunity to cold, Regeneration 2, SR 18; AL LE; SV 
  Fort +8, Ref +8, Will +6; Str 15, Dex 15, Con 15, Int 6, 
  Wis 10, Cha 12;  
   
  Skills: Climb +13, Craft: Blacksmithing +17, Escape 
  Artist +13, Intimidate +12, Listen +13, Spot +13, Use 
  Rope +2; Feats: Improved Critical (chain), Improved 
  Initiative. 
   
  SA Dancing Chains (Su): A chain devil’s most 
  awesome attack is its ability to control up to four 
  chains within 20 ft as a standard action, making the 
  chains dance or move as it wishes. In addition, a chain 
  devil can increase these chain’s lengths by up to 15 ft 
  and cause them to sprout razor-edged barbs. These 
  chains act as effectively as the devil itself. If a chain is 
  in another creature’s possession, the creature can 
  attempt a DC 15 Will save to break the Chain devil’s 
  control over that chain. If the save is successful, the 
  kyton cannot attempt to control that chain again for 24 
  hours. A chain devil can climb chains it controls at its 
  normal movement speed without making climb 
  checks. 
   
  SA Unnerving Gaze (Su): Range 30 ft, Will DC 
  15 negates. A chain devil can make its face resemble 
  one of an opponents departed loved ones or hated 
  enemies. Those who fail their saves take a -2 penalty to 
  attacks for 1d3 rounds. The save is Charisma based. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 19 
  #7 Messin’ with the Bees 
   
  Picture of a Wasp - 350 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “Wheat-fields and vegetables 
  are not the only type of harvests that Brotton is 
  famous for. The surrounding forests are home to a 
  variety of fruit orchards as well. To the east, just 
  outside the city walls there are numerous cherry 
  trees owned by a local halfling family, the 
  Understones. Their eldest daughter, Blossom 
  Understone came to us yesterday and reported 
  that they may have some sort of infestation going 
  on in their orchard. If you can clear this matter 
  up, you’ll be well rewarded.  
  An Advespa is attempting to breed half-fiend giant 
  wasps. It has dominated 4 giant wasps and is nesting in 
  one of the Understones’ cherry trees. The nest tree 
  itself is almost unrecognizable, because of the size of 
  the nest (the branches above the trunk are almost 
  completely covered by mud and paper). 
   
  Tactics: the advespa and its four wasps have 
  already laid eggs in the nest. They will be watching the 
  party’s actions from nearby trees, but will try to avoid 
  conflict since it might hurt the nest. They will attack if 
  the nest is threatened, the advespa using its flyby 
  attacks while the wasps close to melee. 
   
  Bounty: 350 GP per player. 
  Advespa (Baatezu) (1) CR 3; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 4d8+12; 30 hp; Init +5 (Dex, 
  Improved Init); Spd 30 ft (6 squares), Fly 40 ft (good); 
  AC 17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 
  16; Grapple +13; Atk Claw +8 melee (1d6+5); Full Atk 4 
  Claws +18 melee (1d6+5) and Sting +3 Melee 
  (1d4+2+poison); SA Improved Grab, Poison, Spell-Like 
  Abilities; SQ Damage Reduction 5/good, Darkvision 60 
  ft, Immunity to fire and poison, Regeneration 2, 
  Resistance to cold 20, SR 15, Telepathy 100 ft; AL LE; 
  SV Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10;  
   
  Skills: Hide +4, Listen +5, Spot +13,Move Silently 
  +5, Search +4, Spot +7; Feats: Flyby Attack, Improved 
  Initiative. 
  SA Improved Grab (Ex): If an advespa hits an 
  opponent that is at least one size category smaller than 
  itself with 2 claws, it deals normal damage and 
  attempts to start a grapple as a free action. If it gets a 
  hold, it automatically hits with its sting. Thereafter, 
  each successful grapple check it makes automatically 
  does damage from the claws and the sting. 
  SA Poison (Ex): The advespa injects a poison 
  (Fortitude DC 15) with each successful sting attack for 
  1d4 Strength initial and secondary damage. 
  SA Spell-Like Abilities (Sp): 3/day - alter self, 
  command, scorching ray, pyrotechnics. Caster level 
  4th. 
  SA Summon Baatezu (Sp): Once per day the advespa 
  can attempt to summon 1d2 additional advespas with a 
  30% chance of success. 
   
  Giant Wasps (4) CR 3; Large Vermin; HD 5d8+10; 32 
  hp; Init +1 (Dex); Spd 20 ft (4 squares), Fly 60 ft (good); 
  AC 14 (-1 size, +1 Dex, +4 natural) touch 10, flat-footed 
  13; Grapple +11; Atk Sting +6 melee (1d3+6 plus 
  poison); Full Atk Sting +6 melee (1d3+6 plus poison); 
  SA Poison; SQ Darkvision 60 ft, Vermin Traits; AL 
  N(LE); SV Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 
  14, Int -, Wis 13, Cha 11;  
   
  Skills: Spot +9, Survival +1; Feats: none. 
  SA Poison (Ex): Injury, Fortitude save DC 14, initial 
  and secondary damage 1d6 Dex. The save DC is 
  Constitution based. 
  SQ Vermin Traits (Ex): Mindless, immune to all 
  mind affecting effects. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 20 
  #8 The Spy 
   
  Picture of an Erinyes - 400 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin apologizess, “I’m sorry, I thought that 
  one was taken care of. Here, let me find you a good 
  one.” and he begins shuffling papers. Then he 
  whispers “Meet me out by the fountain in 10 
  minutes.”  Pulling out a sheet of parchment he 
  hands it to you, and exclaims loudly “Everything 
  you’ll need to know is right here!  Off with you 
  now!” and he turns to help the next group of 
  adventurers. Glancing down, the parchment he 
  handed you seems to be a blank sheet. 
  Nella is paying close attention to the group’s next 
  action. Hopefully the party will be on their toes and 
  realize that Bandarin wants to keep this one a bit 
  covert. If they don’t, it could quickly lead to a sticky 
  situation, and a failed mission.  
   
  Meeting the group out at the fountain ten minutes 
  later, Bandarin will lead the party to a quiet alleyway 
  and explain, 
  “Did you see her?  Nella?  She is the barmaid who 
  greeted you when you first came into the tavern. 
  Devils aren’t chaotic creatures. We have a lot of 
  them out there trying to organize in small ways, 
  but Nella is different. She’s an erinyes, a shape-
  shifter, and we’re almost positive she’s reporting 
  on every bounty we are sending out to some more 
  powerful fiend outside the city. We’ve thought 
  about trying to take her out, but the Tavern is 
  always filled and the crowd outside isn’t much 
  better. Innocent bystanders could be injured, and 
  that’s unacceptable. What we need are heroes who 
  can finesse the situation, get her away from the 
  crowds protecting her, verify that she is in fact a 
  powerful evil creature, and if necessary, take care 
  of a dangerous spy in our midst. Are you up to the 
  task?” 
  The actions the party takes to complete this mission 
  could take almost any form. Therefore the DM will 
  need to improvise and adapt to their plans accordingly. 
  Any reasonably well thought out plan that the party 
  puts into play should be successful in the end. Again, 
  this mission should be concluded in 40 minutes to an 
  hour, so don’t let the players get too involved in 
  planning. 
   
  Bounty: 400 GP per player. 
   
  Nella, the Erinyes CR 8; Medium Outsider (Baatezu, 
  Evil, Extraplanar, Lawful); HD 9d8+45; 86 hp; Init +5 
  (Dex); Spd 30 ft (6 squares), Fly 50 ft (good); AC 23 (+5 
  Dex, +8 natural) touch 15, flat-footed 18; Grapple +14; 
  Atk Longsword +14 melee (1d8+5/19-20) or +1 
  Flaming Composite Longbow (+5 Strength bonus) +15 
  Ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged 
  (entangle); Full Atk Longsword +14/+9 melee 
  (1d8+5/19-20) or +1 Flaming Composite Longbow (+5 
  Strength bonus) +15/+10 Ranged (1d8+6/x3 plus 1d6 
  fire) or rope +14 ranged (entangle); SA Entangle, Spell-
  Like 
  Abilities, 
  Summon 
  Baatezu; 
  SQ 
  Damage 
  Reduction 5/good, Darkvision 60 ft, Immunity to fire 
  and poison, Regeneration 2, Resistance to acid and cold 
  10, See in Darkness, SR 20, Telepathy 100 ft, True 
  Seeing; AL LE; SV Fort +11, Ref +11, Will +10; Str 21, 
  Dex 21, Con 21, Int 14, Wis 18, Cha 20;  
   
  Skills: Concentration +17, Diplomacy +7, Escape 
  Artist +17, Hide +17, Knowledge (any two) +14, Listen 
  +16, Move Silently +17, Search +14, Sense Motive +16, 
  Spot +16, Survival +4, Use Rope +5, ; Feats: Dodge, 
  Mobility, Point Blank Shot, Precise Shot, Rapid Shot, 
  Shot on the Run. 
   
  Equipment: Longsword, +1 Flaming Composite 
  Longbow (+5 Strength) 
  SA Entangle (Ex): Nella has a stout 50 ft rope close by 
  that can entangle a creature of any size like an animate 
  rope spell.  
  SA Spell-Like Abilities (Sp): at will - greater teleport 
  (self plus 50 lbs), charm monster (DC 19), mirror images 
  (DC 17), unholy blight (DC 19). Caster level 12th, the 
  save DC is Charisma based. 
  SA Summon Baatezu (Sp): once per day, Nella can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. 
  SQ True Seeing (Su): Erinyes continuously use true 
  seeing as the spell (caster level 14th). 
  
  URC5-01 Bounties Over Brotton 
   
  Page 21 
  #9 Bridge Over Truffled Waters 
   
  Picture of an Osyluth - 500 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “We’ve had a report from one 
  of the local farmers, Regas Thornwhistle, about a 
  devil problem. Regas is a truffle farmer, and a 
  good one too. He recently harvested several wagon 
  loads of truffles and needs to bring them to 
  market before they spoil. The problem is that 
  there’s a stone bridge over a gully on the road 
  between his farm and the city. And a osyluth 
  seems to have taken up residence under the 
  bridge.” 
  The gully is 15 ft deep and 30 ft across. It is filled with 
  thorny brambles and a trickle of a stream down its 
  length. The ground down there is a gooey mud. This 
  combined with the brambles reduce character 
  movement rates by 10 ft. If players try to move faster 
  than that, they will take 1d4 points of damage from the 
  thorns for each round they move.  
   
  Tactics: the osyluth will probably hear the party 
  approaching unless they are very careful. It will create 
  a major image of itself sleeping under the bridge, while 
  it itself becomes invisible. If the party uses a ranged 
  attack on the illusion, it will manipulate the illusion, 
  having it lift an imaginary stone and crawl into an 
  illusionary cave below. Then it will position itself for 
  an attack, advantageously using its wall of ice to split the 
  group. 
   
  Bounty: 500 GP per player. 
  Bone Devil (Osyluth) (1) CR 9; Large Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); HD 10d8+50; 100 
  hp; Init +9 (Dex, Improved Init); Spd 40 ft (8 squares); 
  AC 25 (-1 size, +5 Dex, +11 natural) touch 14, flat-footed 
  20; Grapple +19; Atk Bite +14 melee (1d8+5); Full Atk 
  Bite +14 melee (1d8+5) and 2 Claws +12 melee (1d4+2) 
  and Sting +12 melee (3d4+2+poison); Space/Reach 
  10ft/10 ft;  SA Fear Aura, Poison, Spell-Like Abilities, 
  Summon Baatezu; SQ Damage Reduction 10/good, 
  Darkvision 60 ft, Immunity to fire and poison, 
  Resistance to acid and cold 10, See in Darkness, SR 21, 
  Telepathy 100 ft, AL LE; SV Fort +12, Ref +12, Will +11; 
  Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14;  
   
  Skills: Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2, Hide +14, Intimidate +17, Knowledge (any 
  one) +15, Listen +17, Move Silently +18, Search +15, 
  Sense Motive +15, Spot +17, Survival +2; Feats: 
  Alertness, Improved Initiative, Iron Will, Multi Attack. 
  SA Fear Aura (Su): Bone devils can radiate a 5 ft radius 
  fear aura as a free action. Affected creatures must 
  succeed on a DC 17 Will save or be affected as though 
  by a fear spell (caster level 7th). A creature that saves 
  cannot be affected for another 24 hours. Other baatezu 
  are immune to the effect. 
  SA Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d6 Strength, secondary damage 2d6 Strength. 
  The save is Constitution based. 
  SA Spell-Like Abilities (Sp): At will - greater teleport 
  (self plus 50 lbs), dimensional anchor, fly, invisibility (self 
  only), major image (DC 15), wall of ice, (caster level 12th). 
  The save is Charisma based. 
  SA Summon Baatezu (Sp): once per day, bone devils 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success or another bone devil with a 35% 
  chance of success. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 22 
  #10 The Entertainer 
   
  Picture of a Guitar - 600 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “ Have you ever heard of a bard 
  calling 
  himself 
  ‘G’Nibor 
  the 
  Magnificent’?  
  Neither had anyone else up until a few weeks ago. 
  About a day’s ride on the road to the northeast is a 
  Tavern called the Rotten Apple. This G’Nibor 
  character has been going around to all the 
  farmhouses in the area, and ‘singing’ until they 
  pay him to stop. He might have slipped beneath 
  our notice, except that he seems to like the Rotten 
  Apple’s ale, and from all reports, his appearance is 
  that of a devilish type. We need you to deal with 
  the situation. The farmers from that area are 
  complaining that he’s bleeding them dry by 
  forcing his hellish concerts upon them, and he’s 
  affecting the entire region’s morale negatively, 
  which in turn is hurting the harvest. We’d also 
  appreciate it if you can figure out why his songs 
  are so disturbing.” 
  Asking for information on the nature of the songs is an 
  attempt to prevent the party from making a single 
  strike assassination of G’Nibor as he’s sitting in the 
  tavern enjoying the day. G’Nibor is an 8th level half-
  fiend Barbarian. His eerie, disturbing singing is 
  actually his method of casting his innate Desecrate spell 
  (Spellcraft DC to figure this out). The subconscious 
  effects of the spell are what’s breaking the farmers’ 
  morale. Players walking in to the Rotten Apple and 
  expecting a fight with a bard are likely in for a rude 
  shock. 
   
  G’Nibor is quite pleased with the situation. Now 
  that the higher levels of the devil hierarchy are gone, 
  he’s well on the way to establishing his own personal 
  little fiefdom. Even though his class is barbarian, 
  G’Nibor should act and behave as a bard would, 
  wearing a frilly silk scarf, a hat with a feather and 
  brightly colored armor. He’s also quite a good singer 
  and plays a variety of musical instruments. What he 
  most craves is an audience for his “art”, and he will 
  cheerfully welcome and converse with the heroes if 
  they attempt to speak with him first. 
   
  Tactics: G’Nibor considers himself to be an 
  entertainer and if the party threatens him, he will offer 
  to perform for them before resorting to combat. If 
  allowed to perform, he will work his innate Desecrate, 
  Unholy Blight and Poison abilities into his act in order to 
  try and weaken the party. Once in combat, when he 
  rages he gains +16 hit points and his attacks go to Atk; 
  Rapier +16 melee (1d6+8/15-20); Full Atk Rapier 
  +16/+11 melee (1d6+8/15-20). His Saves become Fort 
  +14, Ref +4, Will +6, while his AC will drop to AC 18. 
  He will rage for 10 rounds. Then he will use his 
  darkness and flying  abilities to disengage long enough 
  to recover from the rage and possibly use his two 
  potions of cure moderate wounds. Then he will go back 
  into combat, raging again. His Die Hard feat will allow 
  him to fight all the way down to -9 hit points. 
   
  Bounty: 600 GP per player. 
   
  _________________________________________ 
   
  G’Nibor CR 10; Medium Outsider (Evil, Extraplanar, 
  Lawful); HD 8d12+40; 101 hp; Init +3 (Dex); Spd 40 ft 
  (8 squares), Fly 40 ft (average); AC 20 (+3 Dex, +1 
  natural, +1 magic, +4 Armor, +2 Shield) touch 13, flat-
  footed 15; Grapple +13; Atk; Rapier +14 melee 
  (1d6+6/15-20); 
  Full 
  Atk 
  Rapier 
  +14/+9 
  melee 
  (1d6+6/15-20) SA Rage 3/day, Smite Good, Spell-Like 
  Abilities; SQ Damage Reduction 5/magic plus 1/-, 
  Darkvision 60 ft, Immunity to poison, Improved 
  Uncanny Dodge,  Resistance to acid, cold, electricity 
  and fire 10, SR 18, Trap Sense +2; AL NE; SV Fort +12, 
  Ref +6, Will +4; Str 20, Dex 16, Con 20, Int 14, Wis 12, 
  Cha 12;  
   
  Skills: Climb +4, Handle Animal +2, Jump +6, 
  Listen +8, Perform: -Act +3, -Comedy +2, -Stringed 
  Instr. +4, -Singing +5, -Wind Instr. +2; Ride +2, Survival 
  +6, Swim +4; Feats: Endurance, Die Hard, Improved 
  Critical (rapier), Power Attack. 
   
  Equipment: Chain Shirt, Heavy Steel Shield, +1 
  Rapier, Ring of Protection +1, Cloak of Resistance +1, 2 
  potions of Cure Moderate Wounds. 
  SA Rage (Ex): 3 times per day, G’Nibor can Rage as the 
  Barbarian ability.  
  SA Smite Good (Su): Once per day, G’Nibor can make 
  a normal attack that does an additional 8 points of 
  damage against a good foe.  
  SA Spell-Like Abilities (Sp): 1/day - desecrate, unholy 
  blight; 3/day - darkness, poison 
  
  URC5-01 Bounties Over Brotton 
   
  Page 23 
  #11 Cats in the Corn 
   
  Picture of a Cornfield - 800 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “To the south of the city lies 
  one of the largest cornfields in the entire County. 
  The corn is ripe and we need to be harvesting it so 
  it can be shipped to other cities, but for the last 
  two weeks, anyone who has entered the cornfield 
  hasn’t come back out again. No one has been able 
  to determine what’s actually going on out there, so 
  I don’t have a lot more information to give you 
  than that. Good hunting.” 
  The cornfields lie approximately 5 miles to the south of 
  the city. Once the players arrive, if they investigate it’s 
  obvious that several attempts have been made to start 
  harvesting the corn, but each was stopped very quickly. 
  Rangers may be able to detect the signs of something 
  having dragged the farmers deeper into the rows, but 
  nothing can be seen from the edge of the fields. 
   
  4 hellcats have taken over the fields. Even without 
  their innate invisibility powers, they are still almost 
  undetectable within the cornfield until they’re already 
  on top of you. The cats are intelligent and will stalk 
  anyone who enters the fields, waiting for an 
  opportunity to strike at an individual. The fields 
  themselves are larger than any battle mat, being 
  roughly 3x4 miles across.  
   
  The surviving farmers are impatient to continue 
  the harvest. They will give the characters as much 
  cooperation as they can, but they really don’t know 
  anything of value. All they know is that it’s death to 
  walk between the rows... 
   
  Bounty: 800 GP per player. 
  Hellcats (Bezekira) (4) CR 7; Large Outsider (Evil, 
  Extraplanar, Lawful); HD 8d8+24; 60 hp each; Init +9 
  (Dex, Improved Init); Spd 40 ft (8 squares); AC 21 (-1 
  Size, +5 Dex, +7 natural) touch 14, flat-footed 16; 
  Grapple +18; Atk Claw +13 melee (1d8+6); Full Atk 2 
  Claws +13 melee (1d8+6) and Bite +8 melee (2d8+3); 
  Space/Reach 10 ft/5 ft; SA Improved Grab, Pounce, 
  Rake (1d8+3); SQ Damage Reduction 5/good, 
  Darkvision 60 ft, Invisible in Light, Resistance to fire 
  10, Scent, SR 19, Telepathy 100 ft,; AL LE; SV Fort +9, 
  Ref +11, Will +8; Str 23, Dex 21, Con 17, Int 10, Wis 14 
  Cha 10;  
   
  Skills: Balance +16, Climb +17, Hide +13, Jump 
  +21, Listen +17, Move Silently +20, Spot +13, Swim 
  +17; Feats: Dodge, Improved Initiative, Track. 
   
  SA Improved Grab (Ex): To use this ability, a 
  hellcat must hit with its bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  SA Rake (Ex): Attack bonus +13, damage 1d8+3. 
  SQ Invisible in Light (Ex): A hellcat is invisible in 
  any area well lit enough for a human to see. In a 
  darkened area, it shows up as a faintly glowing outline 
  visible up to 30 feet away (60 feet if the viewer has low 
  light vision). Magical darkness smothers the glow and 
  conceals the outline. 
   
   
   
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 24 
  #12 Hard Cider 
   
  Picture of an Apple Tree - 1000 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
   
   
  Bandarin explains “I don’t know if you know this, 
  but north of the hills lies the village of Appleby, 
  renowned for its apple cider and apple mead. Our 
  cider presses aren’t quite as famous as all of that, 
  but apples are still a major cash crop in the woods 
  just north of the city. Unfortunately, one of the 
  largest apple orchards, owned by a man named 
  Naxiar Kandlton, is having an unusual spate of 
  bad winter weather. This is particularly odd, since 
  it’s currently late summer. According to Naxiar, 
  more of his apple trees are freezing each day with 
  the fruit falling to the ground and then quickly 
  rotting. Something needs to be done.”   
  The orchards themselves are quite extensive (600x800 
  yds).  The entire area is fenced in by a low stone wall 
  and Naxiar’s main house is near the front gate. His 
  family and his five ‘pickers’ all live there. The frost has 
  killed about a third of his trees so far and he is getting 
  desperate to find out what’s causing it and make it go 
  away. 
   
  An ice devil is slowly destroying the orchards. 
  Unlike most of the other devils in this module that are 
  currently trying to establish their own territories, this 
  fiend is actually obeying the orders it was issued 
  several months ago, to destroy the harvests so that the 
  County would starve. After it finishes here, it will 
  move on to other farming areas until all the crops 
  around the city are destroyed or it is. 
   
  Unknown to Naxiar Kandlton, during the day, the 
  devil has a lair in the cellar of an abandoned storage 
  barn near the northern edge of the orchards. It comes 
  out at night to ravage the trees. 
   
  Bounty: 1000 GP per player. 
  Ice Devil (Gelugon) (1) CR 13; Large Outsider 
  (Baatezu, Evil, Extraplanar, Lawful); HD 14d8+84; 148 
  hp; Init +5 (Dex); Spd 40 ft (8 squares); AC 32 (-1 size, 
  +5 Dex, +18 natural) touch 14, flat-footed 27; Grapple 
  +24; Atk Spear +20 melee (2d6+9/x3 plus slow) or Claw 
  +19 melee (1d10+6); Full Atk Spear +20/+15/+10 melee 
  (2d6+9/x3 plus slow) and Bite +14 melee (2d6+3) and 
  tail +14 melee (3d6+3 plus slow); or 2 Claws +19 melee 
  (1d10+6) and Bite +14 melee (2d6+3) and tail +14 melee 
  (3d6+3 plus slow); Space/Reach 10ft/10 ft;  SA Fear 
  Aura, Slow, Spell-Like Abilities, Summon Baatezu; SQ 
  Damage Reduction 10/good, Darkvision 60 ft, 
  Immunity to fire and poison, Resistance to acid and 
  cold 10, Regeneration 5, See in Darkness, SR 25, 
  Telepathy 100 ft, AL LE; SV Fort +15, Ref +14, Will +15; 
  Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20;  
   
  Skills: Bluff +22, Concentration +23, Diplomacy +9, 
  Disguise +5, Intimidate +24, Jump +27, Knowledge 
  (any three) +23, Listen +25, Move Silently +22, Search 
  +23, Sense Motive +23, Spellcraft +23, Spot +25, 
  Survival +6; Feats: Alertness, Cleave, Combat Reflexes, 
  Power Attack, Weapon Focus (Spear). 
  SA Fear Aura (Su): An ice devil can radiate a 10 ft 
  radius fear aura as a free action. Affected creatures must 
  succeed on a DC 22 Will save or be affected as though 
  by a fear spell (caster level 13h). A creature that saves 
  cannot be affected for another 24 hours. Other baatezu 
  are immune to the effect. 
  SA Slow (Su): A hit from an ice devil’s tail or spear 
  induces a numbing cold. The opponent must succeed 
  on a DC 23 Fortitude save or be affected as though by a 
  slow spell for 1d6 rounds. The save is Constitution 
  based. 
  SA Spell-Like Abilities (Sp): At will - cone of cold (DC 
  20) fly, greater teleport (self plus 50 lbs), ice storm (DC 19), 
  persistent image (DC 20), unholy aura (DC 23), wall of ice, 
  (caster level 13th). The save is Charisma based. 
  SA Summon Baatezu (Sp): once per day, ice devils 
  can attempt to summon 2d10 lemures, 1d6 bearded 
  devils, or 2d4 bone devils with a 50% chance of success 
  or another ice devil with a 20% chance of success. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 25 
  #13 Getting a Head 
   
  Picture of a Snake - 1250 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains “This one is a challenge. There 
  are no major rivers that pass near to Brotton. 
  Therefore we are forced to rely on rainfall, wells 
  and natural springs to water our fields. Were it 
  not for an extensive system of reservoirs, 
  floodgates and irrigation, there would be no way 
  that we could feed as much of the County as we 
  do. One of the larger reservoirs lies near the road 
  to High Mardreth, 15 miles to the southwest. But 
  now we’re currently unable to access its much 
  needed water. It seems that some sort of devilish 
  snake creatures have moved into the reservoir and 
  they eat anyone who tries to open the floodgates. 
  No water means no crops. Therefore dealing with 
  these snake things is a critical mission.” 
  Bandarin will give the party directions and it shouldn’t 
  be difficult to find. The last person tending the area 
  was eaten two days ago, so no one is around to give any 
  extra information. An 11 headed half-fiend hydra has 
  moved into the reservoir used to irrigate the 
  surrounding fields.  The reservoir is about 100 feet 
  wide and roughly circular it is also very deep (20+ ft) 
  even near the edge. All around the edge are extensive 
  waterworks with pipes, gates, sluices, channels, etc, as 
  well as a stream entering and leaving the reservoir. 
   
  Tactics: The hydra is sleeping under water at the 
  center of the reservoir. It will remain submerged until 
  something disturbs the water, then one head will rise 
  to the surface to check things out. It should not be 
  obvious to a party that they are facing a hydra until, all 
  of the heads burst from the water when it attacks.  
   
  The hydra can be killed by killing the main body 
  or by severing all of its heads. To sever a head, a 
  character must make a Sunder attack (possibly drawing 
  attacks of opportunity) with an edged weapon. Each 
  head has 12 hit points. Losing a head does 6 points of 
  damage to the hydra’s body. Each time a head is 
  severed, two new heads spring forth in 1d4 rounds 
  unless 5 points of fire or acid damage are done to the 
  stump. A flaming weapon deals its energy damage to 
  the stump in the same round as the sever attack. Fire or 
  acid damage from an area effect spell will burn 
  multiple stumps at once, as well as damaging the main 
  body. Of course, the half-fiend’s innate ability to ignore 
  the first 10 points of fire or acid damage will make it 
  much more difficult to prevent its heads from 
  regenerating. The hydra can have at most 22 heads at a 
  time and within a day, any extras beyond 11 will wither 
  and die.  
   
  Any attack not specifically an attempt to sever a 
  head only strikes the body. Targeted magical effects 
  cannot sever hydra heads unless they are slashing 
  damage and can be used to make sunder attempts. 
   
  Feats: A hydra’s Combat Reflexes allow it to use 
  ALL of its heads for attacks of opportunity. 
   
  Bounty: 1250 GP per player. 
   
  _________________________________________________________________________ 
   
  Half-fiend Eleven-Headed Hydra (1) CR 10; Huge 
  Magical Outsider (Evil, Extraplanar, Lawful); HD 
  11d8+69; 132 hp (12 hp per head); Init +3 (Dex); Spd 20 
  ft (4 squares), Swim 20 ft, Fly 20 ft (average); AC 24 (-2 
  size, +3 Dex, +13 Natural) touch 9, flat-footed 21; 
  Grapple +27; Atk 11 Bites +18 melee (1d10+8); Full Atk 
  11 Bites +18 melee (1d10+8) and 2 Claws +17 melee 
  (1d8+8); Space/Reach 15 ft/10 ft; SA Spell-Like 
  Abilities, Smite Good; SQ Damage Reduction 5/magic, 
  Darkvision 60 ft, Fast Healing 21, Immunity to poison, 
  Low Light Vision, Resistance to acid, cold, electricity, 
  and fire 10, Scent, SR 21; AL LE; SV Fort +13, Ref +10, 
  Will +5; Str 27, Dex 16, Con 22, Int 6, Wis 10, Cha 11;  
   
  Skills: Listen +9, Spot +9, Swim +14; Feats: Blind 
  Fight, Combat Reflexes, Iron Will, Toughness, 
  Weapon Focus (Bite). 
  SA Spell-Like Abilities: 3/day - darkness, poison (DC 
  19), 1/day - desecrate, unholy blight, contagion, blasphemy. 
  SA Smite Good: Once per day, the half fiend hydra 
  can each make a normal attack that does an additional 
  11 points of damage against a good foe. 
  SQ Fast Healing (Ex): Each round the hydra heals 21 
  points of damage. 
  SQ Scent (Ex): A hydra can detect approaching 
  enemies or sniff out hidden foes and track by sense of 
  smell. 
  
  URC5-01 Bounties Over Brotton 
   
  Page 26 
  #14 Three Entrepreneurs 
   
  Picture of a Fortress - 1500 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “It’s all about the trade and the 
  caravans. We can grow tons of food for the 
  County, but unless we can get that food to other 
  markets in a timely manner, none of it makes a 
  difference. I cannot describe how much this 
  angers me, but it seems that on the road to 
  Radigast City, at the border of the Dreerwode and 
  Geralenn Baronies, a toll gate is being constructed 
  demanding 50% of all goods to pass through. 
  Actually, it’s more of a toll-fortress if reports are 
  accurate. The merchants have already come to me 
  and explained that if this thing goes into 
  operation, they will change their routes to avoid 
  it. Without the caravans of food, this will mean 
  hunger and starvation in Bampton, Holbrook, 
  Radigast City and beyond. With so many of the 
  County’s armed forces reassigned to the borders 
  because of the situation in Nyrond, we haven’t 
  been able to gather enough willing and able 
  bodies 
  to 
  stop 
  the 
  construction. 
  This 
  is 
  intolerable.” 
  Three barbed devils have conscripted local farmers as 
  forced labor. They are using their innate powers to gate 
  in overseers to do the work for them and are building a 
  tollgate and fortress across the road between Brotton 
  and Radigast City. Construction has only just begun on 
  the nearby fortress, but the road is already blocked by a 
  cruel-looking, 20 ft spiked black stone gate. The devils 
  have already begun collecting 50% tolls from any who 
  approach. Anyone choosing not to pay is slain and 
  ‘exhibited’ as an example to the next caravan. 
  Tactics: One of the first caravans they hit had  three 
  sets of Bracers of Armor +1, as well as  a potion of Bull’s 
  Strength, a potion of Bear’s Endurance and a potion of 
  Cat’s Grace. If there is a fight, they will drink their 
  potions, one having an additional +2 to hit and +2 on 
  damage; one will have +2 AC and +2 Reflex; and the 
  last will have an extra 24 hit points. 
   
  The three devils are always nearby watching the 
  road or the construction and quickly teleport in to help 
  each other. 
   
  Bounty: 1500 GP per player. 
  Barbed Devil (Hamatula) (3) CR 11; Medium 
  Outsider (Baatezu, Evil, Extraplanar, Lawful); HD 
  12d8+72; 126 hp each; Init +6 (Dex); Spd 30 ft (6 
  squares); AC 29 (+6 Dex, +13 natural) touch 16, flat-
  footed 23; Grapple +22; Atk Claw +18 melee (2d8+6 
  plus fear); Full Atk 2 Claws +18 melee (2d8+6 plus 
  fear); Space/Reach 5 ft/5 ft;  SA Fear, Improved Grab, 
  Impale 3d8+9, Spell-Like Abilities, Summon Baatezu; 
  SQ Barbed Defense, Damage Reduction 10/good, 
  Darkvision 60 ft, Immunity to fire and poison, 
  Resistance to acid and cold 10, See in Darkness, SR 23, 
  Telepathy 100 ft, AL LE; SV Fort +14, Ref +14, Will +12; 
  Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18;  
   
  Skills: Concentration +21, Diplomacy +6, Hide +21, 
  Intimidate +19, Knowledge (any one) +16, Listen +19, 
  Move Silently +22, Search +16, Sense Motive +17, Spot 
  +19, Survival +2; Feats: Alertness, Cleave, Improved 
  Grapple, Iron Will, Power Attack. 
  SA Fear (Su): A creature hit by a barbed devil must 
  succeed on a DC 20 Will save or be affected as a fear 
  spell (caster level 9th). Whether or not the save is 
  successful, that creature cannot be affected by that 
  same devil’s fear ability for 24 hours. 
  SA Impale (Ex): A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent from a 
  successful grapple check. 
  SA Improved Grab (Ex): To use this ability, the 
  barbed devil must hit with a claw attack. It can then 
  attempt to start a grapple check as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can do 
  Impaling damage. 
  SA Spell-Like Abilities (Sp): At will - greater teleport 
  (self plus 50 lbs), hold person (DC 16), major image (DC 
  17), scorching rays (2 rays) 1/day - order’s wrath (DC18), 
  unholy blight (DC 18) (caster level 12th). The save is 
  Charisma based. 
  SA Summon Baatezu (Sp): once per day, ice devils 
  can attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. 
  SQ Barbed Defense (Su): Any creature striking a 
  barbed devil with handheld or natural weapons takes 
  1d8+6 points of piercing and slashing damage from the 
  devil’s barbs. Only ranged weapons or weapons with 
  reach do not endanger their users this way.  
  
  URC5-01 Bounties Over Brotton 
   
  Page 27 
  #15 The Big Bads 
   
  Picture of an Elephant - 1800 GP 
  This encounter should run in approximately 40-60 
  minutes of game time. At the conclusion of a 
  successful hunt, Bandarin will immediately pay each 
  character the stated bounty. 
  Bandarin explains, “Mostly the area around the 
  city is known for all the varieties of crops we grow, 
  but there are a few small cattle ranches in the 
  region as well. Lately we’ve received dozens of 
  complaints from the local ranchers about...” he 
  stops and looks extremely embarrassed before he 
  continues,  “...Carnivorous, flying elephants.”  
  (Give the party a chance to respond.) 
  After a moment he will continue. “Yeah, when we 
  first heard about these things, we all laughed our 
  heads off. The problem is that the last four parties 
  we sent out never came back. At all. We’ve had to 
  raise the bounties on these things repeatedly and 
  now it’s the highest paying contract of them all. 
  But even for that much gold, everyone’s afraid of 
  these pachyderms and it’s said that trying to bring 
  them down is a suicide mission. If you want to 
  back out of this one and pick a different contract, 
  I’ll certainly understand.” 
  If the party chooses to continue, 
  “The ranchers say that the ‘devil - phants keep 
  flying down out of the sky and stampeding their 
  herds, picking off stragglers at their leisure. If 
  these things’ depradations aren’t stopped, we may 
  all be on a straight vegetable diet for a long time to 
  come.” 
  There are a total of eight cattle ranches scattered 
  around the city and all of the owners are currently in 
  Brotton, over at the Besotted Stallion tavern. When the 
  party arrives, each of the owners will immediately want 
  the heroes to guard and protect their herds more than 
  the rest, but a little information gathering will reveal 
  that the herds of Meacham Manybulls are the ones 
  being hardest hit. His ranch lies near to southeastern 
  edge of the brown hills where they meet the trees of 
  the Dreerwode. He is losing 2-3 head of cattle each 
  week and has the most likely location to find the 
  elephants. 
   
  The two elephants have built a nest in a large 
  cavern near the crest of one of the nearby hills. They 
  consider the local ranches to be their private hunting 
  preserves. They are very territorial, a consideration that 
  might be used against them. 
   
  If a character with Track wants to try and hunt 
  flying creatures, the DC is a base 35 to “track a falcon 
  on a cloudy day”, or in this case a flying pachyderm. 
  Due to their size and that there are two of them, the 
  modified DC is 30. 
   
   
  Tactics: The elephants will prefer to fly down, 
  trample and fly away again, unless they are taking lots 
  of ranged fire damage. Then they will close in, use 
  some of their spell-like abilities and maneuver in to 
  crush their foes. 
   
  If they use their monster summoning ability, one 
  will summon 1d4+1 (3) fiendish megaraptors while the 
  other will bring forth a colossal fiendish monstrous 
  spider.  
  Bounty: 1800 GP per player 
  
  URC5-01 Bounties Over Brotton 
   
  Page 28 
  Half-fiend Dire Elephants (2) CR 13; Gargantuan 
  Outsider (Evil, Extraplanar, Lawful); HD 20d8+220; 
  310 hp each; Init -2 (-4 Size, Dex); Spd 30 ft (6 squares), 
  Fly 30 ft (average); AC 13 (-4 size, +2 Dex, +5 Natural) 
  touch 8, flat-footed 11; Grapple +28; Atk Slam +28 
  melee (2d8+17); Full Atk Slam +28 melee (2d8+17) and 
  2 Stamps +23 melee (2d8+9) or Gore +28 melee 
  (4d6+24); Space/Reach 20 ft/10 ft; SA Trample 
  (4d6+24), Spell-Like Abilities, Smite Good; SQ Damage 
  Reduction 10/magic, Darkvision 60 ft, Immunity to 
  poison, Low Light Vision, Resistance to acid, cold, 
  electricity, and fire 10, Scent, SR 30; AL LE; SV Fort 
  +22, Ref +14, Will +14; Str 44, Dex 15, Con 32, Int 6, 
  Wis 15, Cha 9;  
   
  Skills: Climb +23, Jump +23Intimidate +23, Listen 
  +23, Spot +23, Survival +23; Feats: none. 
  SA Spell-Like Abilities: 3/day - darkness, poison (DC 
  19), unholy aura, 1/day desecrate, unholy blight, 
  contagion, blasphemy, unhallow, horrid wilting, 
  summon monster IX (only fiendish creatures), 
  destruction. 
  SA Smite Good: Once per day, the half fiend dire 
  elephants can each make a normal attack that does an 
  additional 20 points of damage against a good foe. 
  SA Trample (Ex): As a standard action during its turn, 
  a dire elephant can trample opponents at least one size 
  class smaller than itself. This attack does 4d6+24 points 
  of damage. A trampled opponent can either attempt an 
  attack of opportunity at a -4 penalty or a Reflex save DC 
  35 for half damage. 
  SQ Scent (Ex): A dire elephant can detect approaching 
  enemies or sniff out hidden foes and track by sense of 
  smell. 
   
   
  Fiendish Megaraptor (0-3) CR 8; Huge Outsider 
  (Evil, Extraplanar, Lawful); HD 8d8+43; 79 hp each; 
  Init +2 (Dex); Spd 60 ft (12 squares); AC 16 (-2 size, +2 
  Dex, +6 Natural) touch 10, flat-footed 14; Grapple +19; 
  Atk Talons +9 melee (2d8+5); Full Atk Talons +9 melee 
  (2d8+5) and 2 Foreclaws +4 melee (1d4+2) and bite +4 
  melee (2d6+2); Space/Reach 15 ft/10 ft; SA Pounce, 
  Smite 
  Good; 
  SQ 
  Damage Reduction 5/magic, 
  Darkvision 60 ft, Resistance to cold and fire 10, Scent, 
  SR 13; AL LE; SV Fort +10, Ref +8, Will +4; Str 21, Dex 
  15, Con 21, Int 3, Wis 15, Cha 10;  
   
  Skills: Hide +5, Jump +27, Listen +12, Spot +12, 
  Survival +12; Feats: Run, Toughness, Track. 
  SA Pounce (Ex): If a megaraptor charges it may make 
  a full attack. 
  SA Smite Good (Su): Once per day, a fiendish 
  megaraptor can make a normal attack that does an 
  additional 8 points of damage against a good foe. 
   Fiendish Monsterous Spider (0-1) CR 11; Colossal 
  (Evil, Extraplanar, Lawful); HD 32d8+64; 208 hp; Init 
  +2 (Dex); Spd 30 ft (6 squares), Climb 
  20 ft; AC 
  22 (-8 size, +2 Dex, +18 Natural) touch 4, flat-footed 20; 
  Grapple +50; Atk Bite +26 melee (4d6+15 plus poison); 
  Full Atk Bite +26 melee (4d6+15 plus poison); SA 
  Poison, Smite Good, Web; SQ Damage Reduction 
  5/magic, Darkvision 60 ft, Resistance to cold and fire 
  10, Tremorsense 60 ft, Vermin Traits, SR 13; AL LE; SV 
  Fort +20, Ref +12, Will +10; Str 31, Dex 15, Con 14, Int -
  , Wis 10, Cha 2;  
   
  Skills: Climb +16, Hide -10, Jump +10, Spot +7; 
  Feats: none. 
  SA Poison (Ex): The spider has a poisonous bite. The 
  Fortitude save DC is28, the initial and secondary 
  damage are both 2d8 Strength. The saves are 
  Constitution based. 
  SA Smite Good (Su): Once per day, a fiendish 
  megaraptor can make a normal attack that does an 
  additional 8 points of damage against a good foe.  
  SA Web (Ex): Web-spinners can throw a web up to 8 
  times per day. This is similar to an attack with a net, but 
  it has a maximum range of 50 ft and a range increment 
  of 10 ft. An entangled creature can escape with a 
  successful Escape Artist check (DC 28) or burst it with 
  a Strength check (DC 32). Both are standard actions. 
  SQ Tremorsense (Ex): A monstrous spider can detect 
  and pinpoint any creature within 60 ft of itself on the 
  ground. 
  SQ Vermin Traits (Ex): Mindless, immune to all 
  mind affecting effects. 
   
  
  URC5-01 Bounties Over Brotton 
   
  Page 29 
  Appendix B: Nrezchklarrferdgik and the Peasant Mob 
   
   
  Nrezchklarrferdgik, Encounter 8 
  APL 2 (EL 4) 
  At APL2, ’Ferd will not gate in reinforcements or use 
  his frenzy ability for fear that they or he might 
  accidentally hurt Sareela or Marik. He threw away his 
  glaive after watching Sareela’s reaction to its effects on 
  the brigands. His Strength, Dexterity and Con are also 
  reduced 2 each. He has vestigial black feathered wings, 
  but he is unable to fly. 
  Nrezchklarrferdgik, Bearded Devil (1) CR 4; 
  Medium Outsider (Baatezu, Extraplanar, Lawful); HD 
  6d8+12; 39 hp; Init +5 (Dex, Improved Init); Spd 40 ft 
  (8 squares); AC 18 (+1 Dex, +7 natural) touch 11, flat-
  footed 17; Grapple +7; Atk Claw +7 melee (1d6+1); Full 
  Atk 2 Claws +7 melee (1d6+1); SA Beard; SQ Damage 
  Reduction 5/silver or good, Darkvision 60 ft, 
  Immunity to fire and poison, Resistance to acid and 
  cold 10, See in Darkness, SR 17, Telepathy 100 ft; AL 
  LG (evil); SV Fort +7, Ref +6, Will +5; Str 13, Dex 13, 
  Con 15, Int 6, Wis 10, Cha 10;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming. 
  SA Beard: If Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+2 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SQ Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs). 
  APL 4 (EL 6)  
  At APL4, ’Ferd has access to all of his devilish abilities 
  and in the first round of battle  will teleport to a safe 
  location. There he will summon 12 lemures as 
  reinforcements and then charge back in to defend his 
  charges. He has vestigial black feathered wings, but he 
  is unable to fly. 
  Nrezchklarrferdgik, Bearded Devil CR 5; Medium 
  Outsider (Baatezu, Extraplanar, Lawful); HD 6d8+18; 
  45 hp; Init +6 (Dex, Improved Init); Spd 40 ft (8 
  squares); AC 19 (+2 Dex, +7 natural) touch 12, flat-
  footed 17; Grapple +8; Atk Glaive +9 (1d10+5 plus 
  infernal wound) or Claw +8 melee (1d6+4); Full Atk 
  Glaive +9/+4 (1d10+3 plus infernal wound) or 2 Claws 
  +8 melee (1d6+2); SA Infernal Wound, Beard, Battle 
  Frenzy, Summon Baatezu; SQ Damage Reduction 
  5/silver or good, Darkvision 60 ft, Immunity to fire and 
  poison, Resistance to acid and cold 10, See in Darkness, 
  SR 17, Telepathy 100 ft; AL LG (evil); SV Fort +8, Ref 
  +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming. 
  SA Battle Frenzy (Ex): Twice per day, ’Ferd can enter 
  a battle frenzy similar to a barbarian’s Rage (+4 
  Strength, +4 Constitution, +2 Morale bonus on Will 
  saves, -2 AC penalty). The Frenzy lasts for 6 rounds, 
  after which the bearded devil suffers no ill effects. 
  SA Beard: If ’Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+2 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points per round. 
  The wound does not heal naturally and resists healing 
  spells. The continuing hit point loss can only be 
  stopped by a Heal check DC 16, a cure spell, or a heal 
  spell. However, a character attempting to use a cure or 
  heal spell on a wound inflicted by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect. A successful Heal check stops 
  the continuing hit point loss. The infernal wound is an 
  ability of the devil, not the weapon and the DC checks 
  are Constitution based. 
  SA Summon Baatezu (Sp): Once per day, ’Ferd can 
  summon 2d10 lemures with a 50% chance of success, or 
  another bearded devil with a 35% chance of success. 
  SQ Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs). 
   
  Lemures (12) CR 1; Medium Outsiders (Baatezu, Evil, 
  Extraplanar, Lawful); HD 2d8; 9 hp each; Init +0 (Dex); 
  Spd 20 ft (4 squares); AC 14 (+4 natural) touch 10, flat-
  footed 14; Grapple +2; Atk Claw +2 melee (1d4); Full 
  Atk 2 Claws +2 melee (1d4); SA none; SQ Damage 
  
  URC5-01 Bounties Over Brotton 
   
  Page 30 
  Reduction 5/silver or good, Darkvision 60 ft, 
  Immunity to fire and poison, Mindless, Resistance to 
  acid and cold 10, See in Darkness; AL LE; SV Fort +3, 
  Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, 
  Cha 5;  
   
  Skills: none; Feats: none. 
  SQ Mindless (Ex): Lemures are immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). 
   
   
  APL 6 (EL8)  
  At APL6 and above, ’Ferd comes into his own as a 
  possible plot device for future modules. It is no 
  mistake that he is living in an abandoned temple of 
  Heironeous, unknowingly guarding an artifact that is a 
  powerful ward against evil creatures. Although he 
  wasn’t “born” into it, at this point in time he is an 
  unknowing agent of Heironeous and is effectively a 
  half-celestial with a level of paladin. He also still has 
  access to all of his devilish abilities and in the first 
  round of battle  will teleport to a safe location. There he 
  will summon 12 “lemures” as reinforcements and then 
  charge back in to defend his charges. 
   
   
  Nrezchklarrferdgik, Half-Celestial Bearded Devil, 
  Pal1 CR 8; Medium Outsider (Baatezu, Extraplanar, 
  Lawful); HD 7d8+1d10+40; 77 hp; Init +7 (Dex, 
  Improved Init); Spd 40 ft (8 squares), fly 80 ft (good, 
  black feathered wings); AC 21 (+3 Dex, +8 natural) 
  touch 12, flat-footed 18; Grapple +11; Atk Glaive +12 
  (1d10+5 plus infernal wound) or Claw +11melee 
  (1d6+4); Full Atk Glaive +12/+7 (1d10+5 plus infernal 
  wound) or 2 Claws +11 melee (1d6+4); SA Infernal 
  Wound, Beard, Battle Frenzy, Spell-Like Abilities, 
  Smite Evil, Summon Baatezu; SQ Damage Reduction 
  5/silver or magic, Darkvision 60 ft, Immunity to 
  disease, fire and poison, Resistance to acid and cold 10, 
  See in Darkness, SR 18, Telepathy 100 ft; AL LG (evil); 
  SV Fort +10, Ref +8, Will +7; Str 19, Dex 17, Con 21, Int 
  8, Wis 14, Cha 14;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming. 
  SA Battle Frenzy (Ex): Twice per day, ’Ferd can enter 
  a battle frenzy similar to a barbarian’s Rage (+4 
  Strength, +4 Constitution, +2 Morale bonus on Will 
  saves, -2 AC penalty). The Frenzy lasts for 6 rounds, 
  after which the bearded devil suffers no ill effects. 
  SA Beard: If ’Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+4 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points per round. 
  The wound does not heal naturally and resists healing 
  spells. The continuing hit point loss can only be 
  stopped by a Heal check DC 16, a cure spell, or a heal 
  spell. However, a character attempting to use a cure or 
  heal spell on a wound inflicted by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect. A successful Heal check stops 
  the continuing hit point loss. The infernal wound is an 
  ability of the devil, not the weapon and the DC checks 
  are Constitution based. 
  SA Smite Evil: Once per day, ’Ferd can make a normal 
  attack that does an additional 8 points of damage 
  against against an evil foe. He can make a second attack 
  once per day adding +2 to hit that does an additional 1 
  point of damage. 
  SA Summon Baatezu (Sp): Once per day, ’Ferd can 
  summon 2d10 lemures with a 50% chance of success, or 
  another bearded devil with a 35% chance of success. 
  SA Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs), daylight, detect evil, 3/day - protection from 
  evil, 1/day - bless, aid, cure serious wounds, neutralize poison, 
  holy smite, cure disease. 
   
  “Lemures” (12) CR 1; Medium Outsiders (Baatezu, 
  Extraplanar, Lawful); HD 2d8; 9 hp each; Init +0 (Dex); 
  Spd 20 ft (4 squares); AC 14 (+4 natural) touch 10, flat-
  footed 14; Grapple +2; Atk Claw +2 melee (1d4); Full 
  Atk 2 Claws +2 melee (1d4); SA none; SQ Damage 
  Reduction 5/silver Darkvision 60 ft, Immunity to fire 
  and poison, Mindless, Resistance to acid and cold 10, 
  See in Darkness; AL LN; SV Fort +3, Ref +3, Will +3; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5;  
   
  Skills: none; Feats: none. 
  SQ Mindless (Ex): Lemures are immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). 
   
  APL 8 (EL 10) 
  At APL6 and above, ’Ferd comes into his own as a 
  possible plot device for future modules. It is no 
  mistake that he is living in an abandoned temple of 
  Heironeous, unknowingly guarding an artifact that is a 
  powerful ward against evil creatures. Although he 
  wasn’t “born” into it, at this point in time he is an 
  unknowing agent of Heironeous and is effectively a 
  
  URC5-01 Bounties Over Brotton 
   
  Page 31 
  half-celestial with three levels of paladin. He also still 
  has access to all of his devilish abilities and in the first 
  round of battle  will teleport to a safe location. There he 
  will summon 15 “lemures” as reinforcements and then 
  charge back in to defend his charges. 
   
   
  Nrezchklarrferdgik, Half-Celestial Bearded Devil, 
  Pal3 CR 8; Medium Outsider (Baatezu, Extraplanar, 
  Lawful); HD 7d8+3d10+50; 99 hp; Init +7 (Dex, 
  Improved Init); Spd 40 ft (8 squares), fly 80 ft (good, 
  black feathered wings); AC 21 (+3 Dex, +8 natural) 
  touch 12, flat-footed 18; Grapple +13; Atk Glaive +14 
  (1d10+5 plus infernal wound) or Claw +13 melee 
  (1d6+4); Full Atk Glaive +14/+9 (1d10+5 plus infernal 
  wound) or 2 Claws +13 melee (1d6+4); SA Infernal 
  Wound, Beard, Battle Frenzy, Spell-Like Abilities, 
  Smite Evil, Summon Baatezu; SQ Aura of Courage, 
  Damage Reduction 5/silver or magic, Darkvision 60 ft, 
  Divine Grace, Immunity to disease, fire and poison, 
  Lay on Hands (6 pts), Resistance to acid and cold 10, 
  See in Darkness, SR 20, Telepathy 100 ft; AL LG (evil); 
  SV Fort +13, Ref +11, Will +10; Str 19, Dex 17, Con 21, 
  Int 8, Wis 14, Cha 14;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming. 
  SA Battle Frenzy (Ex): Twice per day, ’Ferd can enter 
  a battle frenzy similar to a barbarian’s Rage (+4 
  Strength, +4 Constitution, +2 Morale bonus on Will 
  saves, -2 AC penalty). The Frenzy lasts for 6 rounds, 
  after which the bearded devil suffers no ill effects. 
  SA Beard: If ’Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+4 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points per round. 
  The wound does not heal naturally and resists healing 
  spells. The continuing hit point loss can only be 
  stopped by a Heal check DC 16, a cure spell, or a heal 
  spell. However, a character attempting to use a cure or 
  heal spell on a wound inflicted by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect. A successful Heal check stops 
  the continuing hit point loss. The infernal wound is an 
  ability of the devil, not the weapon and the DC checks 
  are Constitution based. 
  SA Smite Evil: Once per day, ’Ferd can make a normal 
  attack that does an additional 10 points of damage 
  against an evil foe. He can make a second attack once 
  per day adding +2 to hit that does an additional 3 
  points of damage. 
  SA Summon Baatezu (Sp): Once per day, ’Ferd can 
  summon 2d10 lemures with a 50% chance of success, or 
  another bearded devil with a 35% chance of success. 
  SA Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs), daylight, detect evil, 3/day - protection from 
  evil, 1/day - bless, aid, cure serious wounds, neutralize poison, 
  holy smite, cure disease, dispel evil. 
  SQ Aura of Courage (Su): ’Ferd is immune to fear 
  effects and all allies within 10 ft gain a +4 morale bonus 
  on saving throws against fear effects. 
  “Lemures” (15) CR 1; Medium Outsiders (Baatezu, 
  Extraplanar, Lawful); HD 2d8; 9 hp each; Init +0 (Dex); 
  Spd 20 ft (4 squares); AC 14 (+4 natural) touch 10, flat-
  footed 14; Grapple +2; Atk Claw +2 melee (1d4); Full 
  Atk 2 Claws +2 melee (1d4); SA none; SQ Damage 
  Reduction 5/silver Darkvision 60 ft, Immunity to fire 
  and poison, Mindless, Resistance to acid and cold 10, 
  See in Darkness; AL LN; SV Fort +3, Ref +3, Will +3; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5;  
   
  Skills: none; Feats: none. 
  SQ Mindless (Ex): Lemures are immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). 
   
  APL 10 (EL 12) 
  At APL6 and above, ’Ferd comes into his own as a 
  possible plot device for future modules. It is no 
  mistake that he is living in an abandoned temple of 
  Heironeous, unknowingly guarding an artifact that is a 
  powerful ward against evil creatures. Although he 
  wasn’t “born” into it, at this point in time he is an 
  unknowing agent of Heironeous and is effectively a 
  half-celestial with five levels of paladin. He also still 
  has access to all of his devilish abilities and in the first 
  round of battle  will teleport to a safe location. There he 
  will summon 18 “lemures” as reinforcements and then 
  charge back in to defend his charges. 
        
  Nrezchklarrferdgik, Half-Celestial Bearded Devil, 
  Pal5 CR 8; Medium Outsider (Baatezu, Extraplanar, 
  Lawful); HD 7d8+5d10+72; 133 hp; Init +7 (Dex, 
  Improved Init); Spd 40 ft (8 squares), fly 80 ft (good, 
  black feathered wings); AC 21 (+3 Dex, +8 natural) 
  touch 12, flat-footed 18; Grapple +15; Atk Glaive +16 
  (1d10+5 plus infernal wound) or Claw +15 melee 
  (1d6+4); Full Atk Glaive +16/+11/+6 (1d10+5 plus 
  infernal wound) or 2 Claws +15 melee (1d6+4); SA 
  Infernal Wound, Beard, Battle Frenzy, Spell-Like 
  Abilities, Smite Evil, Summon Baatezu, Turn Undead; 
  SQ Aura of Courage, Damage Reduction 10/silver or 
  
  URC5-01 Bounties Over Brotton 
   
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  magic, Darkvision 60 ft, Divine Grace, Immunity to 
  disease, fire and poison, Lay on Hands (6 pts), 
  Resistance to acid and cold 10, See in Darkness, SR 22, 
  Telepathy 100 ft; AL LG (evil); SV Fort +13, Ref +11, 
  Will +10; Str 19, Dex 17, Con 22, Int 8, Wis 14, Cha 14;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming.  
  SA Battle Frenzy (Ex): Twice per day, ’Ferd can enter 
  a battle frenzy similar to a barbarian’s Rage (+4 
  Strength, +4 Constitution, +2 Morale bonus on Will 
  saves, -2 AC penalty). The Frenzy lasts for 6 rounds, 
  after which the bearded devil suffers no ill effects. 
  SA Beard: If ’Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+4 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points per round. 
  The wound does not heal naturally and resists healing 
  spells. The continuing hit point loss can only be 
  stopped by a Heal check DC 16, a cure spell, or a heal 
  spell. However, a character attempting to use a cure or 
  heal spell on a wound inflicted by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect. A successful Heal check stops 
  the continuing hit point loss. The infernal wound is an 
  ability of the devil, not the weapon and the DC checks 
  are Constitution based. 
  SA Smite Evil: Once per day, ’Ferd can make a normal 
  attack that does an additional 10 points of damage 
  against an evil foe. He can make a second smite attack 
  twice per day adding +2 to hit that does an additional 5 
  points of damage. 
  SA Summon Baatezu (Sp): Once per day, ’Ferd can 
  summon 2d10 lemures with a 50% chance of success, or 
  another bearded devil with a 35% chance of success. 
  SA Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs), daylight, detect evil, 3/day - protection from 
  evil, 1/day - bless, aid, cure serious wounds, neutralize poison, 
  holy smite, cure disease, dispel evil, holy word.  
  Note: Though he is mostly a good creature, ’Ferd still 
  has enough residual evil that if he uses his holy word 
  ability, he himself is deafened for a single round. 
  SQ Aura of Courage (Su): ’Ferd is immune to fear 
  effects and all allies within 10 ft gain a +4 morale bonus 
  on saving throws against fear effects. 
   
  “Lemures” (18) CR 1; Medium Outsiders (Baatezu, 
  Extraplanar, Lawful); HD 2d8; 9 hp each; Init +0 (Dex); 
  Spd 20 ft (4 squares); AC 14 (+4 natural) touch 10, flat-
  footed 14; Grapple +2; Atk Claw +2 melee (1d4); Full 
  Atk 2 Claws +2 melee (1d4); SA none; SQ Damage 
  Reduction 5/silver Darkvision 60 ft, Immunity to fire 
  and poison, Mindless, Resistance to acid and cold 10, 
  See in Darkness; AL LN; SV Fort +3, Ref +3, Will +3; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5;  
   
  Skills: none; Feats: none. 
  SQ Mindless (Ex): Lemures are immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). 
   
  APL 12 (EL 14) 
  At APL6 and above, ’Ferd comes into his own as a 
  possible plot device for future modules. It is no 
  mistake that he is living in an abandoned temple of 
  Heironeous, unknowingly guarding an artifact that is a 
  powerful ward against evil creatures. Although he 
  wasn’t “born” into it, at this point in time he is an 
  unknowing agent of Heironeous and is effectively a 
  half-celestial with seven levels of paladin. He also still 
  has access to all of his devilish abilities and in the first 
  round of battle  will teleport to a safe location. There he 
  will summon 20 “lemures” as reinforcements and then 
  charge back in to defend his charges. 
   
   
  Nrezchklarrferdgik, Half-Celestial Bearded Devil, 
  Pal7 CR 8; Medium Outsider (Baatezu, Extraplanar, 
  Lawful); HD 7d8+7d10+84; 157 hp; Init +7 (Dex, 
  Improved Init); Spd 40 ft (8 squares), fly 80 ft (good, 
  black feathered wings); AC 21 (+3 Dex, +8 natural) 
  touch 12, flat-footed 18; Grapple +17; Atk Glaive +18 
  (1d10+5 plus infernal wound) or Claw +17 melee 
  (1d6+4); Full Atk Glaive +18/+13/+8 (1d10+5 plus 
  infernal wound) or 2 Claws +17 melee (1d6+4); SA 
  Infernal Wound, Beard, Battle Frenzy, Spell-Like 
  Abilities, Smite Evil, Summon Baatezu, Turn Undead; 
  SQ Aura of Courage, Damage Reduction 10/silver or 
  magic, Darkvision 60 ft, Divine Grace, Immunity to 
  disease, fire and poison, Lay on Hands (6 pts), 
  Resistance to acid and cold 10, See in Darkness, SR 24, 
  Telepathy 100 ft; AL LG (evil); SV Fort +13, Ref +11, 
  Will +10; Str 19, Dex 17, Con 22, Int 8, Wis 14, Cha 14;  
   
  Skills: Climb +11, Craft: Farming +2, Diplomacy +2, 
  Hide +11, Listen +9, Move Silently +9, Sense Motive 
  +9,Spot +9; Feats: Improved Initiative, Power Attack, 
  Skill Focus: Craft-Farming.  
  SA Battle Frenzy (Ex): Twice per day, ’Ferd can enter 
  a battle frenzy similar to a barbarian’s Rage (+4 
  Strength, +4 Constitution, +2 Morale bonus on Will 
  
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  saves, -2 AC penalty). The Frenzy lasts for 6 rounds, 
  after which the bearded devil suffers no ill effects. 
  SA Beard: If ’Ferd hits a single opponent with both 
  claw attacks, he automatically hits with his beard. The 
  affected creature takes 1d8+4 points of damage and 
  must succeed on a DC 16 Fortitude save or be infected 
  with a disease known as Devil Chills (incubation 
  period 1d4 days, damage 1d4 Strength). Damage is 
  dealt each day until the afflicted creature succeeds on 
  three consecutive Fort saves, the disease is magically 
  cured, or the creature dies. 
  SA Infernal Wound (Su): The damage a bearded devil 
  causes with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points per round. 
  The wound does not heal naturally and resists healing 
  spells. The continuing hit point loss can only be 
  stopped by a Heal check DC 16, a cure spell, or a heal 
  spell. However, a character attempting to use a cure or 
  heal spell on a wound inflicted by a bearded devil’s 
  glaive must succeed on a DC 16 caster level check, or 
  the spell has no effect. A successful Heal check stops 
  the continuing hit point loss. The infernal wound is an 
  ability of the devil, not the weapon and the DC checks 
  are Constitution based. 
  SA Smite Evil: Once per day, ’Ferd can make a normal 
  attack that does an additional 10 points of damage 
  against an evil foe. He can make a second  smite attack 
  twice per day adding +2 to hit that does an additional 7 
  points of damage. 
  SA Summon Baatezu (Sp): Once per day, ’Ferd can 
  summon 2d10 lemures with a 50% chance of success, or 
  another bearded devil with a 35% chance of success. 
  SA Spell-Like Abilities: At will – greater teleport (of 
  itself + 50 lbs), daylight, detect evil, 3/day - protection from 
  evil, holy aura, 1/day - bless, aid, cure serious wounds, 
  neutralize poison, holy smite, cure disease, dispel evil, holy 
  word, hallow.  
  Note: Though he is mostly a good creature, ’Ferd still 
  has enough residual evil that if he uses his holy word 
  ability, he himself is deafened for a single round. 
  SQ Aura of Courage (Su): ’Ferd is immune to fear 
  effects and all allies within 10 ft gain a +4 morale bonus 
  on saving throws against fear effects. 
  “Lemures” (20) CR 1; Medium Outsiders (Baatezu, 
  Extraplanar, Lawful); HD 2d8; 9 hp each; Init +0 (Dex); 
  Spd 20 ft (4 squares); AC 14 (+4 natural) touch 10, flat-
  footed 14; Grapple +2; Atk Claw +2 melee (1d4); Full 
  Atk 2 Claws +2 melee (1d4); SA none; SQ Damage 
  Reduction 5/silver Darkvision 60 ft, Immunity to fire 
  and poison, Mindless, Resistance to acid and cold 10, 
  See in Darkness; AL LN; SV Fort +3, Ref +3, Will +3; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5;  
   
  Skills: none; Feats: none. 
  SQ Mindless (Ex): Lemures are immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). 
   
   
   
  
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  The Peasant Mob, Encounter 9 
  "It's always best on these occasions to do what the 
  mob do."  
  "But suppose there are two mobs?" suggested Mr. 
  Snodgrass.  
  "Shout with the largest," replied Mr. Pickwick. 
   
  Charles Dickens   (1812 - 1870)  
   
  The mob of peasants at the command of Halloran is an 
  unreasoning crowd of over a hundred fearful, angry 
  and hateful people. Individually they are probably 
  quite normal, but in their current mental state, they 
  will do anything, using each others actions as incentive 
  to commit other actions of destruction and violence. 
  The priest Halloran will direct them to attack the party 
  if he feels that they in any way oppose him.  
   
  Due to the make up of the mob’s history, they are 
  committed to sending the devil to its demise.  Their 
  country has just fallen to the fiends and they are tired 
  of running.  Their minds are easily warped by Halloran 
  and his “ringleaders”. 
   
  If any member of the party “killed” any of the 
  peasant mob, excluding Holloran, then everyone in the 
  pary will be asesed a 1 TU penalty while a local 
  magistrate clears up the facts.  
   
  If any member(s) of the party killed 10% of the 
  peasant mob then they will spend a total of 4 TUs hard 
  labor in the building and/or maintaining of Elone's 
  Wall. 
   
  If any member(s) of the party killed 50% of the 
  peasant mob then they will spend a total of 26 TUs 
  imprisonment in The Citadel's dungeon. 
   
  If any member(s) of the party killed 100% of the 
  peasant mob then their character(s) will be turned over 
  to the triad for further review 
   
  APL 2 (EL 4) 
  Peasant Mob (1) CR 4; Medium Humanoids (Human, 
  Neutral); HD 8d6; 28 hp; Init +4 (Dex, Improved Init); 
  Spd 40 ft (8 squares); AC 10 (+0 natural) touch 10, flat-
  footed 10; Base Attack/ Grapple +2/-; Atk Mob Attack 
  +2 melee (1d4); Full Atk Mob Attack +2 melee (1d4); 
  SA Mob Attack; SQ Individuals, Fear Factor, Mindless; 
  Size/Reach 40 ft/5 ft; AL N; SV Fort +2, Ref +2, Will +2; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
   
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 4 points of damage to that individual only does 4 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacks to attack the crowd or the 
  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (48), its Base attack to 
  +4 and its Damage to (1d4+2) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are. 
  Number of People in Mob:  100 
  Ringleader (2) CR 1/2; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  
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  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
   
  APL 4 (EL 6) 
  Peasant Mob (1) CR 6; Medium Humanoids (Human, 
  Neutral); HD 12d6; 42 hp; Init +4 (Dex, Improved Init); 
  Spd 40 ft (8 squares); AC 10 (+0 natural) touch 10, flat-
  footed 10; Base Attack/ Grapple +4/-; Atk Mob Attack 
  +4 melee (1d6); Full Atk Mob Attack +4 melee (1d6); 
  SA Mob Attack; SQ Individuals, Fear Factor, Mindless; 
  Size/Reach 60 ft/5 ft; AL N; SV Fort +2, Ref +2, Will +2; 
  Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 4 points of damage to that individual only does 4 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacksto attack the crowd or the 
  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (72), its Base attack to 
  +6 and its Damage to (1d6+2) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are. 
  Number of People in Mob:  200 
  Ringleader (4) CR 1/2; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
  APL 6 (EL 8) 
  Peasant Mob (1) CR 8; Medium Humanoids (Human, 
  Neutral); HD 24d6; 84 hp; Init +4 (Dex, Improved Init); 
  Spd 40 ft (8 squares); AC 10 (+0 natural) touch 10, flat-
  footed 10; Base Attack/ Grapple +6/-; Atk Mob Attack 
  +6 melee (1d6+2); Full Atk Mob Attack +6 melee 
  (1d6+2); SA Mob Attack; SQ Individuals, Fear Factor, 
  Mindless; Size/Reach 80 ft/5 ft; AL N; SV Fort +2, Ref 
  +2, Will +2; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 6 points of damage to that individual only does 6 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacks to attack the crowd or the 
  
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  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (144), its Base attack to 
  +8 and its Damage to (1d6+4) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are. 
  Number of People in Mob:  300 
  Ringleader (6) CR 1/2; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
   
  APL 8 (EL 10) 
  Peasant Mob (1) CR 10; Medium Humanoids 
  (Human, Neutral); HD 32d6; 112 hp; Init +4 (Dex, 
  Improved Init); Spd 40 ft (8 squares); AC 10 (+0 
  natural) touch 10, flat-footed 10; Base Attack/ Grapple 
  +8/-; Atk Mob Attack +8 melee (1d8+2); Full Atk Mob 
  Attack +8 melee (1d8+2); SA Mob Attack; SQ 
  Individuals, Fear Factor, Mindless; Size/Reach 100 ft/5 
  ft; AL N; SV Fort +2, Ref +2, Will +2; Str 10, Dex 10, 
  Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 6 points of damage to that individual only does 6 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacksto attack the crowd or the 
  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (192), its Base attack to 
  +10 and its Damage to (1d8+4) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are. 
  Number of People in Mob:  400 
  
  URC5-01 Bounties Over Brotton 
   
  Page 37 
  Ringleader (8) CR _; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
   
  APL 10 (EL 12) 
  Peasant Mob (1) CR 12; Medium Humanoids 
  (Human, Neutral); HD 48d6; 168 hp; Init +4 (Dex, 
  Improved Init); Spd 40 ft (8 squares); AC 10 (+0 
  natural) touch 10, flat-footed 10; Base Attack/ Grapple 
  +10/-; Atk Mob Attack +10 melee (1d8+4); Full Atk 
  Mob Attack +10 melee (1d8+4); SA Mob Attack; SQ 
  Individuals, Fear Factor, Mindless; Size/Reach 120 ft/5 
  ft; AL N; SV Fort +2, Ref +2, Will +2; Str 10, Dex 10, 
  Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 8 points of damage to that individual only does 8 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacksto attack the crowd or the 
  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (288), its Base attack to 
  +12 and its Damage to (1d8+6) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are 
  Number of People in Mob:  500 
  Ringleader (10) CR 1/2; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
   
  APL 12 (EL 14) 
  Peasant Mob (1) CR 14; Medium Humanoids 
  (Human, Neutral); HD 56d6; 196 hp; Init +4 (Dex, 
  Improved Init); Spd 40 ft (8 squares); AC 10 (+0 
  natural) touch 10, flat-footed 10; Base Attack/ Grapple 
  +12/-; Atk Mob Attack +12 melee (2d6+4); Full Atk 
  Mob Attack +12 melee (2d6+4); SA Mob Attack; SQ 
  Individuals, Fear Factor, Mindless; Size/Reach 140 ft/5 
  ft; AL N; SV Fort +2, Ref +2, Will +2; Str 10, Dex 10, 
  Con 10, Int -, Wis 11, Cha 8;  
   
  Skills: Climb +6, Spot +4; Feats: Improved 
  Inititiative. 
  SA Mob Attack (Ex): the mob attacks by moving into 
  the spaces occupied by its enemies, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature of any size, since it is really over a dozen 
  individuals maneuvering around and performing 
  assists with a variety of weapons so that one to two 
  attacks will get through each round. Each round, the 
  mob will make a separate attack on every creature 
  within its reach. Mobs, being made up of undisciplined 
  commoners do not get to make attacks of opportunity. 
  SQ Individuals (Ex): Because a mob is made up of 
  individual people, physical attacks that do large 
  amounts of damage to specific targets aren’t as effective 
  
  URC5-01 Bounties Over Brotton 
   
  Page 38 
  against the entire mob as area effect attacks. Therefore 
  an attack against a member of a mob that does more 
  than 8 points of damage to that individual only does 8 
  points of damage to the mob itself. 
  SQ Fear Factor (Ex): If the party restricts their attacks 
  to non-lethal attacks to attack the crowd or the 
  ringleaders, the crowd’s morale will break when the 
  mob reaches 0 hit points, at which point they will flee 
  from the combat. But if the party uses standard (lethal) 
  attacks, the crowd will fight fearfully for its life, 
  increasing it’s hit points to max (336), its Base attack to 
  +14 and its Damage to (2d6+6) 
  SQ Mindless (Ex): Being made up of multiple 
  individuals, mobs are effectively immune to mind 
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  
  SQ Ringleaders: A mob is a multi-creature organism 
  quite different from standard creatures, therefore it is a 
  situational hazard, rather than a standard monster 
  encounter. While it is quite easy to ‘kill’ all the 
  individuals of a mob, since mobs are made up of the 
  nearby peasantry, it could be considered an ‘evil act’ to 
  massacre large numbers of first level commoners. 
  Fortunately, such wholesale slaughter is not necessary. 
  The key to defeating a mob is to ‘kill the brain’ by 
  identifying and neutralizing the ringleaders. These are 
  the key individuals who keep the mob motivated and 
  dangerous. Once these individuals are removed, a 
  peasant mob will either fall apart or flee.  
      A mob has 1 ringleader per CR (CR 6 equals 6 
  ringleaders). To identify a ringleader, a character must 
  be in a position to see the mob (above) or hear it (inside 
  the mob). Then the character may make either a Spot 
  or Listen check DC 16 to identify one of the 
  ringleaders. Only one ringleader can be identified at a 
  time and only one check may be made each round 
  (although other characters can assist if they are in a 
  position (above or inside the mob) to do so. Once 
  identified, ringleaders are 
  Number of People in Mob:  600 
  Ringleader (12) CR 1/2; Medium Humanoid (Human, 
  Chaotic); HD 1/2; 3 hp; Init +0; Spd 10 ft (8 squares); 
  AC 10 (+0 natural) touch 10, flat-footed 10; Base 
  Attack/Grapple +0/-; Attack none; Size/Reach 5 ft/5 ft; 
  AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10; 
   
  Skills: Craft or Profession +2 
  
  URC5-01 Bounties Over Brotton 
   
  Page 39 
   
  Appendix C: 
  Credit Where Credit is Due 
  (I’m certainly not this inventive when it comes to names…) 
   
  Players 
  Characters 
  John Amir-Fazli 
  Merezus Fyorr 
  Steve Anderson 
  Lumin Ammara 
  Matt Atwell 
  Jak Smallsole 
  Steve Bergenfeld 
  Durmast Boschvark 
  Clint Bodine 
  Galen Lightning Fist 
  Jeff Bolhassan 
  the Bator 
  Ed Bond 
  Sorn 
  Bill Burch 
  Smidgen Rawlins 
  Van Butler 
  Feras Lakholm 
  Tomas Campbell 
  Draca Bloodaxe 
  Jason Carnival 
  Ionus Shadowwood 
  Nick Carnival 
  Lazarus Stormborn 
  Mari Carpenter 
  Amaryllis Tealeaf 
  Anthony Chiesi 
  Cathroy Gevies 
  Rich Clark 
  Jen 
  John Collins 
  Tortha Karf 
  Mara Corti 
  Kaydriss Firesong 
  Kevin Craig 
  Arthur Peterson 
  Calvin Curtis 
  Umeomaru 
  Kitty Curtis 
  Arsaga 
  Andy, dammit 
  Barret the Tenha 
  Ken Diedrich 
  Samara 
  Kenneth Donaldson 
  Linux 
  Nate Doyle 
  Taeon Aheddran 
  Jeff Edgington 
  Milo Willowby 
  Will Edgington 
  Sgt Lylgol 
  Jerry Estal 
  Falco Ironcross 
  Justin Fan 
  Tempest Fujin 
  Ken Fergusen 
  Triston Telleroy III 
  John Fiala 
  V’to Agnacy 
  Tammy Fiala 
  Antiria of Ket 
  Matt Finnie 
  Chechaboo 
  James Freeman 
  Milesovas 
  Kevin French 
  Bejorn Thunderaxe 
  Jeff Glenny 
  Moodoka 
  Players 
  Characters 
  Jonathan Graham 
  Drey 
  Marcus Griep 
  Mariokoli Mianana 
  Fred Guin 
  Og Vlaskad 
  Zag Head 
  Eliset 
  Ralph Hoefelmeyer 
  Ilsa Greywolf 
  Robert Hughes 
  Tharivol Rianneth 
  Bart Humphries 
  Bruce Vaine VIII 
  Greg Ison 
  Wye Lee 
  Joe Ipson 
  Cromwell 
  Tom Japhet 
  Jazan 
  Jonathan Johnson 
  William Yalon 
  Charity Jones 
  Celest 
  Corey Jones 
  Calvin 
  Erik Keen 
  Griffo 
  JT Kent 
  Seth Mason 
  Tim Keogh 
  Helga Ironbossom 
  Dave Keonig 
  Ezrak of the Rage 
  Tim Kilguss 
  Alanon Starblade 
  Nancy Kilkenny 
  Eldryn Amanodel 
  Nick Kindt 
  Jadelle 
  Daniel Knipfer 
  Kur Blackheart 
  Rich Kohl 
  Nuidra 
  John Krufoff 
  Sharn 
  Troy Latta 
  Thamior Ilphunodel 
  Dan Litwhiler 
  Jayce Steele 
  Michelle Lutz 
  Shamil Turen 
  Teri Machacek 
  Alhandra Raven 
  Alicia Maddex 
  Mellaureiom 
  Tom Maguire 
  Marcus Vespasian 
  Michael Marshall 
  Lilliana 
  Steve Maszkiewicz 
  Niche Mericee 
  Joe Meacham 
  Rok Orcfoe 
  Jeffrey Meyers 
  Dane Steelcutter 
  David Morgan 
  the Iron Mouse 
  Neva NLN 
  Kenshin 
  
  URC5-01 Bounties Over Brotton 
   
  Page 40 
  Players 
  Characters 
  Patrick Ocampo 
  Dallan Dawnrider 
  Mike Orr 
  EdrinCirnon 
  Barry Oviatt 
  Lyntil Lustoff 
  David Parker 
  Ed Grubermann 
  Joe Patterson 
  Dustin McLaud 
  Patrick Paulsen 
  Tabun Riskar 
  Jeremiah Peace 
  Baldrock Da Juggernaut 
  Mark Pekel 
  Grimer Stronghart 
  Steve Peters 
  T’zith 
  Eric Peterson 
  Callis 
  Steve Picardi 
  Ghartolz 
  Napoleon Register 
  Maximus Aurelius 
  Ken Rehor 
  Deker Ironhill 
  Erik Robbins 
  Tornarr 
  D’Anne Rooney 
  Neala El Pa'Draigin 
  Stephanie Roy 
  Siobhan McElwain 
  Christine Russell 
  Jynna Untanna Prynn 
  Sumit Sarkar 
  XanderXiloscient 
  Staige Saunders 
  Thorin Okenshield 
  Bill Scharfenberg 
  Sir Alden Underhill 
  Jeanne Scharfenberg 
  Kidan Alawa 
  Joe Scharfenberg 
  Richard Martin 
  Dave Schuette 
  Nir Stoutrazor 
  Damon Schoonover 
  Sir Palus Evollard 
  Herb Seifert 
  Roland Ashvin 
  Karen Shields 
  Elbereth 
  Don Shriver 
  Theodane Medyck 
  Gabe Sindo 
  Akeaka Silverspell 
  Erik Skinner 
  Waxford Jenkins 
  Keera Smith 
  Nie Evee 
  Kirk Speer 
  Brother Grumpus Barrelgut 
  Dennis Stalnaker 
  Galen Aramin 
  Pat Stalnaker 
  Kyle 
  James Stepanek 
  Sigut Frost 
  John Swiontek 
  Ook 
  Matt Swiontek 
  Gorbulus Danderfluff Cattoy 
  Nancy Swiontek 
  Ellyjoybell Waywocket 
   
       Scheppen 
  Keith Symcox 
  Gurzag Brandybuck 
  Keith Tatroe 
  Xander Braxton 
  Paul Tayloe 
  Throkmore 
  Bryan Thomas 
  Surya 
  Players 
  Characters 
  Jeffery Ulberg 
  Rocklass the Hun 
  Amy Vaughan 
  Myrna Skygrove 
  Kevin Weibler 
  Helex Sternberg 
  Chris Wessling 
  Brother Mendicus 
  Ryan Wendling 
  Robert Gawaine 
  Cory Williamsen 
  Selina Gode 
  Frank Yount 
  Malchor Trueshaft 
  James Zwiers 
  Farel Iflie 
   
   
  Note: This list is incomplete. It was compiled from various public 
  sites and elists where players have registered their characters. There 
  is no other way to determine which players play which characters, so 
  many players will naturally not be included here. 
   
   
  
  URC5-01 Bounties Over Brotton 
   
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  Player Handouts: The Bounties 
         
   
         
   
  
  URC5-01 Bounties Over Brotton 
   
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  URC5-01 Bounties Over Brotton 
   
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  URC5-01 Bounties Over Brotton 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC5-01 - Bounties Over Brotton.pdf